Let’s build better!
Adaptive Upgrade
You’ve just kept on being better!
Prerequisites: Adaptive Upgrade, Engineering 20 ranks.
Benefit: You may use your adaptive upgrade feat with the item limit being your level.
Thoughts?
Let’s build better!
You’ve just kept on being better!
Prerequisites: Adaptive Upgrade, Engineering 20 ranks.
Benefit: You may use your adaptive upgrade feat with the item limit being your level.
Thoughts?
It’s enough to keep the dead out!
A simple salt made from condensed starlight prevent the passage of the undead into or out of an area. As an action you can scatter the salt around yourself or around a single creature of large size or smaller or across a threshold of large or smaller size. The salt prevents the passage of material or insubstantial undead creatures unless it makes a Will save. The DC of the check is equal to 10 + half the item’s level. An undead can not themselves disturb the salt, nor can any summoned creatures, but any other creature can disturb the salt. The salt last for one hour or until it is disturbed.
Level 1; Price 50
Hands 1; Bulk L
Level 3; Price 230
Hands 1; Bulk L
Level 6; Price 615
Hands 1; Bulk L
Level 10; Price 2,600
Hands 1; Bulk L
Level 14; Price 9,800
Hands 1; Bulk L
Time to keep the witches at bay!
This simple salt may not look like much, but it is a very is a very useful tool to keep magic at bay. As an action, a character can scatter the salt around themselves or a creature up to large size. The salt lasts for up to 1 hour or until the circle is disturbed as an action. If any spell or ability used by a witchwarper, mystic, or fiend that targets or includes a creature inside the salt, the caster must make a caster check or the spell fails. The DC of the check is equal to 10 + the grenade’s item level. A witchwarper, mystic, or fiend can not themselves disturb the salt, nor can any summoned creatures, but any other creature can disturb the salt.
Level 1; Price 50
Hands 1; Bulk L
Level 3; Price 230
Hands 1; Bulk L
Level 6; Price 615
Hands 1; Bulk L
Level 10; Price 2,600
Hands 1; Bulk L
Level 14; Price 9,800
Hands 1; Bulk L
YOU SHALL NOT PASS!
Classes Mystic 6, Witchwarper 6
School enchantment
Casting Time 1 standard action
Range Touch
Area one 60-ft. cube/level (S) up to the walls of the building
Effect An invisible wall of force protects one domicile
Duration 24 hours
Saving Throw none; Spell Resistance no
An immobile, invisible wall of force protects one building. the building must have clearly delineated walls and doors. At the time of casting the caster can specify either those admitted specifically, those specifically excluded, or creature types specifically excluded from the building. Those creatures can not harm the walls of the building directly or indirectly nor enter the via teleportation or planar travel. Damage from those creatures does not register. However, anyone inside the building can invite any creature in. If a creature that was excluded from the spell is welcomed in knowingly, then the spell immediately ends.
Thoughts?
what a clever little witch!
Alchemical Consumable
Usage sprinkled on ground; Bulk L
Activate [one-action] Interact
Witch salts may be a simple salt, but it protects you from the occult. As an action, you can spread the salt around yourself or one large creature in a circle. Any witch or spell on the occult spell list cast at the target in the circle is automictically cancelled unless the caster succeeds at a counteract check. Witches or any creature casting occult spells cannot itself remove the salt nor can they enter the salt. The salt lasts until it is removed or the creature voluntarily leaves the circle.
Price 3 gp
Bulk L
The DC for counteract check is 15.
Price 35 gp
Bulk L
The DC for counteract check is 20.
Price 160 gp
Bulk L
The DC for counteract check is 26.
Price 675 gp
Bulk L
The DC for counteract check is 33.
I want to swing an ulna!
