<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-2603653329162091280</id><updated>2011-11-30T11:50:16.742-08:00</updated><category term='Combat'/><category term='dwarf'/><category term='Darkness'/><category term='Wondrus Item'/><category term='Review'/><category term='Scenario'/><category term='GM'/><category term='Rules'/><category term='Skills'/><category term='Magic Item'/><category term='Character Concept'/><category term='Fey'/><category term='Pathfinder'/><category term='Monster'/><category term='DnD'/><category term='Light'/><category term='setting'/><category term='Treasure'/><category term='traits'/><category term='Daylight'/><category term='race'/><category term='cantrip'/><category term='spell'/><category term='Pathfinder Society'/><category term='Encounter'/><title type='text'>Skjald</title><subtitle type='html'>An archive of ideas and free resources for players and Game Masters compatible with Pathfinder Society or Pathfinder RPG rules.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://skjald.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2603653329162091280/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://skjald.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Kim OJ</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_t6SoT_B0pZM/SkRaYmeOT4I/AAAAAAAAAWA/ePonUZlpLVc/S220/contemplating.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>15</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-2603653329162091280.post-6621907251807181208</id><published>2011-11-19T19:40:00.001-08:00</published><updated>2011-11-19T20:00:53.829-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Combat'/><category scheme='http://www.blogger.com/atom/ns#' term='Rules'/><category scheme='http://www.blogger.com/atom/ns#' term='Skills'/><category scheme='http://www.blogger.com/atom/ns#' term='Pathfinder'/><title type='text'>Tiny Creature Combat and Flying Acrobatics</title><content type='html'>&lt;img class="icon" src="https://lh5.googleusercontent.com/-dzbKJL0Mo3M/TkbC-knAgLI/AAAAAAAAACg/i8MlJJgDV-E/s128/jyskelov.jpg" alt="Jyske Lov" Title="Play by the Rules" /&gt; &lt;p&gt;I would like to level the battlefield for the little ones. Tiny creatures have a reach of zero, so they normally have to enter an enemy’s square to attack, which makes them subject to Attacks of Opportunity (AoO) from for example a medium foe with 5 foot reach. This puts them at a significant disadvantage in combat, which they can try to remedy with the help of a couple of rule adjudications. The first option seems simple enough; use a reach weapon, but if read by the letter, a reach weapon doubles your reach, which does not do much for zero reach. I would suggest ruling that a tiny creature with a reach weapon has 5 foot reach.&lt;/p&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;p&gt;The second option is using acrobatics. When a medium creature attacks a large creature with 10 foot reach, it is subject to the same &lt;abbr title="Attacks of Opportunity"&gt;AoO&lt;/abbr&gt; moving through the threatened squares to get to the target, but the medium creature has the option of using acrobatics to tumble through the threatened squares without taking the &lt;abbr title="Attacks of Opportunity"&gt;AoO&lt;/abbr&gt;. The Difficulty Class (DC) for that movement is equal to the opponent’s Combat Maneuver Defense (CMD) plus any modifiers for terrain or additional foes. The tiny creature ought to be able to do the same thing, except it actually has to enter the opponent’s area. The &lt;abbr title="Difficulty Class"&gt;DC&lt;/abbr&gt; for tumbling through an enemy’s square is equal to the opponent’s &lt;abbr title="Combat Maneuver Defense"&gt;CMD&lt;/abbr&gt; plus 5. It is not mentioned anywhere that a tiny creature can use this maneuver to attack, but I see no reason not to, and luckily many tiny creatures are well endowed with dexterity.&lt;/p&gt;&lt;p&gt;Then there is the issue of the flying tiny (or other size) creature, like a bat, moving through or into a threatened area. It does not make much sense to require an acrobatics check from a flying creature, so I would suggest using a fly check for a creature trying to navigate threatened air space. The &lt;abbr title="Difficulty Class"&gt;DC&lt;/abbr&gt; would be the same as for an acrobatics check, only the fly skill and modifiers for flying would apply. Many flying creatures like to do a dive charge, which of course could not be combined with this trick flying, which like acrobatics would require moving at half speed.&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;Tiny reach weapons have a reach of 5 feet.&lt;/strong&gt;&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Tiny creatures may use acrobatics to avoid &lt;abbr title="Attacks of Opportunity"&gt;AoO&lt;/abbr&gt; when entering an opponent’s space to attack.&lt;/strong&gt;&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Flying creatures may use the fly skill to perform flying acrobatics.&lt;/strong&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2603653329162091280-6621907251807181208?l=skjald.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://skjald.blogspot.com/feeds/6621907251807181208/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://skjald.blogspot.com/2011/11/tiny-creature-combat-and-flying.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2603653329162091280/posts/default/6621907251807181208'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2603653329162091280/posts/default/6621907251807181208'/><link rel='alternate' type='text/html' href='http://skjald.blogspot.com/2011/11/tiny-creature-combat-and-flying.html' title='Tiny Creature Combat and Flying Acrobatics'/><author><name>Skjald</name><uri>http://www.blogger.com/profile/17248582378242165211</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://lh6.ggpht.com/_t6SoT_B0pZM/TUIue0lc_sI/AAAAAAAAAqE/aG4y3gqcoFk/skjaldship2.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh5.googleusercontent.com/-dzbKJL0Mo3M/TkbC-knAgLI/AAAAAAAAACg/i8MlJJgDV-E/s72-c/jyskelov.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2603653329162091280.post-6207960608575414449</id><published>2011-11-08T14:41:00.000-08:00</published><updated>2011-11-28T13:52:55.880-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Pathfinder Society'/><category scheme='http://www.blogger.com/atom/ns#' term='Character Concept'/><category scheme='http://www.blogger.com/atom/ns#' term='dwarf'/><title type='text'>Trogard Mortis, Character</title><content type='html'>&lt;img alt="warrior puzzle" class="icon" src="https://lh4.googleusercontent.com/-yiiC9f7iH_E/TtQCRQ6exEI/AAAAAAAAAGk/_h209j0FS3w/s272/characterbuild4.png" title="Character Build" /&gt;&lt;div style="margin-bottom: 0in;"&gt;The inquisitor is by far my favorite of the &lt;i&gt;Advanced Player's Guide&lt;/i&gt; classes, and Trogard Mortis is the first one I have built. This is a character build on the Pathfinder Society rules and ready for play. I have not taking him into play yet, but feel free to use parts or whole character concept in your game. For some reason Paizo does not allow third party pregens, otherwise Trogard Mortis might have served as such. At the bottom I included some character description, which like the rest can be taken or left.