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Nedben's Vague D&D Ideas Thread; Inspired by Giant in the Playground!
Topic Started: Apr 30 2015, 06:16 AM (683 Views)
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Nedben Prime, Casually Mad

see title. Feel free to post yours here, or if you are an actual Dungeons and Dragons GM figure out how to balance these into workable plays. The general mordren holds no power here...
Edited by nedben, Nov 7 2016, 05:12 PM.
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Nedben Prime, Casually Mad

Your Friendly Neighborhood Dragon Socialite

A brass, possibly another metallic or hybrid thereof, dragon simply happens to be a resident of a place, possibly using Alternate Form to remain under-detected or avoid pissing off the local authorities but it's a poorly kept secret "HEY LOOK! DRAGON!" at best. Incite shenanigans as well as provide an enemy for an evil party.

Casting Aura (Mix of OOTS and free-for-all-casting)

Basically, as a prestige class a caster gets an Order of the Stick esque visual effect when casting magical whatnots or even just poking non-spell magic about, that can be used as a convenient source of light. Given psionics in the same character, it can be used to cast spell-like abilities mimicking spells like magic missile, mage's hand, levitate, other basic stuff like that that's mostly duplicable with powers anyways should they know the relevant powers at an increased cost to force reality to comply more so than usual.

Pseudo-Narrator (Ok, Elan Is Only Partially At Fault Here)

Turn your character into a dedicated fourth wall basher with a prestige class. At first level, they gain the ability to once a day breach the fourth wall and ask a player or the DM a simple question to which they can be provided a simple answer, allowing them to transfer OOC knowledge to IC knowledge should their character know why and what to ask in the first place, which scales to 5/day at level 2, and "can carry full conversations with players at will" at level 3. At some higher level they gain the ability to use the fourth wall as a camera, allowing them external senses of some form as if a narrator sensor was hovering about them and allowing them to sense even if their body is incapacitated. At some other level they get stuff to See Abstraction, and they can learn De/ReLocalize in order to teleport to the narrator closet and back. Also, Elan's Summon Plot Exposition spell. That'll be hella handy. Ability to play background music out of nowhere too. And stage-esque ability to hide themselves in plain sight, and alternate form ability.

However, the big overpowered power ability is Manipulate Narrative, to attempt to stick a narrative action as a d20 roll with a dc of 10 for something very simple like manipulating a person to do something that they were liable to do anyway or drawing focus to something via abstractions, 15 for something small or just dragging minor exposition or giving someone a +1 narrative bonus for continuation-inducing plot-critical rolls, a dc of 20 for medium things like manipulating people into less reasonable actions or summoning small objects without directly going to the narrator closet, a dc of 25 for bigger things like spell/power/feat replication and creating big things like a meal for a group, a dc of 30 for replicating wish/miracle/reality revision/etc, a dc of 35 for creating something really big like a decently large building or epic spell, and a dc of 40 for interfering with suspected railroading or plot elements, though the DM can adjust these difficulty ratings however they'd like depending on the attempted action. Every roll can be boosted to a maximum of +20 by narrative linking, an hour-long process consisting of what would effectively be spell preparation for a bard (and in fact stacks with it) up to 8 hours, for a maximum of 8 +20 stored at any given time, increasable up to 16, then 32 by halving then halving again the prep time via a 2-level feat.

Attack Animal

Some form of class for animals that housecats and familiars and dragons and sentient dungeon entities and animals and plants and whatnot that means the cats are now invariably better than commoners at fighting, like PoLIC dogs or whatever

Spirits of Jenna for ur settin



Symbol: Fire, on occasion the Aeiouian flag(s).
Home plane: Primordial nonexistential, technically an originating paradox entity loop-creator-tie. Inhabits self and divine plane, Jennasnacht.
Alignment: Chaotic Good when human.
Portfolio: As a genesis primordial all, but mostly war, fire, murder, and cannibalism. Also covers industry.
Clergy alignment: Non-evil, though Jenna gives zero shits and more often than not contracts out other deities to do spell-granting, godly duties, and anything else whenever possible.
Domains: As a genesis primordial all, but always fire, mostly war, and sometimes portfolio areas.
Favored weapon: Flamethrower, though will resort to magic staff when access to flamethrowers would take effort.
Divine rank: Infinite and then some as a genesis primordial.

Dogma: See the Book of Polaris, RJRA, and ancillary aeiouian materials. In short, there isn't much.

Absolute (Ex): Jenna is an Absolute Entity and cannot be altered against her discretion. She is also omnipotent, omniscient, immune to everything except as she wills it, and has access to all spells, powers, feats, etc. at will or faster. She is capable of intentionally overriding everything up to an including divine abilities, malefic properties, the underlying inherent laws of the multiverse and magic and their neighbors, etc.

Apathetic God (Ex): Jenna does not give a shit and often leaves her cheats on. Jenna automatically takes 20 or the highest roll possible, whichever is higher, and has a 1d20 roll with a DC of 15 in order to actually care about anything that she or something she cares about is not immediately annoyed by.


Some class that allows the damned redemption in the form of becoming the filler people on the butt end of every abuse joke in Heaven when filler angeloids are too respectable. Similar to maid slave classes in every single one of those creepy things.
Edited by nedben, May 13 2015, 08:22 PM.
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Nedben Prime, Casually Mad

Tei Isfurieli content! Yay!?

Ok, maybe not all that much. Mostly feat ideas.

Iael Memory (Su): Wizard/Cleric (or other spellcaster class requiring advance prep) does not need to prepare their spells in advance, (i.e. acts as other spellcaster classes) so long as their spellbook/holy symbol/equivalent is available/on their person/nearby, through an empowerment of their soul by listening at least once to Iael no Sage's whispers of strength-in-magical-memories. This also results in flawless ability to recall the spell and details of it (i.e. character as opposed to just player has access to spell sheet and can roughly approximate how strong it will be etc.). kek, equalize the playing field.

Iael's Re-generalization (Su): By sacrificing the power that is a feat (w/e), the wizard (or caster-class with equivalent restriction) pours a hell of a lot of study into the fields they've neglected, removing the penalties for prohibited schools (can cast from scrolls/wands and can learn spells of that school because it makes no sense that you can't), but not losing their advantage from specializing. Tei Isfurieli mages don't have crippling overspecialization.

