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February’s Quid Novi? Excerpt

February’s Quid Novi? featured some more free content for Pathfinder. Here’re some excerpts, the first two having been written by Shane “Alzrius” O’Connor.

A New Oracle’s Curse

Clumsy: You are terribly uncoordinated, and tend to trip over your own feet. Whenever you take more than a 5-foot step, you must make a DC 10 Dexterity check or fall prone at the end of your movement; you may not take 10 on this check. The DC rises to 12 if you make a double move or withdraw action, or 15 if you run. You may stand up as a swift action that does not provoke an attack of opportunity. At 5th level, you ignore rough terrain. At 10th level, you gain evasion. At 15th level, you are under a permanent freedom of movement.

A New Feat

Hurl Weapon (Combat)
You can throw weapons very far.
Benefit: You can throw weapons up to ten range increments.

About this feat, Shane wrote, “Pathfinder inherited the bow’s status as king of ranged weapons. While there are specialized builds that help make other distance-weapons usable, I was surprised that nothing had been done to let thrown weapon-wielders close the gap in terms of available range increments. I was initially going to set a Strength prerequisite on this feat, the pretext being that you needed to be strong to hurl a weapon so far. However, that seemed too punitive with regard to alchemists and other characters that are likely to have thrown weapons but not necessarily a high Strength. Given that thrown weapons have shorter range increments than projectile weapons, and how few ranged combats take place at more than five range increments anyway, it seemed like a good idea to give this feat the broadest availability possible.”

If you like Shane’s stuff (and who wouldn’t?), check out his great blog, Intelligence Check.

And now for some of what I wrote!

Bazaar of the Bizarre – You Look Mah-velous!

Froderick was an illusionist with a reputation for insanity that varied between whimsical to dangerous. This item is an example more on the former end of the spectrum. It appears to be a fabulously colored feathered boa of the type worn by certain exotic dancers. Its gaudy appearance hides potent magical powers.

Froderick’s Beauteous Feather Boa
Aura moderate transmutation; CL 8th
Slot shoulders; Price 7,800 gp; Weight 1 lb.

Description: This fashionable feather boa has two properties. When worn, it provides a +2 enhancement bonus to Charisma. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. Upon command, the feather boa animates to fight as Medium animated object with the grab and constriction special attacks.

The feather boa can maintain its animated status for only 24 hours per week, but the duration need not be continuous. If the feather boa is broken or destroyed in its normal form, it is forever ruined. All magic is lost; its power departed. If slain in animated form, the feather boa simply reverts to an item of apparel that can be used again at a later time.

Construction Requirements: Craft Wondrous Item, animate objects, eagle’s splendor; Cost 3,900 gp.

If you want your very own copies of Quid Novi? via email, visit here and sign up.

February 29th, 2012  in Quid Novi?, RPG No Comments »

The Garden of Unearthly Terrors

In its full splendor, the pleasure garden was a wonder to visit. Townsfolk once congregated there regularly to enjoy the various entertainments presented in the small concert hall or upon one of the several bandstands. The cleverly trimmed topiaries delighted children, and the centerpiece, a hedge maze, provided fleeting privacy for young lovers to steal a kiss or two. All of this was before the tragic fire in the concert hall that claimed the lives of several townsfolk. One of those killed was a gnome lass betrothed to an emotionally unstable illusionist. The couple had argued earlier that day. The lass went to the pleasure garden alone while her beau sulked at home. When he found out his love had died, the illusionist was inconsolable. He took his own life in the center of the hedge maze a couple of days later. His anguished spirit now jealously guards the decaying pleasure garden.

Haunted Pleasure Garden
CR 12; XP 19,200
CN persistent haunt (60-foot-radius pleasure garden; on the map, this is everywhere within the blue circle)
Caster Level 12th
Notice Perception DC 25 (shadowy robed figure)
hp 54; Trigger proximity; Reset 1 hour

Effect: The haunt uses material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. The haunt can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 6th level or lower. These shadow conjurations are three-fifths (60%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength. Any creature that interacts with the spell can make a Will save (DC 20) to recognize its true nature.

Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes three-fifths (60%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is 60% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC always equals 20. In addition, any effect created by haunt’s shadow conjuration allows Spell Resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them. Against disbelievers, they are 60% likely to work.

A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it’s recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is three-fifths (60%) normal, and all special abilities that do not deal lethal damage are 60% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s AC bonuses are just one-fifth as large. A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms. Objects automatically succeed on their Will saves against the haunt’s shadow conjurations.

Unlike most haunts, this haunt has a sort of innate cunning. It selects effects with intelligence, preferring to divide and conquer groups of trespassers. For example, it might use walls of iron to separate party members from each other, followed by summon monster VI to send shadow creatures after weaker targets while relying on acid fog to slow down and harm others. Of course, the haunt is limited to one effect per round.

Destruction: The bones of the gnome illusionist and his love must be brought to the center of the hedge maze and blessed.

December 25th, 2011  in Quid Novi?, RPG No Comments »

d12 Power!

After quite a slump in writing output, I’m back in stride. I’ve nearly completed the first draft of Dodeca Weather, a new PDF that harnesses d12 power to determine your campaign’s weather. A few finishing touches remain before the draft PDF gets emailed to my growing list of playtesters. Excellent!

