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A coinflip can determine your fate... [PEACH]
Coins and Tokens of Fortune
Introduction Flavor Text
Somewhere in a poor rural city, a whimsical farmer's daughter strays too far from her father's field. She luckily finds a leather purse full of platinum coins and only then realizes how far she went when she cannot identify which direction is home. When she turns to go back the way she came, she finds that an ogre and a goblin block her path. The goblin, clearly the thinker of the two, steps forward menacingly saying "Whatcha got there, little girl?" The ogre verifies the threat by smacking his greatclub into his hand and giving a crooked smile. The girl gasps, stumbling backward only to find the wall of a cliff against her back. "Please, I just want to go home." is her only response. The goblin, clearly disgusted, snatches the coin purse from her, leaving her only the one that she palms. He and the Ogre greedily take a coin and toss it to themselves in victory. To their surprise, they find their coins transformed into gold and silver respectively, showing a ingots and swine on the first and someone whispering about coins in the second. The goblin finds himself transforming into a pig, and not but a moment goes by before his companion grabs the pig and noisily shoves it into his mouth. The goblin's attempts at cries only come out as squeals and soon all that remains is a hunk of flesh hanging out of the Ogre's teeth. Terrified, the girl drops her own coin and sees both her reflection and the imprinted image of a tinderbox in its image. Still pressed against the wall with fear, she suddenly finds that she slides smoothly into a crack in the wall behind her. In fact, she uses both "walls" to brace herself as she crawls upwards to safety. From that vantage point, her father's familiar red barn is easy to spot and she hurries on home without looking back. The remaining coins are left in the bag and Ogre walks off yet to understand the repercussions of his actions.
The Bag of Coins and Tokens of Fortune appears to be an ordinary brown leather coin-pouch of twenty platinum coins of the local currency. But instead, it is a powerful magic item (strong transmutation) imbued with equal portions of fate and chaos. Whenever a coin is taken from the bag and flipped it transforms into a different material with a different face and a powerful effect occurs. Whether it is embossed, etched, painted, colored, or bi-metallic, the faces of the coin (described in parenthesis below) (losely) relate to the material and depict the magical effect. Rather than being minted to commemorate and important event, these coins commemorate themselves. When the longest of its effects end, it transforms into an ordinary platinum coin again, but produces no more magical effects. Before this time, any addition coins flipped by that character produce no effect (but are still magical, and can be used later). For the purposes of this item, a flip consists of any action that removes and releases a coin for the bag, the cause of which can be traced to a single creature and is uncontrolled in regard to which face occurs face up (a character that trips over and spills the bag is considered to have flipped one of the coins; a natural earthquake that spills the bag is not considered a flip but a spell-induced one is; a trick or rigged flip is not considered a flip; two characters fighting over and spilling the bag is not considered a flip for either; simply drawing a coin is not considered a flip). To determine which material the coin transforms into, roll 1d100 on the table below, and to determine which face is up, accompany it with a flip of a coin.
Balancing and Using
Because of the possibility of a negative effect, Coins and Tokens of Fortune would undoubtably be considered a cursed item. However, like many cursed items, it can also be very useful. Many people know that considering the fact that the PCs have the advantage in 90% of their encounters, that anything that can be either randomly good or bad levels the playing field against their favor. However, if the PCs are sure to use the item when any negative effect can be safely waited out (some effects however, like Silver Tails, can never be safe), than they do have a powerful, if unpredictable power to aid them. The fact that it doesn't allow saves or removal for so many of its effects would point to it being a minor artifact, however, it could hardly compete with the Deck of Many Things - it isn't permanent and it isn't as powerful. I doubt this will break a game, but a DM does have to be prepared for the unusual to use it.
Table of Effects
Tin Heads ((Tin) tinderbox): The character becomes malleable and ductile at will. This grants him or her automatic success on Escape Artist attempts to fit in small spaces larger than an inch, a +4 bonus on Climb, Grapple, Trip, and Sleight of Hand checks, and immunity to nonmagic bludgeoning weapons and half damage from magic or adamantine bludgeoning weapons. The character may also extend his or her reach by 5ft, but must take a -4 penalty attack if he or she is not using a light or natural weapon (he or she also threatens the region without the extend reach). These effects last 2d4 minutes
Tin Tails (Fool wearing a (tin) hat): The character's mind vacates. He or she must make a saving throw or be affected by Feeblemind (Will DC 20 spellcasters take no saving throw penalty), with the exception that effects only last 2d4 minutes. If if he or she passes the save, the character is instead automatically affected as though by Touch of Idiocy for that same duration.
