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WarKitty
2010-06-03, 02:28 PM
I'm building a prestige class for a cleric of the god of unusual happenings. What I would like to do is provide an ability that is effectively "Roll a d20 on this table and see what happens." It needs to be good enough overall to be worth using, but some negative/useless things are allowed.

Eldan
2010-06-03, 02:30 PM
Inspired by the Dresden files: random object falls from the sky, hits the bad guy.

LOTRfan
2010-06-03, 02:39 PM
A portal to Limbo (or whatever plane of chaos/uncertainty you are using) opens, and 1d6 rabid* anarchic** Dire Bears arrive and attack the nearest living thing.

* http://www.enworld.org/cc/fiend_factory/disease.php
** template from Manual of the Planes

DracoDei
2010-06-03, 02:46 PM
Click the "Falling Anvil" link in my signature. I strongly suspect that will give you enough ideas to turn it into a percentile chart, if only because you will want a 5 point range for something good happening to a PC or bad to an enemy, and 1 point ranges for the reverse. Even if you don't like the flavor overall, there might be a few that work. Feel free to copy paste for the effects, as along as you also give me a report on how it goes.

LOTRfan
2010-06-03, 03:19 PM
A Solar Deva plus 1d6 Astral Devas, and a Pit Fiend plus 1d12 Lemures arrive and engage in mortal combat. They lay waste to anyone in their way (no matter what alignment)

EDIT: A horde of 1d10 flying monkeys (advanced 3 HD monkeys with the winged template) arrive and fight for the players if they give them an offering of food.

EDIT 2: A company of 1d20 1st level hobbit halfling commoners arrive. All enemies direct their attacks at the nearest one.

Kaje
2010-06-03, 04:16 PM
A little white lamb runs in and headbutts an enemy for 1 damage.

boomwolf
2010-06-03, 04:28 PM
Rocks fall, everybody dies?


Or, alternatively, you can have these things: (some are very powerful, use with cation)


-A bolt of lightning strikes nearest foe for 2d10 damage.
-A pit opens below an opponent, dropping him down a 50 ft. shaft, might take some fall damage, but either way he will have trouble getting out.
-An owl flies by and hits a random tree.
-an opponent suddenly becomes sick. (roll random disease)
-You spontaneously combust, taking 1d4 fire damage each round until you put it out.
-An opponent receives a sudden heart attack. (fort save or die, even if he makes it he is nauseated for 1d4+2 rounds.)
-You trip yourself.
-You heal 1d4 HP.
-Absolutely nothing

WarKitty
2010-06-03, 04:31 PM
Click the "Falling Anvil" link in my signature. I strongly suspect that will give you enough ideas to turn it into a percentile chart, if only because you will want a 5 point range for something good happening to a PC or bad to an enemy, and 1 point ranges for the reverse. Even if you don't like the flavor overall, there might be a few that work. Feel free to copy paste for the effects, as along as you also give me a report on how it goes.

I am so stealing that. Will let you know how it goes.

Eloi
2010-06-03, 05:23 PM
I'm building a prestige class for a cleric of the god of unusual happenings. What I would like to do is provide an ability that is effectively "Roll a d20 on this table and see what happens." It needs to be good enough overall to be worth using, but some negative/useless things are allowed.

I came up with some mechanics that involves more dice rolling, but is a lot more random.

Appeal to the Random Events God (Once per day)

Roll a d4. If 1-2, proceed to Not-Good Effects. If 3-4 proceed to Good Effects.

Not-Good Effects (roll a d3)
1- You encounter a hostile animal encounter equal to your character level.
Roll 3d20 and add the total, then have an encounter with the monster assigned to the total.
1)Ape
2)Baboon
3)Badger
4)Bat
5)Bear, Black
6)Bear, Brown
7)Bear, Polar
8)Bison
9)Boar
10)Camel
11)Cat
12)Cheetah
13)Crocodile
14)Crocodile, Giant
15)Dog
16)Dog, Riding
17)Donkey
18)Eagle
19)Elephant
20)Hawk
21)Horse
22)Horse, Heavy
23)Horse, Light
24)Warhorse, Heavy
25)Warhorse, Light
26)Hyena
27)Leopard
28)Lion
29)Lizard
30)Lizard, Monitor
31)Manta Ray
32)Monkey
33)Mule
34)Octopus
35)Octopus, Giant
36)Owl
37)Pony
38)Pony, War
39)Porpoise
40)Rat
41)Raven
42)Rhinoceros
43)Shark
44)Snake
45)Constrictor Snake
46)Viper Snake
47)Squid
48)Squid, Giant
49)Tiger
50)Toad
51)Weasel
52)Whale
53)Wolf
54)Wolverine
55-60) Nothing appears

2- You contract a disease suddenly. Roll a d10 to determine which.
1) Blinding Sickness
2) Cackle Fever
3) Demon Fever
4) Devil Chills
5) Filth Fever
6) Mindfire
7) Mummy Rot
8) Red ache
9) Shakes
10) Slimy Doom

3- Nothing happens.

Good Effects (roll a d3)
1- Cast a spell once without any penalty.

