(PF1) The Staff of the Archmagi

December 14, 2025

Sometimes a name is all that’s needed to set off a burst of creativity.

Recently, I was making notes for a character that had staff of the magi among their possessions, and inadvertently wrote it as staff of the archmagi. Catching the error on review, I was given pause as I couldn’t help but wonder what such a staff—with the name clearly indicating it was a cut above an “ordinary” staff of the magi—would be like.

What follows is my attempt to come up with such a staff. Since I wanted this to remain a minor artifact rather than a major one, its enhancements are all small, having tweaked its abilities here and there rather than making any major improvements. The result a staff that’s worthy of an archmage for what it can do!

Staff of the Archmagi (minor artifact)

Slot none; Aura overwhelming (all schools); CL 21st; Weight 5 lbs.

DESCRIPTION

An enhanced version of the fabled staff of the magi, this weapon offers unparalleled power to the spellcaster that wields it. A staff of the archmagi holds 50 charges and cannot be recharged normally. Some of its powers use charges, while others don’t. A staff of the archmagi does not lose its powers if it runs out of charges. The save DCs of its powers are determined using the wielder’s casting stat modifier (if wielded by someone who isn’t a spellcaster, such as with Use Magic Device, it defaults to using their highest mental stat—Intelligence, Wisdom, or Charisma—to determine its saving throw DCs).

The following powers do not use charges:

The following powers drain 1 charge per usage:

These powers drain 2 charges per usage:

A staff of the archmagi gives the wielder spell resistance 25. If this is willingly lowered, however, the staff can also be used to absorb arcane spell energy directed at its wielder, as a rod of absorption does. Unlike the rod, this staff converts spell levels into charges rather than retaining them as spell energy usable by a spellcaster. If the staff absorbs enough spell levels to exceed its limit of 50 charges, it explodes as if a retributive strike had been performed (see below). The wielder of the staff is always aware of how many charges it currently has.

DESTRUCTION

A staff of the archmagi can be broken for a retributive strike. Such an act must be purposeful and declared by the wielder. All charges in the staff are released in a 60-foot spread. All within 20 feet of the broken staff take hit points of damage equal to 10 times the number of charges in the staff, those between 21 feet and 40 feet away take points equal to 7 times the number of charges, and those 41 feet to 60 feet distant take 5 times the number of charges. A successful Reflex save (DC 20 + the wielder’s casting stat modifier) reduces damage by half.

The character breaking the staff has a 50% chance (01—50 on d%) of traveling to another plane of existence, but if she does not (51—100), the explosive release of spell energy destroys her (no saving throw).

As a note, while the rules for this staff—along with the staff of the magi and staff of power—state that a retributive strike can only be triggered intentionally, you might want to make it so that they can be “rigged to blow” via the Sabotage Magic Item feat. That’s beyond what the feat can normally do, but artifacts are beyond normal limitations by their very nature.

Third-Party Support: The Eldritch Sphinx

October 7, 2025

I recently realized, to my surprise, just how little dedicated support the sphinx has received in the d20 community.

To be clear, the operative word in the previous sentence is “dedicated.” It’s not unusual to find a variant sphinx monster or two in a bestiary, and specific sphinx NPCs—while far from common—aren’t exactly unheard of either. There’s even a handful of supplements with rules for sphinx PCs.

But if you’re looking for supplements for which the sphinx is the central theme rather than an adjunct, there’s remarkably few, which is weird because of how much potential they have.

Between their sagacity and love of lore, an eclectic group of variations whose attitudes range from helpful to villainous, a propensity for magic, and real-world mythological origins that seem almost tailor-made to connect them with other monsters, you’d think that sphinxes would have multiple sourcebooks about them. You could easily tie those together to make a sphinx-centric campaign if so inclined, and yet there don’t seem to be many publishers willing to explore such a concept to the fullest.

Except, of course, for Purple Duck Games, whose PF1 sourcebook Legendary Races: Sphinx does the monster credit.

Presenting new lore about sphinxes’ creation and expanded information on their connection to maftets and living monoliths, it has not only the expected variety of new game mechanics (e.g. feats, spells, magic items, etc.) but also some innovative new crunch as well, such as the “arcane sphinx” simple template which makes a sphinx into a spellcaster.

…albeit only a spontaneous one.

