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    Default Re: DM's Aid: Share Your Campaign, Plothook, and Encounter Ideas

    Holiday Treant
    Size/Type: Large Plant
    Hit Dice: 7d8+35 (66 hp)
    Initiative: -1
    Speed: 30 ft. (6 squares)
    Armor Class: 19 (-1 size, +0 Dex, +10 natural), touch 9, flat-footed 19
    Base Attack/Grapple: +5
    Attack: Slam +8 melee (2d6+5)
    Full Attack: 2 slams +8 melee (2d6+5)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Animate trees, dancing lights 3/day, double damage against objects, trample 2d6+13
    Special Qualities: Damage reduction 10/slashing, Cold resist 5, low-light vision, plant traits, extreme flammability
    Saves: Fort +8, Ref +12 Will +7
    Abilities: Str 20, Dex 10, Con 16, Int 12, Wis 16, Cha 12
    Skills: Diplomacy +3, Hide -9*, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 aboveground)
    Feats: Improved Sunder, Iron Will, Power Attack
    Environment: Temperate forests
    Organization: Solitary or grove (4-7)
    Challenge Rating: 7???
    Treasure: Standard
    Alignment: Usually neutral good
    Advancement: 8-16 HD (Huge); 17-21 HD (Gargantuan)

    Animate Trees (Sp)
    A treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.


    Double Damage against Objects (Ex)
    A treant or animated tree that makes a full attack against an object or structure deals double damage.


    Trample (Ex)
    Reflex DC 22 half. The save DC is Strength-based. Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas.


    Extreme Flammability
    In addition to taking half again as much (+50%) damage as normal from fire (regardless of whether a saving throw is allowed, or if the save is a success or failure) a holiday treant also takes a -2 penalty to saves against fire and a -4 penalty to saves to avoid catching on fire


    Spell-like abilities
    3/day- dancing lights
    Last edited by Bohandas; 2018-12-25 at 11:15 AM.
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  2. - Top - End - #272
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    Default Re: DM's Aid: Share Your Campaign, Plothook, and Encounter Ideas

    edit: wrong thread
    Last edited by Bohandas; 2018-12-27 at 05:06 PM.
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  3. - Top - End - #273
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    Default Re: DM's Aid: Share Your Campaign, Plothook, and Encounter Ideas

    Campaign Concept
    Fantasy Matrix/"Dal Quor Has You"

    The first session starts with the PCs as workers in a drab boring office building in a realistic urban setting. But weird things start happening. Eventually they are woken up on Eberron in Sarlona, where the Quori have been keeping the populace imprisoned in a shared dream and siphoning off their psychic energy (which manifests in the dream as working 9 to 5 in an office building). The heroes must acclimatize themselves to the world of eberron and free the imprisoned populace while dodging the forces of the Quori and the Inspired. Unfortunately the sleep is magically enforced and coordinated action both within the dream and on Eberron is required to wake the populace. Fortunately, on the other hand, now that their minds are no longer being drained the PCs are now able to do dream things in the dream, like flying, and both inside and out of the dream they now have access to the standard repertoire of fantasy abilities (ie. the spellcasters retain their magic in the drab non-fantasy dream world and the warrior classes retain their ability to wade through lava and punch out horses and in fact in the dream world both can do a little bit of both)
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  4. - Top - End - #274
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    Default Re: DM's Aid: Share Your Campaign, Plothook, and Encounter Ideas

    Encounter/NPC
    "Unhelpful demonic tactical advice"

    If the party for some reason has to talk to a fiend or a cambion or tiefling, or possibly a murderer or a death/doomsday cultist or something, they offer the PCs some useless advice on defeating the villain that's obvious but twisted to the point where a normal person wouldn't think of it, and that may be unviable in the game's combat system. Things like "If you removed his eyes he would be less of a threat", or "He's powerless without his heart", or "if you took his children perhaps you could control him"
    Last edited by Bohandas; 2019-01-06 at 10:26 AM.
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  5. - Top - End - #275
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    Default Re: DM's Aid: Share Your Campaign, Plothook, and Encounter Ideas

    Encounter
    "Bad Cop, Evil Cop"

    The PCs are either captured by a lawful evil cult or lawful evil theocracy, or are arrested while in the Nine Hells of Baator. In any case they are subjected a method of two man interrogation in which one interrogator, the "Bad Cop" verbally abuses them and vocally wants to see them beheaded, while the other interrogator, the "Evil Cop" tortures them and is keen to flay them alive right there if they don't talk.
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  6. - Top - End - #276
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    Default Re: DM's Aid: Share Your Campaign, Plothook, and Encounter Ideas

    NPC Class

    Holder (NPC Class)

    Good Saves: Will
    Bad Saves: Fort, Ref
    BAB: As wizard (1/2 level)

    Class Skills: Appraise, Concentration, Craft, Decipher Script, Disable Device, Forgery, Knowledge (Arcana), Knowledge (Architecture and Engineering), Knowledge (History), Knowledge (Nature), Knowledge (Religion), Knowledge (The Planes), Open Lock, Profession, Search, Sleight of Hand, Speak Language (planar languages, Draconic, Elven, Dwarven, or Gnomeish only) Spellcraft, Truespeak, Use Magic Device, Use Rope
    Skill Points: 4+int

    1.) Item use
    2.)
    3.)
    4.)
    5.) skill bonus
    6.)
    7.)
    8.)
    9.)
    10.) skill bonus
    11.)
    12.)
    13.)
    14.)
    15.) skill bonus
    16.)
    17.)
    18.)
    19.)
    20.) skill bonus

    Item use: A Holder can activate magic items such as wands, scrolls, staves, etc as a wizard of their Holder level, and as any other spellcasting class one half their Holder level. They also add one quarter of their Holder level as a bonus to Use Magic Device checks.

    Skill bonus: Every five (four?) levels a Holder gets a permanent +1 bonus to their choice of either: Spellcraft checks relating to magic items, Appraise checks to appraise the value of magic items, Knowledge checks relating to magic items, Search checks to find magical traps (does not give you the ability to find or disarm them safely), Disable Device checks related to magical traps (does not give you the ability to find or disarm them safely), Diplomacy checks to influence intelligent items, Escape Artist checks to escape from magical restraints, Perform checks to activate magical instruments, or Craft checks to repair magic items. The same option may be chosen more than once and in this case the bonuses stack.
    Last edited by Bohandas; 2019-01-16 at 12:05 PM.
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  7. - Top - End - #277
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    Default Re: DM's Aid: Share Your Campaign, Plothook, and Encounter Ideas

    NPC Villain

    A character who is an enforcer for a lawful evil religion who wears a blindfold in day-to-day life because he has taken a vow to kill every living thing that he sees
    Last edited by Bohandas; 2019-01-20 at 11:41 AM.
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    Default Re: DM's Aid: Share Your Campaign, Plothook, and Encounter Ideas

    Villain- Low Power demon prince

    Demeicro
    King of the Manes, The Prince of Dimness

    Portfolio: Manes demons, stupidity

    Similar to how Malcanthet is the Queen of Succubi and Kardum is the Lord of Balors, Demeicro is the King of the Manes (the most basic type of demon, Fiendish Codex 1, Pg 45). As lord of the weakest demon type he is one of the weakest demon lords possibly the weakest. This is one of the demon prince positions with the highest rate of turnover; He isn't the first to hold this position, he won't be the last, and he may not even be the only one (similar to how Malcanthet and Shami-Amourae are both Queen of the Succubi). He is also one of the dumbest of the demon lords and the demonic patron of stupidity, earning hin the derisive title "The Prince of Dimness". He seems to think that this has to do with literal dimness and has developed some magical abilities to match

    He appears as a giant manes demon and is usually surrounded by a retinue of manes, In combat he has a tendency to throw these minions at people, using their acidic cloud death throes as a bomb. Sometimes he will go through several before realizing that an enemy is resistant or immune to acid. He dwells in a shoddily constructed fortress and rules his minions from a makeshift throne made of chicken bones and dead animals

    CE Large outsider (chaotic, evil, extraplanar, tanar’ri)
    Init: +2
    Senses: darkvision 90 ft.; Listen +0, Spot –1
    Languages: Abyssal; telepathy 100 ft.
    AC: 15, touch 7, flat-footed 15 (-1 size, -2 dex, +8 natural)
    HP: 95 (10 HD; 10d8+50); DR 5/cold iron and good
    Immune: electricity, poison
    Resist: acid 10, cold 10, fire 10
    Saves: Fort +12, Ref +6, Will +6
    Speed: 20 ft. (4 squares)
    Melee: 2 claws +15 (1d6+6 Plus 1 Vile) and bite +13 (1d8+3 Plus 1 Vile)
    Base Atk: +10; Grp: +20
    Abilities: Str 22, Dex 6, Con 20, Int 9, Wis 9, Cha 9
    SQ: acidic cloud, tanar’ri traits
    Feats: Gruesome Finish (Exemplars of Evil), Improved Initiative, Multiattack, Vile Natural Attack (BOVD/Elder Evils)
    Skills: Balance +4, Climb +19, Escape Artist +4, Hide +7, Intimidate +1, Jump +19, Knowledge (Arcane) +0, Knowledge (Planes) +0, Listen +0, Move Silently +9, Spellcraft +0, Survival +12, Use Magic Device +6

    Acidic Cloud (Su):
    When the prince of dimness is wounded for 5 or more HP with a slashing or piercing weapon acidic vapor sprays out in the direction the attack came from. Anybody standing in that square must make DC 15 Reflex save or take 1d6 points of acid damage
    If the Prince of Dimness is killed, it dissolves into a cloud of noxious vapor. Anyone within 20 feet who fails a DC 15 Reflex save takes 2d6 points of acid damage

    Charm Manes (sp)
    Three times per day Demeicro can attempt to charm a manes demon. This works like the spell charm person except that it works on manes and only on manes.