I Will Never Die (For Long) (Ex): Every time this character dies (including finaldeaths of old age)and is not resurrected within a day, or if they suffer permanent undesired alteration to their soul (getting banjected from the multiverse by a sphere of annihilation, polymorphic curses affecting the source soul, any change perceived by the character or player as negative, or just getting put in a soul jar somewhere, etc.), or at will at any point alive or dead, they can choose to disintegrate their body, mind, and soul to reformat. A reformatted character reincarnates as a random conceived entity somewhere in the multiverse (they have some measure of choice as to the vague outline of their new soul, i.e. race, gender, general appearance, but only within reason i.e. it has to be reasonably possible that such an entity could occur ever, though the pseudosoul can wait for as long as needed to be available. They can also choose to be specifically the child of those that knew them. The gestating entity can make a saving throw against soulmerging of fetuses if they on any level would disapprove of the identity merger (though they do not learn of it), 1d20 DC 10, loss forces the pseudosoul to try again at another soul of their choice). A reformatted character automatically regains their memories, skills, levels, attribute bonuses, internal things etc. contained in the destroyed soul/mind/body over a period of 1d20 years starting from their first moment of sapience onwards at a process that is GM discretion, though they have to recover implements etc. and are technically a child and the process dumps any remaining things needing relearning at the end of the relearning periods. To take this feat, a Tei Isfurieli divinity or someone who learned it from them has to share the secret of eternal reincarnation with memory.
Edited by nedben, Dec 24 2015, 10:45 AM.
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Nedben Prime, Casually Mad

True Agelessness (Ex): Because EFFICIENCY this character simply doesn't physically age, and is immune to all negative aging effects that would shunt them out of adulthood or age them into another age category, stopping them at any age increase beyond the point this feat was taken, or at physical maturity otherwise. As the druid class feature but death doesn't get involved. Positives of age category are awarded normally.

Conjuration (Healing)
Level: 9 (Clr/Drd/Healing/Pal or similar)
Components: V, S, F/DF
Casting time: 1 minute
Range: Touch or Close, caster choice
Target: Creature touched/in range
Duration: Instantaneous
Saving throw: Fortitude or Will negates (harmless)
Spell Resistance: Yes (Harmless)

You reduce a creature's physical age by 1d20 years +1 year per caster level, to a minimum of physical maturity (though further years remain added to their lifespan). This does cure age category penalties, but not bonuses (esp. for creatures of infinite growth like dragons).

The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back, if they would be present at the phase the creature is deaged to. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise.

Youthify also cures 5d8 points of damage +1 point per caster level (maximum +35), rids the subject of exhaustion and/or fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead).

Youthify dispels any magical effects reducing any of the subject’s ability scores. It also cures all temporary ability damage, and it restores all points permanently drained from all ability scores. It also eliminates any fatigue or exhaustion suffered by the target as a result of this process not covered above and removes all forms of insanity, confusion, and similar mental effects.

This spell also cures blindness and deafness because why not, whether the effect is normal or magical in nature. The spell does restore ears or eyes that have been lost, and it repairs them if they are damaged yet somehow not caught in any of the other effects. This spell also counters and dispels blindness/deafness, though why you would go to the trouble of deaging someone just to get around their sensory losses when there are other spells for this remains questionable.

It also dispels negative levels and restores all lost experience levels to a creature who has had level(s) drained, up to restoring the creature to the highest level it has attained. The drained levels are restored only if the loss occurred within the physical age the character was deaged to (further deaging will be necessary to restore levels lost more than that many years ago). A character who has a level restored by deaging has exactly the minimum number of experience points necessary to restore him or her to his or her previous level, unless it is known at what point they were at in which case it goes there instead.

Youthify does restore levels and/or Constitution points lost due to death.

Focus: A divine symbol or a diamond gemstone worth any amount of money.

Absolute Resurrection:
Conjuration (Healing)
Level:Clr 9
Components:V, S, M, DF
Casting time:5 minutes
Target:Dead creature touched
Saving Throw:None; see text
Spell Resistance:Yes (harmless)

You restore life to a deceased creature, with no restrictions unless the DM says so or the soul doesn't want to. You can resurrect a creature that has been dead for any amount of time. This spell can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceased’s time and place of birth or death is the most common method). In addition, the subject’s soul must be willing to return, but the spell will forcefully remove any barriers to the soul's return if it so wishes to be returned (though not destructively if possible, the soul will simply be translocated and freed from containers in the process). If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.
If the soul is destroyed and resurrection is attempted, the soul is recreated as it was just before destruction plus restored to full quality and true original form blah blah purge all negative effects, to allow it to yes/no to the resurrection. If it says no, it is sent to the appropriate afterlife or allowed to wander as an appropriate DM-discretion type of ghost, its choice.
This spell can be considered an application of divine power for the purposes of overwhelming effects, though whether it actually counts as divine power use is up to the cleric or the god providing that cleric's spells to say yes.
Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of level (or Constitution points) or prepared spells.
None of the dead creature’s equipment or possessions are affected in any way by this spell.
You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This spell can also resurrect elementals or outsiders, and resurrect constructs or undead creatures (though if resurrecting undead or constructs, you must specify the construct or undead form rather than any ex-living materials or a living version resurrected).
Absolute resurrection can restore to life a creature who has died of old age, and as a bonus physically repairs infirmity on the fundamental particulate-spiritual level, effectively deaging their physical form by 1d20 years to a minimum of physical maturity (with any bonus years being added to lifespan) regardless of creature age to prevent them from dying again immediately.
It works on gods, abstract concepts, and things that have been specially cast to stay dead (i.e. tarrasque against wish/miracle/reality revision/similar)
Absolute Resurrection cures all diseases that the subject is/was suffering from when dying or that had infected the corpse on death (if one was involved in the resurrection) to prevent them from dying again immediately. The spell also kills parasites, including green slime and others. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher.
(Note: Since the spell’s duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.)
This spell also detoxifies any sort of venom in the creature (or object, should the resurrection target be a construction) touched to prevent it from dying immediately again. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, and the spell does reverse instantaneous effects, such as hit point damage, temporary ability damage, and also cures effects that don’t go away on their own.
This spell also cures blindness and deafness because why not, whether the effect is normal or magical in nature. The spell does restore ears or eyes that have been lost, and it repairs them if they are damaged yet somehow not caught in any of the other effects. This spell also counters and dispels blindness/deafness, though why you would go to the trouble of hax-resurrecting someone just to get around their sensory losses when there are other spells for this remains questionable. It also gets rid of paralysis, because it can.

It even feeds, supplies air, etc. to the resurrected person so that they are not in immediate danger of starvation/drowning/suffocating/etc until they starve normally again for starvation and until they next need air for air. In the process of being excessively resurrected, it also has Prestidigitation-level abilities to clean (and if necessary color or soil) the resurrected from anywhere between 'prevent instant death' and 'clean and normal color', chill, warm, or flavor the creature and surrounding personal proximity to survivable levels (though this stops once the resurrection is complete and returns to normal temperature and flavor as normal heat flow or 1-hour). This effect can also create fragile decency clothing that does not expire durationally of no armor effect if the caster so desires or keeping the target clothed to any extent is essential to it not dying immediately or within a DM-discretion short timeframe.