&lt;/div&gt;&lt;div style="margin-bottom: 0in;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0in;"&gt;&lt;b&gt;Trogard Mortis,  &lt;/b&gt;&lt;span style="font-weight: normal;"&gt;MaleDwarf, Inquisitor 1&lt;/span&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0in;"&gt;&lt;b&gt;Alignment:&lt;/b&gt;&lt;span style="font-weight: normal;"&gt;Neutral &lt;/span&gt;&lt;b&gt; Religion: &lt;/b&gt;&lt;span style="font-weight: normal;"&gt;Urgathoa &lt;/span&gt;&lt;b&gt;Faction:&lt;/b&gt;&lt;span style="font-weight: normal;"&gt;Osirion&lt;/span&gt;&lt;/div&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;div style="margin-bottom: 0in;"&gt;&lt;b&gt;Initiative&lt;/b&gt; +1  &lt;b&gt;Senses&lt;/b&gt; Perception +8,Darkvision 60ft  &lt;/div&gt;&lt;div style="background-color: #8eac4a; margin-bottom: 0in;"&gt;DEFENSES&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0in;"&gt;&lt;b&gt;HP&lt;/b&gt; 10 (1d8+2)&lt;/div&gt;&lt;div style="margin-bottom: 0in;"&gt;&lt;b&gt;AC &lt;/b&gt;16 (Dex +1, Scale Mail+5)&lt;/div&gt;&lt;div style="margin-bottom: 0in;"&gt;&lt;b&gt;Fort&lt;/b&gt; +4 &lt;b&gt;Ref &lt;/b&gt;+1 &lt;b&gt;Will&lt;/b&gt; +6&lt;/div&gt;&lt;div style="background-color: #8eac4a; margin-bottom: 0in;"&gt;OFFENSES&lt;/div&gt;&lt;div style="margin-bottom: 0in;"&gt;&lt;b&gt;Speed&lt;/b&gt; 20ft&lt;/div&gt;&lt;div style="margin-bottom: 0in;"&gt;&lt;b&gt;Melee  &lt;/b&gt;&lt;span style="font-weight: normal;"&gt;Scythe+2 (2d4+3/x4)&lt;/span&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0in;"&gt;&lt;b&gt;Ranged&lt;/b&gt;&lt;span style="font-weight: normal;"&gt; Scytheof the Acolyte +5 (2d4+3/x4) 30ft, 7/day&lt;/span&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0in;"&gt;&lt;b&gt;Ranged  &lt;/b&gt;&lt;span style="font-weight: normal;"&gt;AcidSplash +2 (1d3+1) 30ft ranged touch&lt;/span&gt;&lt;/div&gt;&lt;div style="background-color: #8eac4a; margin-bottom: 0in;"&gt;STATISTICS&lt;/div&gt;&lt;div style="margin-bottom: 0in;"&gt;&lt;b&gt;Str&lt;/b&gt; 14, &lt;b&gt;Dex&lt;/b&gt; 13, &lt;b&gt;Con&lt;/b&gt;15, &lt;b&gt;Int&lt;/b&gt; 10, &lt;b&gt;Wis&lt;/b&gt; 18, &lt;b&gt;Cha&lt;/b&gt; 7&lt;/div&gt;&lt;div style="margin-bottom: 0in;"&gt;&lt;b&gt;BAB&lt;/b&gt; 0  &lt;b&gt;CMB&lt;/b&gt; 2 &lt;b&gt;CMD&lt;/b&gt;13&lt;/div&gt;&lt;div style="margin-bottom: 0in;"&gt;&lt;b&gt;Traits&lt;/b&gt; Killer, Mummy Touched&lt;/div&gt;&lt;div style="margin-bottom: 0in;"&gt;&lt;b&gt;Feats &lt;/b&gt;Point Blank Shot&lt;/div&gt;&lt;div style="margin-bottom: 0in;"&gt;&lt;b&gt;Skills&lt;/b&gt; Intimidate -1,Perception +8, Profession (Mortician) +8, Sense Motive +9, Spellcraft +4, Survival+8&lt;/div&gt;&lt;div style="margin-bottom: 0in;"&gt;&lt;b&gt;Knowledge&lt;/b&gt; Religion +4, Planes +4&lt;/div&gt;&lt;div style="margin-bottom: 0in;"&gt;&lt;b&gt;Armor Penalty&lt;/b&gt; -4&lt;/div&gt;&lt;div style="margin-bottom: 0in;"&gt;&lt;b&gt;Languages&lt;/b&gt; Dwarf, Taldane&lt;/div&gt;&lt;div style="margin-bottom: 0in;"&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0in;"&gt;&lt;b&gt;Racial Traits&lt;/b&gt; Defensive Training, Hatred, Hardy, Stability, Stone Cunning, Lore Keeper&lt;/div&gt;&lt;div style="margin-bottom: 0in;"&gt;&lt;b&gt;Class Abilities&lt;/b&gt; Judgment, Monster Lore, Stern Gaze, Hand of the Acolyte 7/day (Magic Domain)&lt;/div&gt;&lt;div style="background-color: #8eac4a; margin-bottom: 0in;"&gt;MAGIC&lt;/div&gt;&lt;div style="margin-bottom: 0in;"&gt;&lt;b&gt;Cantrips (4)&lt;/b&gt; Acid Splash, Bleed,Detect Magic, Disrupt Undead&lt;/div&gt;&lt;div style="margin-bottom: 0in;"&gt;&lt;b&gt;First Level (2)&lt;/b&gt; Command, True Strike&lt;/div&gt;&lt;div style="background-color: #8eac4a; margin-bottom: 0in;"&gt;ENCUMBRANCE&lt;/div&gt;&lt;div style="margin-bottom: 0in;"&gt;&lt;b&gt;Light&lt;/b&gt; &amp;lt;58 &lt;b&gt;Medium&lt;/b&gt;&amp;lt;116  &lt;b&gt;Heavy&lt;/b&gt; &amp;lt;175  &lt;b&gt;Current&lt;/b&gt; 76.5&lt;/div&gt;&lt;div style="margin-bottom: 0in;"&gt;&lt;b&gt;Gear &lt;/b&gt;Scale Mail (30), Scythe(10), Explorer's Outfit (8), Holy Symbol, Whetstone (1), Acid (1) x3, Rations (1) x 3, Parchment x 5, Ink, Ink Pen, Scroll Case (.5),Flint &amp;amp; Steel, Candle x 10, Backpack (2), Bedroll (5), Rope (10),Waterskin (4)&lt;/div&gt;&lt;div style="margin-bottom: 0in;"&gt;&lt;b&gt;Gold&lt;/b&gt; 24 &lt;b&gt;Silver&lt;/b&gt; 1 &lt;b&gt;Copper&lt;/b&gt;8&lt;/div&gt;&lt;div style="background-color: #8eac4a; margin-bottom: 0in;"&gt;DESCRIPTION&lt;/div&gt;&lt;div style="margin-bottom: 0in;"&gt;Trogard hides a wide bony frame under his palegray cloak, and those that peer under the wide hood are faced with apale and stiff visage under a braided black beard appearing as acorpse laid to eternal rest with cloudy eyes open and seeing bothworlds. He leans heavy on his scythe to relieve the invisible weighton his shoulders.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;From the note carried by TrogardMortis:&lt;/b&gt;&lt;br /&gt;Trogard Mortis was a humble man, who lived a life ofservitude. He was the son of a glass maker, who traveled from FiveKings Mountain to the sands of Osirion to perfect his trade. It wasout of the Osirion sand that fate rose and was carried on undead handto the home of the glass maker. Colorful and fragile, in the endglass like life shatters and leaves meaningless splinters. The Mortisfamily was in death’s grasp, and only Trogard was wrenched from itsclaws. He laid to rest his family and since many more, always withthe reverence of preparation for his own undertaking.&lt;br /&gt;Holy men ofgood faith raised him, but Trogard understood that he owed a debt thathe would pay interest on until the day his glass too would shatter,and the bond be recalled. Trogard took up service with the PathfinderSociety to earn the interest owed by collecting the debts of othersto the inevitable fate. He knew that one day his work would squarethe scales, and he could balance out his bond, his debt repaid andhis soul free to pass. &lt;/div&gt;&lt;div style="margin-bottom: 0in;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2603653329162091280-6207960608575414449?l=skjald.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://skjald.blogspot.com/feeds/6207960608575414449/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://skjald.blogspot.com/2011/11/trogard-mortis-character.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2603653329162091280/posts/default/6207960608575414449'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2603653329162091280/posts/default/6207960608575414449'/><link rel='alternate' type='text/html' href='http://skjald.blogspot.com/2011/11/trogard-mortis-character.html' title='Trogard Mortis, Character'/><author><name>Skjald</name><uri>http://www.blogger.com/profile/17248582378242165211</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://lh6.ggpht.com/_t6SoT_B0pZM/TUIue0lc_sI/AAAAAAAAAqE/aG4y3gqcoFk/skjaldship2.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh4.googleusercontent.com/-yiiC9f7iH_E/TtQCRQ6exEI/AAAAAAAAAGk/_h209j0FS3w/s72-c/characterbuild4.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2603653329162091280.post-9032345928359267415</id><published>2011-08-13T12:43:00.000-07:00</published><updated>2011-11-30T11:50:16.756-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Encounter'/><category scheme='http://www.blogger.com/atom/ns#' term='Fey'/><category scheme='http://www.blogger.com/atom/ns#' term='Monster'/><title type='text'>Hexla - Diminutive Fey</title><content type='html'>&lt;img class="icon" src="https://lh5.googleusercontent.com/-zJaXseyPMxE/TtQCXfvTjcI/AAAAAAAAAG8/5Zih2vi6ih0/s250/demon2.png" alt="monster silhouette" title="Monster Encounter" /&gt;This 4 inch tall fairy has spotted silvery shimmering skin, a clear crystal voice and transparent wings which gives off a blue electric flicker when it moves.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Hexla CR 1/2&lt;/span&gt;&lt;br /&gt;XP 200&lt;br /&gt;CN Diminutive Fey&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Initiative&lt;/span&gt; +4;             &lt;span style="font-weight: bold;"&gt;Senses&lt;/span&gt; low-light vision;          &lt;span style="font-weight: bold;"&gt;Perception&lt;/span&gt; +1&lt;a name='more'&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="background-color: #8eac4a; margin-bottom: 0in;"&gt;DEFENSES&lt;/div&gt;&lt;span style="font-weight: bold;"&gt;AC&lt;/span&gt; 19, touch 19, flat-footed 14 (+4 Dex, +4 size, +1 dodge)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;HP&lt;/span&gt; 1 (1d6-2)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Fort&lt;/span&gt; -1, &lt;span style="font-weight: bold;"&gt;Ref&lt;/span&gt; +5, &lt;span style="font-weight: bold;"&gt;Will&lt;/span&gt; +5&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Defensive Ability&lt;/span&gt; blur       &lt;span style="font-weight: bold;"&gt;Resist&lt;/span&gt; fire 10     &lt;span style="font-weight: bold;"&gt;Immune&lt;/span&gt; electricity&lt;br /&gt;&lt;div style="background-color: #8eac4a; margin-bottom: 0in;"&gt;OFFENSES&lt;/div&gt;&lt;span style="font-weight: bold;"&gt;Speed&lt;/span&gt; 10 ft., fly 30 ft. (good)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Melee&lt;/span&gt; touch +4 (1d6 electric + daze)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Special Attack&lt;/span&gt; song&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Space&lt;/span&gt; 1 ft.; &lt;span style="font-weight: bold;"&gt;Reach&lt;/span&gt; 0 ft.