    Summon Manes (Sp)
    Once per day the Lord of Dimness can attempt to summon 4d8 manes with a 60% chance of success. Alternately he can automatically summon 2d4 manes. This ability is the equivalent of a 6th-level spell.

    Spell-Like Abilities
    cl 10
    At Will- Acid Splash, Daze (DC9), Greater Teleport (self plus 50 pounds of objects only), Mage Hand, No Light (BOVD)
    3/day- Darkness, Delusions of Grandeur (Dragon #324) (DC11), Doom (DC10), Magic Stone, Obscuring Mist, Ray of Stupidity (SC)
    1/day- Cone of Dimness (SC) (DC12), Desecrate, Feeblemind (DC14), Mind Fog(DC14), Stinking Cloud (DC12), Touch of Idiocy
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  9. - Top - End - #279
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    Default Re: DM's Aid: Share Your Campaign, Plothook, and Encounter Ideas

    That’s some RPG Superstar-quality stuff there. Have you ever eneteted?
    Plot Hooks. Campaigns and Encounters - an aid for DMs in a hurry. A resource for all to enjoy! (Now archived)

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    Default Re: DM's Aid: Share Your Campaign, Plothook, and Encounter Ideas

    Quote Originally Posted by redzimmer View Post
    That’s some RPG Superstar-quality stuff there. Have you ever eneteted?
    I actually don't even know what that means

    EDIT;

    Ok looked it up, but according to PathfinderWiki it looks like that contest hasn't been around since 2015. So it looks like I won;t be able to submit any of this to them
    Last edited by Bohandas; 2019-01-21 at 11:59 PM.
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  11. - Top - End - #281
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    Default Re: DM's Aid: Share Your Campaign, Plothook, and Encounter Ideas

    Quote Originally Posted by Bohandas View Post
    I actually don't even know what that means

    EDIT;

    Ok looked it up, but according to PathfinderWiki it looks like that contest hasn't been around since 2015. So it looks like I won;t be able to submit any of this to them
    Oh. Well I see I’ve not been on that site in a while...
    Plot Hooks. Campaigns and Encounters - an aid for DMs in a hurry. A resource for all to enjoy! (Now archived)

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    Default Re: DM's Aid: Share Your Campaign, Plothook, and Encounter Ideas

    Location/Adventure
    "The Dream Fortress"

    The players have to assault a fortress in the plane of dreams from which the Quori are enacting some dastardly plan.

    The fortress is built following dream logic. It is entirely larger and taller than it needs to be. The layout is both maze-like and inconsistent. The rooms are an assortment of rooms from similar locations/buildings in the "real" game world scrambled, combined, rotated, mirrored, and repeated as nauseum. Many rooms have their own stairs and second floor that doesn't let out into the corresponding floor of the rest of the building; For example, someone's sleeping quarters might have a finished basement seperate from the rest of the building. There are many rooms that aren't needed and/or don't fit the purpose of the building, although their construction and decoration generally fit the style of the rest of the building. There are also many rooms that almost fit the purpose of the building or almost fit their own purpose but are slightly off or have some other additional unrelated nature; such as an armory for swordsmen that contains only bows, or a guard post that is also a busy restaurant.

    Occupants of the fortress include quori and dream NPCs. The dream NPCs are much like regular NPCs except their behaviors are limited as appropriate for something formed from somebody's distracted thoughts. Some of the dream NPCs may be inappropriate to a fort such as this, particularly but not exclusively in rooms that don't fit (which they generally but not always do fit). Furthermore, many of the denizens of the fortress (which include both quori, and non-quori dream NPCs) look like different people or things than what they are or are supposed to be, and in the case of the dream NPCs their behavior sometimes doesn;t match either their identity OR their appearance.

    In game terms:

    The gross layout of fortress is constructed like a roguelike such as Dungeons of Dredmor, with rooms being randomly generated as they are encountered, but with two major differences from normal roguelikes: Firstly the rooms do not have to all "fit" together on the map, if a room is generated that would overlap with an existing room the result is not thrown out but the rooms do not overlap either, draw the second room elsewhere on the map and add a note that they are conmected (alternately, at the DM's discretion, sometimes encountering a second room that doesn't fit may cause the connection to the first room to "decay" (see below) provided that nobody is looking from the first room to the room that both these hypothetical rooms connect to (if any).
    Secondly, the connections between rooms gradually "decay". If a room has not been visited in a while it is struck from the map and put into a pool of used rooms. It may appear again later in a different location (see below)

    Each new room can either be a prefabricated setpiece (see below), a randomly generated generic room, or a previously visited room. First roll to select which of these the new room will be, then roll to choose from the list and/or to choose the shape and contents of a new generic room.

    There are two main types of rooms, generic rooms (choose shape, contents, occupants, etc. from a table), and setpieces. These latter rooms are predesigned and include things like major encounters (including the actual mission objective), chunks of locations from the "real" game world (including not just other dungeons but regular civilian buildings as well, especially ones that many people would be familiar enough with to dream of), weird staircases (not just escher type stuff, also stuff like mundane yet fancy entryway staircases from fancy buildings*, except not necessarily in entryways), irregularly shaped and/or highly specialized rooms, specific non-euclidean/multiply commected rooms (such as the saddle-point and conic angle deficit rooms described in Weird Races and Strange Places), shops, etc.


    *For example
    Spoiler
    Show





    Campaign
    "The Divine Right of Kings"

    The PCs are agents of the king. In order to maintain the mandate of heaven agents such as these are sent on missions to advance the interests of the realm's various gods, crudely analogously to how political parties in democracies bend over backwards to please special interest groups. It is approaching the end of a thirty year cycle at the end of which the gods all traditionally convene together. The normally spiritually lax king is in a hurry to drum up goodwill with the gods before that time lest he risk losing his position.
    Last edited by Bohandas; 2019-02-07 at 09:11 PM.
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  13. - Top - End - #283
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    Default Re: DM's Aid: Share Your Campaign, Plothook, and Encounter Ideas

    Some critters I've come up with:

    Template: "Boss"
    "Boss"

    This is your stereotypical videogame boss in D&D form

    Type
    Animals and Vermin become Magical Beasts. Otherwise type is unchanged.

    Special Qualities
    Invulnerability: A Boss is invulnerable except for certain weak points on its body. In game terms it has damage deduction of 20/- and resistance 20 to every energy type (even obscure ones like force, light, etc.) except when struck with a critical hit or an attack that always hits (such as magic missile), or a called shot to these points (which are generally at least 2 size categories smaller than the boss itself and have partial cover fro its other parts) or on a natural 1 on a saving throw. As with vorpal weapons, roll for critical hits even in the base creature is normally immune to critical hits, although in the case of creatures immune to critical hits damage is not multiplied.

    Wrath:
    When reduced to 50% HP a boss gains the benefits (but not the restrictions on actions) of barbarian rage and gains one (1) additional special attack from the following list until the encounter ends:
    *Breath weapon: 30 foot cone. Usable once every 1d4 rounds. Deals 1d6 damage per Boss's HD. Energy type chosen by the DM.
    *Energy Burst: 20 foot radius energy attack centered on the boss. Usable once per 5 rounds. Deals 1d6 damage per Boss's HD. Energy type chosen by the DM.
    *Energy Bolt: 120 foot line of energy. Usable once per 5 rounds. Deals 1d6 damage per Boss's HD. Energy type chosen by the DM.
    *Haste: Under constant effect of Haste spell. CL=HD
    *Righteous Might: Under constant effect of Righteous Might spell, CL=HD
    *Dimension Door: Usable once every two rounds. CL=HD
    *Twin Spell: Can spontaneously apply Twin Spell (Complete Arcane pg 84) to any spell cast (even a prepared spell) once every 1d4+1 rounds without using a higher level spell slot.
    *Chain Spell: Can spontaneously apply Chain Spell (Complete Arcane pg 76) to any spell cast (even a prepared spell) once every 1d4+1 rounds without using a higher level spell slot.


    Monster: Life Slaad
    LIFE SLAAD
    Medium Outsider (Chaotic, Extraplanar)
    Hit Dice: 15d8+75 (142 hp)
    Initiative: +10
    Speed: 30 ft. (6 squares)
    Armor Class: 28 (+6 Dex, +12 natural), touch 16, flat-footed 22
    Base Attack/Grapple: +15/+20
    Attack: Claw +20 melee (3d6+5)
    Full Attack: 2 claws +20 melee (3d6+5) and bite +18 melee (2d10+2)
    Space/Reach: 5 ft./5 ft.
    [b]Special Attacks: Implant, spell-like abilities, summon slaad
    Special Qualities: Change shape, damage reduction 10/lawful, darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire 5, telepathy 100 ft.
    Saves: Fort +14, Ref +15, Will +13
    Abilities: Str 21, Dex 23, Con 21, Int 18, Wis 18, Cha 18
    Skills: Climb +23, Concentration +15, Escape Artist +24, Heal +24, Hide +24, Jump +23, Knowledge (any two) +22,
    Listen +22, Move Silently +24, Search +22, Spot +22, Survival +14 (+16 when tracking), Use Rope +6 (+8 with bindings)
    Feats: Graft Flesh, Self Sufficient, Improved Initiative, Improved Sunder, Multiattack, Power Attack
    Environment: Ever-Changing Chaos of Limbo
    [b]Organization: Solitary or pair
    Challenge Rating: 13
    Treasure: Double standard
    Alignment: Chaotic Good or Chaotic Neutral
    Advancement: 16–22 HD (Medium); 23–45 HD (Large)

    Implant (ex): A lofe slaad that hits with a claw attack can inject an egg pellet into the opponent’s body. The affected creature must succeed on a DC 18 Fortitude save to avoid implantation. The save DC is Constitution-based.
    Often the slaad implants an unconscious or otherwise helpless creature (which gets no saving throw).
    The egg gestates for one week before hatching into randomly either a blue slaad, red slaad, green slaad, or mud slaad (Fiend Folio pg157) that eats its way out, killing the host. Twenty-four hours before the egg fully matures, the victim falls extremely ill (–10 to all ability scores, to a minimum of 1). A remove disease spell rids a victim of the pellet, as does a DC 25 Heal check. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.