Lead Heads ((Lead) anvil forging armor): The character becomes as solid as a mountain for 2d4 minutes. He or she automatically succeeds Trip, Grapple, Disarm, Bullrush, Overrun, and Strength checks made against him or her (for example, he or she could automatically hold a door closed, but not automatically resist someone holding it closed). For 1d4 hours, he or she and allies of are protected from divination magic (as Nondetection and Undetectable Alignment).
Lead Tails ((Lead) weight crushing someone): The character and and all the character's equipment becomes as heavy as lead. The character acts as if influenced by a plane with heavy gravity for 1d4 hours (automatically failing Swim checks), in addition to being automatically fatigued (even after the duration runs out). The coin itself, becomes extraordinarily heavy after hitting the ground - 100 pounds (or 200 to the character) for 1d4 hours.
Copper Heads (Shamrock, horseshoe, and a rabbit's foot): The character feels extraordinarily lucky (and is). If he or she doesn't have Evasion, the character is granted it, if the character does, he or she is granted Improved Evasion. He or she also receives a +2 luck bonus to saves and AC for 1d4 minutes. The character receives (5d10)% more wealth than expected from treasure and rewards (roll percentage separate for each instance) for 1d4 hours.
Copper Tails (Storm clouds): The character feels down on his or her luck. All coins on the character have an illusion as though they were copper for 1d4 days (If character's don't keep track of the form of their wealth, assume that all wealth is in gold coins, and therefore appears to 1/100th of what it was). An Appraise check of 20 (25 to demonstrate to someone else), a Will save of 25, or a True Seeing spell can uncover the true nature of the coins (Coins and Tokens of Fortune retain their magical abilities regardless of the illusion). Additionally, whenever the character comes within 30 feet of the original coin, a raincloud forms over his or her head and pours rain upon it (suffering effects of rain precipitation as though it were everywhere). On each round the character comes within 5 feet of the coin, the cloud forms a small lightning bolt which strikes the coin, forcing the player to make a Reflex save of 20 as though targeted by Call Lightning.
Iron Heads (Weapon rack full of swords, axes, polearms etc.): The character hears the primal call of battle and becomes a fighting machine. The player chooses one of two options, whichever is more beneficial - to be affected as though under the influence of Transformation spell or temporarily granted two Fighter bonus feats and prerequisites as though the character were a fighter of level four greater than his or her level for 2d4 minutes.
Iron Tails (The hilt of a sword, broken by rust): All the character's metallic equipment becomes covered by rust and is affected as though touched by the Rusting Grasp spell (but only suffers effects if it is ferrous). The damage and effect of rust on the character's ferrous equipment is reversed in 2d4 minutes
Silver Heads (Slingshot with (silver) bullets): The weapon and mind of the individual become keen as that of a hunter. All weapons wielded by the character are no affected by damage reduction and are treated as though they have the keen or impact special weapon ability and a +1 greater enhancement. In addition, the character gains use of the Track feat and may use Survival checks for tracking as though he or she had ranks equivalent to his or her character level. These effects wear off in 2d4 hours.
Silver Tails (Bottom part of a face with a speaking mouth, and hands holding 20 (silver) coins): The character feels the compulsion to deceive their friends and cahoot with their foes. The character feels no guilt in betrayal or deception and in fact, sees an advantageous opportunity to exploit his or her friend's trust in nearly every situation. When being deceitful in this manner, the character receives a +4 bonus to Diplomacy, Disable Device, Hide, Intimidate, Move Silently, and Sleight of Hand as well as a +8 bonus to Bluff and Disguise. If the character is lawful, treat him or her as neutral and if the character is neutral treat him or her as chaotic. The character comes to his or her senses in 2d4 hours and can then decide what to say about his or her behavior and motives.