&lt;br /&gt;&lt;div style="background-color: #8eac4a; margin-bottom: 0in;"&gt;STATISTICS&lt;/div&gt;&lt;span style="font-weight: bold;"&gt;Str&lt;/span&gt; 3, &lt;span style="font-weight: bold;"&gt;Dex&lt;/span&gt; 19, &lt;span style="font-weight: bold;"&gt;Con&lt;/span&gt; 6, &lt;span style="font-weight: bold;"&gt;Int&lt;/span&gt; 5, &lt;span style="font-weight: bold;"&gt;Wis&lt;/span&gt; 13, &lt;span style="font-weight: bold;"&gt;Cha&lt;/span&gt; 19&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Base Atk&lt;/span&gt; +0; &lt;span style="font-weight: bold;"&gt;CMB&lt;/span&gt; -4; &lt;span style="font-weight: bold;"&gt;CMD&lt;/span&gt; 11&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Feats&lt;/span&gt; dodge, mobility&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Skills&lt;/span&gt; Bluff +8, Fly +18, Perform (Sing) +8, Stealth +16&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Languages&lt;/span&gt; Sylvan&lt;br /&gt;&lt;div style="background-color: #8eac4a; margin-bottom: 0in;"&gt;ECOLOGY&lt;/div&gt;&lt;span style="font-weight: bold;"&gt;Environment&lt;/span&gt; any land&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Organization&lt;/span&gt; solitary, pair, gang (3–5), or swarm&lt;br /&gt;&lt;div style="background-color: #8eac4a; margin-bottom: 0in;"&gt;SPECIAL ABILITIES&lt;/div&gt;&lt;span style="font-weight: bold;"&gt;Daze&lt;/span&gt; (Su) the jolt of the Hexla's touch causes the victim to be dazed for 1 round unless he makes a Will save DC 14. The save is charisma based.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Song&lt;/span&gt; (Su) when singing the Hexla can use either, charm person, confusion, hypnotism or sleep on targets within 30 ft. It is a DC 15 Will save, and the Hexla can use this power 7 times per day.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Blur&lt;/span&gt; (Ex) when the Hexla flies, the electric flicker surrounding it gives it a blur effect and attacks have a 20% miss chance.&lt;br /&gt;Hexla's are mischievous little fey, who enjoy playing pranks on larger creatures, and though they do not necessarily intent to harm anyone, their limited intelligence often causes them to misjudge the severity of their actions. Hexla are of a very hedonistic nature and often hang out in the sun enjoying food and drink and singing.&lt;br /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2603653329162091280-9032345928359267415?l=skjald.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://skjald.blogspot.com/feeds/9032345928359267415/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://skjald.blogspot.com/2011/08/hexla-diminutive-fey.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2603653329162091280/posts/default/9032345928359267415'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2603653329162091280/posts/default/9032345928359267415'/><link rel='alternate' type='text/html' href='http://skjald.blogspot.com/2011/08/hexla-diminutive-fey.html' title='Hexla - Diminutive Fey'/><author><name>Skjald</name><uri>http://www.blogger.com/profile/17248582378242165211</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://lh6.ggpht.com/_t6SoT_B0pZM/TUIue0lc_sI/AAAAAAAAAqE/aG4y3gqcoFk/skjaldship2.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh5.googleusercontent.com/-zJaXseyPMxE/TtQCXfvTjcI/AAAAAAAAAG8/5Zih2vi6ih0/s72-c/demon2.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2603653329162091280.post-7065049026227887249</id><published>2011-07-31T12:58:00.000-07:00</published><updated>2011-08-13T11:47:07.250-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Review'/><category scheme='http://www.blogger.com/atom/ns#' term='Pathfinder Society'/><category scheme='http://www.blogger.com/atom/ns#' term='GM'/><category scheme='http://www.blogger.com/atom/ns#' term='Scenario'/><category scheme='http://www.blogger.com/atom/ns#' term='Pathfinder'/><title type='text'>Deliriums's Tangle #45</title><content type='html'>&lt;img class="icon" src="https://lh4.googleusercontent.com/-P7GpwAvta54/TkbC-Vv0m7I/AAAAAAAAACU/nzRTc4gRjt4/s128/compas.jpg" alt="compass, Pathfinder" title="Guide to Quality Game" /&gt;&lt;p&gt;The &lt;a href="http://paizo.com/store/games/roleplayingGames/p/pathfinderRPG/paizo/pathfinderSocietyScenarios/season1/v5748btpy8bua"&gt;Delirium's Tangle scenario #45&lt;/a&gt; for Pathfinder Society offers the player characters a well balanced array of challenges wrapped up in a classic dungeon setting, but with a rich enough atmosphere and background story to stand apart from the simple dungeon crawls. The combat challenges are varied and not too deadly. Furthermore, skill and ability use play a significant and well thought out part in the module.&lt;/p&gt;&lt;p&gt;Though the scenario features a solid backstory tied into current and past affairs of Absalom, the opportunity to share it with the player characters through roleplay or otherwise are not established in the core module, but is left up to the Game Master to explore. Bridging this gap could take this scenario from good to great.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Spoiler warning! The following is intended for GM's running Delirium's Tangle.&lt;/strong&gt;&lt;/p&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;h3&gt;&lt;abbr title="Game Master"&gt;GM&lt;/abbr&gt; Expansions&lt;/h3&gt;&lt;p&gt;The time intervals outlined in the module are very long and do not convey much urgency in the mission. &lt;a href="http://pathfinder.wikia.com/wiki/Grandmaster_Torch"&gt;Grand Master Torch&lt;/a&gt; says that &lt;a href="http://pathfinder.wikia.com/wiki/Nuar_Spiritskin"&gt;Nuar Spiritskin&lt;/a&gt; has been away several days, and that Torch's mother arrives next week. Somewhere in between the Pathfinders should retrieve the minotaur prince. I suggest adding a heightened sense of urgency to the rescue mission, saying that "Spiritskin has an impending diplomatic mission, which if missed could cause significant problems as foreign dignitaries would be insulted," and that "Spiritskin is scheduled to meet them tonight." To further incentive the characters 10% of the total possible gold for the scenario could be set aside and offered in reward for the return of Spiritskin before nightfall.&lt;/p&gt;&lt;h3&gt;Act 1&lt;/h3&gt;&lt;p&gt;The module states that getting to Area 1a takes 2d6 hours minus a successful survival check, this could mean that the characters have begun force march even before the first encounter, and may soon have to rest. I would suggest limiting the entry time to 2d4 hours minus 1 for every 5 points the Pathfinders beat a DC10 survival check.&lt;/p&gt;&lt;h3&gt;Act 2&lt;/h3&gt;&lt;p&gt;Act 2 takes an incredible amount of game time (and potentially real time). It requires 10 successful skill checks to pass Act 2, and each check represents and hours worth of work. With a few failures that can quickly add up to days of searching the maze. I would recommend letting each skill check represent 15 minutes, and reduce the number of necessary checks to 5. 10 checks is simply too much of a monotonous drag.&lt;/p&gt;&lt;p&gt;The maze is too much of a drain on the mind for the same to character to lead for two consecutive checks, so each player with the appropriate skills is encouraged to take a turn leading the party. If the Pathfinders do break the 8 hour mark and begin to force march and contemplate resting, consider anyone sleeping in Delirium's Tangle as having opened their mind to the maze and suffer the consequences.