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  1. - Top - End - #1
    Ettin in the Playground
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    Mar 2010

    Default Random Ideas Needed!

    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.

  2. - Top - End - #2
    Colossus in the Playground
     
    Eldan's Avatar

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    Jan 2007
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    Switzerland
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    Default Re: Random Ideas Needed!

    Inspired by the Dresden files: random object falls from the sky, hits the bad guy.
    Resident Vancian Apologist

  3. - Top - End - #3
    Ogre in the Playground
     
    LOTRfan's Avatar

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    Oct 2009

    Default Re: Random Ideas Needed!

    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
    Last edited by LOTRfan; 2010-06-03 at 02:44 PM.

  4. - Top - End - #4
    Titan in the Playground
     
    DracoDei's Avatar

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    May 2007
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    Near Atlanta,GA USA
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    Default Re: Random Ideas Needed!

    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.
    [Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
    Currently Running: Equestria Begins (A High Tactics campaign)
    Extended Signature
    My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.

  5. - Top - End - #5
    Ogre in the Playground
     
    LOTRfan's Avatar

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    Oct 2009

    Default Re: Random Ideas Needed!

    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.
    Last edited by LOTRfan; 2010-06-03 at 03:24 PM.

  6. - Top - End - #6
    Barbarian in the Playground
     
    PirateCaptain

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    Jun 2008

    Default Re: Random Ideas Needed!

    A little white lamb runs in and headbutts an enemy for 1 damage.

  7. - Top - End - #7
    Ogre in the Playground
     
    boomwolf's Avatar

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    Aug 2007
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    In your head.
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    Male

    Default Re: Random Ideas Needed!

    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


    Quote Originally Posted by Cormag81 View Post
    2117: No matter how good a debater I am out of character there is no way to logically get out of falling after your paladin kills his patron god.

  8. - Top - End - #8
    Ettin in the Playground
    Join Date
    Mar 2010

    Default Re: Random Ideas Needed!

    Quote Originally Posted by DracoDei View Post
    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.

  9. - Top - End - #9
    Bugbear in the Playground
     
    WhiteWizardGirl

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    Default Re: Random Ideas Needed!

    Quote Originally Posted by WarKitty View Post
    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.
    Spoiler
    Show
    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.
    Spoiler
    Show
    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.
    Spoiler
    Show
    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.
    Spoiler
    Show

    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.
    Spoiler
    Show

    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.
    Spoiler
    Show
    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.
    Spoiler
    Show
    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.
    Spoiler
    Show
    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.
    Spoiler
    Show
    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.
    Spoiler
    Show
    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.
    Spoiler
    Show

    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.
    Spoiler
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    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.
    Spoiler
    Show
    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.
    Spoiler
    Show
    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.
    Spoiler
    Show
    1]Dire bear
    2]Elephant (animal)
    3]Octopus, giant1 (animal)


    5) 16th level or higher. Roll a 1d6.
    Spoiler
    Show
    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.
    Last edited by Eloi; 2010-06-03 at 05:32 PM.

  10. - Top - End - #10
    Bugbear in the Playground
     
    WhiteWizardGirl

    Join Date
    Jun 2010
    Gender
    Female

    Default Re: Random Ideas Needed!

    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.