Roll a d10 to determine what level of spell you cast:
1) 0 level spells, role a d12 to determine which one.
1]Create Water: Creates 2 gallons/level of pure water.
2]Cure Minor Wounds: Cures 1 point of damage.
3]Detect Magic: Detects spells and magic items within 60 ft.
4]Detect Poison: Detects poison in one creature or object.
5]Guidance: +1 on one attack roll, saving throw, or skill check.
6]Inflict Minor Wounds: Touch attack, 1 point of damage.
7]Light: Object shines like a torch.
8]Mending: Makes minor repairs on an object.
9]Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
10]Read Magic: Read scrolls and spellbooks.
11]Resistance: Subject gains +1 on saving throws.
12]Virtue: Subject gains 1 temporary hp.

2) 1st level spells. Roll a 1d20 and a 1d10, add the totals, and find the spell that matches that total.
1]Bane: Enemies take -1 on attack rolls and saves against fear.
2]Bless: Allies gain +1 on attack rolls and saves against fear.
3]Bless Water M: Makes holy water.
4]Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
5]Command: One subject obeys selected command for 1 round.
6]Comprehend Languages: You understand all spoken and written languages.
7]Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
8]Curse Water M: Makes unholy water.
9]Deathwatch: Reveals how near death subjects within 30 ft. are.
10]Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
11]Detect Undead: Reveals undead within 60 ft.
12]Divine Favor: You gain +1 per three levels on attack and damage rolls.
13]Doom: One subject takes -2 on attack rolls, saves, and checks.
14]Endure Elements: Exist comfortably in hot or cold environments.
15]Entropic Shield: Ranged attacks against you have 20% miss chance.
16]Hide from Undead: Undead can’t perceive one subject/level.
17]Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
18]Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
19]Magic Weapon: Weapon gains +1 bonus.
20]Obscuring Mist: Fog surrounds you.
21]Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
22]Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
23]Sanctuary: Opponents can’t attack you, and you can’t attack.
24]Shield of Faith: Aura grants +2 or higher deflection bonus.
25]Summon Monster I: Calls extraplanar creature to fight for you.
25-30] Nothing happens

3) 2nd level spells. Roll a 2d20, add the totals, and find the spell that matches that total.

1]Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
2]Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
3]Augury M F: Learns whether an action will be good or bad.
4]Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
5]Bull’s Strength: Subject gains +4 to Str for 1 min./level.
6]Calm Emotions: Calms creatures, negating emotion effects.
7]Consecrate M: Fills area with positive energy, making undead weaker.
8]Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
9]Darkness: 20-ft. radius of supernatural shadow.
10]Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
11]Delay Poison: Stops poison from harming subject for 1 hour/level.
12]Desecrate M: Fills area with negative energy, making undead stronger.
13]Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
14]Enthrall: Captivates all within 100 ft. + 10 ft./level.
15]Find Traps: Notice traps as a rogue does.
16]Gentle Repose: Preserves one corpse.
17]Hold Person: Paralyzes one humanoid for 1 round/level.
18]Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
19]Make Whole: Repairs an object.
20]Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
21]Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
22]Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
23]Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
24]Shatter: Sonic vibration damages objects or crystalline creatures.
25]Shield Other F: You take half of subject’s damage.
26]Silence: Negates sound in 20-ft. radius.
27]Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
28]Spiritual Weapon: Magic weapon attacks on its own.
29Status: Monitors condition, position of allies.
30]Summon Monster II: Calls extraplanar creature to fight for you.
31]Undetectable Alignment: Conceals alignment for 24 hours.
32]Zone of Truth: Subjects within range cannot lie.
33-40] Nothing happens.

4) 3rd level spells. Roll a 2d20, add the totals, and find the spell that matches that total.

1]Animate Dead M: Creates undead skeletons and zombies.
2]Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
3]Blindness/Deafness: Makes subject blinded or deafened.
4]Contagion: Infects subject with chosen disease.
5]Continual Flame M: Makes a permanent, heatless torch.
6]Create Food and Water: Feeds three humans (or one horse)/level.
7]Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
8]Daylight: 60-ft. radius of bright light.
9]Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
10]Dispel Magic: Cancels spells and magical effects.
11]Glyph of Warding M: Inscription harms those who pass it.
12]Helping Hand: Ghostly hand leads subject to you.
13]Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
14]Invisibility Purge: Dispels invisibility within 5 ft./level.
15]Locate Object: Senses direction toward object (specific or type).
16]Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
17]Magic Vestment: Armor or shield gains +1 enhancement per four levels.
18]Meld into Stone: You and your gear merge with stone.
19]Obscure Object: Masks object against scrying.
20]Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
21]Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
22]Remove Blindness/Deafness: Cures normal or magical conditions.
23]Remove Curse: Frees object or person from curse.
24]Remove Disease: Cures all diseases affecting subject.
25]Searing Light: Ray deals 1d8/two levels damage, more against undead.
26]Speak with Dead: Corpse answers one question/two levels.
27]Stone Shape: Sculpts stone into any shape.
28]Summon Monster III: Calls extraplanar creature to fight for you.
29]Water Breathing: Subjects can breathe underwater.
30]Water Walk: Subject treads on water as if solid.
31]Wind Wall: Deflects arrows, smaller creatures, and gases.
32-40] Nothing happens.