&lt;/p&gt;&lt;p&gt;When a character opens his mind to the maze to find his way through, describe to him that a pattern begins to emerge in his mind along with a distant murmur of promises of greater understanding, as something probes its way into his mind. He sees the way ahead and shuts the open door in his mind leaving a hammering headache. If the same character opens his mind again, tell him that a whisper promises, that if he leaves his mind open, he can replace Abysiel as the master of the maze with knowledge to wield its power.&lt;/p&gt;&lt;p&gt;To lift the veil a little bit on the story and add to the madness of the maze, I added a roleplay encounter in the maze. After succeeding on a couple of checks the Pathfinders come upon a small room with a man kneeling facing a corner, he is mumbling and scratching the wall. When he hears the Pathfinders he thinks they are Morlocks and calls out: "Praise Abysiel, god of Delirium's Tangle, take my ears, please cut cut them off and sacrifice them in his glory!"&lt;/p&gt;&lt;p&gt;On closer inspection the Pathfinders see that this man is dressed in a blood stained performer's clothing, is grasping a broken flute with several missing fingers, and has had his eyes gorged out. A DC15 knowledge local check identify him as Armand, a street performer from the Ivy District. Armand was captured by the morlocks, who sacrificed parts of him to Abysiel. Armand has gone mad, but when he realizes that the Pathfinders are not morlocks, he tries to warn them jumping like a puppet on strings he yells: "Abysiel is a puppet and the whisperer in the void is the puppeteer of the Tangle." It is impossible to get him answer questions coherently, but he will continue, "Don't let the whisper fester in your mind, or it will use you to bridge the gap. Death is the more pleasant choice!"&lt;/p&gt;&lt;p&gt;If Armand is pressed hard he will attack blindly with his broken flute (+0 (1d3-1) 50% concealment). If the Pathfinders cause him any harm, he will immediately die, as he was already severely hurt and only conscious because his madness kept him in a constant state of ferocity. If they successfully heal him and bring him back to Absalom, you could reward any performers with a +2 on their check to earn money. The purpose of this encounter is both its madness and the clue to the origin of Delirium's Tangle.&lt;/p&gt;&lt;h3&gt;Act 3&lt;/h3&gt;&lt;p&gt;When the Pathfinders are sucked into the void and attacked by the Void Whisperer, tell them that they hear a terrifying, but incomprehensible whisper from all around and ask them to make a will save against Bane. The Pathfinder with the lowest save would be a good target for the Void Whisperer to appear next to and attack.&lt;/p&gt;&lt;h3&gt;Act 4&lt;/h3&gt;&lt;p&gt;The Clever Door is an good and potentially deadly encounter, I would only suggest to let the characters open their minds to the madness of the maze for a bonus if they wish. Inside Abysiel's Prison the Pathfinders will also find Armand's fingers and eyes sacrificed at Abysiel's feet.&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2603653329162091280-7065049026227887249?l=skjald.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://skjald.blogspot.com/feeds/7065049026227887249/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://skjald.blogspot.com/2011/07/deliriumss-tangle-45.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2603653329162091280/posts/default/7065049026227887249'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2603653329162091280/posts/default/7065049026227887249'/><link rel='alternate' type='text/html' href='http://skjald.blogspot.com/2011/07/deliriumss-tangle-45.html' title='Deliriums&apos;s Tangle #45'/><author><name>Skjald</name><uri>http://www.blogger.com/profile/17248582378242165211</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://lh6.ggpht.com/_t6SoT_B0pZM/TUIue0lc_sI/AAAAAAAAAqE/aG4y3gqcoFk/skjaldship2.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh4.googleusercontent.com/-P7GpwAvta54/TkbC-Vv0m7I/AAAAAAAAACU/nzRTc4gRjt4/s72-c/compas.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2603653329162091280.post-402377081744500547</id><published>2011-03-29T15:07:00.000-07:00</published><updated>2011-08-13T11:36:54.134-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='spell'/><category scheme='http://www.blogger.com/atom/ns#' term='cantrip'/><title type='text'>"Detect Disease" Cantrip</title><content type='html'>&lt;img class="icon" src="https://lh3.googleusercontent.com/-okXTpcVcEq4/TkbC-hQuEDI/AAAAAAAAACc/N9kRBaA8wHg/s128/magicspell.jpg" alt="hand with magic light" title="Magic Spell" /&gt; This spell is a variant of Detect Poison, and functions much the same way.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Detect Disease&lt;/b&gt;&lt;br /&gt;School divination; &lt;b&gt;Level&lt;/b&gt; cleric 0, druid 0, bard 1, ranger 1, sorcerer/wizard 0&lt;br /&gt;&lt;b&gt;Casting Time&lt;/b&gt; 1 standard action&lt;br /&gt;&lt;b&gt;Components&lt;/b&gt; V, S&lt;br /&gt;&lt;b&gt;Range&lt;/b&gt; close (25 f. + 5 f./2 levels)&lt;br /&gt;&lt;b&gt;Target&lt;/b&gt; one creature, one object, or a 5-ft. cube&lt;br /&gt;&lt;b&gt;Duration&lt;/b&gt; instantaneous&lt;br /&gt;&lt;b&gt;Saving Throw&lt;/b&gt; none; Spell resistance no&lt;br /&gt;You determine whether a creature, object, or area has been infected with disease or is infectious. You can determine the exact type of disease with a DC 20 Wisdom check. A character with the Heal skill may try a DC 20 Heal check in stead. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2603653329162091280-402377081744500547?l=skjald.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://skjald.blogspot.com/feeds/402377081744500547/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://skjald.blogspot.com/2011/03/detect-disease-cantrip.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2603653329162091280/posts/default/402377081744500547'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2603653329162091280/posts/default/402377081744500547'/><link rel='alternate' type='text/html' href='http://skjald.blogspot.com/2011/03/detect-disease-cantrip.html' title='&quot;Detect Disease&quot; Cantrip'/><author><name>Kim OJ</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_t6SoT_B0pZM/SkRaYmeOT4I/AAAAAAAAAWA/ePonUZlpLVc/S220/contemplating.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh3.googleusercontent.com/-okXTpcVcEq4/TkbC-hQuEDI/AAAAAAAAACc/N9kRBaA8wHg/s72-c/magicspell.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2603653329162091280.post-4858730209916680077</id><published>2011-03-24T14:43:00.000-07:00</published><updated>2011-11-28T13:55:15.972-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='setting'/><category scheme='http://www.blogger.com/atom/ns#' term='traits'/><title type='text'>Background Traits</title><content type='html'>&lt;img class="icon" src="https://lh4.googleusercontent.com/-yiiC9f7iH_E/TtQCRQ6exEI/AAAAAAAAAGk/_h209j0FS3w/s272/characterbuild4.png" alt="warrior puzzle" title="Character Build" /&gt;A short list of background traits I developed for a campaign I am running. They should easily transfer to other settings.&lt;br /&gt;&lt;b&gt;Fisherman:&lt;/b&gt; Catching fish and mending nets have made you proficient in the use of the net as a weapon.&lt;br /&gt;&lt;b&gt;Miri Health:&lt;/b&gt; The health of Mir (God of the Miri people, humans) is strong with you and you gain +2 on saves against disease.&lt;a name='more'&gt;&lt;/a&gt;&lt;br /&gt;&lt;b&gt;Durable:&lt;/b&gt; You are used to hard labor and extended physical stress. You automatically pass the first constitution check for physical stress.&lt;br /&gt;&lt;b&gt;Servant:&lt;/b&gt; You have served all your life and know how masters like to be treated. +2 on charisma checks to gain favor with superiors.&lt;br /&gt;&lt;b&gt;Agrarian:&lt;/b&gt; You have a love for the natural world, and has forged a bond that grant you +1 on survival and knowledge nature checks.&lt;br /&gt;&lt;b&gt;Farmer:&lt;/b&gt; Since you where small you worked on the farm in any capacity you could. +1 on Profession Farmer and Handle Animal, both are in class skills for you.