peace pipe?

Pielorinho said:
I once took an adept NPC from a published adventure and made several of her available "potions" for sale take nonstandard forms; the PC's favorites were the cigars of bull's strength. I think they just liked the image of a cigar-chomping fighter whaling away on the enemies of goodness.

Daniel

Lol! Consider that idea swiped :D
 

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In a friends game world the godess Ys, is the godess of healing.
There is a healing herb: Canna of Ys that heals hitpoints if smoked :D

Hospitals are smokatoriums :)
 

My Freeport game has mentioned both tobacco and kantha leaves - the latter being a narcotic with mild hallucinogenic properties that is normally smoked, but can also be chewed.

While kantha leaves are legal in Freeport (what isn't?), Our Heros busted people for smuggling them in without paying the proper import duties.

I even thought about rules for addiction because as of yet only NPCs have used the stuff.

J
 

In our homebrew setting my dwarf barbarian/rogue was a guide in a desert region. The locals (the Pela) taught him to smoke an herb called guia to help him focus on his intuition as a guide. The GM introduced the drug, but let me work with him on the effects. By smoking it once per day, one gains +15 to Intuit Direction, as well as +1 to all Wis-based skills. Crossing the Pelagic Wastes, with very few landmarks and frequent sandstorms, is virtually impossible without the aid of a guide smoking guia.

The drawback is that while listening to one's intuition it is harder to focus on logical thinking, so there is a -1 to all Int-based skills.

While I know that guia is highlly addictive, I don't know what the consequences will be if my character is ever in a situation where he can't get his daily fix. The Pela warned him never to stop smoking (and they sell him the stuff, smart guys).
 

JoeBlank said:
By smoking it once per day, one gains +15 to Intuit Direction, as well as +1 to all Wis-based skills. Crossing the Pelagic Wastes, with very few landmarks and frequent sandstorms, is virtually impossible without the aid of a guide smoking guia.

The drawback is that while listening to one's intuition it is harder to focus on logical thinking, so there is a -1 to all Int-based skills.


i REALLY like this :) thanks.
 

alsih2o said:


i REALLY like this :) thanks.

just one question. what about the skills benefit of higher int. i mean say int 14 dropping to int 13. he doesn't lose the skill bonus.

so it is in essence a stat swap without a penalty.
 

diaglo said:


just one question. what about the skills benefit of higher int. i mean say int 14 dropping to int 13. he doesn't lose the skill bonus.

so it is in essence a stat swap without a penalty.

i figured +2/-2 would work better in the system, but ther than that i love the idea...
 

I understood him to mean that there was a -1 to INT based skills, not a -1 to INT.

However, I'd probably go with a -2 INT as well, and probably drop the Intuit Direction bonus to +10 (to put it in line with other skill enhancement magic items like elven cloaks, shadow/silenced armor, etc.).
 

Thanks for the compliments on guia, although the idea was not mine, and the GM does not visit the boards.

I agree that +15 to Intuit Direction is very high. The GM wanted a situation where the Pela were flawless guides in a situation where no one else could find their way. While this seems a bit excessive, the character has ventured far from the Wastes and now rarely uses Intuit Direction anyway. Also, the GM has hinted that the withdrawal from guia will be a very big problem, thereby balancing the bonuses it grants.

To put the situation in context, our party had adventured far from home, across the Pelagic Wastes. They had met and hired a guide, who of course smoked guia. Soon after, my character was killed and eaten by a bear. We have very little access to raising dead methods (used one time in 3 years of play), so I was left to make up a new character. I told the GM that I wanted a dwarf who had been trained as a guide by the Pela, and I think this forced him to flesh out the mechanics of the herb.

seasong is correct, the +1/-1 is to the skill rolls, I supose it is a circumstance bonus/penalty. So no effect on actual INT and WIS scores.

alsih20, I think +2/-2 is more workable as well, but am fine with what it as is. Basically just flavor, but fun.
 

For an addict not taking his drug, the BoVD has them making a saving throw every day, as if to throw off a diesease. Failure indicates a certain amount of ability damage, and enough successes in a row let you shake off the addiction.

There's something about the DC going up or down over time, but I don't have the book on me right now, so I don't have all the rules at the moment.
 

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