Gold Heads ((Golden) crown and scepter): The character feels noble or royal, and seems to present that image well. He or she can use Light at will as a spell-like ability, and gains smite evil/good (as appropriate) as a Paladin/Blackguard of his or her level. If the character already is a Paladin or Blackguard, he or she may do so as one four levels higher. In addition the character is granted a +4 enhancement bonus to Charisma and a +4 bonus to Ride, Knowledge(nobility), and Sense Motive checks. If he or she is granted smite evil, the character also receives +4 bonus to Diplomacy, if the character is granted smite good, the character instead receives +4 bonus to Intimidate. The character's wealth also appears to have doubled. Whenever a coin is removed from his or her person or used to pay for something, its corresponding illusionary coin disappears and similarly all jewelry and other indications of wealth immediately appear only as intricate or rare as they really are when removed. If the character is chaotic, treat him or her as neutral and if the character is neutral treat him or her as lawful. These effects last for 2d4 hours.
Gold Tails ((Golden) ingots and swine): The character is transformed into a pig (a boar with 1 HD and without Ferocity) as though he or she was affected by Baleful Polymorph. In 2d4 hours, he or she is returned to the character's original form.
Mithral Heads ((Mithral) chain shirt): The character feels as strong as ever but as light as a feather. All armor, weapon and equipment carried by the character receives the benefits of mithral. (They are not however, adamantine, for example, maintains the same hardness, but weighs and encumbers less; a quarterstaff can still be affected by Wood Shape). Items picked up after the coin is flipped are not conferred these benefits and items dropped since retain them. The character also receives a +4 competence bonus to Reflex saves, a +4 enhancement bonus to Dexterity, a +2 bonus to Initiative and the Deflect Arrows feat. These effects last 1d4 hours
Mithral Tails (Mine): The character becomes obsessed with the search for mithral ore. For the next 2d4 days, or until successful, the character does everything possible to unearth a vein of mithral from its nearest natural source (if this is unknown, he or she first seeks this information) as if under the influence of Geas/Quest. The character does not feel any further need to obtain mithral from others, unless it would aid in his or her greater quest.
Adamantine Heads (Cronotyryn): The character has two distinct brains and two separate voice boxes. The character has the Dual Actions special attack of a Chronotyryn (FF) (It can take 2 rounds' worth of actions in any given round, as if it were two creatures. Thus it can use a full attack action and a double move; two full attack actions and two 5-foot steps; a full attack action, a move actions, and cast a spell; cast two spells and use two move actions; and so on. If it is casting spells defensively, the creature must make separate Concentration checks for each spell). These effects last 1d4 hours.
Adamantine Tails ((Adamantine) golem): The character becomes as an unfeeling golem singlemindedly devoted to claiming and standing its ground. All armor, weapon and equipment carried by the character receives the benefits of adamantine (they are not however, mithral armor, for example, still weighs the same and conveys the same benefits; a quarterstaff can still be affected by Wood Shape). Items picked up after the coin is flipped are not conferred these benefits and items dropped since retain them. The character also receives a natural armor bonus of +4, a +4 morale bonus to Will saves, and +4 enhancement bonus to Constitution and Strength. In addition, the character is under the delusion that he or she is a golem or similarly minded construct, with explicit instructions to guard the area surrounding the coin. If anyone individual attempts to approach or damage anything within a (2d4)x10ft radius of the coin, the character informs that individual that they are prohibited from doing so, and employs any means necessary to prevent the action, whether that entails physically restraining or damaging the offender. These effects last 1d4 days
Cork Heads ((Cork) fishing buoy): The character feels extremely light and oddly compressible. The character and all of his or her equipment weigh 1/10 as much. Items picked up after the coin is flipped are not conferred these benefits and items dropped since retain them. He or she receives a +8 bonus to Climb and Jump checks, and always succeeds in Swim checks to float. In addition the character receives a +2 enhancement bonus to Dex, +2 enhancement bonus to Constitution, a -2 penalty to Strength, and DR 10/slashing. These effects last 2d4 minutes.
Cork Tails (Wine): The character feels as if he or she is severely intoxicated. The contents of many bottles of wine are conjured and absorbed by the character all at once (drenching him or her in the process), and the character passes out for 2d4 hours before returning to consciousness with 2d4 Wisdom and 2d4 Dexterity damage.
Wax Heads (Candle and signet ring): Everything appears illuminated before the character. The character can detect Law/Chaos alignment as Detect Law and Detect Chaos, is aware of the status of his or her allies, as Status, can cast Daylight at will, and can identify the name, family name, social status, and trade of anyone within 10ft. The duration of these effects is 1d4 hours.
Wax Tails (Icarus plummeting from the sky): The character becomes consumed with overconfidence and the reckless lack of concern for danger. He or she is affected as if by Delusion of Grandeur (SpC, a -2 penalty to attacks, saves, checks, Wisdom), refuses to retreat, defend, or take danger seriously (even when specifically informed or ordered). These effects last 1d4 hours.