The spell also moves obstructing objects out of the way of the resurrection or moves the corpse if necessary to do so, and is capable of teleporting the corpse to the caster's relative location if they choose and there is a corpse to summon.

This spell can also have additional features at DM discretion to ensure the resurrection happens if it is desired to do so, and doesn't instakill the creature so resurrected (i.e. something has to happen to them before they die again). Seriously, whatever creature affected by this has the opportunity to be resurrected.

This spell inherently overrides anything that would stop the resurrection once the spell is cast successfully.

Material Component: A bottle of holy water, and diamonds worth a total of at least 30,000 gp. For an extra 5000 gp, this spell becomes an inviolable narrative absolute and works even if the soul is unwilling and is uncounterable by anything short of the DM once it is cast.

Note: DM does not include anything named DM or variants. Rules as intent, not just rules as written. GEEZ.

Screw old age and permadeath, there's so much MAGIC lying around.

EDIT: added the food/air clause. lol. And Prestidigitation power. And now soul fix clause. Aaaand divine power clause. And "it works no matter what for an extra 5k gold".
Edited by nedben, Dec 27 2015, 11:07 PM.
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Nedben Prime, Casually Mad

Vision of Roses (Ex): Character with this feat gains the ability to manipulate their sensory input at will (i.e. imposition hallucination), to the point where it interferes with magical effects. This has such applications such as making them immune to others' horrifying ugliness or cause eye-lock-received vision effects to fail from what eyes.

Arcane Apotheosis: insert some other way to godhood here
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Nedben Prime, Casually Mad

Attack Fruitcake: God of We're Not Really Sure

Intermediate Deity

Divine Rank: 6 normally, though can access a state with 20+. Fruitcake Shards are usually only at 1 or 2.

Symbol: A standard ring fruitcake, possibly on a yellow shield background. At the angle gelatin cakes are shown at, not tires. With most followers, either a shield or a badge-sized object serves as the holy symbol.

Plane: Diegoth, an indeterminately large plane of mostly purple skies and eternally fresh fruitcake for most of its land and seas. The central city of Diegoth City hosts the shimmering golden palace of the Attack Fruitcake itself. A few permanent portals to other planes of interest and the material plane are guaranteed but can be adjusted by plot. Otherwise plane is as material, and in many places it almost appears so. Otherwise normal.

Alignment: Chaotic good tending to chaotic neutral.

Portfolio: Magic users, adventurers, animals, artificing, plants, psionics, warriors, the roguelike, exploiting the economy, fighting, magic, mercenaries, the elements (especially fire), and generally smiting the opposition and often for a reward, with a lot of other stuff thrown in there just for the hell of it. Seriously, it might as well be anything.

Clergy Alignments: Any, though evil or lawful devotees are usually kept in check by more chaotic or good members. Alignment-shaming against evil is common among off-Diegoth clerics and atonement is offered.

Domains: Actually any, though individual Fruitcake Shards may have specifics.

Favored weapon: Natural weapons (where they exist is a good question as yet unanswered), magic, and psionics.


Personality: The Attack Fruitcake is quite animalistic and aggressive, with only individual Shards demonstrating much in the way of personality beyond SMITE OPPOSITION and RAAAARGH. Its mind is splintered most of the time just to make sense, but when unified is nigh-unstoppable. When not enraged, it acts almost like a great puppy, cheerfully bounding around and barking its palace, despite being a fruitcake. It likes setting things on fire and has very little in the way of long-term goals unless threatened, choosing to provide a safe haven for the living and dead.


History: Supposedly baked by an ancient goddess known as Iris, the divine fruitcake has since traveled the heavens barking at people and starting fires.


Goals: The Attack Fruitcake has never been one much for long-term goals, with its servants usually deciding what to do with it. On rare occasions, usually when the world is threatened, it decides to bound from the heavens and attack evil as if a great hound, baying as it launches into the hells and somehow eviscerates stuff despite being a fruitcake. Its divine endurance makes it hard to head off with anything less than firepower reserved for gods or better/worse, but it can be taken away. It occasionally grants slices of itself to the world in the form of the Fruitcake Shards who administrate its extraplanar holdings (usually with one per plane with a high concentration of attack fruitcake fans), and artifacts, regenerating in the process because it's a weird eternalcake too somehow. In the long term it is one of the many adrift immortals with nothing serious to do.


Pantheon: The Attack Fruitcake is an oddity, tossed away by a goddess from another reality. Fruitcakeism should be a fringe thing compared to the rest of the world. Most gods of insanity, industry, fire, adventurers, magic/psionics/whatever, or great beasts will know of it and a few of the weirder ones will be considered 'friends', and many evil gods will be highly annoyed by its abnormal existence.


Clergy and worshippers: Fruitcakeism is a weird thing, considering their god is a magic fruitcake which acts like a murderous puppy, but it does somehow exist, usually under the guidance of their plane's Shard, who lives around on that plane, acting as a variant espouser of some nebulous greater good and acting in support of adventurers. Many times when a fruitcakeist settlement is about to be invaded it just up and disappears to Diegoth leaving a long-term portal behind, often inadvertently bringing some of the surrounding planar essentia and landscape with it, resulting in a hodgepodge of life and landscape from many planes and Attack Fruitcake's massive portfolio. From all of these portals come periodic invasions of enemy armies, but they are usually routed by the huge armies of true-resurrectively immortal spirits afterliving in Diegoth. Diegothi fruitcakeism is generally headed by the Fruitcake itself being a dog. We dunno. For practical purposes the plane is administrated by a council of influential figures, mostly Shards, but a few Colleges of the University of Diegoth City send governing representatives from influential positions and a few noted heros and ancient respected spirits are given voting seats.


Edited by nedben, Feb 22 2016, 12:55 PM.
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Nedben Prime, Casually Mad

Pantheon/setting: The Conceptuals

A sort of collective overdeity-plane where individual portfolio domains become infinitely growing concepty-deities-planes in their own right. While they possess a sort of animalistic consciousness of their own, sentient mythopoeia-belief works to forge gods from them (though once established it takes their consent for faith to change them, though they know about attempts and thus can consent quickly).

Creation of multi-concept gods operates by shipping (though usually of extant gods to avoid giving the natural concept so much personality it breaks off pieces as deities of their own or gives them more thinking power and consciousness to approach archailecty). As in you can literally ship the concepts of creation and magic and get a creation/magic portfolio god if enough conscious power agrees with you.