5) 4th level spells. Roll a 1d20 and a 1d10, add the totals, and find the spell that matches that total.
1]Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
2]Control Water: Raises or lowers bodies of water.
3]Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
4]Death Ward: Grants immunity to death spells and negative energy effects.
5]Dimensional Anchor: Bars extradimensional movement.
6]Discern Lies: Reveals deliberate falsehoods.
7]Dismissal: Forces a creature to return to native plane.
8]Divination M: Provides useful advice for specific proposed actions.
9]Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
10]Freedom of Movement: Subject moves normally despite impediments.
11]Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
12]Imbue with Spell Ability: Transfer spells to subject.
13]Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
14]Magic Weapon, Greater: +1 bonus/four levels (max +5).
15]Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
16]Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature.
17]Poison: Touch deals 1d10 Con damage, repeats in 1 min.
18]Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
19]Restoration M: Restores level and ability score drains.
20]Sending: Delivers short message anywhere, instantly.
21]Spell Immunity: Subject is immune to one spell per four levels.
22]Summon Monster IV: Calls extraplanar creature to fight for you.
23]Tongues: Speak any language.
24-30] Nothing happens.

6) 5th level spells. Roll a 1d20 and a 1d10, add the totals, and find the spell that matches that total.
1]Atonement F X: Removes burden of misdeeds from subject.
2]Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
3]Command, Greater: As command, but affects one subject/level.
4]Commune X: Deity answers one yes-or-no question/level.
5]Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
6]Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
7]Disrupting Weapon: Melee weapon destroys undead.
8]Flame Strike: Smite foes with divine fire (1d6/level damage).
9]Hallow M: Designates location as holy.
10]Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
11]Insect Plague: Locust swarms attack creatures.
12]Mark of Justice: Designates action that will trigger curse on subject.
13]Plane Shift F: As many as eight subjects travel to another plane.
14]Raise Dead M: Restores life to subject who died as long as one day/level ago.
15]Righteous Might: Your size increases, and you gain combat bonuses.
16]Scrying F: Spies on subject from a distance.
17]Slay Living: Touch attack kills subject.
18]Spell Resistance: Subject gains SR 12 + level.
19]Summon Monster V: Calls extraplanar creature to fight for you.
20]Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
21]Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
22]True Seeing M: Lets you see all things as they really are.
23]Unhallow M: Designates location as unholy.
24]Wall of Stone: Creates a stone wall that can be shaped.
25-30] Nothing Happens.

7) 6th level spells. Roll a 1d20 and a 1d10, add the totals, and find the spell that matches that total.
1]Animate Objects: Objects attack your foes.
2]Antilife Shell: 10-ft. field hedges out living creatures.
3]Banishment: Banishes 2 HD/level of extraplanar creatures.
4]Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
5]Blade Barrier: Wall of blades deals 1d6/level damage.
6]Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
7]Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
8]Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
9]Dispel Magic, Greater: As dispel magic, but up to +20 on check.
10]Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
11]Find the Path: Shows most direct way to a location.
12]Forbiddance M: Blocks planar travel, damages creatures of different alignment.
13]Geas/Quest: As lesser geas, plus it affects any creature.
14]Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
15]Harm: Deals 10 points/level damage to target.
16]Heal: Cures 10 points/level of damage, all diseases and mental conditions.
17]Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
18]Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
19]Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
20]Planar Ally X: As lesser planar ally, but up to 12 HD.
21]Summon Monster VI: Calls extraplanar creature to fight for you.
22]Symbol of Fear M: Triggered rune panics nearby creatures.
23]Symbol of Persuasion M: Triggered rune charms nearby creatures.
24]Undeath to Death M: Destroys 1d4 HD/level undead (max 20d4).
25]Wind Walk: You and your allies turn vaporous and travel fast.
[26]Word of Recall: Teleports you back to designated place.
[27-30] Nothing happens.

8) 7th level spells. Roll a 1d20 and find the spell that matches that total.
1]Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
2]Control Weather: Changes weather in local area.
3]Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
4]Destruction F: Kills subject and destroys remains.
5]Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
6]Ethereal Jaunt: You become ethereal for 1 round/level.
7]Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
8]Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
9]Refuge M: Alters item to transport its possessor to you.
10]Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
11]Repulsion: Creatures can’t approach you.
12]Restoration, Greater X: As restoration, plus restores all levels and ability scores.
13]Resurrection M: Fully restore dead subject.
14]Scrying, Greater: As scrying, but faster and longer.
15]Summon Monster VII: Calls extraplanar creature to fight for you.
16]Symbol of Stunning M: Triggered rune stuns nearby creatures.
17]Symbol of Weakness M: Triggered rune weakens nearby creatures.
18]Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects
19-20] Nothing happens..

9)8th level spells. Roll a 1d20 and find the spell that matches that total.
1]Antimagic Field: Negates magic within 10 ft.
2]Cloak of Chaos F: +4 to AC, +4 resistance, and SR 25 against lawful spells.
3]Create Greater Undead M: Create shadows, wraiths, spectres, or devourers.
4]Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
5]Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
6]Discern Location: Reveals exact location of creature or object.
7]Earthquake: Intense tremor shakes 80-ft.-radius.
8]Fire Storm: Deals 1d6/level fire damage.
9]Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil spells.
10]Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
11]Planar Ally, Greater X: As lesser planar ally, but up to 18 HD.
12]Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
13]Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
14]Summon Monster VIII: Calls extraplanar creature to fight for you.
15]Symbol of Death M: Triggered rune slays nearby creatures.
16]Symbol of Insanity M: Triggered rune renders nearby creatures insane.
17]Unholy Aura F: +4 to AC, +4 resistance, and SR 25 against good spells.
18-20] Nothing happens.

10)10th level spells. Roll a 1d12 and find the spell that matches that total.