    Spell-Like Abilities:
    At will—animate objects, chaos hammer (DC 18), contagion [Instead of the normal disease selection, the choice of diseases is Slaad fever (MM p230), Mud Slaad Fever (FF p157), Warp Touch (BOVD p31-32), Filth Fever, or Cancer], cure light wounds, detect magic, dispel law (DC 19), fear (DC 18), fly, identify, invisibility, lightning bolt, magic circle against law, see invisibility, shatter (DC 16), regenerate;

    3/day— Animate plants, cloak of chaos (DC 22), lesser restoratiom, word of chaos (DC 21);

    1/day— Awaken, power word blind, true resurrection. Caster level 15th.
    The save DCs are Charisma-based.

    Change Shape (Su): A life slaad can assume any humanoid form as a standard action. In humanoid form, a life slaad cannot use its natural weapons (although a slaad can equip itself with weapons and armor appropriate to its appearance). A death slaad remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the slaad reverts to its natural form when killed. A true seeing spell reveals its natural form.

    Summon Slaad (Sp): Twice per day a life slaad can attempt to summon 1–2 red or blue slaadi with a 60% chance of success, or 1–2 green slaadi with a 40% chance of success. This ability is the
    equivalent of a 6th-level spell.

    The life slaad is the good and life themed counterpart to the death slaad. Though good natured and focused around healing they can still create a lot of mayhem. Imagine, if you will, coming downstairs one morning to find that the ham has been brought back to life and is wrecking up the living room, the toaster has sprouted legs and wandered off, and that your dog is no longer neutered.
    Last edited by Bohandas; 2019-02-21 at 01:47 PM.
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    Default Re: DM's Aid: Share Your Campaign, Plothook, and Encounter Ideas

    Campaign Concept
    "If I Died In An Evil Place"

    A group of adventurers from a different crystal sphere set out to Realmspace to rescue the souls of some other travelers from their homeworld who died there and were incorporated into the wall of the faithless because they didn't worship the local gods of Realmspace
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    Default Re: DM's Aid: Share Your Campaign, Plothook, and Encounter Ideas

    Villains
    "Evil Twin/Evil Self"

    Some high level death-reversing spells like Clone, Reincarnate, and True Resurrection leave behind supernumerary corpses after the subject is brought back. The subject is brought back in a new body and the old body remains behind

    SO, what if one of the player characters' previous bodies were animated as undead? That could be a villain. Vampire evil twin maybe. That sort of thing.
    Last edited by Bohandas; 2019-04-14 at 10:24 PM.
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    Default Re: DM's Aid: Share Your Campaign, Plothook, and Encounter Ideas

    I would like to hear your feedback on this.

    An evil alchemist has created an alchemical substance that temporarily enhances intelligence and is relatively cheap. The PCs have previously worked hard to help her to create this substance. The substance is actually flawed and the alchemist knows that something is wrong but she just doesn't care. Prolonged use of the substance, in this case weekly use for the duration of one month, requires that the user rolls a fortitude check vs. DC 10 each month (+1 for each previous check). This check is made until the user has a pause of at least one week from using the substance (which resets the DC). Please note that a failed check does not reset the DC.

    Failing the fortitude check makes the user suffer from a hypomanic episode which lasts 1-4 weeks. During this time, the user experiences almost constant euphoria, occasional cognitive regression, mood swings, increased energy, decreased need for sleep, and flight of ideas. Two or more successive failures cause a substance-induced paranoid psychosis which lasts for 2d6 days. During the first 1-3 days, the user displays two or more of the following symptoms: emotional instability, inability to sleep, suspiciousness, overvalued ideation and frank delusions. After this phase, the user either becomes either completely psychotic and suicidal or completely psychotic, suicidal and extremely violent. People who have a penchant for violence usually become murderously violent and suicidal while people who have no tendency towards violence become suicidal. After the paranoid psychosis is over, the user has no recollections of what has happened. He or she only remembers that they have been doing something over the past few days, but they cannot remember what exactly.

    So far this idea has seemed just like it belongs to the homebrew forum, I know, but the idea is that the PCs (who never use this substance) start to encounter NPCs who are first manic and childlike (which is amusing), then later on they become paranoid (which is scary) and soon after that they try to kill everyone (which might include the PCs as well). The only thing that all these NPCs have in common is they have had one or more vials of the alchemical substance in their possession. The PCs either have to prove that the substance is causing the problems or contact the alchemist, but the alchemist will of course try to kill them like she already killed one investigator a couple of months ago.

    The fact that the DC increased over time will make situation escalate considerably within a year. Soon wizards and psions will be randomly killing people (and PCs) and themselves as well. This will get worse and worse every year until the PCs do something. The problem will escalate like mad if the PCs don't act.
    Last edited by Jon_Dahl; 2019-05-04 at 09:31 AM.

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    Default Re: DM's Aid: Share Your Campaign, Plothook, and Encounter Ideas

    This is a great idea. A long term fallout can be increased anti-spellcaster paranoia which could lead to persecution, maybe all-out war.
    Plot Hooks. Campaigns and Encounters - an aid for DMs in a hurry. A resource for all to enjoy! (Now archived)

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    Default Re: DM's Aid: Share Your Campaign, Plothook, and Encounter Ideas

    Quote Originally Posted by redzimmer View Post
    This is a great idea. A long term fallout can be increased anti-spellcaster paranoia which could lead to persecution, maybe all-out war.
    Thank you :) Here is the game mechanical information that is available to the players at the moment:

    Oncora's Smart Serum
    Alchemical concoction. 1 lb. Price: 100 gp. Note: limited monthly availability.
    - It gives +2 alchemical bonus on Int for 1 hour.
    - Tastes bad.

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    Default Re: DM's Aid: Share Your Campaign, Plothook, and Encounter Ideas

    Originally Posted by Jon_Dahl
    I would like to hear your feedback on this.
    This is a solid idea, both in itself and because it can be scaled from a relatively small scenario to something that could be the underpinning of a full campaign.

    I would suggest introducing a political element—members of the ruling elite, who are able to afford the substance, are also showing symptoms and side effects. This results in general chaos, as the ruling class begins to publicly manifest negative effects, causing widespread fear and unrest; and it also causes trouble both for the PCs and for the alchemist, since different factions of the elite will be sending teams to investigate and/or eliminate the alchemist and any known associates. The PCs can glean clues from the teams sent after them, and they will have to decide whether to work with competing investigators or try to eliminate them, with potential repercussions from the ruling elite.

    You have the makings of a solid module here, if not the kickoff to a campaign that combines intrigue and social encounters with more traditional combat and sleuthing. Nicely done, definitely worth developing.

  20. - Top - End - #290
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    Default Re: DM's Aid: Share Your Campaign, Plothook, and Encounter Ideas

    Campaign for Greyhawk campaign setting
    "The Six Evil Twins"

    Someone has been causing trouble in the city of Greyhawk using private information and unique magic items thought to be available only to eccentric former mayor, ex-adventurer, and ascended demigod Zagyg Yragerne. However it has been proven that he's not the one behind it. Some members of House Yragerne believe it may be the work of one of the various evil twins he accumulated during his career as an adventurer and hire the party to confront them. I order they are

    "Ghastly Zagyg" - After being killed by ghouls and brought back by a clone spell his original body became a ghast

    "Phony Zagyg"- A doppleganger con artist who once attempted to steal Zagyg's identity and office and take control of Greyhawk City

    "Xagig From The Evil Parallel Universe" - The only one of these evil twins who is canon, detailed in Expedition to the Ruins of Greyhawk this evil twin originally comes from an evil parallel world called Uerth, but was pulled to Oerth by an artifact called the Orb of Opposition

    "Chiral Zagyg" - The creation of a Mirror of Opposition. He will protest, accurately, that he is not evil, he's Lawful Neutral

    "Vampiritic Zagyg" - Similar to Ghastly Zagyg, but a vampire rather than a ghast

    "Zagyg Hunefer" - When Zagyg ascended to godhood, his mortal body was left behind, and eventually became a powerful almost divine undead creature (see the Hunefer monster from the Epic Level Handbook)

    Adventure/Encounter One-off
    "Lovers' Tiff"

    One shot revolving around a domestic disturbance between the demon lord Grazzt and his girlfriend the Witch Queen Iggwilv. Both are powerful, evil, and extremely difficult to kill. Either a player plays one and the DM plays the other, or else they are played by opposing players. Neither character is full-on trying their hardest to kill the other, however they are both using lethal force and neither is above maiming the other character causing massive property damage or killing bystandwrs with collateral damage. This allows for an over the top fight that does not have to be optimized. Fireballs and knives are thrown, fingers are chopped off, eyes are gouged, servants are picked up and are used as weapons etc. Both have the sense not to die over this, so if either character falls below 50% HP they have to make a will save each time they're hit, DC=damage dealt, in order to not concede. Whichever character doesn't eventually either die or concede wins
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    Default Re: DM's Aid: Share Your Campaign, Plothook, and Encounter Ideas