Dodeca Weather‘s GM-friendly, step-by-step process considers climate, altitude, terrain, and season to determine temperature, wind speed, and weather events. Weather characteristics include amount of precipitation, duration, wind speed, and the odds of a weather event continuing after its initial duration has expired. There are also about 6 pages of rules for different weather events, consolidating and expanding upon the core rules. Last of all, the PDF comes with a handy 7-day weather worksheet to help you organize your meteorological data.

Dodeca Weather is scheduled for released around the third Sunday in August.

Taking Your Time

July’s Quid Novi? featured new game crunch using psionics content from Dreamscarred Press‘s Psionics Unleashed.

CR 3; XP 800
LE Small aberration (psionic)
Init +7; Senses darkvision 90 ft., scent; Perception +12

DEFENSES
AC 17, touch 16, flat-footed 12 (+3 Dex, +2 insight, +1 natural, +1 size)
hp 22 (5d8)
Fort +3, Ref +8, Will +8

OFFFENSE
Speed 30 ft.
Melee piercing tongue +9 (1d4 plus steal time)
Reach 10 ft. (piercing tongue only)
Psi-Like Abilities (ML 5th):
Constant – defensive precognition (+2 insight bonus to AC and saves), offensive precognition (+2 insight bonus to attack rolls)
At will – precognition
1/day – recall agony (4d6, Will half 14)
N.B. Bonuses for defensive and offensive precognition are included in this stat block. The defensive precognition bonuses do not apply if the timatheof is caught flat-footed.

STATISTICS
Str 11, Dex 17, Con 10, Int 14, Wis 14, Cha 13
Base Atk +3; CMB +2; CMD 15
Feats Improved Intiative, Lightning Reflexes, Weapon Finesse
Skills Acrobatics +11, Climb +8, Knowledge (pick one) +10, Perception +12, Sense Motive +12, Stealth +15; Racial Modifiers +2 Perception, +2 Sense Motive, +4 Stealth (due to size)
N.B. A timatheof’s bonuses to Perception and Sense Motive vanish if its constant psi-like abilities are negated.
Languages Undercommon plus two others

SPECIAL ABILITIES
Steal Time (Su): A creature struck by a timatheof’s piercing tongue must make a DC 13 Will save or have some of its time stolen. A creature affected by steal time loses a move action on its next turn. The timatheof converts and stores this stolen temporal energy. Each stolen move action equals one stored point of temporal energy, and a timatheof cannot store more than its Hit Dice in temporal energy points. A timatheof uses stored temporal energy as a swift action for the following effects:

2 points: Take an extra move action.
3 points: Take an extra standard action.
4 points: Reroll any single d20 roll. The timatheof must take the results of the second roll.
5 points: Recover hit points, daily uses of abilities, et cetera, as if the timatheof had rested for 8 hours.

When encountered, a timatheof typically has 1d6-1 points of stored temporal energy (minimum number of points is 0).

ECOLOGY
Environment any underground
Organization solitary, pair, or company (3-6)
Treasure standard

A timatheof is a cruel monster whose horrid appearance hides a keen, calculating intelligence. This creature’s senses extend continuously a few seconds into the fourth dimension, granting the timatheof precognitive abilities. Timatheof companies carve out underground territories, seeking to dominate weaker creatures for use as guards, slaves, and food.

In combat, a timatheof typically opens with its recall agony psi-like ability. It then rushes about, using Acrobatics, Climb, and Stealth to evade its prey. Stored temporal energy is used intelligently to gain tactical advantages against enemies.

With its weak jaw structure, a timatheof cannot chew most solid foods. Instead, it uses its piercing tongue to gorge itself on fluids, preferring the putrid juices of a decaying body.

July 19th, 2011  in RPG No Comments »

I Love Dave’s Mapper!

I love Dave’s Mapper. If I weren’t already very happily married until death do we part, I’d marry Dave’s Mapper. Well, I’d least ask, and if rejected, I’d write romantic fanfic and post it to a blog bordered by broken hearts.

If you don’t know Dave’s Mapper, you need to, especially if you’re a GM who likes dungeon crawls. Here’s how Dave’s Mapper works:

First, go to the site. I put a convenient link in the first paragraph above. Notice the two frames. The left side of your screen has some helpful buttons, such as the big New Map button. Click it. Click it again. Notice that the map changes each time. Excellent.

Scroll your eyes down the leftmost frame, and you’ll see a list of contributing artists (including yours truly, but I don’t have too many geomorphs uploaded. Yet.) If you click an artist who’s already checked, it unchecks that artist and removes that artist’s geomorphs from those randomly selected for your map. Clicking an artist without a check reverses the process.

Now look at the rightmost, bigger frame that holds the map. There are several buttons along the top. These let you export maps as PNGs, change the map size and arrange of geomorphs, add or remove a grid, and switch from different types of geomorphs (to include a smaller selection of city geomorphs great for generating a neighborhood or two).

Thanks to Dave’s Mapper, you never have an excuse for not having a dungeon map again.

July 5th, 2011  in RPG 1 Comment »