Snowsilk Cloak

I clearly need to get the idea of Frozen out of my system, so here goes.

Snowsilk Cloak
Aura: Moderate Transmutation; CL: 7th
Slot: Back; Price: 15,000 gp; Weight:

This silk cloak always has a blue hue and feels slightly cool to the touch. As the temperature nears 40°F, the threads in the cloak start stretching themselves into the patterns of snowflakes. At all times, the wearer of the cloak has Cold Resistance 5. While the temperature is at or below 40°F, as a standard action, you can cover a surface in a layer of ice, but otherwise acting as the Grease spell. Also, 3/day, you can create an item out of no more than 5 cu. ft. of pure ice that lasts for 5 minutes, although it has the fragile quality, and has 0 hardness instead of it’s normal hardness.

Construction Requirements:
Cost: 7,500 gp; Feats: Craft Wondrous Item; Spells: Grease, Minor Creation; Special: The crafter must be trained in Survival or the crafting must be done in an environment below 40°F

Power Fury Wilder

Before I start, this is important. What I have here is very likely going to be unbalanced. The intent is to extend the idea of the Frenzied Berzerker to a spell caster. This does mean extremely hard to control manifesting, random events that can flip the caster into a spell fury, and the risk of blowing up your teammates. I am not responsible if your game gets ruined by using this Wilder.

Power Fury (Wilder Surge)
Wild Surge and Enervation: Every flinch in your emotions can set off an uncontrolled outflow of power. Since the Wilder must let loose her emotions momentarily to Wild Surge, an enervation, instead of immediately draining the Wilder, it instead brings her into a state of Power Fury (as listed in the Surge Bond).

Surge Bond: When you enter a state of Power Fury, you gain a +2 morale bonus to Charisma, although this does not give you any bonus Power Points. Immediately after you enter Power Fury, and at the start of every turn after you enter Power Fury, as a swift action, you manifest the last power that you used, as long as it is on your Wilder known power list. If it is not on the Wilder known power list, you must spend the standard action attempting to leave Power Fury. However, the power in question must be manifested using a number of power points equal to your level, the DM is allowed to decide how the power is augmented, and the power is targeted on the closest creature to you (a Familiar, Psicrystal, or an Animal Companion within 5ft of you is considered part of you for this). If the power is not targetable, the power is centered on that creature instead. If that is not possible, then the power must be manifested in a way that it has that creature in the area of effect. You must spend the power points required for this power from your own pool, even if you are part of a Metaconcert or have another source of Power Points, and this power cannot be manifested with Metapsionic feats. While in Power Fury, you cannot gain the benefits of your Wild Surge.

As a standard action, you may attempt a Fortitude Save (DC 10 + 1/2 manifester level) to end the Power Surge. If you fail this saving throw, the next power manifested as a swift action has +4 to it’s Power Penetration checks and save DCs. If you run out of power points, or are knocked out, you immediately leave Power Fury, and are exhausted until you have had 8 hours rest. If you are forced out of Spell Fury while you are exhausted, you instead reduce your maximum power points by 1/2 your manifester level until you’ve had a full day of rest.

Improved Surge Bond: At 5th level, and every 4 levels after that, Power Fury’s morale bonus to Charisma increases by 2. Also, at 5th level, whenever you enter Power Fury, you gain temporary power points equal to your manifester level + your Charisma modifier.

Magic Seal Cell

I feel like I need to take a shot at creating items today. This, admittedly, is more of a society item than a adventurer item, but an adventurer having access to this can help them out.

Magic Seal Cell
Aura: Moderate Abjuration
Caster Level: 9th
Slot: None
Weight: 100 lbs
Market Price: 25000gp

Usually fashioned as a large metal cage, or sometimes as a stone room, the Magic Seal Cell inhibits the use of weaker magic. Spells cast within the cage or room that are 3rd level or below, or powers manifested with 6 power points or less automatically fail within this room. A caster using a 4th level spell, or a manifester using a power with 7 or 8 power points must make a Caster Level Check (DC 20) to successfully use the spell. Any spell or power stronger than that casts without any problems. The cage can be fashioned in several ways, but must have a door, and the standard creation has a Good lock (Disable Device DC 30 to open).