    NPC
    "General Reginald T. Lymphocyte"

    An idea for an NPC popped into my head recently. General Reginald T. Lymphocyte, a human-sized sentient T-cell white blood cell with paladin levels who came into being when a LG deity (Heironeous, if in the Greyhawk campaign setting) was struck by one of his divine enemies (such as Hextor) and some of his blood spilled out. He is an amorphous blob who smokes a big corncob pipe like GenDouglas MacArthur and carries a sword in a stumpy pseudopod. He is greatly interested in thwarting disease themed villains and may be a quest-giver or ally in missions relating to such villains

    Encounter
    "Not a riddle, just an encounter"

    The PCs need directions and encounter four watchmen. One always tells the truth, one always lies, one tries to confuse them with misleading statistics, and one has no clue.
    Last edited by Bohandas; 2019-06-12 at 08:09 PM.
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    Default Re: DM's Aid: Share Your Campaign, Plothook, and Encounter Ideas

    Adventure
    "Artificial Scarcity"

    A wizard acquaintance of the party contacts them with news that he has just rediscovered the secret of creating the philosopher's stone. When they reach his laboratory however he is nowhere to be found and everything has been smashed and ransacked. A trail of coues eventually leads ge party to an inevitable tasked with ensuring economic stability, who has kidnapped the wizard in order to stop him from making more gold
    Last edited by Bohandas; 2019-06-26 at 10:16 AM.
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    Default Re: DM's Aid: Share Your Campaign, Plothook, and Encounter Ideas

    Boss Fight
    "Trial of the Tarnished Triad"(Eberron-specific)

    The Church of the Silver Flame discovers a ritual that will increase Jaela Daran's connection to the Silver Flame, allowing her to retain her powers as a high-level cleric even outside Flamekeep. The PCs(who should have strong ties to the Church; at least enough for this) are charged with protecting her and the priests who perform the ritual.

    Which helps when the ritual apparently goes horribly, horribly wrong.

    The argent flames grow dark, the Flamekeeper's body crackling with the Fiend in the Flame's power - power she directs at the PCs.

    The first stage should be Jaela Daran as shown in Five Nations(though you should probably do a bit of restatting, if you ask me), and change her domains to ones which are still on the Silver Flame list, but don't have to be for Good-aligned clerics - Law and Protection might work.

    The second stage, once you defeat the first stage, is even more interesting. The inferno of tarnished silver envelope the Flamekeeper's body; turning her into a being of dark fire that shifts between an armored knight(representing Tira Miron), a couatl, and the Fiend. Not sure how you should stat that; but should have abilities of all three.

    Fear not, for this is not the herald of a new Age of Demons. This is a trial, a trial of the three beings that became the Voice of the Silver Flame - the paladin Tira Miron, a couatl, and the Fiend in the Flame - the last of who has been "redeemed" or perhaps "purified", giving the Flame the ability to comprehend evil, but not tainting it. They have channeled their power through the Flamekeeper to test the PCs - for what specifically should depend in your needs, but probably both in terms of morals and in term of combat prowess.



    Thoughts?
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    NPCs/Rival Party/Comic Relief
    I had this idea for an NPC party who are based on the characters from Aqua Teen Hunger Force. Here they are:


    A team of out-of-work adventurers of disreputable character, Warlock, Mimic, and Gorn Lord can be found almost anywhere, commiting middling crimes or abusively half-assing some odd job or another; whether selling magic items of dubious quality, ransacking and looting, creating magic items no-questions-asked, blackmailing more villainous ne'erdowells, abandoning the person who's hired them as bodyguards, framing a random patsy when they tire of an investigation, or simply working at a local tavern and stealing from the till.

    "Warlock"
    HP 46 (13d6); Fiendish resiliance; DR 3/cold iron
    Male Human Expert 1/Warlock 12
    LE(LN) Meduim Humanoid (Human)
    Init +0; Senses: Detect Magic; Listen +1, Spot +7
    Languages: Comprehend Languages (written only); Common, Draconic, Dwarven, Infernal, Gnome
    Resist: Fire 5, ????? 5
    Fort +4 (0+4+0) Ref +4 (0+4+0) Wis +11 (2+8+1)
    Speed: 30 feet, Fly 30 feet (good)
    Ranged: Eldritch Hammer blast +9 (6d6)
    Ranged: Brimstone blast +9 (6d6 fire plus ignition)
    Base atk: +9
    SA: Eldritch Blast, Invocations
    SQ: Damage Reduction 3/cold iron, Detect Magic, Fiendish Resiliance, Imbue Item
    Invocations:
    Least- All-seeing Eyes, Beguiling Influence, Hammer Blast, Otherworldly Whispers
    Lesser- Brimstone blast(?), Fell Flight
    Greater- Dark Hand (See below)
    Abilities: Str 11 Dex 11 Con 11 Int 18 Wis 12 Cha 10
    Feats: Craft Wondrous Item, Craft Magic Arms and Armor, Investigator, Jack of All Trades (CAdv), Magical Aptitude, Master of Knowledge (HoH)
    Skills: Bluff +6 (6inv), Concentrate +2 (2sk), Craft (Alchemy) +20 (16skill+4int), Craft (blacksmithing) +17 (13sk+4int), Craft (Weaponsmithing) +16 (12sk+4int), Diplomacy +8 (6inv+2syn), Gather Information +2 (2feat), Heal +5 (4sk+1wis), Intimidate +7 (1sk+6inv), Knowledge (Arcana) +27 (16skill+4int+1feat+6inv), Knowledge (architecture) +5 (4int+1feat), Knowledge (Dungeoneering) +10 (5sk+4int+1feat), Knowledge (gepgraphy) +5 (4int+1feat), Knowledge (history) +5 (4int+1feat), Knowledge (local) +5 (4int+1feat), Knowledge (nature) +5 (4int+1feat), Knowledge (nobility) +5 (4int+1feat), Knowledge (religion) +27 (16sk+4int+1feat+6inv), Knowledge (The Planes) +17 (6sk+4int+1feat+6inv), Search +16 (4sk+4int+2feat+6inv), Sense Motive +17 (+16sk+1wis), Spellcraft +24 (+16sk+4int+2feat+2syn) +26 with scrolls (+16sk+4int+2feat+4syn), spot +7 (1wis+6inv), Survival +1 (1wis) +3 on other planes or underground (1wis+2syn), Use Magic Device +18 (16sk+2feat) +20 with scrolls (16sk+2feat+2syn)

    Eldritch Blast (Sp): The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects.
    An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. An eldritch blast is the equivalent of a spell whose level is equal to one-half the warlock’s class level (round down), with a minimum spell level of 1st and a maximum of 9th when a warlock reaches 18th level or higher
    An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a warlock’s eldritch blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (eldritch blast) increases the DC for all saving throws (if any) associated with a warlock’s eldritch blast by 2. See page 303 of the Monster Manual.

    Detect Magic (Sp): A warlock can use detect magic as the spell at will. His caster level equals his class level (12)
    Damage Reduction (Su): Fortifed by the supernatural power fowing in his body, a warlock becomes resistant to physical attacks, gaining damage reduction 3/cold iron.

    Deceive Item (Ex): A warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened.

    Fiendish Resilience (Su): A warlock knows the trick of fendish resilience. Once per day, as a free action, he can enter a state that lasts for 2 minutes. While in this state, the warlock gains fast healing 1.

    Imbue Item (Su): A warlock can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn’t know or can’t cast.
    If the check succeeds, the warlock can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level.

    Dark Hand
    Greater Invocation
    The warlock may use Telekinesis as the spell. Additionally they may make a free attempt to telekinetically grapple any creature they hit with eldritch blast

    The other two members of the group refer to the warlock simply as "Warlock". It is unknown if he really has no name or the others are simply too stupid to remember it. A scholar of all fields of study, Warlock is the brains of the group and its de facto leader. Except for when he is plotting the murder of a romantic rival or building an unsavory magic item for an unsavory client, he also is usually the conscience of the group; he tries to steer the group towards adventuring and/or employment rather than outright stealing, extortion, and fraud.


    ---
    "Mimic"; Mimic Warshaper 1; Large Aberration (Shapechanger)HD 7d8+1d8+56; HP 92; Init +1; Speed 10ft; AC 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 15; Atk +9 melee (1d8+4, 2 slams); SA adhesive, crush, morphic weapons; SQ Darkvision 60 ft., immunity to acid, mimic shape, morphic immunities; AL CN; SV Fort +11 (+2HD+7con+2class), Ref +5(+2hd+1dex+2feat), Will +3 (+5HD-2wis); Str 19 Dex 12 Con 24 Int 8 Wis 6 Cha 10
    Skills and Feats: Climb +6 (2sk+4str), Disguise +10 (2sk+0cha+8rac), Escape Artist +2 (1sk+1dex), Listen +3 (3sk-2wis+2feat), Spot +3 (3sk-2wis+2feat); Alertness, Lightning Reflexes, Weapon Focus (slam)

    Special Attacks:
    Adhesive (Ex): A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first.
    A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 16 Reflex save. A successful DC 16 Strength check is needed to pry it off.
    Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.

    Crush (Ex): A mimic deals 1d8+4 points of damage with a successful grapple check.