&lt;br /&gt;&lt;b&gt;Sailor:&lt;/b&gt; You could swim before you could walk, and worked on the water since you were young. +1 on Profession Sailor and Swim, both are in class skills for you.&lt;br /&gt;&lt;b&gt;Pattern Breaker:&lt;/b&gt; You were never content to be or do what others thought you should, but found your own ways an interests. Add any one skill to your in class skills.&lt;br /&gt;&lt;b&gt;Kara's Blessing:&lt;/b&gt; You were born with a bond to Kara (local nature deity), and some say they can see fey features on your face. Choose one Orison from the druid's spell list that you can cast 3/day.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2603653329162091280-4858730209916680077?l=skjald.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://skjald.blogspot.com/feeds/4858730209916680077/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://skjald.blogspot.com/2011/03/background-traits.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2603653329162091280/posts/default/4858730209916680077'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2603653329162091280/posts/default/4858730209916680077'/><link rel='alternate' type='text/html' href='http://skjald.blogspot.com/2011/03/background-traits.html' title='Background Traits'/><author><name>Kim OJ</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_t6SoT_B0pZM/SkRaYmeOT4I/AAAAAAAAAWA/ePonUZlpLVc/S220/contemplating.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh4.googleusercontent.com/-yiiC9f7iH_E/TtQCRQ6exEI/AAAAAAAAAGk/_h209j0FS3w/s72-c/characterbuild4.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2603653329162091280.post-7861926996305075252</id><published>2011-03-22T12:57:00.000-07:00</published><updated>2011-11-28T14:07:37.750-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Wondrus Item'/><category scheme='http://www.blogger.com/atom/ns#' term='Magic Item'/><category scheme='http://www.blogger.com/atom/ns#' term='Treasure'/><category scheme='http://www.blogger.com/atom/ns#' term='setting'/><title type='text'>"Manacles of Kel" Wondrus Item</title><content type='html'>&lt;img class="icon" src="https://lh6.googleusercontent.com/-2P88Dadjoic/TkbC-9DQyEI/AAAAAAAAACo/CmCQ6LMcOo4/s128/treasure.jpg" alt="Golden Crown" Title="Magic Treasure" /&gt; &lt;b&gt;Aura&lt;/b&gt; faint divination &lt;b&gt;CL&lt;/b&gt; 5th &lt;b&gt;Price&lt;/b&gt; 8438 gp&lt;br /&gt;&lt;b&gt;Description&lt;/b&gt; These well crafted manacles can lock either on wrists or ankles, and the chain link connecting the two can be attached or dis-attached. There is no key for them as they work command word. While locked on a subject, the subject suffers 10 points of nonlethal damage and is fatigued. Neither can be alleviated while the manacles are in place. The subject can also only speak and understand Kalduhr. &lt;a name='more'&gt;&lt;/a&gt;Wresting free of the manacles is near impossible without knowing the command word, it requires a DC 40 Escape Artist or DC 38 strength check to break them. The manacles have a hardness of 12 and 20 hit points, but can however be escaped by way of Remove Curse.&lt;br /&gt;&lt;b&gt;Setting&lt;/b&gt; These manacles are setting specific, but could easily be transferred to another setting. Kel is a god of communication and the Kalduhr language, which is primarily spoken by dwarfs.&lt;br /&gt;&lt;b&gt;Construction&lt;/b&gt; Craft Wondrous Item, Tongues, Hold Portal, Touch of Fatigue; &lt;b&gt;Cost&lt;/b&gt; 4219 gp&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2603653329162091280-7861926996305075252?l=skjald.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://skjald.blogspot.com/feeds/7861926996305075252/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://skjald.blogspot.com/2011/03/manacles-of-kel-wondrus-item.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2603653329162091280/posts/default/7861926996305075252'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2603653329162091280/posts/default/7861926996305075252'/><link rel='alternate' type='text/html' href='http://skjald.blogspot.com/2011/03/manacles-of-kel-wondrus-item.html' title='&quot;Manacles of Kel&quot; Wondrus Item'/><author><name>Kim OJ</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_t6SoT_B0pZM/SkRaYmeOT4I/AAAAAAAAAWA/ePonUZlpLVc/S220/contemplating.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh6.googleusercontent.com/-2P88Dadjoic/TkbC-9DQyEI/AAAAAAAAACo/CmCQ6LMcOo4/s72-c/treasure.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2603653329162091280.post-3706117700500166709</id><published>2011-03-01T17:35:00.000-08:00</published><updated>2011-08-13T11:45:29.245-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Wondrus Item'/><category scheme='http://www.blogger.com/atom/ns#' term='Magic Item'/><category scheme='http://www.blogger.com/atom/ns#' term='Treasure'/><title type='text'>"Sleeping (Like a Log) Bag" Wondrus Item</title><content type='html'>&lt;img class="icon" src="https://lh6.googleusercontent.com/-2P88Dadjoic/TkbC-9DQyEI/AAAAAAAAACo/CmCQ6LMcOo4/s128/treasure.jpg" alt="Golden Crown" Title="Magic Treasure" /&gt; &lt;b&gt;Aura&lt;/b&gt; faint transmutation &lt;b&gt;CL&lt;/b&gt; 3rd &lt;b&gt;Price&lt;/b&gt; 13500 gp&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Description&lt;/b&gt; This sleeping bag appears to be a regular woolen sleeping bag with wood buttons down the side. However, it is especially made to help the lone wilderness traveler to a safe night's sleep. When a full round is spend donning the sleeping bag, the wearer transforms into a tree as per the Tree Shape spell, and is simultaneous subject to the Endure Elements spell, as long as he remains in the sleeping bag. Removing the sleeping bag is a move action and ends both effects immediately.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Construction&lt;/b&gt; Craft Wondrous Item, Tree Shape, Endure Elements; &lt;b&gt;Cost&lt;/b&gt; 6750 gp&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2603653329162091280-3706117700500166709?l=skjald.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://skjald.blogspot.com/feeds/3706117700500166709/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://skjald.blogspot.com/2011/03/sleeping-like-log-bag-wonderous-item.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2603653329162091280/posts/default/3706117700500166709'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2603653329162091280/posts/default/3706117700500166709'/><link rel='alternate' type='text/html' href='http://skjald.blogspot.com/2011/03/sleeping-like-log-bag-wonderous-item.html' title='&quot;Sleeping (Like a Log) Bag&quot; Wondrus Item'/><author><name>Kim OJ</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_t6SoT_B0pZM/SkRaYmeOT4I/AAAAAAAAAWA/ePonUZlpLVc/S220/contemplating.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh6.googleusercontent.com/-2P88Dadjoic/TkbC-9DQyEI/AAAAAAAAACo/CmCQ6LMcOo4/s72-c/treasure.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2603653329162091280.post-1508730485210227919</id><published>2011-01-31T16:25:00.000-08:00</published><updated>2011-08-13T11:36:12.475-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='spell'/><category scheme='http://www.blogger.com/atom/ns#' term='Darkness'/><category scheme='http://www.blogger.com/atom/ns#' term='Light'/><category scheme='http://www.blogger.com/atom/ns#' term='cantrip'/><title type='text'>"Extinguish" Cantrip</title><content type='html'>&lt;img class="icon" src="https://lh3.googleusercontent.com/-okXTpcVcEq4/TkbC-hQuEDI/AAAAAAAAACc/N9kRBaA8wHg/s128/magicspell.jpg" alt="hand with magic light" title="Magic Spell" /&gt; This spell is a reversed form of the light cantrip intended to balance the field for dark dwellers. In most situations the dark dwellers do not need to create darkness, it is already there if they just turn out the lights. With this cantrip a first level sorcerer could be a big nuisance to a dungeon exploring party, who might have to employ two spell casters to have solid light, or resort to using torches etc. Also it establishes a reason to use light spells of a higher level like Daylight.