Now, the lack of preparatory spellcasting options in a template that grants magical ability is something I’ve talked about before. In that case, the answer was to tweak the templates in question. Here, however, the easier thing to do is simply make an alternative template altogether.

Which leads me to present the following:

The Eldritch Sphinx Template (CR +1)

Dedicated to studying esoteric lore, some sphinxes teach themselves to become arcane spellcasters, taking to such studies with ease. This template is open to any greater sphinx (those of the androsphinx, elder sphinx, and (gyno-)sphinx varieties; at the GM’s option certain other sphinxes can also acquire this template). An eldritch sphinx’s quick rules and rebuild rules are the same.

Rebuild Rules

Ability Scores: Increase Con +2, Int +2.

Spellcasting (Su): An eldritch sphinx casts spells (including cantrips) as a wizard. She does not gain an arcane school, arcane bond, or any other features of the wizard class except for requiring a spellbook to prepare her spells each day. The sphinx’s wizard level equals her base sphinx CR minus 1 (8 for androsphinxes, 15 for elder sphinxes, 7 for (gyno-)sphinxes). Should the sphinx gain actual wizard levels, add her base sphinx CR minus 1 to her wizard level to determine her spellcasting abilities. If a sphinx has this template, wizard levels are always treated as associated for that sphinx.

In addition to the above, there’s also a “thaumaturgical sphinx” template which is identical to an eldritch sphinx except that its spellcasting works like that of an arcanist, and an “occult sphinx” template which is the same except that it uses psychic spellcasting as per the psychic class (including needing no spellbook and having knacks instead of cantrips). Other variations may be possible as well.

Third-Party Support: Playing with a Full(er) Deck

June 16, 2025

The deck of many things was a classic staple of Dungeons & Dragons long before the d20 System was invented. With its random effects and oftentimes-severe consequences, it quickly became infamous for throwing a monkey wrench into any campaign where the PCs saw fit to use it. Naturally, this infamy quickly assured it a place of prominence.

It also assured that there would be variant decks cropping up left and right. From the classic thirteen-card deck to the more recent twenty-two card variant, the fifty-four card totem deck in Dragon #271 to the sixty-six cards in 5E’s eponymous Deck of Many Things boxed set, there are numerous iterations of the classic magic item out there.

But Paizo Publishing’s Classic Treasures Revisited supplement did something slightly different. Instead of coming up with a variant deck, it instead introduced a half-dozen new cards, outlining not only what they did, but what specific cards in the classic deck that these new cards replaced. Nor did these need to be introduced as a set, allowing for GMs to swap in some or all of them as they see fit.

While the idea is neat, I felt that there were better options for which cards were replaced. To that end, I’ve listed each of the replacements from Classic Treasures Revisited below, striking out the listed substitutions in favor of my own. The reason why I feel that each such replacement is superior is listed in italics after each entry.

Amnesiac: This card washes away all memory of your identity. No force less than direct divine intervention can restore the lost memories. (Replaces the Ruin Donjon card.)

One of the reasons the deck of many things is hailed as a campaign-wrecker is that it includes multiple cards which are, in effect, instant death for a PC, including the Donjon and the Void (the Skull used to be of a similar nature, but has been ameliorated in recent years). While most of those allow for at least the possibility of regaining a character, albeit with extreme effort, the usual effect was to make the PC was gone forever. To that end, replacing one of those with the Amnesiac seemed more worthwhile; at least this way you don’t have to roll up a new character!

Bones: You permanently gain the type, alignment, Armor Class, defensive abilities, ability score modifiers, and feats of the skeletal champion template, even if you do not otherwise qualify. (Replaces the Skull Fool card.)

Having this card replace the Skull card is thematically appropriate, but from a mechanical standpoint it’s a bit of an oddity, since one card has you face an undead creature in battle (with your death being permanent if you lose) and the other turns you into one.

While Pathfinder did away with the concept of ECL (i.e. Effective Character Level, which was your actual level/Hit Dice combined with a (somewhat arbitrary) “level adjustment”), the idea of gaining a template meaning that you’ve gained some levels’ worth of power remains a truism, which is why templates are so rarely applied to PCs. But at this card adds (for all intents and purposes) the skeletal champion template to a character, that’s actually most similar to the Fool card, in that rather than losing XP directly, you’re now effectively a higher-level character, and so will require that much more XP to reach your next level.