Wood Heads (Quarterstaff and hiking path): The character finds it easy to travel. The character gains Woodland Stride as a Ranger, Fast Movement as a Barbarian, Endurance (except with a +8 bonus instead of +4), Run, +8 bonus to Survival checks, and a +4 bonus to Climb, Ride, and Swim. Additionally, he or she moves as if affected by Pass without Trace and may cast Commune with Nature once per day. These effects last 1d4 days.
Wood Tails (Dryad, weeping sap): The character is bound to a tree. The character gains the Tree Dependent special quality as a Dryad, where the biggest tree within 300 yards is his or her bound tree. If no sufficient tree exists within 300 yards, a large tree sprouts within that range. The character is always aware of that tree's location, as Locate Object, and abhors leaving it. These effects last 1d4 days.
Ivory Heads (Whale surfacing like a ship): The character feels a deep connection with the animalistic and natural. The character may Wild Shape as a Druid of his or her level. If the character already is a Druid or has Wild Shape, he or she may do so as one four levels higher. These effects last 2d4 hours.
Ivory Tails (Elephant missing its tusks and foaming at the mouth): The character and nature feel as if he or she has done something terribly violent and wrong. Without warning, all animals and magical beasts that percieve the character are affected as if by Rage (With the exception of the duration not ending until 1d4 hours) and are hostile to him or her (familiars, animal companions, and domesticated animals are unfriendly, but can be kept from engaging). In addition, the probability of random encounters with such creatures is tripled. At the end of the 1d4 hours, the character is attacked by an Elephant missing its tusks (and gore attack) or Cachalot Whale missing its teeth (and 2d6 of its bite attack) (as appropriate to the setting) that is affected as if by a Barbarian rage. When this rage expires or that creature dies, than the animals and beasts including the elephant/whale stop attacking.
Bone Heads (Skeleton emerging from the ground): The character becomes resistant to the physical limitations of the body. He or she gains all the immunities received by undead, and doesn't need to eat, drink, sleep, breath or waste. The character may lose his or her Consitution score when it is beneficial to do so and may temporarily change all "Monster HD" to d12. The character, however, is not undead, cannot be turned, suffers no change in appearance, and is healed with positive energy and hurt with negative energy. If the character is already undead, advance his or her HD by four. These effects last 1d4 hours.
Bone Tails (Oozing and bleeding gash): The character character becomes infected with a disease that turns skin red, bloated, and warm to the touch. As the disease Red Ache, with the exception that a DC 16 save is required, the character is automatically infected, and magical means of removing disease only succeed in giving the character an additional save to help throw off the disease (a failed save is ignored altogether).
Glass Heads (Telescope pointed to the stars): The character is granted a remote vision of piercing accuracy. The character sees a random nearby point (1d8 direction, 4d100 yards away) as a Clairvoyance spell imbued that is also granted Trueseeing as the spell. By concentrating as a move action, the character may move this point 30 feet. This effect lasts 2d4 hours.
Glass Tails (Female hiding her face in a window): The character is mentally and physically exposed before all. Everyone within 120 feet is aware of the character and every on him or her as though they had a line-of-sight (which also negates any concealment that the character has). The character automatically fails all Hide and Disguise checks, fails to conceal any weapon or item, and receives a -10 penalty on Bluff checks and Sleight of Hand checks. In addition, those within 30 feet can Detect Thoughts, as the spell, targeting only the character. While an individual might find it odd that he or she is extraordinarily aware of the character, the individual senses it only mentally, can choose to ignore it, and is not distracted by it: it takes a Spellcraft check of 25 to recognize the influence of magic. This effect lasts 2d4 hours.
Granite Heads ((Granite) castle with a row of catapults in front): The character gains the persona and power of a general. Grant the character the Leadership feat (composed of all military units) and the class abilities of a Warmaster (S&F) half his or her level or of War Chanter (CW) half his or her level (as appropriate). As an alternative, grant him or her the Leadership feat (or a +4 bonus if already acquired) composed of all military units (infantry, calvary, archers, combat medics, magic and siege artillery, etc) who obey the combat orders without reservation and also grant him or her the knowledge of combat tactics, maneuver and defense structures as a general would. These effects last 1d4 days.