    Morphic Weapons (Su): As a move action, a warshaper can grow natural weapons such as claws or fangs, allowing a natural attack that deals the appropriate amount of damage according to the size of the new form. These morphic weapons need not be natural weapons that the creature already posesses, for example, a warshaper polymorphed into an ettin (Large giant) could grow a claw that deals 1d6 points of damage, or horns for a gore attack that deals 1d8 points of damage.

    If the warshaper’s form already has a natural weapon of that type, the weapon deals damage as if it were one category larger. For example, a warshaper who used wild shape to become a dire wolf (Large animal) could grow its jaw and snout, enabling a bite attack that deals 2d6 points of damage (as a for Huge animal), not the normal 1d8. A warshaper can change morphic weapons as often as it likes, even if it is using a shapechanging technique such as the polymorph spell or the wild shape class feature that doesn’t allow subsequent changes after the initial transformation.


    Special Qualities:
    Mimic Shape (Ex): A mimic can assume the general shape of any object that fills roughly 150 cubic feet (5 feet by 5 feet by 6 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic’s Disguise check. Of course, by this time it is generally far too late.

    Morphic Immunities (Ex): A warshaper is adept at distributing her form’s vital organs around her body to keep them safe from harm. Warshapers are immune to stunning and critical hits.


    "Mimic" is an unusually dumb mimic prone to taking on non-apropos disguises or accidentally disguising himself as the wrong thing. The Gorn Lord is fond of tricking him into turning into offensive shapes that enrage onlookers and even more fond of tricking him into doing the dirty work for its half-baked schemes. When out adventuring he has the useful quality of being able to get the others into hard to reach places

    ---
    "Gorn Lord" (3.5e) (An intelligent mug based on Master Shake)

    Gorn Lord; CE Intelligent Everfull Mug (Magic Item Compendium pg.160; A mug that can fill itself with cheap booze 3/day; base price 200gp); Int 9, Wis 6, Cha 6; Speaks Common; Sight 120 ft and hearing; 10 ranks in Bluff, 10 ranks in Profession(Cook);

    Moderate Conjuration; CL 15th; Craft Wondrous Item, Create Water;11700 gp

    Gorn Lord is white stoneware tankard with a carved face and an elaborately wrought golden lid3. The tankard has a reprehensible personality, and left to its own devices it will swindle people, verbally abuse people, make inappropriate advances towards women, and attempt to trick people into injuring themselves. Its only useful trait, other than its ability to generate cheap alcohol, is its inexplicably extensive knowledge of cooking.
    Last edited by Bohandas; 2019-07-26 at 06:13 PM.
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    Default Re: DM's Aid: Share Your Campaign, Plothook, and Encounter Ideas

    Low Level Forest Random Encounter

    This one I used for 3.5 for a six player, level 1-2 party, but it could easily work for PF.

    In essence: take a Yellow Musk Creeper (this is the PF version; the Yellow Musk Creeper from the Fiend Folio works just as well, but is somewhat stronger.), and then take about four or five elk (again, from PF: there are bison under 3.5, but the feel of the encounter would be different).

    Yellow Musk Creepers are essentially zombie-making plants, in that a creature which succumbs to the Creeper is reborn as a plantlike zombie that protects the plant and also ultimately assists in its propagation. The zombies, however, are not amenable to Turn Undead (though if you've got a cleric with the Plant domain, it might be kind of cool to rule that these zombies, being of the plant type, are turned by him.

    Anyway, the 'default' way to use the Creeper is to use humanoid zombies as its thralls, but here the Yellow Musk Creeper has zombified a small herd of elk - about four or five, depending on how many characters you've got in the party. The fact it's a herd of elk that seem quite docile and wait until the party gets into charge range before attacking means you can impose high Spot, WIS, or Knowledge (Nature) checks to realise that something is wrong - e.g. a particularly perceptive character might figure out the elk aren't breathing, or see a plant tendril sticking out of a convenient orifice or something.

    Elk that have been turned into Yellow Musk Zombies actually turn into tougher opponents for low level parties, mainly due to the DR 5/slashing and immunity to criticals.

    NE Medium Undead
    Init +2; Senses low-light vision
    Defense DR 5/Slashing, Plant traits
    AC 15, touch 13, flat-footed 10 (+3 Dex), Natural Armor Bonus +2
    hp 13 (3d8+3)
    Fort +1, Ref +1, Will +4
    Offense
    Speed 50 ft.
    Melee gore +4 (1d6+3) or
    2 hooves –1 (1d3+2) or slam (Large): +4 (1d6+3)
    Statistics
    Str 16 (+3), Dex 15(+2), Con -, Int -, Wis 10 (+0), Cha 10 (+0)
    Base Atk +1; CMB +4; CMD 15 (19 vs. trip)
    Feats Toughness
    Skills 0
    Staggered (Ex): Only a single move action or standard action each round. Can move up to speed and attack in same round as a charge action.
    Plant Traits: (Ex): This zombie’s animation is provided not by necromancy but by the plant that grows throughout its body. Yellow musk zombies lack undead traits, but gain plant traits. They are treated as plants, not undead, for the resolution of magical effects and attacks. Channel energy cannot harm a yellow musk zombie, for example, nor does negative energy heal a yellow musk zombie.

    Half the elk pack charges on its single standard action and the other half pulls back with movement checks. If attacked, the intent is basically to bring the party into range of the Yellow Musk Creeper's 30 foot tremorsense.

    The Yellow Musk Creeper stays hidden behind a convenient six-foot high ruined brick wall and lobs its spitballs at the party over the wall by virtue of its tremorsense, which is good to 30 feet out and therefore doesn't need line of sight as such. This makes it harder for party mages and so forth to take them out. Because the save is Will based, there's a good motivation to target the party meatshields, and if you snag one, that party member goes straight to the Creeper and starts getting its brains sucked out, while the remaining zombies screen any attempts to rescue it. I found an effective way to do that was create a chokepoint the party has to get through to get to the Creeper.

    When the party wins, it finds the Creeper had grown up - per its environment notes - in the location of a long-ago battle, which is where the treasure for the encounter is located.

    As said, this one I've run against a party of six, and it was a lot of fun. First got some good charges in on the party's cleric, and then did some serious INT damage to the party's main fighter.

  26. - Top - End - #296
    Ettin in the Playground
     
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    Default Re: DM's Aid: Share Your Campaign, Plothook, and Encounter Ideas

    Damn wolves!
    (Low Level Wilderness Encounter)

    If the party has mounts, let standard-issue wolves stalk the party over a few hours -- breaking contact and fleeing every time the party tries to confront them -- and when they do finally strike, be it when the party makes camp or otherwise, cause the party's mounts to panic and go galloping off into the woods, with their loot-filled saddlebags on them. At which point the wolf pack simply leaves the horseless party and goes after the mounts instead. The wolf pack isn't interested in eating the adventurers, it's interested in running down and eating the horses that bolted. (Remember, wolves might only have INT 2, but even on the SRD they are said to be known for their persistence and cunning.)

    This is more of an inconvenience-style screwjob on the party than a proper encounter as such, though if you allow the party to track the wolves they might find their (eaten) mounts or indeed find the haunt of the wolves. When the party does get there, have the den mother working to evacuate the pack's cubs to a safe distance while the rest of the pack fights to keep the party off ... just to make the party feel even better about the whole thing

  27. - Top - End - #297
    Firbolg in the Playground
     
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    Default Re: DM's Aid: Share Your Campaign, Plothook, and Encounter Ideas

    Quote Originally Posted by Bohandas View Post
    NPCs/Rival Party/Comic Relief
    I had this idea for an NPC party who are based on the characters from Aqua Teen Hunger Force. Here they are:

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    A team of out-of-work adventurers of disreputable character, Warlock, Mimic, and Gorn Lord can be found almost anywhere, commiting middling crimes or abusively half-assing some odd job or another; whether selling magic items of dubious quality, ransacking and looting, creating magic items no-questions-asked, blackmailing more villainous ne'erdowells, abandoning the person who's hired them as bodyguards, framing a random patsy when they tire of an investigation, or simply working at a local tavern and stealing from the till.

    "Warlock"
    HP 46 (13d6); Fiendish resiliance; DR 3/cold iron
    Male Human Expert 1/Warlock 12
    LE(LN) Meduim Humanoid (Human)
    Init +0; Senses: Detect Magic; Listen +1, Spot +7
    Languages: Comprehend Languages (written only); Common, Draconic, Dwarven, Infernal, Gnome
    Resist: Fire 5, ????? 5
    Fort +4 (0+4+0) Ref +4 (0+4+0) Wis +11 (2+8+1)
    Speed: 30 feet, Fly 30 feet (good)
    Ranged: Eldritch Hammer blast +9 (6d6)
    Ranged: Brimstone blast +9 (6d6 fire plus ignition)
    Base atk: +9
    SA: Eldritch Blast, Invocations
    SQ: Damage Reduction 3/cold iron, Detect Magic, Fiendish Resiliance, Imbue Item
    Invocations:
    Least- All-seeing Eyes, Beguiling Influence, Hammer Blast, Otherworldly Whispers
    Lesser- Brimstone blast(?), Fell Flight
    Greater- Dark Hand (See below)
    Abilities: Str 11 Dex 11 Con 11 Int 18 Wis 12 Cha 10
    Feats: Craft Wondrous Item, Craft Magic Arms and Armor, Investigator, Jack of All Trades (CAdv), Magical Aptitude, Master of Knowledge (HoH)
    Skills: Bluff +6 (6inv), Concentrate +2 (2sk), Craft (Alchemy) +20 (16skill+4int), Craft (blacksmithing) +17 (13sk+4int), Craft (Weaponsmithing) +16 (12sk+4int), Diplomacy +8 (6inv+2syn), Gather Information +2 (2feat), Heal +5 (4sk+1wis), Intimidate +7 (1sk+6inv), Knowledge (Arcana) +27 (16skill+4int+1feat+6inv), Knowledge (architecture) +5 (4int+1feat), Knowledge (Dungeoneering) +10 (5sk+4int+1feat), Knowledge (gepgraphy) +5 (4int+1feat), Knowledge (history) +5 (4int+1feat), Knowledge (local) +5 (4int+1feat), Knowledge (nature) +5 (4int+1feat), Knowledge (nobility) +5 (4int+1feat), Knowledge (religion) +27 (16sk+4int+1feat+6inv), Knowledge (The Planes) +17 (6sk+4int+1feat+6inv), Search +16 (4sk+4int+2feat+6inv), Sense Motive +17 (+16sk+1wis), Spellcraft +24 (+16sk+4int+2feat+2syn) +26 with scrolls (+16sk+4int+2feat+4syn), spot +7 (1wis+6inv), Survival +1 (1wis) +3 on other planes or underground (1wis+2syn), Use Magic Device +18 (16sk+2feat) +20 with scrolls (16sk+2feat+2syn)