Construction Requirements
Cost: 12,500 gp; Feats: Craft Wondrous Item; Spells: Dispel Magic or Lesser Globe of Invulnerability

Truespeaker: Wizard Archetype

You’re free to call this an attempt at a Hybrid Wizard/Ranger, although this doesn’t borrow as much of Ranger as one would like. This was originally conceptualized before ACG, actually coming to mind shortly after the Words of Power variant, seeing about something that hopefully felt like a Truenamer without having to untangle the horrible mess of the actual truenamer. He does get some powerful class features, but in return, he’s saddled with a spellcasting system that doesn’t have the most powerful spells, and he’s short 1-2 spell slots of every level by being a Generalist.

Truespeaker (Wizard Archetype)

The truenamer strives to know the names of the bits of creation that make up a creature, if they can’t already hunt down the story of a creature in Truespeech, the language that precisely describes the world.

Truespeakers must be Generalist Wizards with the Words of Power variant. While a Truespeaker can take other Wizard Archetypes that can restrict schools and replace Wizard feats, it cannot replace any other class features, nor can it grant specialist spell slots.

Utterance of the Future (Sp): As a standard action, you can attempt to nudge the future of a creature within 30 feet of you. If that creature fails a Will Save (Dc 10 + 1/2 Wizard level + Wisdom Modifier), that creature takes a -2 to all actions for 1 round. This is considered a [curse] effect, and is negated by a creature under Haste, or a creature whose truename cannot be changed. You may use this ability 3 + Intelligence Modifier times per day.

Truenames: You know the precise names of a number of creatures or places equal to 1 + your Wisdom bonus (if any). When you cast at least a 1st level spell on any creature you know the Truename of, you gain the bonus of the highest Utterance of Life. If it is instead used to target a location or used within a location that you have the truename of, you may instead use the highest bonus of Utterance of Hearth. A truename loses it’s usefulness after 1 month of not at least casually observing the creature or location, as a truename also tells the story of the target.

You may prepare any number of wordspells with another word of the highest effect word allowed for how you use the slot (for example, if your 3rd level slot has 2 words, you can only add an extra 0th level word). You must choose which word is the bonus word when you prepare the spell. When you cast this spell on a creature that you know the truename of, or targeting or within an area you know the truename of, the bonus word takes effect. Otherwise, the spell casts without the bonus word. This replaces Arcane Bond.

Utterance of Life (Ex): At first level, choose 1 creature that is on the Ranger’s Favored Enemy list. Due to your extra familarity with the short names of these creatures, whenever you cast a wordspell against that creature type from your Truespeaker slots, gain a +1 bonus to the DC, a +2 bonus to the spell penetration check, and a +2 bonus to the attack rolls. At 5th level, and every 5 levels after that, you both choose another creature type, gaining those bonuses against that creature, and you may choose 1 creature type that you’ve already chosen (including this one) and increase the DC bonus by 1, and the attack roll and spell penetration check by 2.

Utterance of the Hearth (Ex): At 3rd level, choose 1 terrain from the Ranger’s Favored Terrain list. Due to your understanding of the names of the objects in the location, you gain a +1 caster level, and the area of effect radius increases by 5ft (double for lines) to spells that are cast within or target the location of the Favored Terrain. You also gain a +2 to Concentration checks when casting a wordspell within that terrain. At 8th level and every 5 levels afterward, you both gain this bonus to a newly chosen terrain, and increase 1 terrain’s bonuses (including the newly chosen one) by +1 caster level, +5ft area of effect radius, and +2 to Concentration checks.

Utterance of Unnaming (Su): At 20th level, you gain the fearsome ability to unname the free will, if not the creature itself. You can cast a wordspell that ignores immunity to mind-affecting spells and immunity to death effects by attempting to hijack their truename. However, if you don’t know their truename, they gain a +10 bonus against the spell, and cannot fail the saving throw by rolling a natural 1.