Granite Tails ((Granite) statue of a halfling with hands raised to the sky in anguish): The character becomes solid immovable stone. The character becomes petrified with the exception that Flesh to Stone and Break Enchantment do not remove petrify from the character but instead half the remaining duration (there is not Fortitude save required to survive the process). A Spellcraft check of 20 determines the effects of these spells, otherwise they appear neither dispelled nor effective in any manner. These effects (prior to any reduction in duration,) last 2d4 days.
Marble Heads (Circle of (marble) columns surrounding a (marble) bust of an old and noble man): The character gains the wisdom and knowledge of the great and ancient. The character gains a +4 enhancement bonus to Wisdom. In addition he or she may make any Knowledge or Concentration check as is if he or she had 8 ranks in it or 4 more ranks in it, whichever is higher for each. He or she may cast Contact Other Plane or Commune (as appropriate) one time. These effects last 1d4 days
Marble Tails ((Marble) floor covered with footprints): The character is overcome with cowardice. He or she is always shaken, and anything that could be perceived as a threat requires a DC 20 Will save not to become panicked until 1d4 minutes pass and the source of fear is out of its range to influence. In addition, he or she receives a -4 penalty on all other saves against fear. If character is normally immune to fear, he or she is not automatically shaken, but instead of immunity or a penalty to saves against fear receives a +4 bonus against all saves against fear. If the character is affected by a spell or ability that would remove any fear effect, instead he or she must succeed on a DC 20 Will save to benefit - a character that is not immune to fear and has his or her shaken status removed in this way remains unshaken until the next time he or she fails a save against fear. These effects last 2d4 hours.
Gem Heads (Gem-encrusted staff): The character gains the blessings of arcana. He or she can cast any cantrip, three random 1st level arcane spells, and one random 2nd level arcane spells an unlimited number of times as a spell-like ability as cast by a wizard of level four higher than their own (roll from the respective table for arcane spell scrolls). If the character is already an arcane spellcaster of equivalent caster level of ten or higher, he or she instead receives the six first level and two 2nd level spell-like abilities and may pick them. These effects last 1d4 days.
Gem Tails (Sparks and swirls): The character witnesses an overwhelming rush of sensory input. This sensation includes bright flashes of light, static sounds, tingles and pinches, and an array of odors larger than that found at any banquet. This requires two Reflex saves, two Fortitude saves and two Will saves each of DC 20. A successful save on either of the Fortitude reduces the duration of blindness or deafness (respectively) from 2d4 minutes to 1d4-1 rounds. A successful save of either of the Will saves prevents the effect of dazed for 2d4 rounds or confusion for 2d4 rounds respectively (a creature that is both dazed and confused acts as if only dazed). These effects are a type of illusion - no other creature witnesses them and they occur even if the eyes are shut or the ears covered. If either such precautions are taken however, they do provide a +4 bonus to the respective Fortitude save and if both are taken they provide a total bonus of +4 to each Will save, provided that these actions occur in a timely manner (the two Reflex saves).
85-88 Earthenware Clay
Clay Heads (Rough hands spinning an urn on a pottery wheel): The character becomes an expert craftsperson. The character gains maximum ranks in every craft skill, for the purposes of item creation has a caster level equal to his or her character level, and has every Item Creation feat that that caster level meets the prerequisites for. In addition, the character may craft one magical item or Construct as if he or she knew the requisite spells, provided he or she meets the caster level requirement for purposes of item creation. When using the craft skill, the character works expediently, makes mundane items in one tenth of the time and magic items in half the time. These effects last 3d4 days (incomplete work drains a proportional amount of resources and requires a proportional amount of time and resources to finish provided the new craftsperson meets the prerequisites).
Clay Tails (Amorphous blob (of clay)): The character becomes a constantly changing form. He or she loses all class abilities, special qualities, special attacks, spellcasting ability, skill ranks, feat use, racial benefits and weapon proficiencies. The character gains the Aberration type (but not darkvision necessarily), his or her Fortitude and Will saves become good and Reflex saves become poor, a base speed as medium encumbrance of his or her size, and simple weapon proficiency. He or she retains her HP, HD, BAB, but everything else constantly changes immediately and every 1d4 rounds thereafter. Whenever the character changes, roll 2d6+1 for each ability score and 2d20 for receiving two of the following abilities/condition:
1- Improved Grab
2- Swallow Whole: 1d8 bite damage, and 2d6 bludgeoning damage (creatures swallowed when this ability is lost are immediately ejected)
3- Trample: 1d8 base damage
4- Swarm Subtype
5- Swarm Attack: 1d6 and Distraction
6- Climb speed equal to base speed
7- Fly speed (poor) equal to base speed
8- Swim speed equal to base speed
9- 2 1d8 slam attacks and multitattack feat
10- Natural armor of +4
11- Blindsight: 60 feet
12- Reach extended by 5 feet
13- Spell resistance 12
14- Fast healing 2
15- Immunity to critical hits
16- Single actions only: As a zombie.