Girdle: Your current gender permanently changes. (Replaces the Balance The Fates card.)

On paper, having the Girdle replace the Balance card makes a lot of sense, as both change your character in a way that doesn’t involve game mechanics. Except that’s not entirely true with regard to the Balance card, since alignment can affect class features for characters such as barbarians, monks, paladins, and several other classes. By contrast, only an extremely small number of (rather obscure) prestige classes have a gender requirement.

To that end, we want to swap this card in for one that’s potentially equally unimpactful, at least on the mechanical level. The Fates works well here, because it affects a course of events rather than your character directly. Even then, most players won’t want to use it for anything besides a contingency for their character dying—which may very well never happen, leaving it held in reserve in perpetuity—which makes The Fates’ usefulness questionable. In that regard, the Girdle is an appropriate replacement.

Lover: Choose a person of your race that knows you personally. That person is affected as though he or she had drunk an elixir of love, with you as the object of his or her obsession. The effect is permanent. (Replaces the Knight Vizier card.)

This is another one where the original replacement seems to make more sense. After all, both put an NPC into your service (though technically the Lover card doesn’t need to be limited to an NPC).

The issue is that the Knight card grants you a 4th-level fighter who doesn’t gain levels (and the notation that you can take them as a cohort if you take the Leadership feat is rather awkward; what if you’ve already taken Leadership? What if your level 12 character doesn’t want to spend a feat just to get a level 4 cohort?), whereas the Lover card can potentially affect any character of the same race (that you know), regardless of level. To that end, it seems more appropriate to swap this out with another card that’s helpful, but in a manner not strictly tied to levels or mechanics in general. In that sense, the Vizier fits nicely.

Madness: Once per day you suffer from confusion for 10 consecutive rounds, triggered at a time of the GM’s choosing but typically at the least opportune of moments. (Replaces the Rogue Idiot card.)

This is another instance where the original replacement is lopsided. The Madness card has a distinct game mechanic, being variable only in its timing, whereas the Rogue card is much more narratively-driven. Having this replace the Idiot card instead (which is itself variable in how punitive it is; a wizard will suffer greatly for having drawn it, whereas a fighter won’t care very much) is more balanced overall.

Mastery: Instantly gain any one feat of your choice that you qualify for. (Replaces the Star Throne card.)

Having the Mastery card replace the Star card (which grants a +2 inherent bonus to an ability score of your choice) is certainly a worthwhile substitution. It’s just that the Throne card’s +6 bonus to Diplomacy is a more direct exchange, since that’s almost the perfect equivalent of (Pathfinder 1E’s version of) the Skill Focus feat, albeit taken for Diplomacy. In essence, you’re swapping that out for a different feat of your choosing.

Of course, the Throne card also grants you a “small castle” when you draw it (and even lets you place it in an open area), but given how itinerant most PCs are, this can be seen as a burden (or something to sell) more than any sort of home base. As such, I suspect that most PCs would prefer a bonus feat of their choosing to a free castle.

One thing to keep in mind is that you don’t need to keep these substitutions consistent for different decks of many things. One might have the Bones card replace the Skull card, while another swaps it out for the Fool. Or you could ignore the replacement listings altogether, and have these six cards in the deck alongside the others (though you might need to assign them playing card or tarot card equivalents). Mix things up and go wild!

Though if you’re including a deck of many things in your campaign in the first place, you probably don’t need to be told that.

As this post is about a Paizo-produced option for an item that’s already in the Pathfinder 1E Core Rulebook, this technically shouldn’t be posted under the Third-Party Support heading. But as mentioned in the introduction, the deck of many things is an iconic D&D item. Given that PF1 is a variation of D&D 3.5, I’d say that’s close enough.

Random Thought Encounter: Replacing Energy Immunity with Resistance

May 23, 2025

The idea of trading out immunities—at least where energy damage is concerned—for varying levels of resistance is one that’s been around for a while.

By itself, that’s no surprise. After all, what the d20 Systems calls “damage reduction” is itself an immunity-to-resistance changeover from how AD&D used to handle weapon damage. If a creature in AD&D required a +2 weapon to hit, for instance, then you weren’t going to inflict any damage at all if you hit it with a +1 longsword, regardless of how many bonuses you had.