1]Astral Projection M: Projects you and companions onto Astral Plane.
2]Energy Drain: Subject gains 2d4 negative levels.
3]Etherealness: Travel to Ethereal Plane with companions.
4]Gate X: Connects two planes for travel or summoning.
5]Heal, Mass: As heal, but with several subjects.
6]Implosion: Kills one creature/round.
7]Miracle X: Requests a deity’s intercession.
8]Soul Bind F: Traps newly dead soul to prevent resurrection.
9]Storm of Vengeance: Storm rains acid, lightning, and hail.
10]Summon Monster IX: Calls extraplanar creature to fight for you.
11]True Resurrection M: As resurrection, plus remains aren’t needed.
12] Nothing happens.

2- Have an animal companion to accompany you for a day without being a druid or having the proper levels. Roll a d6.

1) 4th level or higher. Roll a 1d20 and summon the animal equal to your roll.
1]Ape (animal)
2]Bear, black (animal)
3]Bison (animal)
4]Boar (animal)
5]Cheetah (animal)
6]Crocodile (animal)1
7]Dire badger
8]Dire bat
9]Dire weasel
10]Leopard (animal)
11]Lizard, monitor (animal)
12]Shark, Large1 (animal)
13]Snake, constrictor (animal)
14]Snake, Large viper (animal)
15]Wolverine (animal)
[16-20] Nothing is summoned.

2) 7th level or higher. Roll a 1d12 and summon the monster with the same number as the one rolled.
1]Bear, brown (animal)
2]Dire wolverine
3]Crocodile, giant (animal)
4]Deinonychus (dinosaur)
5]Dire ape
6]Dire boar
7]Dire wolf
8]Elasmosaurus1 (dinosaur)
9]Lion (animal)
10]Rhinoceros (animal)
11]Snake, Huge viper (animal)
12]Tiger (animal)

3) 10th level or higher. Roll a 1d6 and summon the animal in accordance to that.
1]Bear, polar (animal)
2]Dire lion
3]Megaraptor (dinosaur)
4]Shark, Huge1 (animal)
5]Snake, giant constrictor (animal)
6]Whale, orca1 (animal)

4) 13th level or higher. Roll a 1d3.
1]Dire bear
2]Elephant (animal)
3]Octopus, giant1 (animal)

5) 16th level or higher. Roll a 1d6.
1]Dire shark1
2]Dire tiger
3]Squid, giant1 (animal)
4]Triceratops (dinosaur)
5]Tyrannosaurus (dinosaur)
6] Nothing is summoned.

6) Nothing is summoned.

3- Nothing happens.

Its good enough to use because have a chance of using True Resurrection, or having a Tyrannosaurus at your side, and its balanced because a gigantic octopus could suddenly appear out of nowhere to kill you or you contract a fatal disease, or just nothing happens.
This seems to be so fun in its randomness, I wonder what'd be like to have an entire party of these guys. Could have an adventure all themselves, methinks.

Eloi
2010-06-03, 05:52 PM
Bonus ability:
Once per day, a cleric under the God of Unusual Happenings can trade off one feat and have one randomly picked to replace it. Role a 5d20, 1d100, or 10d10 to determine which feat you get.


Acrobatic
Agile
Alertness
Animal Affinity
Armor Proficiency (Light)
Armor Proficiency (Medium)
Armor Proficiency (Heavy)
Athletic
Augment Summoning
Blind-Fight
Combat Casting
Combat Expertise
Improved Disarm
Improved Feint
Improved Trip
Whirlwind Attack
Combat Reflexes
Deceitful
Deft Hands
Diligent
Dodge
Mobility
Spring Attack
Endurance
Diehard
Eschew Materials
Exotic Weapon Proficiency
Extra Turning
Great Fortitude
Improved Counterspell
Improved Critical
Improved Familiar
Improved Initiative
Improved Turning
Improved Unarmed Strike
Deflect Arrows
Improved Grapple
Snatch Arrows
Stunning Fist
Investigator
Iron Will
Leadership
Lightning Reflexes
Magical Aptitude
Martial Weapon Proficiency
Mounted Combat
Mounted Archery
Ride-By Attack
Spirited Charge
Trample
Natural Spell
Negotiator
Nimble Fingers
Persuasive
Point Blank Shot
Far Shot
Precise Shot
Improved Precise Shot
Rapid Shot
Manyshot
Shot On The Run
Power Attack
Cleave
Great Cleave
Improved Bull Rush
Improved Overrun
Improved Sunder
Quick Draw
Rapid Reload
Run
Self-Sufficient
Shield Proficiency
Improved Shield Bash
Tower Shield Proficiency,
Simple Weapon Proficiency
Skill Focus
Spell Focus
Greater Spell Focus
Spell Mastery
Spell Penetration
Greater Spell Penetration
Stealthy
Toughness
Track
Two-Weapon Fighting
Two-Weapon Defense
Improved Two-Weapon Fighting
Greater Two-Weapon Fighting
Weapon Finesse
Weapon Focus
Weapon Specialization
Greater Weapon Focus
Greater Weapon Specialization
94. - 100. No replacement feat.

onthetown
2010-06-03, 06:03 PM
Possibly already said, but:

One enemy or ally is affected as a Confusion spell. Roll a percent die to determine which; 50% for the enemy, 50% for the ally. DM's discretion as to exactly which enemy or ally is affected.