    Eldritch Blast (Sp): The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects.
    An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. An eldritch blast is the equivalent of a spell whose level is equal to one-half the warlock’s class level (round down), with a minimum spell level of 1st and a maximum of 9th when a warlock reaches 18th level or higher
    An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a warlock’s eldritch blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (eldritch blast) increases the DC for all saving throws (if any) associated with a warlock’s eldritch blast by 2. See page 303 of the Monster Manual.

    Detect Magic (Sp): A warlock can use detect magic as the spell at will. His caster level equals his class level (12)
    Damage Reduction (Su): Fortifed by the supernatural power fowing in his body, a warlock becomes resistant to physical attacks, gaining damage reduction 3/cold iron.

    Deceive Item (Ex): A warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened.

    Fiendish Resilience (Su): A warlock knows the trick of fendish resilience. Once per day, as a free action, he can enter a state that lasts for 2 minutes. While in this state, the warlock gains fast healing 1.

    Imbue Item (Su): A warlock can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn’t know or can’t cast.
    If the check succeeds, the warlock can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level.

    Dark Hand
    Greater Invocation
    The warlock may use Telekinesis as the spell. Additionally they may make a free attempt to telekinetically grapple any creature they hit with eldritch blast

    The other two members of the group refer to the warlock simply as "Warlock". It is unknown if he really has no name or the others are simply too stupid to remember it. A scholar of all fields of study, Warlock is the brains of the group and its de facto leader. Except for when he is plotting the murder of a romantic rival or building an unsavory magic item for an unsavory client, he also is usually the conscience of the group; he tries to steer the group towards adventuring and/or employment rather than outright stealing, extortion, and fraud.


    ---
    "Mimic"; Mimic Warshaper 1; Large Aberration (Shapechanger)HD 7d8+1d8+56; HP 92; Init +1; Speed 10ft; AC 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 15; Atk +9 melee (1d8+4, 2 slams); SA adhesive, crush, morphic weapons; SQ Darkvision 60 ft., immunity to acid, mimic shape, morphic immunities; AL CN; SV Fort +11 (+2HD+7con+2class), Ref +5(+2hd+1dex+2feat), Will +3 (+5HD-2wis); Str 19 Dex 12 Con 24 Int 8 Wis 6 Cha 10
    Skills and Feats: Climb +6 (2sk+4str), Disguise +10 (2sk+0cha+8rac), Escape Artist +2 (1sk+1dex), Listen +3 (3sk-2wis+2feat), Spot +3 (3sk-2wis+2feat); Alertness, Lightning Reflexes, Weapon Focus (slam)

    Special Attacks:
    Adhesive (Ex): A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first.
    A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 16 Reflex save. A successful DC 16 Strength check is needed to pry it off.
    Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.

    Crush (Ex): A mimic deals 1d8+4 points of damage with a successful grapple check.

    Morphic Weapons (Su): As a move action, a warshaper can grow natural weapons such as claws or fangs, allowing a natural attack that deals the appropriate amount of damage according to the size of the new form. These morphic weapons need not be natural weapons that the creature already posesses, for example, a warshaper polymorphed into an ettin (Large giant) could grow a claw that deals 1d6 points of damage, or horns for a gore attack that deals 1d8 points of damage.

    If the warshaper’s form already has a natural weapon of that type, the weapon deals damage as if it were one category larger. For example, a warshaper who used wild shape to become a dire wolf (Large animal) could grow its jaw and snout, enabling a bite attack that deals 2d6 points of damage (as a for Huge animal), not the normal 1d8. A warshaper can change morphic weapons as often as it likes, even if it is using a shapechanging technique such as the polymorph spell or the wild shape class feature that doesn’t allow subsequent changes after the initial transformation.


    Special Qualities:
    Mimic Shape (Ex): A mimic can assume the general shape of any object that fills roughly 150 cubic feet (5 feet by 5 feet by 6 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic’s Disguise check. Of course, by this time it is generally far too late.

    Morphic Immunities (Ex): A warshaper is adept at distributing her form’s vital organs around her body to keep them safe from harm. Warshapers are immune to stunning and critical hits.


    "Mimic" is an unusually dumb mimic prone to taking on non-apropos disguises or accidentally disguising himself as the wrong thing. The Gorn Lord is fond of tricking him into turning into offensive shapes that enrage onlookers and even more fond of tricking him into doing the dirty work for its half-baked schemes. When out adventuring he has the useful quality of being able to get the others into hard to reach places

    ---
    "Gorn Lord" (3.5e) (An intelligent mug based on Master Shake)

    Gorn Lord; CE Intelligent Everfull Mug (Magic Item Compendium pg.160; A mug that can fill itself with cheap booze 3/day; base price 200gp); Int 9, Wis 6, Cha 6; Speaks Common; Sight 120 ft and hearing; 10 ranks in Bluff, 10 ranks in Profession(Cook);

    Moderate Conjuration; CL 15th; Craft Wondrous Item, Create Water;11700 gp

    Gorn Lord is white stoneware tankard with a carved face and an elaborately wrought golden lid3. The tankard has a reprehensible personality, and left to its own devices it will swindle people, verbally abuse people, make inappropriate advances towards women, and attempt to trick people into injuring themselves. Its only useful trait, other than its ability to generate cheap alcohol, is its inexplicably extensive knowledge of cooking.
    Addendum to this.

    Magic items:

    Teeshirt of the Dead
    "Osiris, the Egyptian god of the dead, wore this teeshirt on hot days in his underw.... in the underworld. It was given to him by an ancient bank when he opened a checking account. Some say it gave him the power to say and to do anything, amd that's why most of the dead, in the underworld, referred to him as an ass."

    The t-shirt of the dead gives its wearer the ability to use "Limited Wish" once per minute, as cast by a level 13 wizard with prohibited schools evocation and divination
    Overwhelming Necromancy and Conjuration; CL 20; Artifact

    The Foreigner Belt
    "The wearer of this belt shall posess all the superpowers of 70's supergroup 'Foreigner'"

    This belt allows the use of several powers activated by command word. A DC 10 perform(singing) check is required to activate them correctly.
    Heatstroke (DC 14) (spell compendium) - "Hot Blooded"
    Deep Freeze (DC 20) - (Dragonlance Campaign Setting) - "Cold as ice"
    Double Vision (DC 13) (see below) - "Double vision"
    Strong Evocation ; CL 13; Craft Epic Wondrous Item, Deep Freeze, Double Vision, Heatstroke; 292500?? gp; Weight 1

    Spoiler
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    Double Vision

    Necromancy(?)
    Level: Brd 1, Clr 2, Sor/Wiz 1
    Components: V
    Casting Time: 1 Standard Actiom
    Range: Medium (100+10/CL)
    Target: One Living Creature
    Duration: Permanent (D) (see below)
    Saving Throw: Fortitude Negates
    Spell Resistence: Yes

    The target of this spell is permanently dazzled until the spell is dismissed or dispelled or they receive some treatment that can remove dazzling or blindness.


    The Broodwich
    "Forged in darkness from wheat harvested in hell's half acre. Baked by Beelzebub. Slathered with mayonaise beaten from the evil eggs of dark chickens forced into sauce at the hands of a one-eyed madman. Cheese boiled from the rancid teat of a fanged cow. Layered with 666 seperate meats from an animal that has maggots for blood!"

    The broodwich is a cursed sandwich which planeshifts anybody who eats it to the lower planes with no save (a creature who eats the entire sandwich is considered willing) and then reappears in a random location on the material plane. After eating most of the sandwich the user is summoned to the lower planes like a summoned creature, but is only fully shifted there upon completing the entire sandwich. The Broodwich is attached to a disembodied intelligence which tries to convince the first person who encounters it after reappearing to eat it. The sandwich has Int 10, Wis 10, Cha 10, and 10 ranks in both bluff and diplomacy. Since the sandwich's intelligence is not directly attached to it it can stray up to 40 feet away from the sandwich and thus see around corners etc. It is neutral evil.

    Strong (Overwhelming?) conjuration and necromancy; CL 18; Craft Wondrous Item, Plane Shift; Price ????? (Artifact?); Weight 1 lb

    Sure Shelter
    "When's it gonna magically form itself back into a house again?"