The notion of treating energy damage the same way has been discussed across numerous message boards, blogs, and websites by everyone from GMs to professional game designers. But while there’s a lot of enthusiasm behind the idea, things tend to stall out when the discussion gets down to brass tacks:

How much energy resistance should immunities be replaced with?

Some suggestions are for static values, such as 30 points of resistance, 60 points, or even 100 or more points. Others eschew that in favor of a percentage reduction, e.g. trading fire immunity for ignoring 50% of fire damage. A few suggest tailoring the amount of resistance to each particular creature or option that offers immunity, though the sheer amount of work this would require tends to be enough to put all but the most dedicated of enthusiasts off.

To that end, here’s a simple guideline for trading out energy immunities for resistances in monster listings:

A creature with innate energy immunity instead has resistance to that energy type equal to twice their natural Hit Dice.

So under this paradigm (in D&D 3.5), a fire giant is going to have fire resistance 30, a balor demon will have fire resistance 40, and a great red wyrm will have fire resistance 80.

For the above, a 10d6 fireball (average 35 points of damage) will maybe singe a fire giant slightly (if he fails his saving throw), but do nothing to a balor unless you Maximize or Empower it, and you’ll need to do both of those together to have any chance whatsoever of injuring the great red wyrm this way. Which seems about right given the relative power of those enemies.

So what about other sources of energy immunity? After all, PCs can gain immunity too, and they (usually) don’t have natural Hit Dice. For that, we have the following corollary:

Energy immunity gained from class levels instead grants resistance to that energy type equal to twice a creature’s level in that class. If this immunity comes from a prestige class, it instead grants resistance equal to twice their level in that prestige class plus a single base class they possess.

For example, a human sorcerer 8/bard 2/dragon disciple (blue) 10 will have gained the dragon apotheosis ability from his 10th level of dragon disciple, which would normally make him immune to electricity damage. Under this system, he instead picks one of his base classes (opting to take the sorcerer), adds his levels in that to his levels in dragon disciple (for a total of 18), and doubles the result, giving him electricity resistance 36 (the same as a young adult blue dragon).

Of course, there’s also templates such as half-dragons to consider. So let’s come up with a rule for them too:

If a creature gains energy immunity from a template, it instead gains energy resistance equal to twice its natural Hit Dice or from twice its levels in a single class (or a single base class and a single prestige class, as outlined above), whichever is higher.

So a griffon with the half-dragon (white) template applied would have cold resistance 14 (i.e. twice its 7 natural Hit Dice). Whereas a lizardfolk with the half-dragon (black) template would start out with acid resistance 4 (for its 2 natural Hit Dice), with that value going up if it ever gained three or more levels in a class.

Finally, we want to deal with any instance of spells or magic items granting energy immunity:

If a spell or magic item grants energy immunity, it instead grants energy resistance equal to twice its caster level.

This one doesn’t come up too often, as there are fewer spells and magic items that offer total immunity to a particular energy type. But for something like a ring of energy immunity, this lets us set its value (e.g. resistance 40, since its caster level is 20).

Finally, these values follow the normal rules for having energy resistances from two or more sources (i.e. two different sources of resistance to the same energy will overlap, rather than stacking). So an ice mephit (having cold resistance 6 from its 3 natural Hit Dice) that receives a resist energy spell keyed to cold from a 5th-level spellcaster will have cold resistance 10, not cold resistance 16.

Of course, none of this deals with things like immunity to poison or mind-affecting effects, but those either have smaller damage ranges (e.g. poison) or don’t make use of numerical damage values (e.g. mind-affecting effects), so we can overlook them here.

Third-Party Support: Spontaneous Spellcasting and Prestige Class Simple Templates

May 12, 2025

In my previous article, I mentioned Fat Goblin Games’ PF1 supplement CLASSifieds: Core Prestige Class Simple Templates, and I wanted to expound on that some more.

Specifically, on an issue with several of those templates’ spellcasting.

But let’s back up for a moment.

Of the ten prestige classes in the PF1 Core Rulebook, six of them improve your spellcasting progression. Of those, four (arcane archer, arcane trickster, dragon disciple, and eldritch knight) are specific to arcane spellcasting, one (the loremaster) is type-agnostic, and one (the mystic theurge) improves both arcane and divine spellcasting. However, only one of them—the dragon disciple—specifies whether the spellcasting progressions that they improve are prepared or spontaneous.