DracoDei
2010-06-03, 07:42 PM
You need caster levels for the random spells. Also, (and this is easy to fix), he wanted a bias towards helpful effects.

Eloi
2010-06-03, 07:49 PM
You need caster levels for the random spells. Also, (and this is easy to fix), he wanted a bias towards helpful effects.

Appeal to the Random Events God (Once per day)

Roll a d4. If 1, proceed to Not-Good Effects. If 2-4 proceed to Good Effects.

Not-Good Effects (roll a d3)
1- You encounter a hostile animal encounter equal to your character level.
Roll 3d20 and add the total, then have an encounter with the monster assigned to the total.
1)Ape
2)Baboon
3)Badger
4)Bat
5)Bear, Black
6)Bear, Brown
7)Bear, Polar
8)Bison
9)Boar
10)Camel
11)Cat
12)Cheetah
13)Crocodile
14)Crocodile, Giant
15)Dog
16)Dog, Riding
17)Donkey
18)Eagle
19)Elephant
20)Hawk
21)Horse
22)Horse, Heavy
23)Horse, Light
24)Warhorse, Heavy
25)Warhorse, Light
26)Hyena
27)Leopard
28)Lion
29)Lizard
30)Lizard, Monitor
31)Manta Ray
32)Monkey
33)Mule
34)Octopus
35)Octopus, Giant
36)Owl
37)Pony
38)Pony, War
39)Porpoise
40)Rat
41)Raven
42)Rhinoceros
43)Shark
44)Snake
45)Constrictor Snake
46)Viper Snake
47)Squid
48)Squid, Giant
49)Tiger
50)Toad
51)Weasel
52)Whale
53)Wolf
54)Wolverine
55-60) Nothing appears

2- You contract a disease suddenly. Roll a d10 to determine which.
1) Blinding Sickness
2) Cackle Fever
3) Demon Fever
4) Devil Chills
5) Filth Fever
6) Mindfire
7) Mummy Rot
8) Red ache
9) Shakes
10) Slimy Doom

3- Nothing happens.

Good Effects (roll a d3)
1- Cast a spell once without any penalty. You need to have the spellcaster levels necessary, however.

Roll a d10 to determine what level of spell you cast:
1) 0 level spells, role a d12 to determine which one.
1]Create Water: Creates 2 gallons/level of pure water.
2]Cure Minor Wounds: Cures 1 point of damage.
3]Detect Magic: Detects spells and magic items within 60 ft.
4]Detect Poison: Detects poison in one creature or object.
5]Guidance: +1 on one attack roll, saving throw, or skill check.
6]Inflict Minor Wounds: Touch attack, 1 point of damage.
7]Light: Object shines like a torch.
8]Mending: Makes minor repairs on an object.
9]Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
10]Read Magic: Read scrolls and spellbooks.
11]Resistance: Subject gains +1 on saving throws.
12]Virtue: Subject gains 1 temporary hp.

2) 1st level spells. Roll a 1d20 and a 1d10, add the totals, and find the spell that matches that total.
1]Bane: Enemies take -1 on attack rolls and saves against fear.
2]Bless: Allies gain +1 on attack rolls and saves against fear.
3]Bless Water M: Makes holy water.
4]Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
5]Command: One subject obeys selected command for 1 round.
6]Comprehend Languages: You understand all spoken and written languages.
7]Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
8]Curse Water M: Makes unholy water.
9]Deathwatch: Reveals how near death subjects within 30 ft. are.
10]Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
11]Detect Undead: Reveals undead within 60 ft.
12]Divine Favor: You gain +1 per three levels on attack and damage rolls.
13]Doom: One subject takes -2 on attack rolls, saves, and checks.
14]Endure Elements: Exist comfortably in hot or cold environments.
15]Entropic Shield: Ranged attacks against you have 20% miss chance.
16]Hide from Undead: Undead can’t perceive one subject/level.
17]Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
18]Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
19]Magic Weapon: Weapon gains +1 bonus.
20]Obscuring Mist: Fog surrounds you.
21]Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
22]Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
23]Sanctuary: Opponents can’t attack you, and you can’t attack.
24]Shield of Faith: Aura grants +2 or higher deflection bonus.
25]Summon Monster I: Calls extraplanar creature to fight for you.
25-30] Nothing happens

3) 2nd level spells. Roll a 2d20, add the totals, and find the spell that matches that total.

1]Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
2]Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
3]Augury M F: Learns whether an action will be good or bad.
4]Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
5]Bull’s Strength: Subject gains +4 to Str for 1 min./level.
6]Calm Emotions: Calms creatures, negating emotion effects.
7]Consecrate M: Fills area with positive energy, making undead weaker.
8]Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
9]Darkness: 20-ft. radius of supernatural shadow.
10]Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
11]Delay Poison: Stops poison from harming subject for 1 hour/level.
12]Desecrate M: Fills area with negative energy, making undead stronger.
13]Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
14]Enthrall: Captivates all within 100 ft. + 10 ft./level.
15]Find Traps: Notice traps as a rogue does.
16]Gentle Repose: Preserves one corpse.
17]Hold Person: Paralyzes one humanoid for 1 round/level.
18]Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
19]Make Whole: Repairs an object.
20]Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
21]Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
22]Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
23]Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
24]Shatter: Sonic vibration damages objects or crystalline creatures.
25]Shield Other F: You take half of subject’s damage.
26]Silence: Negates sound in 20-ft. radius.
27]Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
28]Spiritual Weapon: Magic weapon attacks on its own.
29Status: Monitors condition, position of allies.
30]Summon Monster II: Calls extraplanar creature to fight for you.
31]Undetectable Alignment: Conceals alignment for 24 hours.
32]Zone of Truth: Subjects within range cannot lie.
33-40] Nothing happens.

