Tag Archives: Pathfinder

Welcome To Skull Tower, Part XIII

Welcome To Skull Tower, Part XIII


And More Rules

And Still More Rules

I Got Your “Rulings, Not Rules”, Right Here, Pal!

In this part (and almost certainly the next part, since there’s no way I’m getting through all this in one go), we are covering Dave’s rule additions, alterations, addendums, and alliterations. (Yeah, I know ‘addendum’ is the plural of ‘addenda’ and there’s no such word as ‘addendums’. It’s poetic license. Gimme a break.)

But first…

Sign, Sign, Everywhere A Sign…

We get a page of “Dungeon Signposts”. Oddly, these are not “Turn Back, You Fool!” or “DM Hasn’t Finished Mapping This Yet”. These are a useful set of symbols for, presumably, mapping… and clearly intended for hand-mapping without intent to photocopy or reproduce.

Stairs That Go Nowhere Just For Show Are Colored Purple

Stairs That Go Nowhere Just For Show Are Colored Purple

The use of color is interesting. Most similar guides assumed the DM would be using a Number Two Pencil and that he/she would be photocopying the map, if they had access to their school or workplace’s copy machine. Dave evidently had a more artistic bent. I’m not sure using color instead of different symbols conveyed more information, frankly. I’d always forget if red meant ‘up’ or ‘down’.

At the bottom of the chart is a note:


It’s not clear what “this dungeon” refers to. I believe the meaning is “In the Arduin-inspired dungeons you design, you are not bound by the puny rules of mortal men — let your imagination run wild!” Assuming this interpretation is correct, we’re seeing early signs of a long-running, still-ongoing, struggle in D&D between the wild&woolly world of galactic dragons and psychic centaurs, and the stoic, plodding world of human fighters and pouring water on the floor to detect pit traps.

Send In The Clones (And Golems, And More…)

And the fact the first item in “various rule changes” is “Clones” tells you all you need to know about which side of fun/boring divide Dave fell on. In his campaign, the use & abuse of clones had clearly reached egregious levels, so, rules were needed. I am 99% certain most of these rules came about due to players looking for loopholes. (A DC 30 Perception check… well, back then, you could find loopholes on a 4 or less on a six sided die, except for Power Gamers, who could find them on a 7 or less on an 8 sided die.)

Summarized, clones take one month to mature per year of the character’s age, and if the character dies before that (activating his clone), there’s a proportional loss of ability, though it’s not clear if this is based on level or total XP or what. Also, if you have more than one clone at a time, they will both go slowly insane and seek to kill each other and the original. Something tells me some of Dave’s players were setting up clone banks to continually replace themselves. I wonder how many were commie mutant traitors?

Then we have a few rules for golems, which don’t have anything to do with the prices and rules earlier in the same book. Go figure.

Next up, a very interesting paragraph about casting permanent spells on sapient magic items… that this came up enough Dave had to write rules for it says a lot about his campaign.


Not sure why this is in the “rules changes” and not “monsters”… I ought to know not to ask such foolish questions by now.

Don't Blink

Don’t Blink

I’m assuming (hoping) that their AC is 2+their Dexterity modifier to AC, because 2+16 would be -14 (if you have to ask why, you’re not old school), which is pretty ridiculous, even for Arduin. They’re followed by Archangels, which are even nastier. Lastly…

Of COURSE Angels Are Vulnerable To Anti-Matter!

Of COURSE Angels Are Vulnerable To Anti-Matter!

I like that angels can only haste themselves if their opponents are, too. Fighting fair is important!

In another moment where he anticipates design trends that won’t become part of D&D until third edition, Dave has scaling saving throw difficulties for spells…

The "Etc." Worries Me A Bit...

The “Etc.” Worries Me A Bit…

How many spells over 11th level are there? In Arduin, a good many, I suspect.

Stop! In The Name Of Time!

The Doctor should say that. Totally.

I noted earlier that time magic seemed to be a big thing in Arduin, and as further evidence, here’s some more rules on time stops. (Time Yields and Time Slow Children At Play may be covered in a future book.) To wit:

  1. Time stops don’t allow a saving throw.
  2. Unless you’re a balrog or the like, in which case, your innate magic resistance applies to non-technological time stops.
  3. Or if you’re ethereal, phased, astral, non-corporeal, or married filing singly.
  4. Gods and major demons have a 25% chance of “Gating” away automatically.
  5. Time stops are mammals.


So if you regenerate from being dead, you roll to resurrect to see if you survived being dead, but if you fail your roll to see if you survived being dead after regenerating, it’s not the same as failing to survive the roll to see if you survived being dead after resurrecting, so you can still be resurrected, at which point, you must make a roll to see if you survived it.