Which isn’t the case for the simple class templates in Fat Goblin Games’ supplement.

To reiterate, while the Core Prestige Class Simple Templates book does have the dragon disciple template casting spells spontaneously (though it only lists spells per day rather than spells known; given that it should have a spells known table and note that they get two “spells per day” slots for each spell level, I’ve listed a corrected table below), the other spellcasting class templates mandate being a preparatory spellcaster (and the loremaster mandates being an arcane preparatory spellcaster).

Dragon Disciple Creature Spells Known

HD1st2nd3rd4th
6-91
10-1421
15-19221
20-24221
25+22

While the simplicity of a template necessarily reduces the options that a creature would have if they’d taken levels in a prestige class, this still seems like an unnecessary straitjacket. For instance, consider that making a creature cast preparatory arcane spells means that (with the possible exception of the loremaster) they’ll need to have a spellbook on them, which could mean that your PCs gain access to some spells you’d rather they not have. That’s not an issue with spontaneous spellcasters.

To that end, consider using the following rules where the corresponding prestige class simple templates are concerned (if not mentioned, presume that each template uses the spell list mentioned in its entry in the Prestige Class Simple Templates sourcebook):

Arcane Archer: When applying this template to a creature, choose if you want them to be a prepared or spontaneous spellcaster. If prepared, they use the spells per day table listed; if spontaneous, treat the listed table as their spells known, and they gain two spell slots of each level for every level of spells known.

A preparatory arcane archer uses Intelligence as their spellcasting ability modifier. A spontaneous arcane archer uses Charisma as their spellcasting ability modifier.

Arcane Trickster: When applying this template to a creature, choose if you want them to be a prepared or spontaneous spellcaster. If prepared, they use the spells per day table listed; if spontaneous, treat the listed table as their spells known, and they gain two spell slots of each level for every level of spells known.

A preparatory arcane trickster uses Intelligence as their spellcasting ability modifier. A spontaneous arcane trickster uses Charisma as their spellcasting ability modifier, and replaces this template’s ability score modifiers with the following: +2 Dexterity, +2 Charisma.

Eldritch Knight: When applying this template to a creature, choose if you want them to be a prepared or spontaneous spellcaster. If prepared, they use the spells per day table listed; if spontaneous, treat the listed table as their spells known, and they gain two spell slots of each level for every level of spells known.

A preparatory eldritch knight uses Intelligence as their spellcasting ability modifier. A spontaneous eldritch knight uses Charisma as their spellcasting ability modifier, and replaces this template’s ability score modifiers with the following: +2 Strength, +2 Charisma.

Loremaster: When applying this template to a creature, choose if you want them to be an arcane spellcaster or a divine spellcaster. If arcane, draw their spells from the sorcerer/wizard spell list; if divine, draw their spells from the cleric spell list. Then decide if you want them to be a prepared or spontaneous spellcaster. If prepared, they use the spells per day table listed; if spontaneous, treat the listed table as their spells known, and they gain two spell slots of each level for every level of spells known.

A preparatory arcane loremaster uses Intelligence as their spellcasting ability modifier. A preparatory divine loremaster uses Wisdom as their spellcasting ability modifier, and replaces the template’s ability score modifiers with the following: +4 Wisdom. A spontaneous loremaster of any kind uses Charisma as their spellcasting ability modifier, and replaces the template’s ability score modifiers with the following: +4 Charisma.

Mystic Theurge: When applying this template to a creature, choose if you want them to be a prepared or spontaneous spellcaster; this choice is for both their arcane and divine spells. If prepared, they use the spells per day table listed; if spontaneous, treat the listed table as their spells known, and they gain two spell slots of each level for every level of spells known.

A preparatory mystic theurge uses either their Intelligence or their Wisdom as their spellcasting ability modifier. This choice must be made when the template is first applied to a creature; once made, this choice cannot be changed. A spontaneous mystic theurge uses Charisma as their spellcasting ability modifier, and replaces this template’s ability score modifiers with the following: +2 Intelligence, +2 Wisdom, +4 Charisma.

I’ll close out by saying that, while there’s no official guidance that I’m aware of, my presumption is that spellcasting ability gained via a simple class template receives bonus spells for a high spellcasting ability modifier, the same as any other spellcaster.