19- -2 penalty to attack and AC
A player can wait 1d4 minutes to receive a certain ability, but the duration of this form and the other ability must be rolled. These effects last 3d4 minutes.
Porcelain Heads ((Porcelain) mask on a (porcelain) doll): The character gives off an aura of unearthly charm. For all NPCs within a line of sight, of the character's creature type (for outsiders, must be of the same subtype or native plane) and with the character's gender the NPC's sexual preference, the attitude of the NPC is improved two categories (treat the distance from Helpful to Fanatic (ELH) as two). For all NPCs within a line of sight, not of the character's creature type but with the character's gender the NPC's sexual preference or of his or her creature type but not of his or her sexual preference, the attitude of the NPC is improved one category. (For character's without a gender or creatures that do not have a gender preference, as in the cases of oozes, constructs, elementals, plants, some undead, and some aberrations, this does not count as a sexual preference of the appropriate gender.) In addition the character gains a +4 enhancement bonus to Charisma and the use of Suggestion as a Charisma-based spell-like ability up to three times as a sorcerer with a caster level four higher than that of the character. These effects last for 2d4 hours (the influenced NPCs are no longer charmed and can then decide their opinion of the character; those still affected by a the Suggestions spell-like ability receive another saving throw on their next sight of the character (perhaps also with the definition of "reasonable" adjusted)).
Porcelain Tails (Broken (porcelain) dinner-plate): The character become incredibly fragile. Whenever the character receives any kind of physical or force damage, roll 1d12 to determine where it hits, ignoring inappropriate results (1 head/neck, 2 back/shoulders, 3 ribs, 4 abdomen, 5 upper right arm, 6 lower right arm, 7 upper left arm, 8 lower left arm, 9 upper right leg, 10 lower right leg, 11 upper left leg, 12 lower left leg). The character must make a Fortitude save equal to 10 + damage dealt (With a -2 penalty if it is bludgeoning damage) in order to prevent that part from being disabled (A part disabled multiple times has no additional effect). A disabled head/neck causes the character to become paralyzed. Disabled back/shoulders deal the character 2d6 temporary constitution damage. Disable ribs causes the character to act as if under the Crisis of Breath power with Fortitude save 10. A disabled abdomen causes the character to become nauseated. A disabled upper arm causes that arm to be unable to attack, cast spells with somatic components, use a tower shield, and half the carrying capacity (this stacks with the other upper arm). A disabled lower arm causes that arm to be unable to attack, use a shield, or grab anything. A disabled upper leg prevents running and reduces base walking speed to 5 ft (up to 10 feet with two crutches) - both disabled upper legs removes the ability to walk. A disabled lower leg prevents running and reduces base walking speed to up to 10 feet (up to half base speed with two crutches) - both disabled lower legs removes the ability to walk. A player may crawl with a base climb check of 5 but also takes a cumulative penalty per disabled leg or arm part of -5 on all Climb checks. Other check penalties to skill checks and abilities may be applied as determined by the DM. Magical healing, fast healing, or regeneration equal to or greater than the original damage amount in conjunction with a successful Heal check of 25 sets a disabled part so that is not disabled (if the Heal check fails by 5 or more, the equivalent healing has to be obtained again). Greater Restoration, Heal and Regenerate sets all parts so that they are not disabled; Restoration sets one part so that it is not disabled. A limb with disabled status remains disabled after the duration of this effect, but the fragile tendency that causes limbs to become disabled this way ends after 2d4 hours.