Takes place in sort of a nobility of darkness kind of thing where evil kings in dark castles are common, and blatantly evil servant-gods amalgated onto arahitogami-kingships fugs up shet, though enough strongly good divinities keep a measure of cosmological balance.

Because 1st level morrowindtier dwarfcleric.
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Nedben Prime, Casually Mad

Half-Nedben (Race)

Half-nedbens happen when you screw a concept that was not meant to be screwed. Or just screw a nedben, whatever. Regardless of their origins in the all-too-natural or the all-too-unnatural, they tend to carry enough 'humanlike' to stabilize into the most common form of nedben's default humanoid format. Much of their nedben heritage tends to render them effectively invincible to the ravages of existence in the long term.

Half-Nedben Racial Traits (Ex):

Medium size.
Humanoid (Nedben)
Racial hit dice: 1d8 unless character class is better
Favored Class: Any. When determining whether a multiclass half-nedben takes an experience point penalty for multiclassing, her highest-level class does not count. Optionally chosen at start, all 'casting classes' (divine and arcane spellcasters, psionics, etc.) are instead favored classes.
+1 Intelligence
+1 Wisdom
+1 Charisma
A half-nedben's base land speed is 30 feet.
Automatic languages: Common and Nedben Mindspeak. Half-nedbens are integrated into the pan-planar nedben telepathy network allowing them to communicate telepathically instantly with nedbens and fellow half-nedbens.

Starting ages:
Adulthood 18 yrs
+d6 for starting age category
Middle age 70 yrs
Old 100 yrs
Venerable 125
No maximum age. Half-nedbens do not take penalties for aging and do not die of old age: in effect they live forever unless killed.

Height and weight as human.

Half-nedbens breathe, eat, and sleep, but do not have to and resist magical compulsion as if they didn't need to if desired. They are effectively self-sustaining and can survive alone in a vacuum indefinitely, though they may hibernate for an extended period if put into doing so.

Repairer of Reality (Ex):

A half-nedben may counterspell any spell, ability, power, or -like as if it had the relevant spells/powers to do so, and 'repair' or negate any effects changing reality at DM discretion, with checks where necessary or desired. [Needs work, editing, time, and love.]

Nedben Physiology (Ex):

A half-nedben has the same abilities as a nedben. Their body is partially composed of recreational drugs, plant matter, alcoholic beverages, the stuff that makes up fundamental fabrics of reality, magic, psionics, and nanomachines (though not to an extent that things which remove any of those except drugs, booze, or nanomachines will be problematic), plus whatever the other parent provided. They are capable of covering themselves as a free action in a +2 natural armor chitinous 'spacesuit' and many choose to do so normally. Attempting to consume a half-nedben makes appropriate resisting poison checks as if doing drugs. Half-nedbens are naturally resistant to poison [insert effect here] and any of their components do not negatively affect them. [needs work] If damaged enough to lose parts such as organs or extremities, they will regenerate over the course of 1d20 days, less if assisted magically or simply regenerated through magical healing.

Iron Confetti (Ex):

On death or at will, a half-nedben may explode or disintegrate into a pile of recreational drugs and razor-sharp iron confetti containing most of the other elements. When dead, as long as the material has not been consumed or destroyed, a half-nedben may reform without penalties for dying over the course of 1d20 days. Roll another 1d20 (if it's higher than the other one, switch the results) to indicate when in days after starting reformation they're integrated enough that their unsoul has become operational, be conscious and count as a person again in general, etc, starting at 1HP and recovering normally with any unfinished recovery completing on that day. If the iron confetti or corpse has been totally destroyed, part-unsoul resurrection applies instead. [needs work]

Part-Unsoul (Ex):

Half-nedbens have a very unusual multi-part soul structure. There is a regular soul, and at its core there is the highly explosive, poisonous, and corrosive unsoul provided by being part-nedben. If a half-nedben's soul is subjected to something that it would not approve of or is generally a permanent irrevocable negative or stuck somewhere it doesn't want to be it can violently explode, killing the half-nedben in a way that can't be resurrected from using conventional resurrection magic by anyone less than a god (possibly only one with relevant powers over life, death, and/or souls if divinity is common enough to be interferent) in the process besides its own or with assistance from soul-manipulation and providing matter and energy to incarnate in. Its soul will warp around the multiverse gathering nedben power and format itself properly over the course of 1d20 days unless assisted to accelerate it before localizing enough to become a ghost-like entity that will reform into an iron confetti pile and become a full person again from there as iron confetti resurrection placed on a plane of its choice on a relative location of its choice (i.e. around their adventuring party) or at a random distortion in reality should they refuse to make a choice.[needs work]
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Nedben Prime, Casually Mad

Psychic Nutritionist

A psychic nutritionist is a psionic class (relevant high score probably the 3 'mental' stats averaged or just picking one, explain later. Maybe base off an existing class and edit from there) focusing on long-term buffs with some immediate heals and more immediate buffs. They have bonuses related to psionics and dietitian stuff plus some charismatic stuff to more closely resemble the original, and higher-level ones branch into physical assistance. Much like the one from Superman 3, they are somewhere between harlot and team mom as personal trainers of the powerful.

Chaos Blessing (Psi)

+1/-1 luck bonus/malus around caster determined by favor of entities known due to subconscious psionic actions, costing (a power point per round? idk). Based on that opening scene where literally everything went wrong.

Psionic Nutrient Drain
Power Points: 1+additional augmentation
Casting time:1 Standard Action
Range: Close (25 + 5 ft/2 levels)
Duration: Instantaneous
Saving Throw: Fortitude(half)
Power Resistance: Yes

You fire a ray of psionic rippers that harms its target, draining it of 1d4 hit points plus 1d4 hit points for every additional power point added up to manifester level. A successful Fortitude save halves this damage. This health is then returned to you and divided between you and any nearby creatures as willed.

stuff about buffs here

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Nedben Prime, Casually Mad

Elemental Seducer

CHA-based spellcaster with special bonuses towards elemental spells and seduction. Yes.

Posted Image

This is your fault, Rolina.

Elemental Seducers get high resistances and/or immunities, and an uncannily massive bonus to 'stripperific' armor that makes no sense as armor to literally anyone else. They may prioritize one element over the others to speed their progression in it as a choice, but their other powers will eventually catch up with them as all elements become....attracted.

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Nedben Prime, Casually Mad

Dual Life Force (Ex)

Maybe you're an expert necromancer who's figured out how to be both living and dead. Maybe you're a dhampir whose living half was way livelier than usually possible but still got it on in the relevant manner of vampiric involvement. Maybe you just ate too many undead or powerful necromantic artifacts. Maybe it's the dire half-dragon yokai version of Maybelline.