Break a Leg | ||||
Type: action | Range: N/A | Duration: 1 day or until you put the weapon back as an action | Save: none | |
General | You break off a bone and can use it as a weapon | |||
Manifestation | roll 1d4: (1) You snap off a limb (2) You full off a rib to use as a dagger (3) grab your tibbia to use as a club (4) You pull off your jaw to use as a scythe. | |||
1 | Failure, ability may not be used againt that day and you fall down requiring your next action to stand up | |||
2-11 | Lost. Failure | |||
12-13 | You break off a bone that you can use as a 1d4 weapon for 1 day. You can put the bone back and roll again as an action. | |||
14-17 | You break off a bone that you can use as a 1d6 weapon for 1 day. You can put the bone back and roll again as an action. | |||
18-19 | You break off a bone that you can use as a 1d8 weapon for 1 day. You can put the bone back and roll again as an action. | |||
20-23 | You break off a bone that you can use as a 1d10 weapon for 1 day. You can put the bone back and roll again as an action. | |||
24-27 | You break off a bone that you can use as a 1d12 weapon for 1 day. You can put the bone back and roll again as an action. | |||
28-29 | You break off a bone that you can use as a 3d4 weapon for 1 day. You can put the bone back and roll again as an action. | |||
30-31 | You break off a bone that you can use as a 3d6 weapon for 1 day. You can put the bone back and roll again as an action. | |||
32+ | You break off a bone that you can use as a 3d8 weapon for 1 day. You can put the bone back and roll again as an action. |
It’s hard to find the dead!
Hard to find the dead when they don’t have pulse or breath!
Prerequisites: Undead
Benefit: You gain a +2 circumstance bonus to Stealth Checks and you can move 1/4 your movement, rounded down, minimum 5 feet, as a move action and you do not register for blindsense (vibration) detection.
Thoughts?
More ideas for my undead skeleton class!
Quite of the Grave | ||||
Type: action | Range: N/A | Duration: 1 minute | Save: none | |
General | You utalize your dead stealth to sneak and harm others. | |||
Manifestation | roll 1d4: (1) You become a puff of air (2) You become near translusent as the color fades from your bones (3) You simply stop all those pesky movements your body was trained to do while you wre alive and just nearly become an object (4) You freeze and move so slowly ts hard to detect you. | |||
1 | Failure, ability may not be used againt that day and anyone attempting to detect you gains a +1d bonus | |||
2-11 | Lost. Failure | |||
12-13 | You gain a +1 bonus to sneak silently and +1 bonus to any demamage dealt to targets you are hidden to | |||
14-17 | You gain a +2 bonus to sneak silently and +2 bonus to any demamage dealt to targets you are hidden to | |||
18-19 | You gain a +3 bonus to sneak silently and +3 bonus to any demamage dealt to targets you are hidden to | |||
20-23 | You gain a +5 bonus to sneak silently and +5 bonus to any demamage dealt to targets you are hidden to | |||
24-27 | You gain a +6 bonus to sneak silently and +6 bonus to any demamage dealt to targets you are hidden to | |||
28-29 | You gain a +9 bonus to sneak silently and +9 bonus to any demamage dealt to targets you are hidden to | |||
30-31 | You gain a +10 bonus to sneak silently and +10 bonus to any demamage dealt to targets you are hidden to | |||
32+ | You gain a +12 bonus to sneak silently and +12 bonus to any demamage dealt to targets you are hidden to |
I want some undead stealth!
Prerequisites undead creature
It is hard to detect the undead since you can’t even hear them breath and they don’t even have a pulse. You gain a +1 circumstance bonus to Stealth checks. In addition, if you do not move faster than 1/4 your speed, you can not be detected by tremorsense.
Thoughts?
Dust | ||||
Type: action | Range: N/A | Duration: instantaneous | Save: none | |
General | You crumple to dust and blow into a gap | |||
Manifestation | roll 1d4: (1) A wind blows and you blow away with it (2) You collapse into a pile of ash and blow along the ground. (3) you grab onto something and you flow as a dust into it (4)You simply fall apart at a molecular level and flow into a hole | |||
1 | Failure, ability may not be used againt that day and it takes two actions to pull yourself together | |||
2-11 | Lost. Failure | |||
12-13 | You blow away and can crawl through anything the size of a dog door | |||
14-17 | You blow away and can crawl through anything the size of a cat door | |||
18-19 | You blow away and can crawl through anything the size of a mouse hole | |||
20-23 | You blow away and can crawl through anything the size of a door jam | |||
24-27 | You blow away and can crawl through anything the size of a key hole | |||
28-29 | You blow away and can crawl through anything the size of credit card/keycard | |||
30-31 | You blow away and can crawl through anything the size of paper’s thickness | |||
32+ | You can crawl into any sized space even if only a few molecules can fit in |