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Extinguish&lt;/b&gt;&lt;br /&gt;School abjuration; &lt;b&gt;Level&lt;/b&gt; bard 0, cleric 0, druid 0, ranger 1, sorcerer/wizard 0&lt;br /&gt;&lt;b&gt;Casting Time&lt;/b&gt; 1 standard action&lt;br /&gt;&lt;b&gt;Components&lt;/b&gt; V, S&lt;br /&gt;&lt;b&gt;Range&lt;/b&gt; close (25 ft. + 5 ft./2 levels)&lt;br /&gt;&lt;b&gt;Target&lt;/b&gt; see description&lt;br /&gt;&lt;b&gt;Duration&lt;/b&gt; instantaneous&lt;br /&gt;&lt;b&gt;Saving Throw&lt;/b&gt; none; Spell resistance no&lt;br /&gt;The spell can either extinguish all small flames within 20 ft radius; torches, lamps, and lanterns. Or extinguish one stronger source such as one non-magical campfire or person on fire, or one cantrip level light source.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2603653329162091280-1508730485210227919?l=skjald.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://skjald.blogspot.com/feeds/1508730485210227919/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://skjald.blogspot.com/2011/01/extinguish-cantrip.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2603653329162091280/posts/default/1508730485210227919'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2603653329162091280/posts/default/1508730485210227919'/><link rel='alternate' type='text/html' href='http://skjald.blogspot.com/2011/01/extinguish-cantrip.html' title='&quot;Extinguish&quot; Cantrip'/><author><name>Kim OJ</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_t6SoT_B0pZM/SkRaYmeOT4I/AAAAAAAAAWA/ePonUZlpLVc/S220/contemplating.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh3.googleusercontent.com/-okXTpcVcEq4/TkbC-hQuEDI/AAAAAAAAACc/N9kRBaA8wHg/s72-c/magicspell.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2603653329162091280.post-1790713786019350540</id><published>2011-01-29T20:40:00.000-08:00</published><updated>2011-08-13T11:44:59.341-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Wondrus Item'/><category scheme='http://www.blogger.com/atom/ns#' term='Magic Item'/><category scheme='http://www.blogger.com/atom/ns#' term='Treasure'/><title type='text'>"Camp Lamp" Wondrus Item</title><content type='html'>&lt;img class="icon" src="https://lh6.googleusercontent.com/-2P88Dadjoic/TkbC-9DQyEI/AAAAAAAAACo/CmCQ6LMcOo4/s128/treasure.jpg" alt="Golden Crown" Title="Magic Treasure" /&gt; &lt;b&gt;Aura&lt;/b&gt; faint abjuration &lt;b&gt;CL&lt;/b&gt; 3rd &lt;b&gt;Price&lt;/b&gt; 11500 gp&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Description&lt;/b&gt; This magic lamp appears to be a regular hooded lantern that burns 6 hours on 1 pint of oil. However, the lamp sheds magic light for 20ft radius, which can be blacked out by the wielder of the lamp. With a successful DC 15 Use Magic Device check, the wielder can also make the 20ft radius area subject to Endure Elements and Alarm. If the spell is on wielder's spell list no check is necessary. The lamp works only as long as there is oil in it.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Curse&lt;/b&gt; Some Camp Lamps are cursed causing them to malfunction at critical times. A cursed Camp Lamp may malfunction once every six hours of burn time (20% chance), plus whenever the alarm goes off (50% chance). In both cases it will set off Pyrotechnics as per the spell centered on the lamp. There is an equal chance of either effect, prompting a DC12 save, and the Camp Lamp will be un-operational for 3 minutes.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Construction&lt;/b&gt; Craft Wondrous Item, Light, Alarm, Endure Elements; &lt;b&gt;Cost&lt;/b&gt; 6375 gp&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2603653329162091280-1790713786019350540?l=skjald.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://skjald.blogspot.com/feeds/1790713786019350540/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://skjald.blogspot.com/2011/01/camp-lamp-wondrus-item.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2603653329162091280/posts/default/1790713786019350540'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2603653329162091280/posts/default/1790713786019350540'/><link rel='alternate' type='text/html' href='http://skjald.blogspot.com/2011/01/camp-lamp-wondrus-item.html' title='&quot;Camp Lamp&quot; Wondrus Item'/><author><name>Kim OJ</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_t6SoT_B0pZM/SkRaYmeOT4I/AAAAAAAAAWA/ePonUZlpLVc/S220/contemplating.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh6.googleusercontent.com/-2P88Dadjoic/TkbC-9DQyEI/AAAAAAAAACo/CmCQ6LMcOo4/s72-c/treasure.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2603653329162091280.post-4339555732244085794</id><published>2009-11-13T02:12:00.000-08:00</published><updated>2011-11-28T14:24:00.628-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='spell'/><category scheme='http://www.blogger.com/atom/ns#' term='Rules'/><category scheme='http://www.blogger.com/atom/ns#' term='Darkness'/><category scheme='http://www.blogger.com/atom/ns#' term='Daylight'/><category scheme='http://www.blogger.com/atom/ns#' term='Pathfinder'/><category scheme='http://www.blogger.com/atom/ns#' term='Light'/><category scheme='http://www.blogger.com/atom/ns#' term='DnD'/><title type='text'>Light and Darkness Rules</title><content type='html'>&lt;img class="icon" src="https://lh5.googleusercontent.com/-dzbKJL0Mo3M/TkbC-knAgLI/AAAAAAAAACg/i8MlJJgDV-E/s128/jyskelov.jpg" alt="Jyske Lov" Title="Play by the Rules" /&gt; These are alternate and I think superior rules governing illumination. The goal is to have darkness be dangerous without being completely deadly to characters without darkvision, and still have Darkness spells be useful to dark dwellers.&lt;br /&gt;I operate with three levels of illumination: Light (no concealment), Dim Light (concealment 20% mischance), and Darkness (total concealment 50% mischance).&lt;br /&gt;I do not give "Bright Light" its own illumination category, because it is has the same concealment properties as Light, and that is what illumination is about. Whether the light is hurtful to a creature's eyes is a separate issue.&lt;br /&gt;We all have a pretty clear idea of what happens when we light a torch in the dark, and the standard rules work fine for mundane light. A torch creates 20 feet radius of Light and an additional 20 feet of Dim Light. The problem occurs when we introduce magical light and darkness.&lt;a name='more'&gt;&lt;/a&gt;&lt;br /&gt;Here are the re-imagined &lt;a href="http://skjald.blogspot.com/2009/11/darkness-spells.html"&gt;Darkness Spells&lt;/a&gt;. With these spells darkness is not considered an opposite of light, but an absence of light, so the Darkness spells are an abjuration of light and not a radiation of darkness. No mundane source of light can penetrate an area of magical darkness. That means that the Darkness spell results in darkness (total concealment 50% mischance), if there are no magical sources of light present, and no matter what the mundane lighting conditions were before. Mundane light cannot penetrate magical darkness. This makes the Darkness Spell actually useful to a dark dweller, as a second level spell should be.&lt;img width="300" src="https://lh6.googleusercontent.com/-ZPiALX1S9DM/TtQJKBips_I/AAAAAAAAAHo/n_z5Unjh0ew/s407/lightanddarkness2.jpg" /&gt;&lt;br /&gt;While mundane light cannot penetrate magical darkness, magical light can depending on its potency. The image above shows how the Light Cantrip interacts with the Darkness Spell creating an area of dim light within the are of darkness. Just like torches do not stack, multiple Light Spells cannot create more than dim light within the area of the Darkness Spell. The same is true for other spells that create light such as Dancing Lights and Continual Flame. Daylight* however is different, it is more potent than the other Light Spells, so it creates actual light within the area of the Darkness Spell.&lt;br /&gt;Deeper Darkness is more potent than Darkness, so the Light Spells that create dim light under the Darkness Spell cannot illuminate an area of Deeper Darkness, but a Daylight* Spell can create dim light within Deeper Darkness, just like Light Spells can within Darkness.