Whatever the reason, your life force is a duality of positive and negative, so both positive and negative energy effects restore you, and death effects and energy draining do not phase you.

Positive and negative energy effects both heal you, and you take no penalties from level drain/energy drain effects, which while they accrue doing nothing disappear after 24 hours without a saving throw. Unlike normal dhampir, you cannot be killed by accumulating more negative levels than you have hit dice.

In general, you may gain whatever benefits the living or undead would get from being hit by an effect without taking negatives, and you are also immune to level/energy drain and death effects. As a full-round action, you may set your life force to be all-positive or all-negative or in flux again to only register/benefit in certain ways as situation requires.

Energy overload effects of either positive or negative energy, such as those on positive or negative dominant planes, can be mitigated or nullified entirely by shifting your life force rapidly between positive and negative to shear and refuel it, gaining Fast Healing 5 as an extraordinary ability if it is not possessed normally for the duration of the overload and not taking damage or being explosively overhealed.

It's a very overpowered feat.

next up, ice vampires
Edited by nedben, Feb 19 2017, 02:12 PM.
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Nedben Prime, Casually Mad

Elemental Resurrection

Arcane casters wanted a resurrection spell that wasn't excessively necromantic. Undead, constructs, dead-of-old-age people, and outsiders wanted one too. So a god of magic copypasted Resurrect Outsider a bit and figured it out.

Using material from the home plane of a creature or a plane of similar composition (or one it simply had an emotional attachment to), resurrect as True Resurrection, 'cept arcanely with an arcane caster.
-In the case of undead, a negative energy aligned plane can be used instead.
-In the case of constructs, a lawfully aligned plane with mechanical elements can be used instead.
-In the case of dead of old age people, the plane their soul went to AND their mortal plane of origin (or very loose equivalents thereof with similar alignments) are necessary.
-In the case of outsiders with no associated plane, the ethereal and astral planes will both do fine.
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Nedben Prime, Casually Mad

Ice Vampires

Created...somehow...something...Uh, a god of ice spirits (and icebergs) and a god of vampires got drunk one day and made these. Then when they got sober, they decided to at least keep around the overpowered runts. Ice vampires are generally found in deep winter (or underwater, though at that point they're immortal unless extricated and heal from excessive damage and thus not suitable to fight), conditions where their powers are at their best, usually serving as clerics to one or both of their creator gods, or ironically in the middle of extreme deserts traveling in the night using their natural competency at providing water, food, and coolants to fend off starvation and creatures of the desert.

Ice vampires are generally far more powerful than regular vampires...when it's wet and cold and you're not resistant to either of those problems. Thankfully, they have lower turn resistance if any, can usually be reliably killed with fire once their spell-like resistance effects run out, have more exceptions for their damage reduction, and are actually damaged by holy symbols presented against them, meaning an ice vampire is pretty much forced to rely on its range options against any party prepared enough, and will be crippled even further if you are nowhere near water and are immune or highly resistant to cold.

They possess a huge number of powerful mostly-cold-based spell-like abilities, meaning even the weakest of them can provide an icy blast every round for much longer than all but really high level casters and the strongest can seriously harm anything not resistant or immune to cold.

As vampires, but with following differences:

-Are not impeded by running water at all, and in fact have doubled swim speed and recover one third of their hit points per round rather than losing them and cannot be destroyed while fully submerged underwater.
-Children of the Night's creatures called are capable of surviving in icy and underwater conditions.
-Are considerably more resilient to sunlight: their natural Fast Healing does not operate in direct sunlight and they melt somewhat, taking damage at a rate of 10 HP lost per hour in direct sunlight, but under a sufficiently heavy cloak do not lose HP and in snowy/winter/icy conditions their fast healing operates at a reduced rate of 1 HP per round recovered even in full sunlight.
-Full immunity to cold, with the usual 10 cold resistance as a backup if the immunity itself is bypassed somehow
-Can recover HP and purge themselves of negative conditions by drinking large quantities of water and/or ice out of combat, and have the ability to store large amounts of water in their bodies accordingly.
-Gaseous form can enter water or sufficiently water-like liquids, becoming a 'liquid form' for the duration of this effect.
-As a spell-like ability in a daily pool of points equal to their hit dice where spell levels are points, can cast spells or psionic powers (at point cost) with the Cold descriptor and/or other Cold effects independently of their other spell-like abilities. Create Water, Create Food and Water, and Purify Food and Drink are additionally on this list. Caster level character level. 0-level spells count as 1 point.
-At-will Ray of Frost (CL char level)
-At-will Ice Knife (CL char level)
-At-will Shape Water
-2/day Sleet Storm (CL char level, created icy conditions melt normally afterwards rather than disappearing)
-3/day Chill Metal except it may chill any material (CL char level)
-6/day Cone of Cold (CL char level)
-3/day Ice Knife (spell slot level equal to char level for much more cold damage)
-1/day extend a freezing that would normally unfreeze at a given time to until it would thaw/warm naturally, should that be longer
-3/day Resist Energy. If Resist Fire, disables 100% weakness to fire for duration of effect. (CL char level)
-Familiars that are not rats or bats are allowed and pre-vampirization familiars will not be disrupted.
-May cast shadows and reflection, but the reflection appears distinctly frosty and the shadow is much less solid, as if it was darkly tinted ice or something closely approximating their form. As a result of this, they do not recoil from mirrors unless they are laced with garlic or treated as a holy symbol (even if they aren't actually one, meaning someone who thinks of mirrors as a religious symbol or knows about the existence of a religion that treats mirrors as holy can present them as such).
-Age and form details of the corpse they modify can be changed over time by consuming large amounts of water and ice, as a permanent version roughly similar to Alter Self in a ritual of modification that takes at least 1 month for simple aesthetic details and at least 2 months for unrecognizability as the previous form, with 3 months for an age-category-level change. More polymorphic changes take at least 1 year.
-No alignment change.
-Once reduced to 0 HP, they do not have the reliability of a coffin. They have 2 hours (9-mile travel distance in gaseous form still applies) to retreat to somewhere dark and cold and not under attack (they may still cast their 1/day Sleet Storm to establish these conditions for several vampires by burrowing under the created ice and snow once not immediately under attack, or simply go deep enough underwater that sunlight is not problematic) to create a safe space where 1 hour of time is required for them to reform to 1HP. Additional damage dealt to their gaseous form applies and they are permanently slain once -10 HP is reached, leaving behind the body of the original creature coated in ice. So yeah, negative hitpoints reenabled sorta woo.
-Something something normal childbirth at dhampir maturation rates before assuming full ice vampire eternity.