DM help: Meshing Skills and Feats

So, you’re playing your lovely game, and your character asks to do something odd, let’s say round a corner while charging. You assign a tough Acrobatics check, require that there’s specific scenery to do it, and go about your game. A couple of sessions later, your players level up, and another player asks you about a feat that will let you round corners in a charge. Now what do you do?

The fallacy that comes up really often is that something has to be on your character sheet to be able to do it. Following this path, you say that your first player can no longer attempt to round a corner on a charge without the feat. At first, it sounds like a reasonable answer. It’s a fast solution to a sticky problem, and it ensures that the second player didn’t waste a feat. The first player is annoyed that this happened, and plays around it…until it happens again. Face it, there’s a ton of feats that seem like they’re balanced, and they duplicate things that characters might try with skill checks.

How about we try to think about it in a different way, though? Our guy who took that feat? Not only can he do it whenever, keeping his speed as he rounds corners is something that he’s saying that he’s really good at. What this tells me is that someone with this feat should not only succeed on what it says on the boilerplate, it should be easier for that person to do other related things. This lets both our generalist, the one who is brute forcing it with high acrobatics, and our specialist, the one with the feat have fun. Done right, both have a chance when they absolutely need to go full speed down the spiral staircase.

At the end of the day, let a feat like that have that person’s attempts say “Yes, and”, instead of telling the person without the feat “No you can’t.”

Healer Specialist ACFs

Just a simple addition for today. Placing a couple of what would be Alternate Class Features as mini-archetypes, both focused on healing in each class’s unique way.

Devoted Healer (Cleric Archetype)
To take Devoted Healer, you must channel positive energy, and cannot have any variant channel energy effects.

Pure Life Channel: You lose the ability to damage creatures with your channel energy. As part of this, you cannot take feats that allow you to damage creatures with your channel. In return, your channel energy heals 1d8 + 1d8 per 2 cleric levels past 1st to all creatures within the burst. You can also focus your channel energy on 1 creature within 30 feet to increase the die to 1d12.

If you have the Healing Domain, the base channel energy die increase to 1d10, and the focused channel energy die increase to 2d8.

This modifies Channel Energy. This cannot be taken with other Archetypes that modify or remove Channel Energy.

Warrior’s Blessing (Paladin Archetype)

Inspired Touch: When you use Lay on Hands on a creature besides yourself, that creature also gains 2 temporary hit points for every die rolled when you heal with Lay on Hands. These temporary hit points last for 1 minute, and while the creature has any temporary hit points, he gains an extra attack on a full-round attack and is immune to Slow. This is a Haste effect, and does not stack with other Haste effects. This cannot be dispelled by Slow, although it automatically dispels Slow.

The Paladin uses Lay on Hands on himself as a Standard Action instead of a Swift Action. The Paladin also cannot use this Lay on Hands to reproduce Channel Energy.

This modifies Lay on Hands, and cannot be taken with an archetype that removes Lay on Hands.

The first big project

For the most part, so far, I’ve been trying to keep the projects small, both for me and for the fact that it’s easier to add 1 or 2 feats to a game than it is to add a whole massive subsystem. The ideas that have needed a home are as follows:

A Kobold Christmas: A 1-2 session Christmas themed adventure where a low-level party tries to save Christmas from the thieving Kobolds.

Metamind: A mythic path that makes a redux on the Metamind prestige class, which culminated in a limited ability to manifest infinitely. By poking at the fluff of Psionics, this should act as a scary upgrade to a mentalist as well as the opportunistic manifester that wants to keep going forever.

Clockwork Collective: A series of monsters inspired by the Clockwork Horrors of MM2, but adapted to Pathfinder and rebalanced. No more CR 9 monstrosities casting 9th level spells at-will, and ideally also highlighting Pathfinder’s Teamwork Feats and Dreamscarred Press’s psionics that utilize the collective.

When I say I’m going to take on one of these, I don’t want to kill the rest of the blog, and I’m still going to have small bits about every 2-3 days. I just want something that I know people will enjoy. Feel free to comment with what you’d like to see.