&lt;br /&gt;I think these rules are more balanced in power between Light and Darkness, and easy to operate, because they keep magical and mundane light separate. Yet the magical Light and Darkness operate in a manner similar to the mundane.&lt;br /&gt;One issue that has come up is seeing through an area of magical darkness to an area of light or dim light. I would suggest that you cannot see through an area of magical darkness without magical light.&lt;br /&gt;&lt;b&gt;*Daylight&lt;/b&gt;; I have moved Daylight to be a second level spell in stead of a third level spell, because I think it is too weak for a third level spell, and a second level Light Spell was called for.&lt;br /&gt;&lt;b&gt;*Low light vision&lt;/b&gt;; I decided to allow creatures with low light vision 5 feet without concealment under conditions of dim light (20% concealment), in addition to their normal double visibility range.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2603653329162091280-4339555732244085794?l=skjald.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://skjald.blogspot.com/feeds/4339555732244085794/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://skjald.blogspot.com/2009/11/light-and-darkness-rules.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2603653329162091280/posts/default/4339555732244085794'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2603653329162091280/posts/default/4339555732244085794'/><link rel='alternate' type='text/html' href='http://skjald.blogspot.com/2009/11/light-and-darkness-rules.html' title='Light and Darkness Rules'/><author><name>Kim OJ</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_t6SoT_B0pZM/SkRaYmeOT4I/AAAAAAAAAWA/ePonUZlpLVc/S220/contemplating.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh5.googleusercontent.com/-dzbKJL0Mo3M/TkbC-knAgLI/AAAAAAAAACg/i8MlJJgDV-E/s72-c/jyskelov.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2603653329162091280.post-5472112114404942573</id><published>2009-11-13T00:32:00.000-08:00</published><updated>2011-08-13T11:35:38.782-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='spell'/><category scheme='http://www.blogger.com/atom/ns#' term='Rules'/><category scheme='http://www.blogger.com/atom/ns#' term='Darkness'/><category scheme='http://www.blogger.com/atom/ns#' term='Pathfinder'/><category scheme='http://www.blogger.com/atom/ns#' term='Light'/><category scheme='http://www.blogger.com/atom/ns#' term='DnD'/><title type='text'>Darkness Spells</title><content type='html'>&lt;img class="icon" src="https://lh3.googleusercontent.com/-okXTpcVcEq4/TkbC-hQuEDI/AAAAAAAAACc/N9kRBaA8wHg/s128/magicspell.jpg" alt="hand with magic light" title="Magic Spell" /&gt; They look very similar to the standard versions, but have been changed slightly because the standard rules for how magical light and darkness interact were unbalanced. So here are the &lt;a href="http://skjald.blogspot.com/2009/11/light-and-darkness-rules.html"&gt;rules I recommend for magical light and darkness&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Darkness&lt;/b&gt;&lt;br /&gt;School abjuration [darkness]; Level bard 2, cleric 2, sorcerer/wizard 2&lt;br /&gt;&lt;b&gt;Casting Time:&lt;/b&gt; 1 standard action&lt;br /&gt;&lt;b&gt;Components: &lt;/b&gt;V, M/DF (bat fur and a piece of coal)&lt;br /&gt;&lt;b&gt;Range:&lt;/b&gt; Touch or 25ft + 5ft/2lvl&lt;br /&gt;&lt;b&gt;Target:&lt;/b&gt; 20ft radius area&lt;br /&gt;&lt;b&gt;Duration&lt;/b&gt;: 1 min/level (D)&lt;br /&gt;&lt;b&gt;Saving Throw&lt;/b&gt; none; Spell resistance no&lt;br /&gt;This spell has two uses, first it can causes darkness to spread out from object touched to a 20-foot radius. The area is impenetrable to mundane light, and lower level magic light create only shadowy illumination in its normal light radius and nothing beyond that. Daylight (spell) functions normally in the &lt;span id="lw_1258099764_0"&gt;area of darkness&lt;/span&gt;, except it does not hurt light sensitive eyes within the area of the darkness spell. Darkvision functions normally.&lt;br /&gt;Alternately Darkness can be used to dispel any one light spell of equal or lower spell  level within 25ft + 5ft/2lvl.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Deeper Darkness&lt;/b&gt;&lt;br /&gt;School abjuration [darkness]; Level cleric 3&lt;br /&gt;&lt;b&gt;Casting Time:&lt;/b&gt; 1 standard action&lt;br /&gt;&lt;b&gt;Components: &lt;/b&gt;V, M/DF (bat fur and a piece of coal)&lt;br /&gt;&lt;b&gt;Range: &lt;/b&gt;25ft + 5ft/2lvl&lt;br /&gt;&lt;b&gt;Target: &lt;/b&gt;60ft radius area&lt;br /&gt;&lt;b&gt;Duration &lt;/b&gt;10 min/level (D)&lt;br /&gt;&lt;b&gt;Saving Throw&lt;/b&gt; none; Spell resistance no&lt;br /&gt;This spell causes darkness to spread out from an object to a 60-foot radius. The area is impenetrable to mundane light, and low level magic light. Daylight (spell) creates only shadowy illumination in its normal light radius and nothing beyond that. Darkvision functions normally.&lt;br /&gt;If targeted Deeper Darkness can be used to dispel any one light spell of equal or lower spell level.&lt;br /&gt;&lt;br /&gt;NB I created a new cantrip: &lt;a href="http://skjald.blogspot.com/2011/01/extinguish-cantrip.html"&gt;Extinguish&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2603653329162091280-5472112114404942573?l=skjald.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://skjald.blogspot.com/feeds/5472112114404942573/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://skjald.blogspot.com/2009/11/darkness-spells.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2603653329162091280/posts/default/5472112114404942573'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2603653329162091280/posts/default/5472112114404942573'/><link rel='alternate' type='text/html' href='http://skjald.blogspot.com/2009/11/darkness-spells.html' title='Darkness Spells'/><author><name>Kim OJ</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_t6SoT_B0pZM/SkRaYmeOT4I/AAAAAAAAAWA/ePonUZlpLVc/S220/contemplating.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh3.googleusercontent.com/-okXTpcVcEq4/TkbC-hQuEDI/AAAAAAAAACc/N9kRBaA8wHg/s72-c/magicspell.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2603653329162091280.post-7821206092139538608</id><published>2009-10-23T00:54:00.000-07:00</published><updated>2011-11-28T13:56:21.594-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='race'/><category scheme='http://www.blogger.com/atom/ns#' term='dwarf'/><category scheme='http://www.blogger.com/atom/ns#' term='traits'/><title type='text'>Dwarf Traits</title><content type='html'>&lt;img class="icon" src="https://lh4.googleusercontent.com/-yiiC9f7iH_E/TtQCRQ6exEI/AAAAAAAAAGk/_h209j0FS3w/s272/characterbuild4.png" alt="warrior puzzle" title="Character Build" /&gt; I ran a short session with all dwarf characters, so I thought it appropriate to create some dwarf character traits.&lt;br /&gt;&lt;b&gt;Guard:&lt;/b&gt; Your were trained as a guard to be ever vigilant of possible threats, which granted you a +1 on Initiative and Perception.&lt;br /&gt;&lt;b&gt;Burrower&lt;/b&gt;: You have worked in deep mine shafts where oxygen consuming fire was rarely used, and your Darkvision has extended by 30 feet.&lt;br /&gt;&lt;b&gt;Voice of Authority:&lt;/b&gt; You were always very confident that you are right, and developed a tone that reflected that certainly resulting in +1 on all skill checks involving speech.&lt;br /&gt;&lt;b&gt;Hoarder:&lt;/b&gt; You grew up in an environment saturated with greed, where quickly spotting the biggest portion or clearest gem was the only way to get a fair share. As a result you gained a +1 trait bonus on Perception and Appraise.&lt;br /&gt;&lt;b&gt;Industrious:&lt;/b&gt; You were brought up with a heavy emphasis on industry as the quintessential dwarf virtue, and you never had an idle moment, resulting in +2 on one Craft/Profession and +1 on all others you have ranks in.