-Cannot create spawn altogether and cannot create new vampires via slamming energy drain: new frost vampires must be done intentionally by executing the turn via drinking blood of the living (for an immediate turning that occurs once they reach 0 HP, which shunts them back up to 1 HP once it completes) or a ritual in which the corpse is frozen over by the vampire's chill metal variant rendered long-duration, and the new vampire will emerge 1d20 days later plus 1d20 days for each hit dice below 5 they are if they are below that hit dice count, but this does not add additional hit dice to the new vampire. New vampires are not automatically enslaved in any way and must be persuaded and/or dominated (again) through other means.
-Do not return to life when unstaked.
-Do not have weird spirit controls, meaning that unwillfully created ice vampires tend to destroy their creators and sometimes get themselves destroyed and raised.
-Are the same person, meaning that the moral attitudes of the gods and people are constantly cast in unflattering lights when they're willing to shun/accept just out of a new racial modifier, and that things done while ice vampire are remembered when raised normally.
-Fire damage is not 50% weakness, but 100% weakness for a full double damage from any fire/heat effects.
-No turn resistance under normal conditions, but gains +1 in icy/winter/cold or wet/suberged conditions and a separate +1 in a church or similarly consecrated space of a religion that tolerates and accepts intelligent undead that does not by default damage them or bar them from entry, which is still less turn resistance than vampires normally get.
-Damage reduction is excepted by silver, alchemical silver, regular silver (yes, if you throw silver coins at them hard enough to damage it'll ignore damage reduction), magic, adamantine, mithril/mythril, and cold iron
-Garlic holds ice vampires at bay normally.
-Mirrors do not hold ice vampires at bay unless laced with garlic, BUT if they are presented as a holy symbol (even if not actually one, see above incidents of believing the mirror is a holy symbol or a religion that would treat it as such existing) it qualifies as holy symbol accordingly.
-Holy symbols hold ice vampires VERY at bay, causing them to take 1d4 positive energy damage per round if they are within 10 feet of a holy symbol presented against them and an additional 1d8 if they are forced to or accidentally physically touch a holy symbol of a religion that does not like vampires and/or ice spirits as one of its important teachings and/or practices.
Edited by nedben, Feb 20 2017, 11:05 AM.
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Nedben Prime, Casually Mad

Soul Splice

Some dead casters don't need or want a rez, but still want to get in on other people's action. They do this by being OOTS-style soul spliced to a caster to allow them to use their spells. Divine, arcane, psionic, whatever. An advanced version can even bind other types or other qualities so that other components such as feats, skills, other class features, particularly notable items, etc. can be borrowed/conveyed/granted accordingly, and a further version allows them to be manifest as ghost-martyr-paladin-style positive-undead. A soul splice is usually negotiated with whatever power who owns the soul or the soul itself and the entity being spliced. If the soul doesn't want to be there, if the spliced entity fails a Will check in a moment of extreme shock the soul unsplices and can run the hell away, often necessitating that the owner reacquire it (and obviously ending the splice effects).

Specific ruleswriting to be negotiated.
Edited by nedben, Feb 23 2017, 08:38 PM.
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Nedben Prime, Casually Mad

Hand of God

Beginning at acquisition, a user of this ability (however granted) with a Charisma score of 12 or higher can heal wounds (her own or those of others) by a nigh-instant ranged touch effect. Each day she can heal by this method a total number of hit points of damage equal to 10 × her character level × her Charisma bonus. She may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using the hug touch is a free and/or immediate action. Alternatively, they can use any or all of this healing power to deal damage to undead creatures. Using the hug touch in this way requires a successful melee or ranged touch attack and doesn’t provoke an attack of opportunity. The user decides how many of her daily allotment of points to use as damage after successfully touching an undead creature. This can also be converted to negative energy to restore undead or fight the living. This ability can be distinctly felt as if it were a hug, either a restoring one or a spiky painful one depending on how the energy is received.

The hug touch user also gains immunity to all diseases, including supernatural and magical diseases. At will, they may cast as spell-like abilities Cure Light Wounds, Mass Cure Light Wounds, Inflict Light Wounds, Mass Inflict Light Wounds, Heal, Remove Disease, Remove Blindness/Deafness, Remove Paralysis, and Neutralize Poison as the spells, by simply touching the afflicted creatures/objects/etc. for melee spells and normally at will for mass spells.

At will holy word variant per deity or character's alignments and at-will Fly (perfect maneuverability variant, duration 'until it's turned off by flying creature' variant).

Gain damage reduction 10/-, darkvision 60ft, low-light vision, immunity to acid, cold, electricity, fire, and petrification, protective aura, spell resistance 30, tongues, uncanny dodge

Additionally as a spell-like ability, 8/day or Charisma modifier/day (whichever is higher) Cure Critical Wounds or Inflict Critical Wounds, shared effect pool.

Additional spell like abilities, Charisma modifier/day (minimum 10) True Resurrection (modified to be capable of raising undead, dead-of-old-age, and constructs as well, and once a month capable of bringing back people who do not want to be brought back or those that would otherwise require the forceful intervention of a deity to do so))
-Charisma bonus/day Regenerate (minimum 3)
-Charisma bonus/day Restoration (minimum 4)
-Charisma modifier/day Miracle (minimum 1, no XP cost ever even if mimicking things with XP costs, once a day is effectively an epic level or greater exercise of divine power as a piece of their deity)
-1/day Reality Revision (no XP cost ever even when mimicking things with an XP cost, once a week can ignore the limitations of Reality Revision without backfire unless the intent is poorly worded or not a numeric-style or specific mimicry as regular functions do)
-1/day Wish (which once a week can be specially altered to ignore the limitations of Wish without risk of backfire unless the wish is poorly worded and not a numeric-style or specific mimicry as the regular wish functions do, and alternatively mimic, develop, research, or use normal arcane or epic-level spells as a spell-like ability in place of the daily wish as a choice between wish or artificial big arcane spells, no XP cost ever even when mimicking things with XP costs).
For all these effects, CL character level or minimum spell CL, whichever is higher.

This ability is acquired by the direct conveyance of a god (or in some settings, concepts or other beings revered deifically with the power to grant divine magic spells) temporarily or permanently to selected followers, usually during emergency situations like a crazy plague, an attack on their divine plane or earthly citadel by certain forces or to mark a special agent such as their personally selected high priest(ess), or a special form of divine proxy, by granting them a microscopic fraction of their own raw divine energy and power in addition to normal spellcasting to give them crazy OP spell-like abilities without blowing them up.