Adding Character Classes to Monsters in the d20 System

March 10, 2025

Giving monsters abilities that are typically restricted to character classes is something of a sticky wicket in the d20 System. Not because monsters can’t have such powers, but because giving it to them can be a cumbersome process under the framework of the game rules. What follows is a brief outline of ways to add class abilities to monsters, and the virtues and drawbacks of each method.

Hopefully this helps you give your monsters some class!

Adding Class Levels

This method has the monsters gain class abilities the same way that the PCs do: by taking levels in the relevant class(es).

The Good: This is the most straightforward method, with very little ambiguity since class levels don’t really interact with any powers the monster might naturally have. Even better, it works with every character class out there, no matter how unusual or outré, and there’s no problem if you want to use alternate class abilities or PF1-style archetypes.

The Bad: If you just want your monster to have one or two particular abilities, this method can be more trouble than it’s worth. If you want your rakshasa to have evasion and +4d6 sneak attack, you’re going to have to give them seven levels of rogue. This involves spending a bunch of skill points, giving them a couple of feats, recalculating their saving throw bonuses and BAB, along with a bunch of powers you didn’t care about them having. All of which is to say, this method can be a hassle.

Don’t forget that some monsters’ base stats are enough for them to qualify for certain prestige classes. Your average rakshasa, for instance, already meets all of the requirements to take levels in eldritch knight.

Variant Multiclassing

While it’s atypical to think of a monster’s natural Hit Dice as being like class levels, there’s plenty of history to the idea, from WotC’s Savage Species book for D&D 3.0 to Dreamscarred Press’s Monster Class line of supplements for PF1. And if natural Hit Dice are class levels, is there any reason why a monster can’t use variant multiclassing?

The Good: This method is one of the easiest to implement. You just eliminate the requisite number of feats (according to the chart on the page linked to above) and apply the matching class features from the class you’ve chosen.

The Bad: Even leaving aside that this relies on the PF1 feat progression (which is a relatively small hurdle to work around), the fact of the matter is that the rigid nature of what class features you get might not be precisely what you’re looking for. More than that, only a small number of PF1 classes even have their variant multiclassing rules outlined, and almost no other classes do, which can leave you stuck with having to write your own if the class you want isn’t on here.

It’s worth mentioning that Far Distant Future Publishing’s Variant Multiclassing Revisited solves a lot of the aforementioned problems. Not only does it rework the variant multiclassing system into a series of feats (albeit keeping the restriction that you can only have one variant multiclass), but it also has options for a large number of classes.

Simple Class Templates

Another PF1 option, this does what it says on the proverbial tin, turning classes into templates.

The Good: This feature combines the simplicity of variant multiclassing with the additive nature of taking standard class levels; the creature gains everything in the template (up to its Hit Dice) without giving up any feats or needing to mess with recalculating things like skill points and saving throws. It also helps that the CR adjustment is built right into the template.

The Bad: Since all of these templates involve an ability score boost (to the ability score primarily used by the class in question) some of the monster’s statistics will need at least minor recalculating. Moreover, the simplified nature of these templates means that a number of the powers in the original class are either absent or heavily watered down. Likewise, only a few classes have these templates made for them in the first place.

As with variant multiclassing, the third-party community has stepped worked to fill at least some of the gap where other classes are concerned. Rogue Genius Games, for instance, has published not just one but two supplements focused on simple class templates, while Fat Goblin Games has done the same for several prestige classes.

Gestalt Integration

Operating on the aforementioned idea that a monster’s natural Hit Dice are a class in-and-of themselves, there’s no reason why you can’t simply make a gestalt character out of them, integrating a class directly into their stat block.

The Good: Presuming that the creature has equal-or-better Hit Dice size, BAB progression, and skill points per level than the class you’re integrating them with, then this is one of the easiest options. Just add in the class abilities, and you’re done! And if the weapon and armor proficiencies they gain give you some new options, so much the better. Plus, you can customize the class if it has selectable suites of abilities (e.g. rogue talents) or PF1-style archetypes.

The Bad: If your monster doesn’t have better Hit Dice, BAB, or skill points per level than the class you’re making them a gestalt with, then this can involve some considerable recalculating of their stat block. Also, you’ll need to recalculate the monster’s CR on your own. If you’re using PF1, you’ll need to figure out if the monster gains favored class bonuses for its gestalt class.