&lt;br /&gt;&lt;b&gt;Dwarf Defender:&lt;/b&gt; You are sworn to protect your fellow dwarfs and gain +1 to attack any foe that injured and allied dwarf in the previous round.&lt;br /&gt;&lt;b&gt;Honest:&lt;/b&gt; You were brought up in a tight nit clan where you lived or died by your word, and carry the ethic of honesty granting you +1 on Sense Motive and Diplomacy.&lt;br /&gt;&lt;b&gt;Good Student:&lt;/b&gt; From a very young age you developed a thirst for knowledge and studied incessantly, which gives you a +1 on all Knowledge checks that you have ranks in.&lt;br /&gt;&lt;b&gt;Mountaineer:&lt;/b&gt; You were always curious of what was behind the next rock or hill, climbing peaks from an early age. +1 Climb, +1 Knowledge Geography and Survival in mountains.&lt;br /&gt;&lt;b&gt;Respected:&lt;/b&gt; Your family is well respected among dwarfs, you receive +1 Diplomacy towards dwarfs, and grant dwarfs within 30 ft. +1 on fear saves if they know of your heritage.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2603653329162091280-7821206092139538608?l=skjald.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://skjald.blogspot.com/feeds/7821206092139538608/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://skjald.blogspot.com/2009/10/dwarf-traits.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2603653329162091280/posts/default/7821206092139538608'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2603653329162091280/posts/default/7821206092139538608'/><link rel='alternate' type='text/html' href='http://skjald.blogspot.com/2009/10/dwarf-traits.html' title='Dwarf Traits'/><author><name>Kim OJ</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_t6SoT_B0pZM/SkRaYmeOT4I/AAAAAAAAAWA/ePonUZlpLVc/S220/contemplating.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh4.googleusercontent.com/-yiiC9f7iH_E/TtQCRQ6exEI/AAAAAAAAAGk/_h209j0FS3w/s72-c/characterbuild4.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2603653329162091280.post-6820616914245842235</id><published>2009-10-02T14:40:00.000-07:00</published><updated>2011-08-13T11:34:48.346-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='spell'/><category scheme='http://www.blogger.com/atom/ns#' term='Pathfinder'/><category scheme='http://www.blogger.com/atom/ns#' term='cantrip'/><category scheme='http://www.blogger.com/atom/ns#' term='DnD'/><title type='text'>"Mold Earth" Cantrip</title><content type='html'>&lt;img class="icon" src="https://lh3.googleusercontent.com/-okXTpcVcEq4/TkbC-hQuEDI/AAAAAAAAACc/N9kRBaA8wHg/s128/magicspell.jpg" alt="hand with magic light" title="Magic Spell" /&gt; This cantrip is a little more useful than prestidigitation for creating tools, but suffers some limitations. It was originally created for an Earth Elemental sorcerer, but also fits well with the druids' elemental spells.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Mold Earth&lt;/b&gt;&lt;br /&gt;School: Transmutation; Level: druid 0, sorceror/wizard 0&lt;br /&gt;&lt;b&gt;Components&lt;/b&gt;: V, S, F (see text)&lt;br /&gt;&lt;b&gt;Range&lt;/b&gt;: close (10 ft.)&lt;br /&gt;&lt;b&gt;Area of effect&lt;/b&gt;: 5 lbs of dirt&lt;br /&gt;&lt;b&gt;Duration&lt;/b&gt;: 10 minutes&lt;br /&gt;&lt;b&gt;Saving throw&lt;/b&gt;: none; spell resistance: no&lt;br /&gt;&lt;br /&gt;This spell shapes up to 5 pounds of earth into one rigid object. The earth, dirt, or pebbles must be readily available within 10 feet of the caster, and cannot be part of a structure like a brick wall or adobe floor. The object shaped must be simple and cannot have movable or flexible parts, but otherwise acts as such an item for the duration of the spell. The item retains its earth property and appearance, and thus this spell cannot be used to shape anything that derives its function from being of a particular substance like food, jewelry, mirrors, floats etc. Examples of items that could be shaped and used: a step stool, a dagger, a club, a sling bullet, a jar. The object created has the hardness of stone (8) and one hit point per pound of mass. When the spell ends the object smolders back to dirt.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2603653329162091280-6820616914245842235?l=skjald.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://skjald.blogspot.com/feeds/6820616914245842235/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://skjald.blogspot.com/2009/10/mold-earth-cantrip.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2603653329162091280/posts/default/6820616914245842235'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2603653329162091280/posts/default/6820616914245842235'/><link rel='alternate' type='text/html' href='http://skjald.blogspot.com/2009/10/mold-earth-cantrip.html' title='&quot;Mold Earth&quot; Cantrip'/><author><name>Kim OJ</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_t6SoT_B0pZM/SkRaYmeOT4I/AAAAAAAAAWA/ePonUZlpLVc/S220/contemplating.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh3.googleusercontent.com/-okXTpcVcEq4/TkbC-hQuEDI/AAAAAAAAACc/N9kRBaA8wHg/s72-c/magicspell.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2603653329162091280.post-5604805013678677638</id><published>2009-10-02T14:21:00.001-07:00</published><updated>2011-08-13T11:32:41.147-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='spell'/><category scheme='http://www.blogger.com/atom/ns#' term='Pathfinder'/><category scheme='http://www.blogger.com/atom/ns#' term='cantrip'/><category scheme='http://www.blogger.com/atom/ns#' term='DnD'/><title type='text'>"Caltrop" Cantrip</title><content type='html'>&lt;img class="icon" src="https://lh3.googleusercontent.com/-okXTpcVcEq4/TkbC-hQuEDI/AAAAAAAAACc/N9kRBaA8wHg/s128/magicspell.jpg" /&gt; This spell was developed for a halfling sorcerer, who needed it to cover his retreat, since he had a slower speed than most adversaries. As it turned out he never had an opportunity to use it before he was retired, so the spell has not been play tested.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Caltrop&lt;/b&gt;&lt;br /&gt;School: Transmutation; Level: sorceror/wizard 0&lt;br /&gt;&lt;b&gt;Components&lt;/b&gt;: V, S, F (see text) &lt;br /&gt;&lt;b&gt;Range&lt;/b&gt;: close (25 ft. + 5 ft./2 levels)&lt;br /&gt;&lt;b&gt;Area of effect&lt;/b&gt;: 5 ft. square&lt;br /&gt;&lt;b&gt;Duration&lt;/b&gt;: 1 round + 1 rounnd/2 levels)&lt;br /&gt;&lt;b&gt;Saving throw&lt;/b&gt;: Reflex negates; spell resistance: no&lt;br /&gt;&lt;br /&gt;This spell only works on an earth or stone surface. It makes caltrop spikes grow out of the ground in a 5 by 5 foot square area. Anyone noticing the caltrops before moving through the area (Perception DC 15) can pass through safely at half speed. Others fighting or moving through the area must make a reflex save to avoid stepping on a caltrop. Stepping on a caltrop immediately stops a charge or run, and causes a foot injury that reduces the victim's base speed to half. A DC 15 Heal check or other natural and magical healing restores the victim to full speed. The effects are not cumulative and target cannot be reduced to quarter speed from crossing through two caltrop fields, or spend several rounds fighting inside a caltrop field.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2603653329162091280-5604805013678677638?l=skjald.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://skjald.blogspot.com/feeds/5604805013678677638/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://skjald.blogspot.com/2009/10/caltrop-cantrip.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2603653329162091280/posts/default/5604805013678677638'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2603653329162091280/posts/default/5604805013678677638'/><link rel='alternate' type='text/html' href='http://skjald.blogspot.com/2009/10/caltrop-cantrip.html' title='&quot;Caltrop&quot; Cantrip'/><author><name>Kim OJ</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_t6SoT_B0pZM/SkRaYmeOT4I/AAAAAAAAAWA/ePonUZlpLVc/S220/contemplating.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh3.googleusercontent.com/-okXTpcVcEq4/TkbC-hQuEDI/AAAAAAAAACc/N9kRBaA8wHg/s72-c/magicspell.jpg' height='72' width='72'/><thr:total>0</thr:total></entry></feed>