    This small building reassembles itself if destroyed

    Moderate Conjuratiom; CL 7; Craft Wondrous Item, Leomund's Secure Shelter; Price 10000; Weight 50 tons(???)

    EDIT:

    The Poodle from the Prophecy
    Size/Type: Huge Outsider (Evil, Extraplanar, Fire, Lawful)
    HD: 20d8+140
    Initiative: +5 (+1 dex, +4 feat)
    Speed: 40 ft (8 squares)
    Armor Class: 20 (-2 size, +1 dex, +11 natural), touch 9, flat footed 19
    Base Attack/Grapple: +20/+40
    Attack: Bite +32 (3d6+18/19-20 plus 2d6 fire)
    Full Attack: Bite +32 (3d6+12/19-20 plus 2d6 fire) 2 Slams +27 (1d8+6)
    Space/Reach: 15 ft/10 ft
    Special Attacks: Breath Weapon, Eye Rays, Fiery Bite
    Special Qualities: Darkvision 60 feet, Immunity to fire, Scent, Vulnerability to cold
    Saves: Fort +19, Ref +13, Will +13
    Abilities: Str 34 Dex 12 Con 24 Int 4 Wis 12 Cha 6
    Skills: Hide +16, Jump +23, Listen +24, Move Silently +20, Spot +22, Survival +12*, Tumble +24
    Feats: Alertness, Dodge, Improved Critical (bite), Improved Initiative, Run, Track, Weapon Focus (bite)


    Breath Weapon (Su)
    10-foot cone, once every 2d4 rounds, damage 3d8 fire, Reflex DC 27 half. The save DC is Constitution-based.

    Fiery Bite (Su)
    The Poodle From the Prophecy deals an extra 2d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon.

    Eye Lasers (SU):
    The Poodle From the Prophecy can shoot lasers from it's eyes as a standard action. These act as a Twin Spell (complete arcane pg 84) Searing Light spell cast at caster level 10.
    Last edited by Bohandas; 2019-08-10 at 10:06 AM.
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  28. - Top - End - #298
    Firbolg in the Playground
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    Default Re: DM's Aid: Share Your Campaign, Plothook, and Encounter Ideas

    Thank you to all that contributed to this wonderful project, as biggest thanks to Bohandas for keeping iot going as long as you did. May all your natural 1s be for fluff skill checks, and the results be hilarious.
    Plot Hooks. Campaigns and Encounters - an aid for DMs in a hurry. A resource for all to enjoy! (Now archived)

  29. - Top - End - #299
    Firbolg in the Playground
     
    Bohandas's Avatar

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    Default Re: DM's Aid: Share Your Campaign, Plothook, and Encounter Ideas

    Creature
    Speaking of Hilarious, cartoon-like chaos exemplars

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    Living Caricatures (Toons)

    Small outsider [Chaos] [Incorporeal (see text)]

    Ability Scores: Toons get +6 to one ability score, which must be their highest, -4 to one ability score, which must be their lowest, and +2 to all other ability scores. The ability score increase thet get every 4 HD is 2 (1d3?) points rather than the sgandard +1 increase. Despite being incorporeal in their true form all toons have a strength score that is used for the bodies they create from the substance of Limbo

    Skills: All skills are racial calss skills for a toon. They gain a +4 racial bonus to Perform (Comedy)

    Body of Limbo: Toons are incorporeal but create bodies for themselves out of the substance of limbo. Due to these bodies each toon has a strength score despite ultimately being incorporeal. The body can be any shape, and if a new body is formed it does not have to be the same shape as the previous one. The bodies have 1d3 + Toon's Consitiution Modifier hitpoints per hd of the toon. The bodies have regeneration 3 when on Limbo. They are not subject to death from massive damage or to extra damage from critical hits or sneak attacks regardless of location. If the body is destroyed they can spawn another one in 2d2 minutes, but only if they are on limbo. The body uses the toon's ability scores, modified for size and shape. The body's size can be one size category larger or smaller than small per 4 HD of the toon. They can also take the form of an item rather than a creature. They gain a +10 bonus to disguise themselves as whatever they are taking the shape of

    True Form: A toon's true form is incorporeal and amorphous and is immune to direct attack as long as their body exists. They are immune to flanking and critical hits in this form, have resistance 5 to all energy types except axiomatic energy (such as from things like an Order's Wrath spell) and DR 5/Cold Iron or Law. At 15 HD, their DR and resistances increase to 10.

    Warp Limbo (ex): On the plane of Limbo, Living caricatures can warp the substance of the plane to produce various effects similar to spells
    Continuous- HD dependent bonus on Balance, Climb, Craft, Disguise, Hide, Jump, Swim, and Tumble, and Use Magic Device checks (equal to 1/2 monster HD, plus 1/4 of character class HD)
    At Will- Minor Creation
    3/day- Cure Minor Wounds, Inflict Minor Wounds, Major Creation, xxIndisputabke Posession (MoE p.97)xx, Perinarch (Planar Handbook), Repair Minor Damage
    1/day- ,Erase, Fabricate, Repair Light Damage

    Aptitude Focus (Ex): Once per day, you can select one of five areas upon which to focus your ever-shifting talents. After meditating for 1 hour, you gain the chosen abilities for 24 hours or until you change your aptitude focus. The focus can be changed after being set once per day per every 6 monster HD or 12 class levels. If you change to the arcane focus or divine focus ability, you must still obey the normal rules for preparing spells (including any rest required).
    *Arcane Focus: gain the ability to prepare and cast arcane spells, which may be chosen from the spell list of any arcane spellcasting class. You prepare and cast these spells just as a wizard does, including the use of a spellbook (potentially using stolen or borrowed spellbooks; see page 178 of the Player’s Handbook for details). Your spells per day are noted on Table 5–2: The Chameleon from Races of Destiny. gain bonus spells for a high Intelligence score, just as a wizard does. When Table 5–2 indicates that you get 0 spells per day of a given spell level, you gain only the bonus spells you would be entitled to based on your Intelligence score for that spell level. Your caster level is equal to twice your racial HD plus one times your number of class levels. You also gain a +2 competence bonus on Knowledge (arcana) checks and Spellcraft checks and a +2 bonus on Will saves; The bonus increases by +1 for every three monster HD and for every 6 character class levels
    *Combat Focus: gain profciency with all martial weapons. You also gain a +2 competence bonus on attack rolls and weapon damage rolls and a +2 bonus on Fortitude saves. The bonus increases by +1 for every three monster HD and for every 6 character class levels
    *Divine Focus: gain the ability to prepare and cast divine spells, which may be chosen from the spell list of any divine spellcasting class. You prepare and cast these spells just as a cleric does, except that you cannot spontaneously cast spells. You can only prepare new divine spells at sunrise. Your spells per day are noted on Table 5–2: The Chameleon from Races of Destiny. You gain bonus spells for a high Wisdom score, just as a cleric does. When Table 5–2 indicates that you get 0 spells per day of a given spell level, you gain only the bonus spells you would be entitled to based on your Wisdom score for that spell level. Your caster level is equal to twice your racial HD plus one times your number of class levels. You also gain a +2 competence bonus on Knowledge (religion) checks and a +2 bonus on Fortitude and Will saves. The bonus increases by +1 for every three monster HD and for every 6 character class levels.
    *Stealth Focus: gain trapfnding (see page 50 of the Player’s Handbook), uncanny dodge (see page 26 of the Player’s Handbook), a +2 competence bonus on Disable Device, Hide, Move Silently, Open Lock, and Search checks, and a +2 bonus on Refex saves. The bonus increases by +1 for every three monster HD and for every 6 character class levels
    *Wild Focus: gain wild empathy (see page 35 of the Player’s Handbook; treat your druid level as equal to your class level), woodland stride (see page 36 of the Player’s Handbook),a +2 competence bonus on Climb, Handle Animal, Jump, Knowledge (nature), and Survival checks, and a +2 bonus on Fortitude saves. The bonus increases by +1 for every three monster HD and for every 6 character class levels
    *Enhancer: A toon in the form of an object can enhance it as if it were a magic item. The toon
    can duplicate magic item powers worth up to 2,000 gp per Hit Die. The toon is in control of the powers it bestows upon the item. It can take them away as a free action at a moment’s notice if the creature using the item does not act in a manner that the toon wishes. A toon can only use this affinity whenmin item form, and cannot bestow this on other items. Despite the toon's’s duplication of magic item abilities, they do not gain a magic item;s aura. Detect magic will not sense an aura; detect chaos will, however. Smart characters might notice that the item behaves strangely or has an unusual appearance (a magic weapon that isn’t masterwork quality, for example, is a tipoff that something is awry). A character who succeeds at a Spot, Search, or Appraise check opposed by the Toon's disguise check notes that there is “something strange” about the item.
    *Mimicry: Some toons have the ability to take on the caricatured form of specific powerful individuals. When in this form they may activate this affinities to gain all the special abilities (extraordinary, spell-like, supernatural, class based, spellcasting, etc) of the individual they are associated with, and their physical ability scores become those of the mimicked individual minus one. Their caster/manifester/initiator/class (etc) level for these special abilities is either their HD or the real individual's level minus two, whichever is lower. The save DCs for abilities gained in this manner are reduced by 2. All law-related abilities are changed to their chaoric equivalents. They cannot use this affinity to cast spells of a higher level than the original can cast, even if they have a better primary casting ability score than the real individual. They do gain any special bonus to disguise themself as their chosen individual beyond their normal bonuses.