    Spoiler
    Show
    1. Acrobatic
    2. Agile
    3. Alertness
    4. Animal Affinity
    5. Armor Proficiency (Light)
    6. Armor Proficiency (Medium)
    7. Armor Proficiency (Heavy)
    8. Athletic
    9. Augment Summoning
    10. Blind-Fight
    11. Combat Casting
    12. Combat Expertise
    13. Improved Disarm
    14. Improved Feint
    15. Improved Trip
    16. Whirlwind Attack
    17. Combat Reflexes
    18. Deceitful
    19. Deft Hands
    20. Diligent
    21. Dodge
    22. Mobility
    23. Spring Attack
    24. Endurance
    25. Diehard
    26. Eschew Materials
    27. Exotic Weapon Proficiency
    28. Extra Turning
    29. Great Fortitude
    30. Improved Counterspell
    31. Improved Critical
    32. Improved Familiar
    33. Improved Initiative
    34. Improved Turning
    35. Improved Unarmed Strike
    36. Deflect Arrows
    37. Improved Grapple
    38. Snatch Arrows
    39. Stunning Fist
    40. Investigator
    41. Iron Will
    42. Leadership
    43. Lightning Reflexes
    44. Magical Aptitude
    45. Martial Weapon Proficiency
    46. Mounted Combat
    47. Mounted Archery
    48. Ride-By Attack
    49. Spirited Charge
    50. Trample
    51. Natural Spell
    52. Negotiator
    53. Nimble Fingers
    54. Persuasive
    55. Point Blank Shot
    56. Far Shot
    57. Precise Shot
    58. Improved Precise Shot
    59. Rapid Shot
    60. Manyshot
    61. Shot On The Run
    62. Power Attack
    63. Cleave
    64. Great Cleave
    65. Improved Bull Rush
    66. Improved Overrun
    67. Improved Sunder
    68. Quick Draw
    69. Rapid Reload
    70. Run
    71. Self-Sufficient
    72. Shield Proficiency
    73. Improved Shield Bash
    74. Tower Shield Proficiency,
    75. Simple Weapon Proficiency
    76. Skill Focus
    77. Spell Focus
    78. Greater Spell Focus
    79. Spell Mastery
    80. Spell Penetration
    81. Greater Spell Penetration
    82. Stealthy
    83. Toughness
    84. Track
    85. Two-Weapon Fighting
    86. Two-Weapon Defense
    87. Improved Two-Weapon Fighting
    88. Greater Two-Weapon Fighting
    89. Weapon Finesse
    90. Weapon Focus
    91. Weapon Specialization
    92. Greater Weapon Focus
    93. Greater Weapon Specialization
      94. - 100. No replacement feat.

  11. - Top - End - #11
    Bugbear in the Playground
     
    onthetown's Avatar

    Join Date
    Oct 2008
    Location
    Canadia
    Gender
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    Default Re: Random Ideas Needed!

    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.
    Avatar by the awesome starwoof
    The poster formerly known as Riyoukaze.
    I am agile, like orange.
    onthetown

  12. - Top - End - #12
    Titan in the Playground
     
    DracoDei's Avatar

    Join Date
    May 2007
    Location
    Near Atlanta,GA USA
    Gender
    Male

    Default Re: Random Ideas Needed!

    You need caster levels for the random spells. Also, (and this is easy to fix), he wanted a bias towards helpful effects.
    [Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
    Currently Running: Equestria Begins (A High Tactics campaign)
    Extended Signature
    My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.

  13. - Top - End - #13
    Bugbear in the Playground
     
    WhiteWizardGirl

    Join Date
    Jun 2010
    Gender
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    Default Re: Random Ideas Needed!

    Quote Originally Posted by DracoDei View Post
    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.
    Spoiler
    Show
    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.
    Spoiler
    Show
    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.
    Spoiler
    Show
    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.
    Spoiler
    Show

    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.
    Spoiler
    Show

    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.
    Spoiler
    Show
    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.
    Spoiler
    Show
    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.
    Spoiler
    Show
    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.
    Spoiler
    Show
    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.
    Spoiler
    Show
    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.
    Spoiler
    Show

    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.
    Spoiler
    Show
    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.
    Spoiler
    Show
    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.
    Spoiler
    Show
    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.
    Spoiler
    Show
    1]Dire bear
    2]Elephant (animal)
    3]Octopus, giant1 (animal)


    5) 16th level or higher. Roll a 1d6.
    Spoiler
    Show
    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.

  14. - Top - End - #14
    Ogre in the Playground
     
    Chainsaw Hobbit's Avatar

    Join Date
    Dec 2009
    Location
    Avatar by Ceika
    Gender
    Male

    wink Re: Random Ideas Needed!

    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.
    Last edited by Chainsaw Hobbit; 2010-06-04 at 03:10 PM.

  15. - Top - End - #15
    Titan in the Playground
     
    Draconi Redfir's Avatar

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    Default Re: Random Ideas Needed!

    Quote Originally Posted by WarKitty View Post
    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.
    Avy by Thormag
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  16. - Top - End - #16
    Orc in the Playground
     
    erictheredd's Avatar

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    Default Re: Random Ideas Needed!

    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).

  17. - Top - End - #17
    Bugbear in the Playground
     
    WhiteWizardGirl

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    Default Re: Random Ideas Needed!

    Quote Originally Posted by erictheredd View Post
    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.

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