Got all that? Good. Now, let’s discuss Pathfinder grappling rules. Hey! Come back here, you coward! God damn it, I played freakin’ Aftermath when I was sixteen! A few rules didn’t scare us! Quitters!

Where was I?

Notes On Magik

Note The First: Myspellyngz Are Majikal

Having left behind rules on such mundane, normal topics as time stops, clones, and angels, we come to “Notes On Magik”.

A brief note (as it were) on the layout and formatting… this page is a delightful hodgepodge of non-sequiters, jumping from ice storms to elves to wishes to time stops (yes, again) with gay abandon. While the previous pages at least had a header line between each leap in subject matter, this page doesn’t, except for the one time that it does. Really, it’s a large part of the charm of these books, somewhat lost in the marginally more professional sequel volumes published several years later.


Even For Arduin, This Is Confusing...

Even For Arduin, This Is Confusing…

So… what does ‘simultaneously’ mean? Round by round? Per fight? Per adventure? And does this apply to every form of multiclassing, or does it mean everything in Arduin except elves is single-classed? This reads like a very early house rule from the first year or two of D&D… the Greyhawk rules changed how multi-classed characters worked quite a bit, beginning the end of the ‘race=class’ model that fell apart as soon as it became evident that new classes would appear with great frequency. (The original OD&D rules had elves acting as either magic-users or fighting-men on an adventure-by-adventure basis; by Greyhawk, this had evolved to “split experience”, which became the standard until 3e.)

Wishes: Limited wishes in Arduin are 12th level(!) and full wishes are 25th level(!!), Also, wishes don’t work outside their native universe. Uhm… OK. Not really sure what that means… does that mean if I’m wearing a Ring of Wishes, it only works in the universe I found it in? Or that a high-level caster can only cast a wish spell in his home universe? It just seems a very odd rule that would have limited applicability… which means there’s probably a story behind it, somewhere.

Conjuration: Spells that “conjure” things, such as “Wall of Fire”, subtract their level from the caster’s Dexterity to determine when they go off in a round. Generally, most groups I know of ignored “dexterity countdowns” and similar things. Granted, they make more sense in Dave’s six-second rounds than in the standard one-minute round, but still, they were a real pain if you had a large combat, especially if the monsters all had different dex scores. Even in today’s games, with individual initiative, you roll for groups of monsters at once, so all the orcs attack on the same count. I appreciate the greater tactical depth offered by ‘countdown’ systems, and the choice between a low-powered ‘fast’ spell and a high-powered ‘slow’ one helps keep lower-level spells meaningful in the later game, but the negatives in actual play always outranked the positives, in my personal experience. (One of these decades, I’ll write something about rules I love in theory but dislike in practice.)

(The dexterity countdown rules were in The Arduin Grimoire, BTW. None of this is mentioned or referenced in this part of Welcome To Skull Tower, of course. If you’re Old School, you had the rules memorized and didn’t need to be reminded where they first appeared.)

Competence: Illusionists are light competent, Rune Singers are sonic competent, and Rune Weavers are ritual competent. Just in case you were wondering.

Time Stops: Yes. Again. There’s some fluff about why time stops don’t affect wraiths (and similar non-corporeal undead), but do affect energy, and then a note that for the caster to breathe in a time stop field, they have to keep moving, as only the air molecules touched by their aura are breathable. “Move or die”, the rules say. (So if you cast time stop in a zone filled with poison gas, you’ll still breathe it as you move in the zone… interesting….)

Tune In Next Time…

Following is “Notes On Clerics And Clerical Magik(sic)”, not to be confused with the other notes on clerics and clerical magic (I’m not sic) we covered a few articles back. So, this is probably a good stopping point for now. Next time: We delve into the notes, and probably magic (I’m feeling much better) fumbles, combat rules, and weapon breakage!


Friendslayer Blade

Friendslayer Blade, A Cursed Weapon For Pathfinder


Continuing our theme of “curses“, as in “God damn it, where the hell did we pack my copy of Welcome To Skull Tower?1“, we present a cursed… but still useful… magic item. While classic D&D tended to make cursed items all bad, a punishment for greedy players who didn’t carefully experiment with items (except that cursed items explicitly didn’t show their nature when tested, only in real combat), I think it’s more interesting to make cursed items a bit of a double-edged mace… give players a reason to try to hang on to them, or at least consider it…

Please note, this post is filed under “Breakfast Crunch”, which means “Something I wrote while eating breakfast before scurrying off to work, with exactly as much editing, playtesting, and general quality as you’d expect under the circumstances.”

The Friendslayer Blade

The origins of the first friendslayer blade are lost in the mists of time, (“Mists Of Time”, Module P-238, published by TSR in 1979 on Earth 541-A) but similar weapons reappear with some regularity. The curse seems to be a result of poor mental discipline during enchantment; the mindset needed to imbue the weapon with the desired power requires strict focus, and if that focus drifts, the enchantment is warped.

