D500 Screen name= plot devices

The Mirrorball Man said:
12) While exploring ancient ruins, the party finds an old artefact called the Mirrorball. The magic item instantly fuses with the first PC who touches it, and turns him into the Mirrorball Man, a living doorway into the multiverse. From then on, the party is hunted by various factions: some of them want to harness the power of the Mirrorball Man, others want to kill him, which would close all access to the multiverse.

OOOOOOOO that is coooool. Consider it YOINKED!!!!!! lol
 

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"Unfortunatly, no-one can be told what the ottergame is... you have to expierence it for yourself"

The first rule of Ottergame is you do not talk about Ottergame.

The second rule of Ottergame is you do not talk about Ottergame.

:)
 

I keep trying to come up with one for mine, but it just won't seem to come out EN world board safe. Oh well, at least everyone will retain their full sanity :(
 

The PC's are hired to guard a caravan on its way to the highly isolationist city of Krinta. They have to register at the city gate upon entering, and get a 3-day pass to stay in the city until their employer has finished his business there (provided they present themselves at the gate every morning and evening). While visiting the exotic market place, they are approached by a hooded figure who offers them a large sum of money to do some investigating for him. Turns out the man has been living illegaly in the city for the past year and had developed a relationship with a local noblewoman. A week ago, she came to visit him in tears and broke off the relationship. She hasn't been seen since...

What has happened to his former love? Why was this man living in a city who places the death penalty on unregistered immigrants in the first place? And will the PC's risk their own head and stay in Krinta past the expiration date on their pass, to help find the illegal alien's ex?

aliensex said:
I keep trying to come up with one for mine, but it just won't seem to come out EN world board safe. Oh well, at least everyone will retain their full sanity :(
See, it wasn't that hard... :D
 
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Roy the Odd: A young man survives being struck by a bolt of lightning and feels that even the gawds can't stike him down. Suddenly empowered by his thoughts, he begins a career as a daredevil rogue, taking what he pleases and from whom. Having stolen an item of considerable power from a potent mage, the constabulary lay a trap for him. He escapes by slaying some of the town guard, who begin to shake down the rogues' guild. It seems that everyone wants to get their hands on Roy the Odd.
 

AlphaOmega: A celestial who was rumored to be around since the world's creation and will be around when doomsday comes... But until then, he/she/it cannot be bothered with doing anything... Maybe in some sort of stasis... A plot hook could be some cult or "colorful" individual believes breaking the stasis of the celestial is actually the key to beginning armageddon.
 

Altalazar -

You are walking along the road and you see a combat going on between some very well dressed, and yet scrawny humans and some nasty, brutish orcs. The orcs are beating up on them rather badly - hacking off their rather pretty, yet pointy, hats as they scramble to throw forth some minor magic against the frothing orcs.

As you get closer, it becomes apparent that the battle is going even more badly for them than originally was apparent. The orcs have them surrounded now and they appear to have no more magic to sling. The orcs shout at them to get down on the ground: "Get down on ground, filthy human scum!"

The well dressed, yet well scuffed, mages (all four of them) shout in unision: "Altalazar!"

As if just stepping from behind a rock, a rather old, somewhat gaunt and white bearded man steps right into the circle of orcs.

The old man sighs, rolls his eyes, and then rolls up his sleeves.
"The mirror isn't for recreational use."

The orcs, momentarily stunned, shoot a few arrows into the old man. Most bounce off his immaculate robes. One of them sticks into his back.

He points a finger at the orc who shot him in the back. The orc melts into a pile of goo. The other orcs glance at each other, then turn and run.

At this point, the PCs are up to the wizards - perhaps Altalazar will address them, perhaps he'll ignore them, go back where he came, taking the other wizards with him - and perhaps the PCs will be bold enough to follow and find themselves on the other side of the Mirror of Mental Prowess that was in use here - in the bowels of a mysterious, magical mage's guild... And perhaps there is a job for them... or make something else up. Heh. :confused:
 



THE JESTER

Quick of wit and fleet of foot, able to make people laugh even at themselves; these are the hallmarks of the jester. Sometimes court fools, sometimes independent performers, jesters are mostly drawn from the ranks of bards, but ultimately, anyone can become a jester.