Hug of Medical Improvement (high-power setting) (Su)

Prerequisite: can cast divine spells.

Beginning at acquisition, a user of this ability (however granted) with a Charisma score of 12 or higher can heal wounds (her own or those of others) by a touch. Each day she can heal by this method a total number of hit points of damage equal to her character level × her Charisma bonus. She may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using the hug touch is a standard action. Alternatively, they can use any or all of this healing power to deal damage to undead creatures. Using the hug touch in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The user decides how many of her daily allotment of points to use as damage after successfully touching an undead creature. This can also be converted to negative energy to restore undead or fight the living. This ability can be distinctly felt as if it were a hug, either a restoring one or a spiky painful one depending on how the energy is received.

1/day as a spell like ability choose any of the following: Heal, Remove Disease, Cure Blindness/Deafness, Remove Paralysis, Neutralize Poison, Regenerate, Restoration, Cure Critical Wounds, Inflict Critical Wounds.
1/month as a spell like ability, True Resurrection (modified to be capable of raising undead, dead-of-old-age, and constructs as well, and once a year capable of bringing back people who do not want to be brought back or those that would otherwise require the forceful intervention of a deity to do so)).

This is a considerably lesser version of the divine Hug of Medical Improvement, selectable as a feat by divine casters in high-power settings to emulate the Lay on Hands paladin feature, except capable of restoring even undead, and making reviving dead party members only costing time.


Lay on Hands for Non-Paladins (Su)

Prerequisite: can cast divine spells.

Beginning at acquisition, a user of this ability with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal by this method a total number of hit points of damage equal to her character level × her Charisma bonus. She may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands alternative is a standard action. Alternatively, they can use any or all of this healing power to deal damage to undead creatures. Using the lay on hands variant in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The user decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

This is a feat for divine casters in relatively normal settings to emulate the Lay on Hands paladin feature for non-paladins, such as clerics, oracles, favored souls, etc.
Edited by nedben, Feb 23 2017, 10:46 PM.
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Nedben Prime, Casually Mad

Eternal Cantrip (Sp)

As a spell like ability, gain a 0th-level spell from an accessible spell list as an at-will ability. If you are in a class that already has unlimited use of one or more 0th-level spells, you may use a 1st level spell at-will instead. This spell can be changed once daily, as if it were a prepared spell slot.

Immunity to XP Cost (Ex)

If an ability would penalize you in XP or permanently in levels, it does not do so.
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Abyssal Shih Tzu

Size/Type: Medium Outsider (Extraplanar, Fire, Evil, additional descriptors on alignment)
Hit Dice: 4d8+4
Initiative: +5
Speed: 40ft. (8 squares)
Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +4/+5
Attack: Bite +5 melee (1d8+1 plus 1d6 fire)
Full Attack: Bite +5 melee (1d8+1 plus 1d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, fiery bite
Special Qualities: Darkvision 60 ft., immunity to fire, scent, resistance to acid and cold 10, immunity to electricity and poison.
Saves: Fort +5, Ref +5, Will +4
Abilities: Str 13, Dex 13, Con 13, Int 10, Wis 10, Cha 10
Skills: Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7*
Feats: Improved Initiative, Run, TrackB
Environment: Usually a lawful evil-aligned plane
Organization: Solitary, pair, or pack (5-12)
Challenge Rating: Should not be a normal encounter.
Treasure: None. Worth more alive than dead.
Alignment: Normally any evil
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: Should not be a normal encounter.

A typical abyssal shih tzu stands 4½ feet high at the shoulder and weighs 120 pounds.

Abyssal shih tzus speak and understand Infernal and Common.

An abyssal shih tzu’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned or chaotic-aligned for the purpose of overcoming damage reduction.

Breath Weapon (Su)
10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 13 half. The save DC is Constitution-based.

Fiery Bite (Su)
An abyssal shih tzu deals an extra 1d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon.

Abyssal shih tzus have a +5 racial bonus on Hide and Move Silently checks.

*They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.

Spell-Like Abilities
At will—evil teleport (greater teleport variant: self plus 500 pounds of objects plus one rider only, can be interplanar if desired), fly, Cure Light Wounds, Inflict Light Wounds, detect magic, true seeing, create food and water, and a scry that can tell if someone is dead or alive remotely from name/other identification/piece of them alone.
3/day Restoration, Regeneration, or Heal
5/day Neutralize Posion, Remove Blindness/Deafness, Remove Paralysis, and Cure Disease in one spell-like ability
1/day Grand Reincarnation (as Reincarnation, but without level/CON loss, caster controls form creature is revived as, has no time limit, and can capture unwilling souls so long as the shih tzu has some other means of acquiring the soul itself, can bring back those dead of old age, constructs, outsiders, undead, and those killed by death effects.)
3/week Limited Wish.
Once a month, Wish, Miracle, True Resurrection, OR Reality Revision.
Once a year, an unlimited wish comparable to the power of a divinity (or epic-level magic), or a resurrection/object (re)creation supposedly impossible by normal means (i.e. dead of old age, requires deific intervention, specific undead/construct/outsider, annihilated etc.).


Abyssal shih tzus were created by a chaotic evil god of decadence and life to act as his emergency minions, as healers for the forces of evil (as part of an interfiend cooperative initiative or several, which is why non-chaotic ones exist), and bring him back should he be destroyed, without being powerful enough to challenge their purpose somehow and physically moderate enough to be felled quickly should they deviate from their purpose, but not enough to get killed randomly. While normally a more freely-evilly-aligned variant of a hellhound that simply happens to look like a giant black shih tzu, they are often found in exotic locales hidden throughout the planes in order to assure their creator god (or whoever they have chosen, been raised for, or have been sent to serve instead) will be brought back should survival not happen.

They are often sought out in these locales by evil adventurers for aid, usually to resurrect their fallen comrades or to grant them wishes. An abyssal shih tzu often grants these to ensure great acts in favor of its alignment, but on its own generally does not use its full weekly Wish/Miracle/RealityRevision or its yearly ultimate wish unless protected long-term by a sufficiently strong group of adventurers or worse (preferably one with similarly strong resurrective capabilities and effective casters) out of a legitimate fear mundane, outsider, or divine forces of balance or opposing alignments will kill it with extreme prejudice now that its most powerful spells are expended. Pairs tend to remain similarly austere, and full packs are usually found in the escort of a god who can do it itself already.
Edited by nedben, Feb 28 2017, 11:51 AM.
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Nedben Prime, Casually Mad

Nuwa's Ribbon (Major Artifact)

This always-dew-coated ribbon stained with clay in mystical patterns explaining its purpose contains the invested power of a goddess to create life, and it does so endlessly. It is occasionally gifted by the gods to favored rulers whose nations have been decimated or worse in order to repopulate and take revenge. The forces of evil will lust after this due to its ability to mass-produce souls.