A friendslayer blade can be any +1 or better magical weapon that does piercing or slashing damage, with the following special ability:

Price: +1 Bonus
Aura: Faint necromancy
CL: 3rd
A murderous weapon allows the wielder to make a coup de grace attack as a swift action against an adjacent, helpless, foe. This does provoke attacks of opportunity, but at a -4 penalty to the attacker.

Murderous blades are common among assassins, spies, elite military units, and others who maintain a ‘no witnesses’ policy and prefer to waste not even a second if they don’t have to. Perhaps 5% of such blades, though, bear the friendslayer curse.

Friendslayer Curse: Whenever an ally falls helpless in a square adjacent to the wielder of a murderous weapon, said wielder must make a DC 20 Will save or, at the start of their next turn, perform a coup de grace with the blade against that ally. This is an Enchantment (Compulsion) effect. It can be mitigated if:

  • There is a helpless enemy also adjacent.
  • The ally or the blade wielder is moved — note the wielder cannot voluntarily move to avoid the compulsion once they’ve failed their Will save!
  • Break Enchantment is cast before the wielder’s turn begins. This negates only the current compulsion; it doesn’t end the curse.

The compulsion only comes into effect during combat situations; it does not compel the wielder to slit the throats of his allies as soon as they go to sleep, unless it’s magical sleep cast by an enemy during combat. Then…

It is generally difficult to tell a friendslayer weapon from a normal, uncursed, murderous weapon; the normal rules for detecting cursed items apply.

1)Seriously, I’ve only got like four boxes marked “Lizard’s Books” to go through, out of more than 150 to start with, and I still haven’t found it. Arduin Grimoire and Runes of Doom? Check. Skull Tower? Nada.

More Curses

More Curses (Foiled Again!)

But First, A Digression

(There’s A Shock….)

It occurs to me that dying curse is a poor choice for spontaneous casters, who have very few spells known, and would be loathe to waste one of them on something they’ll use maybe once or twice in their lifetime… erm… as it were. This is irksome, because it fits, thematically, very well with most spontaneous casters, more than with the ‘academic’ types, as it’s an expression of raw magical energy unleashed in a moment of extreme trauma. So, some ideas:

  1. Just let spontaneous casters, if it fits the nature of the specific class, and the particular character’s background, get it as a freebie. It adds a nice bit of background fluff: “For whosoever slayeth a sorcerer, they shalt suffer the fury of the departing, accursed, spirit!”
  2. As 1, but it only fires if there’s 2 spell slots of the appropriate level or higher left.
  3. Let them add it to their ‘spells known’ at the cost of a trait.

OK, on to the main article…

The Main Article!

(Trumpet Fanfare)

Bestow Curse is pretty boring. Sure, the particular curses are effective, but they’re kind of… dull. So, here’s a few more options, as many as I can think of before I have to stagger off to work. This is Breakfast Crunch: Stuff I write when eating breakfast before going to my job, with all the editing, playtesting, and quality that implies.

The Curse Of Consumptive Casting: Only useful if aimed at a being that relies heavily on spells, this curse causes the victim to take damage equal to twice the spell’s level whenever they cast a spell or use a spell-like ability — 0-level spells do 1 point. This damage cannot be avoided or mitigated, and cannot be magically healed. The same damage is also taken when spells are cast from wands, rods, or scrolls.

The Curse Of Perilous Penury: No magic (or occult, or psionic, or divine, or… you get the idea) items function for the victim. Magic armor and weapons are normal masterwork items. Rings, amulets, cloaks, boots, masks, yadda yadda, are simply mundane, if well-made, items, as far as the target of this curse is concerned. They cannot use wands, scrolls, potions, or miscellaneous magic. They can cast spells, and be affected by spells, normally — with the exception of spells that grant enhancement bonuses to either the victim or any items they’re carrying. No Bull’s Strength for you! This curse can be particularly crippling to higher-level characters, as they rely on their items to be equal to the challenges they face.

The Curse Of The Spider Queen: The target is permanently affected by a web spell. It fills the space they occupy and moves with them. Any allies moving adjacent to them are also targeted (they may make a reflex save, DC equal to the save DC of the bestow curse, as usual, to avoid). (The curse doesn’t transfer to allies, just the webs.) The victim of the curse needs to make a combat maneuver/Escape Artist check to move each round, just as if they were moving through an area affected by web. Even if they make it, each square is difficult terrain. If the web is set on fire, the victim takes 2d4 damage and the web burns away, but reforms 1d4 rounds later. Due to the cursed nature of the web, no fire resistance or immunity applies to this damage… something that might be learned the hard way… heh heh heh…

Lastly, the victim cannot climb faster than 5’/round, due to the sticky mass of webs, and suffers a -4 to all Charisma-based skill checks, because, well, you chat politely with someone who is literally exuding masses of goop everywhere they go.