    Toonish Performance: The toon is the master of the verbal put down, the hilarious joke, or the savage verbal lashing. His words can inspire dread and outrage in his enemies or confidence and comfort in his friends.
    Once per day per HD, the toon can use his wit to produce magical effects in those around him. Many of the effects rely on the use of Perform (Comedy) to establish their save DCs and other effects. Starting a toonish performance ability is a standard action, and the toon can maintain the performance (either as a free action or move action, depending on the specific performance used). The toon must keep up a steady stream of puns, insults, or jokes to maintain the performance's effect.
    A deaf toon has a 20% failure chance when attempting to use his performance ability. If he fails, the attempt still counts against his daily number of toon's performances.
    Fascinate (Sp): A toon can create a running stream of jokes, gags, and acrobatic stunts to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see or hear the toon, and able to pay attention to him. The toon must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three HD a toon attains beyond the 1st, they can target one additional creature with a single use of this ability. An affected creature gets to make a Will save (DC 10 + 1/2 toon's HD + toon's Cha modifier). If a creature succeeds at this saving throw the toon cannot attempt to fascinate that creature again for 24 hours. Creatures that fail this save sit quietly and listen to the toon's performance, taking no other actions for as long as the too continues to perform (up to a maximum of 1 round per HD of the toon). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the toon to make another Perform (comedy) check and allows the creature a new saving throw against a DC equal to the new check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming at ranged weapon athe target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
    Inspiring Quip (Su): A toon can boost his allies' morale with a joke that breaks their tension and invigorates their spirits, As an immediate action when an opponent misses an attack, the toon makes a wisecrack denigrating the foe's fighting ability. The toon must be able to see the unsuccessful attack. All allies within 30 feet of the toon gain a +2 morale bonus on all attacks against that foe for the rest of the encounter. The toon can use this ability more than once during an encounter to grant a morale bonus against multiple foes.
    Taunt (Su): A toon can attempt to hurl such stinging insults and mockery against a foe that his opponent loses his temper in an explosive display. The toon targets one creature within 60 feet that shares a language with him or can see him. The target can make a Will save (DC 10 + 1/2 toon's HD + toon's Cha modifier). If he fails, the target gains a +1 morale bonus on attack rolls but takes a -2 penalty to Armor Class. On its next turn the affected target takes the most direct route possible (charging if able) toward the toon that avoids any obviously dangerous terrain, such as a pit of bubbling lava. The target may stop if an opponent blocks its path and can move around its foes in such a way as to avoid provoking attacks of opportunity (unless able to charge). If the target does provoke an attack of opportunity due to thismovement, it immediately gets to make another Will save, this time with a +2 bonus. The toon must use a free action to continue to taunt his opponent each round, and if he cannot complete this act the taunt's effects immediately end. This is a mind-affecting and language-dependant ability.
    Calming Performance (Su): A toon with 6 or more HD can diffuse the tension, anger, and simmering violence in a confrontation. He can cause all creatures currently affected by his fascinate ability to adopt a friendly attitude toward himself his allies, and all other creatures currently affected by the jester'sfascinate ability. This effect lasts for 10 minutes per HD of the toon. Calming performance is a mind-affecting, language-dependent ability.
    Buffoonery (Su): A toon with at least 9 HD can caper and dance to distract his opponents in battle. The toon's outrageous actions distract his foe, leaving it unable to effectively defend itself. The toon can choose a single target within 30 feet to whom he has line of sight. The target must be able to see and hear the toon and gets a Will save (DC 10 + 1/2 toon's HD + toon's's Cha modifier). If the target misses this save, it loses its Dexterity bonus (if any) to its Armor Class. The target gains a new save each round the toon maintains buffoonery (a free action). If the target makes a successful Will save the effect ends and the target becomes immune to that particular toon's buffoonery for 24 hours.
    Vicious Lampoon (Su): A toon with at least 12 HD can mock his opponents with such vicious, cutting humor that they lose confidence in their fighting ability. Every opponent within 60 feet of the toon who can hear and understand him must make a Will save (DC 10 + 1/2 toon's HD + toon's Cha modifier). Creatures that fail this save suffer a -2 penalty on attack rolls, skill and ability checks, and saving throws for as long as the toon continues to perform (as a move action), up to a maximum number of rounds equal to the toon's HD. This is a mind-affecting, language-dependant effect.
    Vexing Dialogue (Su): A toon with 15 HD or more can create a running series of jokes, observations, and insults that breaks a single target's ability to concentrate. When the toon uses this ability, his target must make a Concentration check opposed by the toon's Perform (comedy) check to cast a spell, use a supernatural ability, or otherwise perform an act that would require a Concentration check to complete if the target suffered damage while attempting it. This effect lasts for 1 round. The toon can use this ability against a given target once per encounter. This is a mind-affecting, language-dependent effect.
    Scathing Wit (Su): A toon with 18 hd or more can leave his target a dispirited, demoralized shell with a few choice, cutting remarks. The target can make a Will save (DC 10 + 1/2jester's level + toon's Cha modifier). If the save fails, the target suffers a penalty equal to the toon's Charisma bonus on attack rolls and saving throws. This penalty lasts for as long as the toon performs (a move action), for a maximum number of rounds equal to half the toon's HD. This is a mind-affecting, language-dependent effect. The target must be able to see and clearly hear the toon.


    Spell-like abilities:
    3/day - Protection from Law
    1/day - Tasha's Hideous Laughter
    Toons gain additional spell-like abilities as they gain HD. For every 2 racial HD or 4 class levels they gain an additional spell-like ability usable once per day. The level of the chosen spell must be less than one half of the toon's total HD

    Mimicry- Some toons with at least 10 HD gain the special ability to turn into an on-point caricature of a specific individual that also has at least 10 HD and which must be within one size category of a size that the toon can change into. When in this form they may take on an affinity (see above) to gain all the special abilities (extraordinary, spell-like, supernatural, class based, spellcasting, etc) of the individual they are associated with, and their physical ability scores become those of the mimicked individual minus one. Their caster/manifester/initiator/class (etc) level for these special abilities is either their HD or the real individual's level minus two, whichever is lower. The save DCs for abilities gained in this manner are reduced by 2. All law-related abilities are changed to their chaoric equivalents. They cannot use this affinity to cast spells of a higher level than the original can cast, even if they have a better primary casting ability score than the real individual. They do gain any special bonus to disguise themself as their chosen individual beyond their normal bonuses.


    Advancement: 3-30 hd and by character class (favored classes are Factotum, Jester, and Savant, plus any one other)







    EDIT:
    more ideas:

    Premise for a Campaign

    A campaign set in a country whose culture has long been influenced by a baatezu soul harvesting operation. Recently the land has come under assault by demons led by the demon princess Jzzalshrak The Errant General who plans to slaughter every sapient being in the land as part of a scheme to injure the archdevil beelzubul, whose spirit prevades the land. Denuded of its 'flesh' (the country's denizens) this spirit will manifrst as an aspect of beelzebul which Jzzalshrak can attack.

    The PCs must play the two sides against each other to free the land of both. Alternately, the PCs may be demons or they may be exorcists sent by the forces of Beelzebul to drive out the demons.




    Creature

    The Malor

    A Malor is a carnivorous fey (or demon? giant?) creature whose mouth lacks both teeth and gums. It hunts creatures using two clubs it carries at all times which are made out of a strange living material extruded from the Malor's body and are studded with the teeth of creatures that it has killed. After it has taken the teeth of its prey, it uses the clubs to smash the bodies its prey into a pulp that it can consume with its toothless mouth.




    Feats

    Methodic Madness
    Benefit: Spells and effects that are keyed to alignment affect you as if you were lawful, as well as your8 actual alignment. For example, you become immune to spells such as Order's Wrath and Dictum, you could wield an axiomatic weapon without fear of gaining a negative level, and you could advance as a monk without meeting the alignment prerequisite

    Practiced Necromancer
    Benefit: You Gain +4 caster level on necromancy (only) spells from ALL classes up to a maximum equal to your hit dice

    Practiced Transmuter
    Benefit: You Gain +4 caster level on transmutation (only) spells from ALL classes up to a maximum equal to your hit dice



    EDIT:

    Location

    "Fancy's"

    Fancy's is a training ground for devilish soul collectors, built to test their skill at manipulation and gaslighting. The location is disguised on the outside as an expensive upperclass restaurant. The first and easiest part of the test is that soul corruptor in training must disguise themself as a mortal, and lure a mortal dupe to the location under the pretense of a business lunch or a romantic dinner. When they arrive with their mark, the mortal is siezed and placed in a pillory for several hours in a pitch dark room and then is forced to consume rotting offal from diseased animals and robbed of all items on their person. The devil remains with them the whole time, talking to them. The final test for the trainee devil is to convince the mortal that the experience of being pilloried was actually enjoyable, or else to convince the mortal that they are a jerk or a philistine for not enjoying being pilloried in the dark, fed offal, and robbed blind. For full marks, this must be accomplished without the use of magical mind control.

    The restaurant does not contain a full dining area. There is, in truth, only the one pillory and dining table. A barred window looks into the darkened dining room from the well lit area where the proctors and judges observe. This area is not directly acdessible from the dining room. To reach it, one must first go through a guardpost which leads into a small cluster of offices and barracks to which the observation room is attached.

    In addion to the guardpost and its attached offices, the "dining room" also connects to a "kitchen" where sick animals are brought in and then left to die and to rot.

    There are two entrences. The front entrence leads into a fake lobby/waiting room where a flunky playing the maitre'd turns away anyone who comes by and isn't part of the test. The rear entrence leads into a normal looking potemkin storeroom which in turn has a door which leads into the "kitchen".
    Last edited by Bohandas; 2020-01-24 at 02:12 AM.
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