93 Good Coin: The edge of the coin is imprinted with good and holy symbols. The following effects occur in addition to the normal coin flip (Roll and flip again ignoring 93-100). If the character is good, he or she receives XP equal to 100 times his or her ECL; if the character is evil, he or she loses it (if this cause him or her to lose a level, the character instead receives one negative level until he or she gains enough experience points). If the character is good, it receives the benefit of Holy Aura for 2d4 minutes; if the character is evil it is targeted by a Holy Word as cast by a 13th level Cleric (partial Will save DC 20). The coin itself operates as if targeted by a Magic Circle Against Evil and Consecrate. If the coin is thrown or slung it acts as a Holy Smite cast by an 7th level Cleric (partial Will save DC 20) up to five times. These effects last 2d4 hours
94 Evil Coin: The edge of the coin is etched with evil and profane symbols. The following effects occur in addition to the normal coin flip (Roll and flip again ignoring 93-100). If the character is evil, he or she receives XP equal to 100 times his or her ECL; if the character is good, he or she loses it (if this cause him or her to lose a level, the character instead receives one negative level until he or she gains enough experience points). If the character is evil, it receives the benefit of Unholy Aura for 2d4 minutes; if the character is evil it is targeted by a Blasphemy as cast by a 13th level Cleric (partial Will save DC 20). The coin itself operates as if targeted by a Magic Circle Against Good and Desecrate. If the coin is thrown or slung it acts as a Unholy Blight cast by an 7th level Cleric (partial Will save DC 20) up to five times. These effects last 2d4 hours
95 Chaotic Coin: The coin is not perfectly circular or flat and has jagged edges. The following effects occur in addition to the normal coin flip (Roll and flip again ignoring 93-100). The character receives/loses XP equal to (2d100 -100) times his or her ECL (if this cause him or her to lose a level, the character instead receives one negative level until he or she gains enough experience points). If the character is chaotic, it receives the benefit of Cloak of Chaos for 2d4 minutes; if the character is lawful it is targeted by a Word of Chaos as cast by a 13th level Cleric (partial Will save DC 20). The coin itself operates as if targeted by a Magic Circle Against Chaos and anyone who rubs the coin (standard action) receives a random effect (as Rod of Wonder, except the person touching the coin is treated as either the target or the wielder). If the coin is thrown or slung it acts as a Chaos Hammer cast by an 7th level Cleric (partial Will save DC 20) up to five times. These effect last 2d4 hours
96 Prophetic Coin: The player instantaneously witnesses the material, the face, and the immediate results of his or her next coin flip (roll again and flip, ignore 96, 99 and 100). At this point, he or she may choose not to draw and flip a coin. This combination is fated for him or her, and will occur the next time he or she draws and flips a coin no matter the circumstances. If it is an Aural or Reverse Aural coin (see below) then the targets affected by the coin flip remain the same, regardless of changes is position and distance. Other players may draw and flip coins from Coins and Tokens of Fortune with differing results, but this does not influence the fated flip.
97 Aural Coin: The coin glows with a soft white light. The coin effects proceed as normal (roll and flip again, ignoring 96-98 and 100) with the exception that they also occur as if for all allies of the character (determined by the DM) within 120 feet of the coin. If none or an "insignificant amount" are within this radius, then up to three main allies outside of this radius may be selected by the DM to be affected.
98 Reverse Aural Coin: The coin glows with a harsh red light. The coin effects (roll and flip again, ignoring 96-98 and 100) occur as the opposite side of the coin for all enemies of the character (determined by the DM) within 120 feet of the coin. If none or an "insignificant amount" are within this radius, then up to three main enemies outside of this radius may be selected by the DM to be affected.
99 Charged Coin: The coin remains platinum until picked up, at which point it becomes the appropriate material (roll again, ignore 93-100) and is imbued with 1d10 charges. It triggers its effect and uses a charge whenever it is flipped; becoming platinum again when its duration ends and if it still retains charges, it becomes the same material that was rolled when picked up again.
100 Two Coins: The coin bounces once and splits into two coins (roll again twice ignoring 97-100 for each, and flip twice) and both effects occur. If this produces opposite sides of the same coin or clearly contradictory effects (such as in Lead Tails and Cork Heads) then both coins melt, burn, or crumble and neither effect occurs. If this produces the same coin and face, roll the duration two additional times and add it to the original to determine how long the true duration lasts.
Call it in the Air: Instead of heads always being positive and tails always being negative, a character can declare beforehand that tails is positive and the heads is negative (quite obviously, read the entry corresponding to the opposite of result of the coin flip). This must be well-understood by the DM, who receives the ultimate say in the matter.
Flipping Out: Instead of rolling 1d4 whenever an effect mentions it (most likely duration) the character may roll 2d2 where heads is 2 and tails is 1. This averages slightly higher, so must be well-understood by the DM before it is determined whether or not this is advantageous, and the DM receives the ultimate say in the matter.