The Invocation Of Malevolent Mundanity: Half of the character’s levels (round up) become levels in Commoner. The victim may choose which levels are so affected. Any levels they gain before having the curse removed will also be in Commoner. Removing the curse does transform the character’s original levels back to what they were, but not any levels gained while under the influence of the curse. If this curse affects a PC, everyone else can go get Chinese food while the player recalculates. (Alternatively, teach each Commoner level as a negative level during the current session, then they can recalculate after the game.) Any Mythic Rank they may have had goes bye-bye as well.

The Insalubrious Lubrication: The victim is permanently affected by a grease spell. Every square they enter is treated as being affected by this spell, with all DCs based on the save DC for the original curse. In addition, any adjacent squares occupied by allies suffer the same effect. Enemies are just fine, thank you very much. Beyond the usual effects of grease, any time the victim takes damage, they must make an Acrobatics check (DC 10+the damage dealt) or fall prone. Climbing is virtually impossible; all climb checks suffer a -6 penalty.

The Malediction Of The Leaded Foot: The victim is permanently slowed, as per the spell. Haste will negate the effects of the curse for only one round, regardless of the spell’s normal duration.


Dying Curse

In honor of the RPG Blog Carnival theme of “Curses”, here’s a quick Pathfinder spell…

Dying Curse
necromancy; Level  antipaladin 2, bloodrager 3, cleric/oracle 2, shaman 2, sorcerer/wizard 3, witch 2;
Casting Time 1 immediate action or free action, see below
Components V or none, see below
Range close (25 ft + 5 ft/2 levels)
Target see below
Duration permanent
Saving Throw Will negates; Spell Resistance yes

This spell functions as bestow curse, except that it is triggered by the caster’s death.

If a caster has dying curse prepared (or known, for spontaneous casters, with a spell slot of the appropriate level remaining), it can be activated when the caster drops to 0 or fewer hit points. The decision to activate, or not, must be made upon receiving the lethal damage; the caster cannot drop to, say, -5 hit points and then wait a round or two see how the battle is going before deciding to trigger the spell, nor can they do so if they receive more damage while at negative hit points. The instant the caster drops to 0 or lower, they must decide; if they do not invoke the spell at that point, it cannot be cast until some point when they’ve gone back to positive hit points and then back into negatives. (Nor can it be triggered by self-inflicted damage, including such things as the barbarian’s loss of hit points when a rage ends.)

If the caster is dying, but not yet dead, and is capable of speech (not silenced, gagged, etc.), they can designate the target of the curse (within range) and the specific effect1. This is an immediate action. If the caster is killed instantly (going from positive hit points to dead in a single attack), or cannot speak, the spell still activates, but the target is whoever struck the killing blow, or, if that person is not in range, the nearest enemy in range, and the effect is random. This is a free action.

Upon casting, the caster instantly dies. Dropping dead is a free action. No magical or mundane healing short of raise dead can help; spells or class features or the like which allow for last-second recovery from recent death do not function. The caster expends a portion of their life energy to cast the spell; this makes them really most sincerely dead. Contingent healing spells (regardless of what granted the contingency effect) likewise fail to work. Let’s be clear: There’s no loophole. The intent of this rule is clear: You invoke dying curse, you die, you are no more, you have ceased to be, you have rung down the curtain and joined the choir invisible, and only raise dead or more potent spells can bring you back. The fact I cannot possibly list every interaction of every rule in the massive bulk of the collected tomes of Pathfinder should not be an invitation to find an ‘out’ and then exploit it. If a player tries, the GM has my permission to take the Pathfinder Core Rulebook and whap the offender over the head.

1: Ideally, this should be roleplayed, “From hell’s heart, I stab at thee!”, etc.

Bloodmouth Carnist

Bloodmouth Carnist


I take my inspiration where I can find it...

I take my inspiration where I can find it…

OK, the move is technically complete… we’ve been living here for two weeks, but there’s still a lot of stuff in boxes. Among the stuff in boxes is my copy of Welcome To Skull Tower, which is why no new articles in that series have yet appeared. (That, and this is the first time since we moved that things were normal enough I could get up, get dressed, and plonk down at my computer for a spell before work.)

So, in the interest of getting some content up here… here’s something I threatened to write a while back, inspired by the image that ought to be appearing to your left.

This is “Breakfast Crunch” stuff. For those of you new to this site (I like to pretend I regularly have readers; hey, I’m a roleplayer, I have a rich fantasy life), “Breakfast Crunch” is stuff I write while sitting at my computer eating breakfast before going to work. It has all the playtesting, editing, attention to detail, and overall quality you would expect under those circumstances.