All adult intelligent life created by Nuwa's Ribbon comes with appropriate education, proficiencies, skills, and knowledge for its class and level. None of the created life is bound in any way to the caster, though most or all of them are going to be grateful for being brought into existence...provided that they're at least cared for enough to get set up on their own.

Simply shaking the ribbon around considerably as a full-round action with intent of flicking some of its endless supply of clay and water will spawn 1d4 male 1st-level human commoners and 1d4 female 1st-level human commoners. Doing so in a form of simple but weird full-round-action dance (instructions of which can be found on the ribbon via Read Magic) allows for any one the following effects, user's choice (to do it again or to perform a different effect, another dance is required).

-Spawn 1d20 0th-level children of a chosen species/race (or several random races).
-Spawn a 1d20th level adventurer of a random race, class, and alignment.
-Spawn 1d20 bureaucrat-ish or non-combat-centric types of random race and alignment, each at level 1d20 (rolled per type).
-Spawn a totally random Outsider, DM's choice.
-Spawn 1d4 elementals of random element and type.
-Spawn 1d4 random Good-aligned outsiders.
-Spawn 1d100 random plants and animals, either of a single type or of a bunch of random kinds (user's choice), including livestock, monsters, and whatnot.
-Spawn 1d20 chosen plants or animals.
-Create Food and Water (caster level 100th)
-Purify Food and Water

If a figurine, model, or other item is put into the ribbon, roll a d4 for the following effects.
-4: The model is turned into what it actually represents, filling up the nearest safe location for it. Items that are things not representative of other things don't do anything.
-3: The item is turned into a person that has the functions of that item and vaguely reminds people of what it is in some unknowable way ('You remind me of a chair but I don't know why.')
-2: The item becomes Holy and can cast True Resurrection like a wand whose only activation criteria is saying 'I want to resurrect [unambiguous identifier]' while touching it, losing the holy descriptor (if it did not possess it before) and returning to normal when all 50 charges are expended.
-1: The item becomes some magical version of itself somehow, or if it's already magic is enhanced further.

Once daily, in the form of a ritual of prayers and vision that takes 8 hours (also described on the ribbon if you use Read Magic), 1 of the following effects can be performed.
-An epic-level spell combining the effects of Wish, Miracle, and Reality Revision to cast any spell, power, or -like ability in existence, or instantly develop a new one, no XP cost.
-Generate a city (with or without inhabitants)
-An epic-level teleport capable of bringing caster and everyone (and optionally everything) desired on the same plane to another plane, or another location on the present plane.
-Generate a demiplane the size of a small country, or expand a plane by that much.
-The ribbon itself turns into a new deity (portfolio DM-determined), who will promptly go off and do their own thing.
Edited by nedben, Mar 1 2017, 12:26 PM.
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Nedben Prime, Casually Mad

Villain Ideas By Alignment

Lawful Good
-Paladin extremists
-Gods prioritizing enforcement

Neutral Good
-Maze of complex issues and judgement calls that there is 'no right answer'
-The fact that sufficient amounts of pure undiluted Good begin hurting neutrals

Chaotic Good
-Complex legal scenarios will result from most options...doing it anyway!

Lawful Neutral
-A boredom apocalypse is going to destroy the world!
-Axiomatic enforcement of questionably just laws

True Neutral
-Incomprehensible beings I guess??

Chaotic Neutral
-Hey look, reality's stability. It died.
-PC-like behavior

Any Evil
-other people did this already it's a way huge amount


mo' scenario ideas

-A series of PC-behavior people get their hands on legendary artifacts and proceed to screw around
-PCs develop not one rival party, but several rival parties.
-Adventuring becomes tangled in legal regulations!
-A horde of outsiders establishes...a business.
-The elemental plane of salt begins acting incredibly salty, causing other entire elemental planes to get salty or argumentative as well.
-A metaphysical switch causes most Always Evil races to become Always Good...and vice versa. Plane realignment ho!
-Seeing beyond the veil has caused eldritch powers to start writing fanfiction. This is generally horrific.
-Villains get a list of Nedben-brand ideas and begin to actually bring parts of them into fruition.


Rival (Ex)

You've become the narrative rival of a recurring person in your life. Whenever they are above you in level, you automatically gain the XP to level accordingly. Great for XP exploits if you're willing to be a notch behind for a while.
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Nedben Prime, Casually Mad


Size/Type:Tiny Outsider (Evil, Good, Extraplanar, Lawful)
Hit Dice:3d8 (13 hp)
Speed:20 ft. (4 squares), fly 50 ft. (perfect)
Armor Class:20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17
Base Attack/Grapple:+3/–5
Attack:Sting +8 melee (1d4 plus poison)
Full Attack:Sting +8 melee (1d4 plus poison)
Space/Reach:2-1/2 ft./0 ft.
Special Attacks:Poison, spell-like abilities
Special Qualities:Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5
Saves:Fort +3, Ref +6, Will +4
Abilities:Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14
Skills:Diplomacy +8, Hide +17, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks)
Feats:Dodge, Weapon Finesse
Environment: Churches of Lawful Good deities, outposts on evil planes
Challenge Rating:2
Alignment: Always Lawful Good
Advancement:4–6 HD (Tiny)
Level Adjustment:— (Improved Familiar)
In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds.


Imps are craven, but not so timid as to pass up an opportunity for a surprise attack using their invisibility and alternate form ability. In its natural form, an imp attacks with the wicked stinger on its tail. It quickly flies out of reach if a foe manages to strike back effectively.

An imp’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.

Spell-Like Abilities: At will—detect good, detect evil, detect magic, cure light wounds, invisibility (self only); 1/day—suggestion (DC 15). Caster level 6th. The save DC is Charisma-based.

Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).

Alternate Form (Su): An imp can assume another form at will as a standard action. Each imp can assume one or two forms from the following list: Small or Medium monstrous spider, raven, rat, and boar.
Church imps are imps which have been, by abuse of atonement spells or natural strangeness, have ended up on the side of Good rather than Evil. While retaining their traits as imps, they additionally count as Good outsiders and can Detect Evil and Cure Light Wounds. They are usually called to assist in wide-scale healing endeavors due to their healing touch, but are otherwise mostly just assistants to powerful clerics or defenders of outposts of Good in very Evil places. Most church imps in high-activity zones begin to undergo clerical training and gain cleric levels for the spellcasting.
Edited by nedben, Mar 1 2017, 01:21 PM.
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