4) 3rd level spells. Roll a 2d20, add the totals, and find the spell that matches that total.

1]Animate Dead M: Creates undead skeletons and zombies.
2]Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
3]Blindness/Deafness: Makes subject blinded or deafened.
4]Contagion: Infects subject with chosen disease.
5]Continual Flame M: Makes a permanent, heatless torch.
6]Create Food and Water: Feeds three humans (or one horse)/level.
7]Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
8]Daylight: 60-ft. radius of bright light.
9]Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
10]Dispel Magic: Cancels spells and magical effects.
11]Glyph of Warding M: Inscription harms those who pass it.
12]Helping Hand: Ghostly hand leads subject to you.
13]Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
14]Invisibility Purge: Dispels invisibility within 5 ft./level.
15]Locate Object: Senses direction toward object (specific or type).
16]Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
17]Magic Vestment: Armor or shield gains +1 enhancement per four levels.
18]Meld into Stone: You and your gear merge with stone.
19]Obscure Object: Masks object against scrying.
20]Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
21]Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
22]Remove Blindness/Deafness: Cures normal or magical conditions.
23]Remove Curse: Frees object or person from curse.
24]Remove Disease: Cures all diseases affecting subject.
25]Searing Light: Ray deals 1d8/two levels damage, more against undead.
26]Speak with Dead: Corpse answers one question/two levels.
27]Stone Shape: Sculpts stone into any shape.
28]Summon Monster III: Calls extraplanar creature to fight for you.
29]Water Breathing: Subjects can breathe underwater.
30]Water Walk: Subject treads on water as if solid.
31]Wind Wall: Deflects arrows, smaller creatures, and gases.
32-40] Nothing happens.

5) 4th level spells. Roll a 1d20 and a 1d10, add the totals, and find the spell that matches that total.
1]Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
2]Control Water: Raises or lowers bodies of water.
3]Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
4]Death Ward: Grants immunity to death spells and negative energy effects.
5]Dimensional Anchor: Bars extradimensional movement.
6]Discern Lies: Reveals deliberate falsehoods.
7]Dismissal: Forces a creature to return to native plane.
8]Divination M: Provides useful advice for specific proposed actions.
9]Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
10]Freedom of Movement: Subject moves normally despite impediments.
11]Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
12]Imbue with Spell Ability: Transfer spells to subject.
13]Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
14]Magic Weapon, Greater: +1 bonus/four levels (max +5).
15]Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
16]Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature.
17]Poison: Touch deals 1d10 Con damage, repeats in 1 min.
18]Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
19]Restoration M: Restores level and ability score drains.
20]Sending: Delivers short message anywhere, instantly.
21]Spell Immunity: Subject is immune to one spell per four levels.
22]Summon Monster IV: Calls extraplanar creature to fight for you.
23]Tongues: Speak any language.
24-30] Nothing happens.

6) 5th level spells. Roll a 1d20 and a 1d10, add the totals, and find the spell that matches that total.
1]Atonement F X: Removes burden of misdeeds from subject.
2]Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
3]Command, Greater: As command, but affects one subject/level.
4]Commune X: Deity answers one yes-or-no question/level.
5]Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
6]Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
7]Disrupting Weapon: Melee weapon destroys undead.
8]Flame Strike: Smite foes with divine fire (1d6/level damage).
9]Hallow M: Designates location as holy.
10]Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
11]Insect Plague: Locust swarms attack creatures.
12]Mark of Justice: Designates action that will trigger curse on subject.
13]Plane Shift F: As many as eight subjects travel to another plane.
14]Raise Dead M: Restores life to subject who died as long as one day/level ago.
15]Righteous Might: Your size increases, and you gain combat bonuses.
16]Scrying F: Spies on subject from a distance.
17]Slay Living: Touch attack kills subject.
18]Spell Resistance: Subject gains SR 12 + level.
19]Summon Monster V: Calls extraplanar creature to fight for you.
20]Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
21]Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
22]True Seeing M: Lets you see all things as they really are.
23]Unhallow M: Designates location as unholy.
24]Wall of Stone: Creates a stone wall that can be shaped.
25-30] Nothing Happens.

7) 6th level spells. Roll a 1d20 and a 1d10, add the totals, and find the spell that matches that total.
1]Animate Objects: Objects attack your foes.
2]Antilife Shell: 10-ft. field hedges out living creatures.
3]Banishment: Banishes 2 HD/level of extraplanar creatures.
4]Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
5]Blade Barrier: Wall of blades deals 1d6/level damage.
6]Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
7]Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
8]Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
9]Dispel Magic, Greater: As dispel magic, but up to +20 on check.
10]Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
11]Find the Path: Shows most direct way to a location.
12]Forbiddance M: Blocks planar travel, damages creatures of different alignment.
13]Geas/Quest: As lesser geas, plus it affects any creature.
14]Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
15]Harm: Deals 10 points/level damage to target.
16]Heal: Cures 10 points/level of damage, all diseases and mental conditions.
17]Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
18]Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
19]Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
20]Planar Ally X: As lesser planar ally, but up to 12 HD.
21]Summon Monster VI: Calls extraplanar creature to fight for you.
22]Symbol of Fear M: Triggered rune panics nearby creatures.
23]Symbol of Persuasion M: Triggered rune charms nearby creatures.
24]Undeath to Death M: Destroys 1d4 HD/level undead (max 20d4).
25]Wind Walk: You and your allies turn vaporous and travel fast.
[26]Word of Recall: Teleports you back to designated place.
[27-30] Nothing happens.