Bloodmouth Carnist

Some barbarians live for one thing… the taste of living flesh. They believe they draw primal power from consuming flesh… live and bleeding preferably, but dead will do. They’ll settle for cooked, if necessary. Even dried meat contains some sparks of the former living essence.

A bloodmouth carnist will not consume plant matter (except in fermented form) unless desperately hungry. They only buy rations that are meat based (if you just use some generic ‘iron rations’ in your game, pure-meat rations, usually consisting of jerky, etc., cost twice as much). Survival checks to find food are at +2 DC, because only hunted game will do… no roots and berries! A bloodmouth carnist actually takes damage from goodberries, (or any similar spell) as much as would normally be healed. If a bloodmouth carnist consumes plants to survive, they gain a temporary negative level until they can eat an appropriate meal again.

They gain a +4 competence bonus to detect plant-based poisons concealed in food.

Rending Teeth: At first level, the bloodmouth carnist gains a bite attack, doing damage appropriate to their size category (1d6 for medium creatures). When facing any enemy other than incorporeal undead, plants, constructs (except flesh golems and the like), oozes, elementals, and similar (based on GM discretion), they must hit with a bite attack (even if it doesn’t penetrate DR) before they can use any other weapon. If they try to attack without performing this ritual, they suffer a -2 morale penalty on attack and damage rolls. This attack will never subject them to ingested poison, but this does not let them consume otherwise poisonous flesh outside of combat.

This is a natural weapon, and can be enhanced by spells such as magic fang. Whenever they score a critical hit with this attack, they gain temporary hit points equal to half the damage inflicted on their enemy. These don’t stack, but if the amount gained is more than the amount of temporary hit points remaining, the new, higher, value takes effect.

At third level, their bite attack is considered to be a magic weapon for purposes of overcoming DR.

At sixth level, their bite attack does damage as if they were one size category larger.

At ninth level, their bite attack has the bleeding attack feat, and also counts as a silver or cold iron weapon for purposes of overcoming DR. (They cannot bite themselves to inflict bleeding damage in order to use the self-rending ability.)

At twelfth level, their bite attack gains their alignment for purposes of overcoming DR, and gains a threat range of 19-20.

At fifteenth level, their bite attack is treated as if they were two size categories larger.

At eighteenth level, their bite attack ignores all DR. Yes, they can chew an iron golem. Tenzil Kem approves.

This ability replaces trap sense.

Self-Rending: When a bloodmouth carnist takes bleeding damage, they may choose to tear at their own flesh (once per each triggering wound) as an immediate action, inflicting normal bite damage on themselves, and increasing the bleeding by 1d3 points/round. This grants them a morale bonus to attack and damage, for their next attack only, equal to the increased bleed. For a full round after this, healing magic or heal checks will not end the bleed condition.

Some Exotic Armors

New And Exotic Armors

Because a fantasy universe should not be limited to “leather, chain, plate”.

This is a selection of (I think) interesting and unusual types of armor, as might be found among different cultures and species. While some use minor magic or alchemy in their construction, they’re not considered magical, but can be enchanted as can any other armor type. (Been working on this, on and off, for a month. Posting it as-is, to post *something*, already. Heavy armors coming soon.)


Shield Cost Armor/Shield Bonus Maximum Dex Bonus Armor Check Penalty Arcane Spell Failure Chance Speed Weight
30 ft. 20 ft.
Fungal Cap, Small 7 gp +1 –1 5% 3 lbs.
Fungal Cap, Large 10 gp +2 –2 5% 5 lbs.
Gelatinous Flesh 12 gp +2 –2 10% 6 lbs.

Fungal Cap, Small: These shields are made by many underground races, especially those with little access to metal ores. By taking the caps off underground mushrooms, and coating them with an alchemical lacquer to add rigidity, a reasonable shield can be formed. On a critical hit from a melee attack, however, the shield will shatter, gaining the broken condition. It will also release a puff of choking spores, so that the attacker, if they are adjacent to the defender, must make a DC 12 Fortitude save or be nauseated for 1 round.

Fungal Cap, Large: As fungal cap, small but a large shied, and the DC for the Fortitude save is 14.

Gelatinous Flesh: By carefully slicing and drying a chunk of a gelatinous cube, a rigid sheet can be formed, which can then be placed into a frame. When an enemy misses with a bludgeoning weapon (other than natural weapons) by 5 or more points, the attack rebounds, smacking the attacker in the face for 1-3 points of damage. However, the shield can be over-dried; if the wielder is subjected to fire damage, the shield will crumble to powder and be permanently destroyed.