Hit Die: d6
Prerequisites: Perform (8 ranks), Tumble (5 ranks). Skill Focus (perform). Must have demonstrated a sense of humor under adversarial conditions.
Class Skills: Balance (dex), Bluff (cha), Climb (str), Diplomacy (cha), Disguise (cha), Escape Artist (dex), Forgery (int), Gather Information (cha), Handle Animal (cha), Hide (dex), Jump (str), Knowledge (nobility) (int), Move Silently (dex), Perform (cha), Pick Pocket (dex), Read Lips (wis), Sense Motive (wis), Speak Language (int), Spot (wis), Tumble (dex), Use Rope (dex). Skill points per level: 4 + int bonus.

Base Attack: Medium (as rogue).
Good Saves: Reflex.
Poor Saves: Fort and Will.

Level- Special Abilities
1- Enthrall, Evasion
2- Uncanny Dodge
3- Snatch Arrows
4- Universal Humor, Slow Fall 10’
5- Humiliate
6- Improved Uncanny Dodge
7- Improved Evasion
8- Improved Enthrall
9- Slow Fall 20’
10- Superior Feint

Spells Knows by Level:
1- 3
2- 4
3- 5 2
4- 5 3
5- 5 4 2
6- 6 4 3
7- 6 5 4 2
8- 6 6 4 3
9- 6 6 5 4
10- 6 6 6 5

Spells Per Day by Level:
1- 1
2- 2
3- 2 1
4- 2 2
5- 2 2 1
6- 3 2 2
7- 3 2 2 1
8- 3 3 2 2
9- 3 3 3 3
10- 4 4 3 3

CLASS FEATURES
Weapon and Armor Proficiency: Jesters gain no weapon or armor proficiency.
Spells: A jester’s spells work like a bard’s, and are based on charisma.
Enthrall (Ex): The jester’s skill with performance is so good that he can attempt to use a nonmagical enthrall effect once per day per class level. The save DC is half the jester’s perform check.
Evasion (Ex): When wearing light or no armor the jester gains the Evasion ability.
Stall (Ex): The jester may attempt to stall creatures, causing them to forfeit their actions. This is a mind-affecting ability. It affects only up to one creature per point of cha bonus, and it can target any creatures that you can see that are not under direct attack (a creature that has already been attacked is unaffected) but is otherwise similar to the jester’s enthrall ability except that as soon as you stop performing the effect ends.
Uncanny Dodge (Ex): Any other classes that have uncanny dodge stack with the jester’s uncanny dodge ability.
Snatch Arrows (Ex): A jester gains Snatch Arrows as a bonus feat, even if he does not have the usual prerequisites for it.
Universal Humor (Ex): None of the jester’s perform skills or class abilities are now considered language-dependent.
Slow Fall (Ex): The jester can treat a fall as if were shorter than it actually is when within arm’s reach of a wall.
Humiliate (Ex): The jester can attempt to humiliate a foe to such an extent that it suffers a -2 morale penalty on attacks, checks and saves. The target may make a Will save using its cha bonus instead of its wis bonus to resist the scathing wit of the jester; the DC is 10 + class level + cha bonus. If it fails, it is humiliated for 1d4 + the jester’s cha bonus rounds. A successful save makes the target immune to the jester’s humiliate ability for 24 hours. Humiliate is a full round action that provokes attacks of opportunity.
Improved Enthrall (Ex): As per enthrall, except the jester can maintain it for up to one hour plus one per point of con bonus. Also, creatures with four or more HD or a wisdom of 16 or higher are considered friendly for the duration if they fail their saving throws (but are still aware of their surroundings).
Superior Feint (Ex): With a successful perform check opposed by the target’s sense motive check, you can initiate a special feint against any opponent within 30’ that can see or hear you. You may choose to deny it its dex bonus against any one creature for a full round. This is a full round action but does not provoke attacks of opportunity.

Jester Spells by Level:

1st level

Charm Person
Dancing Lights
Daze
Feather Fall
Ghost Sound
Grease
Jump
Mad Gesticulation
Prestidigitation
Silent Image
Tasha's Hideous Laughter
Ventriloquism

2nd level

Change Shelf
Color Spray
Eagle's Splendor
Faerie Fire
Hangover
Insolent Insult
Mirror Image
Misdirection
Scare

3rd level

Astonishing Sight
Elasticity
Emotion
Emphatic Gesture
Fool's Speech
Nondetection
Oops, Sorry
Slapstick

4th level

Charm Monster
Feeblemind
Fumble
Incredible Curse
Leomund's Lamentable Belabourment
Otto's Irresistable Dance
Phlegmatic Spray


Yes, this is a real prc imc. If anyone wants, I can post the spell descriptions too.
 

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