8) 7th level spells. Roll a 1d20 and find the spell that matches that total.
1]Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
2]Control Weather: Changes weather in local area.
3]Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
4]Destruction F: Kills subject and destroys remains.
5]Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
6]Ethereal Jaunt: You become ethereal for 1 round/level.
7]Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
8]Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
9]Refuge M: Alters item to transport its possessor to you.
10]Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
11]Repulsion: Creatures can’t approach you.
12]Restoration, Greater X: As restoration, plus restores all levels and ability scores.
13]Resurrection M: Fully restore dead subject.
14]Scrying, Greater: As scrying, but faster and longer.
15]Summon Monster VII: Calls extraplanar creature to fight for you.
16]Symbol of Stunning M: Triggered rune stuns nearby creatures.
17]Symbol of Weakness M: Triggered rune weakens nearby creatures.
18]Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects
19-20] Nothing happens..

9)8th level spells. Roll a 1d20 and find the spell that matches that total.
1]Antimagic Field: Negates magic within 10 ft.
2]Cloak of Chaos F: +4 to AC, +4 resistance, and SR 25 against lawful spells.
3]Create Greater Undead M: Create shadows, wraiths, spectres, or devourers.
4]Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
5]Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
6]Discern Location: Reveals exact location of creature or object.
7]Earthquake: Intense tremor shakes 80-ft.-radius.
8]Fire Storm: Deals 1d6/level fire damage.
9]Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil spells.
10]Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
11]Planar Ally, Greater X: As lesser planar ally, but up to 18 HD.
12]Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
13]Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
14]Summon Monster VIII: Calls extraplanar creature to fight for you.
15]Symbol of Death M: Triggered rune slays nearby creatures.
16]Symbol of Insanity M: Triggered rune renders nearby creatures insane.
17]Unholy Aura F: +4 to AC, +4 resistance, and SR 25 against good spells.
18-20] Nothing happens.

10)10th level spells. Roll a 1d12 and find the spell that matches that total.

1]Astral Projection M: Projects you and companions onto Astral Plane.
2]Energy Drain: Subject gains 2d4 negative levels.
3]Etherealness: Travel to Ethereal Plane with companions.
4]Gate X: Connects two planes for travel or summoning.
5]Heal, Mass: As heal, but with several subjects.
6]Implosion: Kills one creature/round.
7]Miracle X: Requests a deity’s intercession.
8]Soul Bind F: Traps newly dead soul to prevent resurrection.
9]Storm of Vengeance: Storm rains acid, lightning, and hail.
10]Summon Monster IX: Calls extraplanar creature to fight for you.
11]True Resurrection M: As resurrection, plus remains aren’t needed.
12] Nothing happens.

2- Have an animal companion to accompany you for a day without being a druid but you must have the proper spellcaster levels. Roll a d6.

1) 4th level or higher. Roll a 1d20 and summon the animal equal to your roll.
1]Ape (animal)
2]Bear, black (animal)
3]Bison (animal)
4]Boar (animal)
5]Cheetah (animal)
6]Crocodile (animal)1
7]Dire badger
8]Dire bat
9]Dire weasel
10]Leopard (animal)
11]Lizard, monitor (animal)
12]Shark, Large1 (animal)
13]Snake, constrictor (animal)
14]Snake, Large viper (animal)
15]Wolverine (animal)
[16-20] Nothing is summoned.

2) 7th level or higher. Roll a 1d12 and summon the monster with the same number as the one rolled.
1]Bear, brown (animal)
2]Dire wolverine
3]Crocodile, giant (animal)
4]Deinonychus (dinosaur)
5]Dire ape
6]Dire boar
7]Dire wolf
8]Elasmosaurus1 (dinosaur)
9]Lion (animal)
10]Rhinoceros (animal)
11]Snake, Huge viper (animal)
12]Tiger (animal)

3) 10th level or higher. Roll a 1d6 and summon the animal in accordance to that.
1]Bear, polar (animal)
2]Dire lion
3]Megaraptor (dinosaur)
4]Shark, Huge1 (animal)
5]Snake, giant constrictor (animal)
6]Whale, orca1 (animal)

4) 13th level or higher. Roll a 1d3.
1]Dire bear
2]Elephant (animal)
3]Octopus, giant1 (animal)

5) 16th level or higher. Roll a 1d6.
1]Dire shark1
2]Dire tiger
3]Squid, giant1 (animal)
4]Triceratops (dinosaur)
5]Tyrannosaurus (dinosaur)
6] Nothing is summoned.

6) Nothing is summoned.

3- Nothing happens.


Now, with spellcaster levels factoring in, this ability gets better as you level, as you have more chances of getting something if you meet more spell caster level requirements.

Chainsaw Hobbit
2010-06-03, 07:53 PM
Roll a d20.