Light Armor

Armor Cost Armor/Shield Bonus Maximum Dex Bonus Armor Check Penalty Arcane Spell Failure Chance Speed Weight
30 ft. 20 ft.
Living Bark 5 gp +2 +4 –2 10% 5 lbs.
Crystal Silk 250 gp +1 0% 1 lbs.

Living Bark: A secret of cultures that dwell in woodlands, jungles, or swampy groves, living bark armor is made by carefully harvesting bark from trees and treating it constantly with herbs and unguents (the cost of this is not included in the price; this armor is usually kept as communal property by elves, lizardmen, and similar species, given to scouts and warriors as needed, and maintained by the people’s druids, shamans, wise ones, or the like). While somewhat bulky, it has the advantage of adding a +2 equipment bonus to Stealth checks made in the environment the bark was acquired from — this is not affected by the -2 Armor Check Penalty, so the full +2 is gained. This bonus increases to +4 if the wearer is not moving, making it ideal for setting up ambushes. Because the armor is still living, spells which damage or kill plants will affect it, as will warp wood and the like.

If living bark armor is enchanted, it no longer needs to be treated to be kept alive; this is part of the enchantment process and imposes no costs.

Crystal Silk: In areas where links to the elemental plane of earth are common (such as in deep caverns, far underground, isolated from sky and sea by a dozen miles or more), trade can occur. One such item is crystal silk, harvested from the creatures of the elemental plane of earth, and woven by skilled craftspeople into armor vests. It is phenomenally light, flexible, and strong, as well as being hard to cut or pierce, granting DR 1 against non-magical cutting or piercing weapons. Enchanted crystal silk increases this by half the enchantment bonus (minimum 1), but only against weapons with a lower bonus. (So +3 crystal silk has DR 2 against cutting or piercing weapons of +2 or less.)


Medium Armor

Armor Cost Armor/Shield Bonus Maximum Dex Bonus Armor Check Penalty Arcane Spell Failure Chance Speed Weight
30 ft. 20 ft.
Turtle Shell Breastplate
300 gp +5 +3 –3* 20% 20 ft. 15 ft. 25 lbs.
Pain Mail
125 gp +6 +3 –6** 25% 20 ft. 15 ft.
40 lbs.

*Except for Stealth checks.

**See description

Turtle Shell Breastplate: Island dwellers are the most common manufacturers of this armor, formed from the shell of a giant turtle. While bulky and odd-looking, it has a distinct advantage due to its non-metallic, one-piece, nature: The armor check penalty for Stealth checks is only -1.

Pain Mail: A creation of orcs, bugbears, gnolls, and similar races, “pain mail” is basically chainmail made from barbed wire. The design has most of the barbs sticking outwards, but enough touch the flesh of the wearer to inflict constant small wound and scratches. This has several effects. First, anyone grappled by someone wearing pain mail takes 1 point of damage every round, automatically. Second, if a pain mail wearer suffers a critical hit, they begin Bleeding at 1/round (stacks with all other Bleed effects), DC 12 Fortitude save to stop. Third, a pain mail wearer can reduce the armor check penalty to -4 by taking 1d4 damage each time they make a skill check that would be affected by such a penalty. Lastly, a wearer of pain mail gets a +2 on Intimidate checks against beings with a Wisdom of 9 or less (“Wow, he’s so tough!”) but a -2 on Intimidate checks against beings with a Wisdom of 12 or more (“What a freakin’ moron!”).

Yeah, I’m just gonna leave this right here…

Review for “The Book Of eight Restful Retreats”, my first product published through Christina Stiles Presents: http://www.rpgnow.com/product_reviews.php?products_id=131265

Treacherous Traits

Treacherous Traits

Four entries in one month! Continuing the Blog Carnival theme of Gunpowder, Treason, and Plot, I now look at Traits which might be useful to conniving backstabbers of various sorts. I like Traits. I introduced a concept I called “Lesser Feats” for a D20 book which sadly didn’t go to press due to the D20 implosion. Traits are pretty much the same thing. They address what I consider one of the worst aspects of feats, the one-size-fits-all mentality, when it’s patently obvious that feats vary considerably in utility. Many are nifty concepts that add unique flavor to characters, but they can’t “compete” with those that provide general benefits that affect play many times per session.

Anyway, with the focus on being sneaky, underhanded, and duplicitous, here’s an assortment of additional Traits. I am designing these with the idea that Traits need not be selected only at 1st level, as there’s a feat which allows you to pick 2 Traits later on. Thus, some of these Traits might be more useful to higher level characters, or reflect training/knowledge/etc. gained in adventuring life.

Combat Traits

Bad Medicine

You did all you could, but you just couldn’t save him…

When you make a Heal check to stabilize someone, you may instead choose to take full-round action and perform a coup de grace, doing 1d3 damage, +1 per rank in Heal. Make a Bluff check, opposed by the Heal (not Perception) checks of any witnesses, to avoid being noticed. You must have at least 1 rank in Heal, or your actions will be too obvious.