Simple Random: Instead of rolling and flipping, an odd result in the 1d100 is considered Heads and an even results is considered Tails.
Charged Coin: As described in Charged Coin entry (in any material), except with 2d10 or more charges.
Recharging Bag: At the rate of one platinum coin per month, non-magical coins placed in the bag transform into Coins and Tokens of Fortune, to a maximum of the original number held. Obviously, whatever the assessed value of the Coins and Tokens of Fortune, this must be significantly greater.
Marbles of Fortune: Instead of flipping for which effect for each material occurs, both do (you will need to modify some, for example, make the effects of Cork Heads for 2d4 minutes after the Cork Tails; allow the statue created in Granite Tails to give mental orders to the soldiers of Granite Heads). Ignore rolls 93 -100.
Runes of Fortune: Instead of being coins of different materials being flipped, runes of different symbols are drawn. Face up is Heads and blank side is Tails. Of course, the effects listed above were based on the meaning of the material and not the runic symbols so it would be hard to transfer them all, and some additional homebrewing would be needed
Again, Please Examine And Comment Honestly, and feel free to use.
- Join Date
- Aug 2007
Re: A coinflip can determine your fate... [PEACH]
This is really cool. My favortie magic items are these luck-of-the-draw kind. Question: If a character doesn't know that its a magical item and, lets say, tries to buy something with a coin, would that coin be flipped?
Last edited by Pakiti; 2007-08-13 at 06:13 PM.
- Join Date
- Jul 2006
Re: A coinflip can determine your fate... [PEACH]
If he drops it on the table when he gives it to the guy, yes. If he sets in on the table, no. Obviously a player won't specify, so I would ask them and have them rake their brains as for why it could possibly matter. More likely than not, or at least how it worked in my campaign, they will cast Detect Magic and discover that it is less than ordinary coins, so figuring correctly that a magic platinum coin is worth more than 10 gp, didn't try and buy stuff.
- Join Date
- Aug 2007
Re: A coinflip can determine your fate... [PEACH]
this is the next best thing since "the deck of many things"
i might use this thanks!
- Join Date
- Aug 2007
Re: A coinflip can determine your fate... [PEACH]
My cousin has a character who always flips coins for all his desisions, and he's the rogue, so search for traps? [I]tails[I] nah
AHHH!! (arrow pierces eye)
getting his hands on this, the coins would probably last a month.not-nale. not-nale thog help nail not-nale, not nale. and thog knot not-nale while nale nail not-nale. nale, not not-nale, now nail not-nale by leaving not-nale, not nale, in jail.
Translation:Elan. Elan Thog help nail Elan, not Nale. And Thog knot Elan while Nale nail Elan. Nale, not Elan, now Nail Elan by leaving Elan, not Nale, in jail.
Great, now it makes less sense
- Join Date
- Mar 2007
- Somewhere else, so stop looking.
Re: A coinflip can determine your fate... [PEACH]
How about a homebrew rule where a caught flipped coin is not used? That way, if somebody else knows what the coins do--for example, the whimsical mage who crafted them in the first place...
"NO!" -dives for it-The road goes ever on and on,
Down from the door where it began,
Now far ahead the road has gone,
And I must follow, if I can--
Pursuing it with eager feet,
Meeting those who travel on the way,
Where many paths and errands meet,
And whither then, I cannot say.
- Join Date
- Apr 2007
Re: A coinflip can determine your fate... [PEACH]
I really like it! Sounds like a fun magic item. Are the damages to equipment or body suffered during an iron/porcelain tails permanent? this could cripple a character really badly. Also, I think the "wild elephant" attack after the ivory tails result is a bit too much. What if they're in a place an elephant can't get to (like a dungeon corridor or a mountain peak)? The initial effect of "nature's enemy" is hilarious and should be enough. Cuckoo attack!
- Join Date
- May 2006
Re: A coinflip can determine your fate... [PEACH]
only thing that might be needed is caster level and price. or is this being called an artifact?
just for clarificationNerd-o-rama Wrote on 10/16/06 at 01:06:57:
Even creatures listed as "Always Alignment" have one-in-a-million exceptions: the Chaotic Good White Dragon Ranger yearning to throw off the reputation of its Evil kin, anybody?
Dice for the Dice God! D20s for the D20 Throne!