1 Lightning strikes the caster dealing 4d12 lightning damage.

2 The ground erupts in flame and all creatures within 40ft of the caster (including the caster) take 2d8 fire damage.

3 The caster spontaneously combusts making a fortitude save or taking 4d10
fire damage.

4 Caster changes gender and takes 1d4 temporary damage to all ability scores and damage in the process.

5 The caster begins to have violent seizures and is sickened for 1d4 rounds, they also have to make a fortitude save or take 1d6 temporary strength and constitution damage.

6 1d20 1st level halfling commoners appear, as long as at least 1 is alive foes take a -4 penalty to all attack rolls against the caster and their allies, the halflings cannot move more than 40ft away from the caster.

7 1d4 gray renders appear and start beating on the nearest targets (including each-other).

8 An arc of lightning zaps the caster and a chosen target within 30ft, they both take 2d12 damage.

9 A portal to the plane of shadow opens up behind a chosen target within 50ft, necrotic tentacles lash out at the target dealing 4d8 negative energy damage.

10 Some of the caster's life force drains away, that power is used to make a chosen foe within 30ft burst into flames. The caster takes 4d4 damage and the target takes 4d10 fire damage.

12 The caster is effected by the Haste spell.

13 All creatures within 30ft of the caster (not including the caster) take 3d6 cold damage, allies only take 1d6.

14 A portal opens and a shard of prismatic crystal flies out of the portal at a chosen target dealing 5d12 damage, a successful reflex save can reduce the damage dice to d4s.

15 The caster sprouts wings and gains a fly speed of 50 for 5 rounds.

16 A chosen target within 50ft temporally ages about 40 years taking a temporary -2 penalty to strength, dexterity, and constitution and a temporary -10 penalty to speed.

17 The caster gains 1000xp and gains a +2 bonus to all ability scores for 10 min.

18 A chosen target's head explodes, they must make a fortitude save or die instantly, if the succeed they take 6d6 damage.

19 The caster regains 4d12 hp and is cured of all diseases and ability damage.

20 Asteroids rain down on a chosen target imitating the effect of meteor swarm.

Draconi Redfir
2010-06-03, 08:18 PM
I'm building a prestige class for a cleric of the god of unusual happenings. What I would like to do is provide an ability that is effectively "Roll a d20 on this table and see what happens." It needs to be good enough overall to be worth using, but some negative/useless things are allowed.

Random things off the top of my head:


A cricket rides in on top of a mouse wielding a toothpick to attack your enemies.

Fiery balls of clockwork rise up from the ground and are juggled by a dirt-man


Worms dart out of the ground like jets and fly around in circles


All poultry in the general area squawk repeatedly for a good three hours


Anything female within a 2-mile radius is suddenly forced into PMS.

Crows fly overhead crediting a smiley face in the sky

Dire weasels riding mini jetpacks fly in and perform one task

Small pebbles begin to fall upwards like you just went super sayan

All copper coins in your pockets merge together to form a small copper golem to fight for you.

Your own fingers spaz out on you and cast random spells every round for one hour. Even if you did not have them prepared, and even if you aren’t even a spell caster

A dragon lands on top of you, farts, and then fly’s away

One random person in your party suddenly grows wings

Any and all teifelings in the party grow a permanent halo over their heads.

A ring appears in front of you. if you put it on it chops your finger off.

Any armor heavier then chain mail suddenly becomes useless for two hours

You and everyone within a 40 ft radius is frozen in time for 1d4 hours

You suddenly learn a random unknown language and are only able to speak that language for 1d6 days. You retain the language after you are able to speak normally again.

All liquids on your person become ogre piss. Consequently all ogre piss in the general area becomes pure clean water

Any and all hair in the immediate area suddenly turns to flame. The fire dose no damage do anyone, though water can turn it into hair again.

erictheredd
2010-06-03, 09:38 PM
What level is this ability? it should have a definite power level, or be scalable. 3d10 points of damage mean COMPLETELY different things at different levels. At first level you are talking certain death. At 15th level its a minor inconvenience.

That being said, I would like an ability that trades a spell for an unknown, higher level spell, perhaps even two levels higher, depending on the level of randomness.

Targeting should be up to the god of random happenings (the Game Master), with the view towards the humorous (I assume this deity has an over-used sense of humor).

even if this mechanic is not used (and it probably won't be in its current form)----

the happenings should be immediate
their should be an over all power level--- an ability that casts first level spells half the time and eighth level spells (or the equivalent power-wise) the other half the time is a appropriate around levels 13 and up. don't say "the ones and the eights average 5. The eights happen half the time and so are one or two levels lower (because you never know if the spell will be relevant).

Eloi
2010-06-03, 09:43 PM
What level is this ability? it should have a definite power level, or be scalable. 3d10 points of damage mean COMPLETELY different things at different levels. At first level you are talking certain death. At 15th level its a minor inconvenience.

That being said, I would like an ability that trades a spell for an unknown, higher level spell, perhaps even two levels higher, depending on the level of randomness.

Targeting should be up to the god of random happenings (the Game Master), with the view towards the humorous (I assume this deity has an over-used sense of humor).

even if this mechanic is not used (and it probably won't be in its current form)----

the happenings should be immediate
their should be an over all power level--- an ability that casts first level spells half the time and eighth level spells (or the equivalent power-wise) the other half the time is a appropriate around levels 13 and up. don't say "the ones and the eights average 5. The eights happen half the time and so are one or two levels lower (because you never know if the spell will be relevant).

Uh...check the stuff I created if you haven't already. You randomly get higher level spells in my first revision. So...pretty much what you said.