Some GMs may feel this is simply a creative trick anyone with the right skills could try. If so, this Trait instead gives you a +4 Trait bonus on the Bluff check, and increases the base damage to 2d4.

Deep Wounds

When you take them down, they don’t get back up.

Whenever your melee attacks reduce someone to fewer than 0 hit points, but do not kill them outright, they have a -3 modifier to all checks to stabilize. This applies to any Heal checks made to help them stabilize, as well.

Iocane Immunity

You have gained a resistance to certain poisons.

Pick a number of poisons equal to 1+your Constitution modifier. You have a +2 Trait bonus on all saving throws vs. those poisons, and if you fail your save, any ability damage is reduced by 1. You may take this Trait up to three times, picking additional poisons each time. If your Constitution modifier changes, adjust the number of poisons appropriately. (The GM may rule some poisons are not permitted, or that your character would not have had access to them.)

Equipment Traits

Harmless Trophy

The rusty, dull, dagger you carry is a souvenir of an ancient battle, and useless as a weapon.

You gain a +4 Trait bonus to Bluff or Disguise checks (as appropriate to the situation) to make a weapon seem as if it has the broken condition, or is otherwise harmless — for example, appearing to be securely peacebound when it is not, or has a razor edge covered with a thin strip of metal to make it appear dull.

Magic Traits

Fading Magic

You leave behind little trace of any spells you may have cast.

Magic cast by you leaves a weaker aura behind. When checking for how long an effect lingers, reduce the die roll by half your Intelligence bonus (minimum 1). If this results in a value of 0, treat it as a roll of 1, but of the next lowest strength level (so moderate becomes faint).


Once you know something about someone, you can shape your magic to suit their nature.

If you have spent at least a few minutes talking to someone, your Enchantment (Charm) and Illusion (Phantasm) spells are more effective against them. They suffer a -1 penalty to saving throws against such spells. If you know them well (At least several days acquaintance, at the GM’s discretion), this increases to -2.


You always know when someone’s watching.

You may add your Intelligence bonus to any Perception checks to notice if someone is using magical divination against you. Any spells you cast which are intended to counter or fool divination spells (such as obscure object or nondetection) are cast at +1 caster level.

Religion Traits

Plane Dealer

You have an instinctive grasp of the nature of creatures from other realms.

When dealing with Outsiders, you gain a +2 Trait bonus to Diplomacy or Sense Motive checks. This increases to +3 if they share your alignment.

Social Traits

Card Sharp

Those who gamble with you might think you have the devil’s own luck, but you are leaving nothing to chance.

You have a +4 trait bonus to Sleight of Hand checks when cheating at games of chance. This applies to any game where you can physically manipulate the components — dice, cards, playing pieces (even chessmen). It doesn’t apply to situations where you can’t do this (such as betting on a horserace). The GM will judge if you’re able to apply this trait in a given set of circumstances.

Learned Liar

It always helps to salt a lie with a little truth.

Choose a Knowledge skill. If you have four or more ranks in that skill, you gain a +2 Trait bonus on any Bluff or Disguise check that relies at least in part on that area of learning. For example, four or more ranks in Knowledge (Nobility) can give you a +2 Trait bonus on lies involving local lords, or when disguised as a member of a royal household. You can take this trait multiple times. It applies to a new area of learning each time.

Flaws In The Tale

You quickly spot inconsistencies in someone’s story.

You may use your Intelligence bonus, rather than your Wisdom bonus, when making Sense Motive checks to counter a Bluff check. This does not apply to feint attempts, but only to conversations or other situations where a keen intellect might come into play.

Ten-Fold Pouch

The Ever Shifting Pouch

In what may be a record since I gave up on daily updates several years ago, three entries in one month — and it’s only the ninth! Continuing the Blog Carnival theme of Gunpowder, Treason, and Plot, I present yet another magic item of utility to those whose activities are more “daggers and duplicity” than “dungeons and dragons”. Hmm. I really like that. “Daggers & Duplicity”. Might even try to use it as a project title someday. Or something. Wait, where was I?

I had an idea… it was something about a bag… look, it’s 6:10 AM and I’ve only had four hours sleep, give me a frakkin’ break here… bag… bag… right!

Bags of holding, handy haversacks, and the like are really great. But as anyone who has had to enter any government building or airport since 9/11 knows, we have a great deal of useless security theater. Also, they’re going to check your bags. Absolute monarchies overseen by paranoid tyrants with unlimited authority and no respect for human rights might not be quite as bad as the DHS, but they’re still pretty nasty, and if your “bag” is large enough to hold a few dozen mercenaries, they’re going to be just a tad suspicious.

Thus, the ten-fold pouch.

EDIT: Weight notes added.

Aura moderate conjuration; CL 9th

Slot —; Price 3000 gp (possibly more; see below); Weight see below

Unlike many similar items, such as a bag of holding, the ever-shifting pouch holds exactly as much as one would expect — typically, either a belt pouch or a small sack. Taking items out and putting them back in evinces no unusual properties or behavior.

Speaking the correct command phrase, however, reveals the true nature of the ever-shifting pouch. It is actually ten pouches, dimensionally folded together. Thus, the command word has two parts: The first activates the magic, the second determines which of the ten becomes “active”. Each one is normal in every way. If one is damaged, ripped, or torn, the others are unaffected, though at least 90% of the “active” pouch must remain in a single clump in order to access the others. If it’s torn in half or otherwise dismembered, the magic is shattered, and the other nine are dumped into the Astral Plane, which can lead to serendipitous discoveries by travelers in that strange realm.

If placed into another extradimensional space, the pouch cannot be shifted or cycled; whichever one was active at the time remains active.

Speaking the command phrase is a free action. The pouch can only shift once per round, however, and removing items from it follows normal rules for such things.

Each of the ten pouches can be of a unique design or style. Generally, the capacity of each is about 1/2 a cubic foot and up to 15lbs of material can be stored. Variations of up to 20% larger or smaller per pouch are not unknown. This adds a secondary utility to the item: Aiding in disguise. Dress as a wealthy merchant, speak the appropriate command phrase, and the pouch shifts to one made of finely tooled leather, decorated with well-made fake gems. (For real gems, add their cost to the cost of the ten-fold pouch.) Dress as a mercenary, and the pouch may be worn and stained with interesting bodily fluids. The descriptions of each of the ten should be specified by the GM or by the maker of the pouch; they are fixed at the time of creation, as ten actual pouches must be used to form the item. For those with no concern for such niceties, simply assume they’re all equally nondescript.

The weight of the pouch is equal to that of the heaviest of the set, regardless of which is active. This is perceived by the wearer and calculated into their encumbrance, but a third party inspecting the bag will notice only the weight of the visual contents.

Construction Requirements

Craft Wondrous Item, secret chest; Cost 1,250 gp (plus the cost of 10 pouches, usually 1 gp each, unless special materials or fine workmanship is involved.)

Dagger Of Silent Slaying

The RPG Blog Carnival for November has a theme of “Gunpowder, Treason, and Plots”. This is my second item inspired by the theme; the first is here.

You know how it is. You’re skulking through dark passageways to commit an assassination, and some annoying guard walks by. You try to kill him, but it takes four rounds, and meanwhile, he’s screaming his fool head off (before you cut it off, that is). This dagger removes that problem. Removing the guard is up to you.

Only those who have studied both the art of magic and the art of shivving someone in the giblets can craft one of these blades. Priests of assassin gods, actual assassins, and bards of a particularly larcenous nature are the usual makers.

Addendum: This should be considered a +1 dagger; the cost assumes the enchantment is about equal to another +1.

Dagger Of Silent Slaying

Aura faint abjuration CL 5th; Weight 1 lb.; Price 8,302 gp


This +1 dagger typically has a slim, slightly curved blade, and a hilt of ebony and jade. (However, many variations exist, and this is sometimes found as a different weapon type, though it is always a one-handed, light, melee weapon.) It makes no noise when drawn from its sheathe, when dropped, or even when struck against an object. On one occasion, this odd feature caused a target to believe the dagger was a silent image, and to laugh at how he’d seen through the wielder’s bluff, right up until the dagger slit his throat.

Anyone carrying the dagger on their person (but not in any kind of extradimensional space) gains a +2 circumstance bonus to Steath checks vs. hearing. However, the real utility of the dagger comes when it is used to inflict precision damage (such as sneak attack) on a target. The target cannot speak above a gargling whisper for 1d4 rounds, +1 round per die of precision damage. Each additional attack that deals precision damage while the target is silenced increases this by 1 round. “The more you stab, the more they shut up”, as the saying goes.

Anyone afflicted by this effect who casts a spell with a verbal component must make a caster level check at a DC of 15+Spell Level to do so. Language-dependent spells, and any spells with the [Sonic] descriptor, are ineffective: While they can be cast, they will simply not function, and the spell is lost. (Before deciding to attempt such a spell, the caster should get an automatic Knowledge (Arcana) or Spellcraft check (DC 13) as a free action if they are trained in either skill. If they succeed, they know not to waste their time. If they’re not trained in either, too bad. No free check. Any caster who doesn’t pump their relevant skills deserves to die.)

Construction Requirements: Craft Magic Arms and Armor; silence; must be able to do at least 1d6 precision damage. Cost 4,302