For a slight twist on the gestalt option, check out the “amalgam characters” idea on this post from Owen K. C. Stephens’ blog. An amalgam character is essentially the same thing as a gestalt character, except “All of the abilities of both classes are considered to be native to the amalgam class. This can be important for rule interactions. For example, an amalgam magus/wizard treats all their wizard spells as being magus spells when determining if they can cast spells without suffering from arcane spell failure.”

Depowered Monsters

This idea turns monsters into monstrous equivalents of humans, elves, dwarves, etc. With no natural Hit Dice and special abilities that are reduced in power (if not removed altogether), they rely entirely on class levels for advancement. From an in-game standpoint, such monsters could be weakened versions of the standard monsters, being sickly mutants, runts with stunted growth potential, racial offshoots, or other variants.

The Good: This essentially sidesteps the issue of monsters with classes altogether, rewriting a given monster as a PC playable race. In that regard, they’re no more difficult to deal with than any other character, at least on a mechanical level.

The Bad: This option runs the risk of watering down what makes a monster notable in the first place, since its inherent powers are necessarily reduced to the point where they won’t break the game at 1st level. More than that, you’ll need to either find a third-party product with “PC monster” rules for the particular monster you’re looking for or write them yourself.

If you do decide to make a depowered monster, Pathfinder’s race builder rules might prove helpful.

Third-Party Support: Indigenous Fey

September 29, 2024

It took the fey quite some time to find their place in D&D.

While stories of a “fairyland” or “realm of the fey” go back for centuries, D&D’s traditional Great Wheel cosmology didn’t really have a place for them. In fact, it wasn’t even clear if the fey were supposed to come from the planes at all, since they were quite often portrayed (usually by implication) as beings of the natural world, with dryads being denizens of the forest, nixies dwelling in rivers, gremlins living in caves, etc.

AD&D 2nd Edition tried to square this circle by making the Seelie Court into its own pantheon, with Titania and Oberon as its chief deities, around which gods of various fey creatures such as unicorns and leprechauns gathered. The Unseelie Court was essentially the realm of a singular evil fey goddess, the Queen of Air and Darkness. Both were placed among the Outer Planes.

That this solution was found by many to be inelegant can be inferred by how, in the D&D 3rd Edition Manual of the Planes, there was presented a “Plane of Faerie” as an example of planes that might be found in alternative cosmologies (along with heretofore unknown planes such as the Plane of Mirrors and the Elemental Plane of Wood).

The idea must have been popular, because Pathfinder 1E and D&D 4th Edition both availed themselves of it when putting forward their cosmologies. Pathfinder had “The First World” as its fey realm, while 4E had the “Feywild.” To date, both are still being used in the latest editions of both games.

Looking at the presentation of a fey-specific plane in the context of the d20 System, however (i.e. 3E’s Plane of Faerie and Pathfinder 1E’s First World), I think that there’s an unintended consequence (albeit a very minor one) that I think has gone overlooked.

If the fey come from a different plane of existence, shouldn’t they have the Extraplanar subtype?

Now, this is far from an unsolvable problem. While the various entries in d20 System monster books are all written from the standpoint of encountering the listed creatures on the Material Plane (hence why some have the Extraplanar subtype in their listing, since no one has that subtype on their home plane or one of the Transitive Planes), it’s fairly obvious that you can have creatures that are traditionally the denizens of one plane living on another; it’s why the various summon monster spells are populated with terrestrial animals that nevertheless live on the celestial or fiendish planes.

By that same token, it’s not much of a stretch to say that there are fey who’ve “gone native” with regard to the Material Plane, and consider (for the purposes of spells and effects) it to be their home plane now.

But this presents a mild inconsistency in that something like a celestial tiger or a fiendish gorilla has a template to indicate its otherworldly origin, allowing the rules to reflect that their not quite the same as their terrestrial counterparts. Shouldn’t fey who live on the Material Plane, rather than the Faerie Plane/First World/Feywild have something like that?

Which brings us to Grundylow Games’ Race Pack Two: Visitors.

Image

In this product, a new subtype is presented: Indigenous, meant specifically for those fey who’re denizens of the mortal world.

The full text of the subtype can be seen in the product’s preview, but to summarize, a fey with that subtype is vulnerable to spells and effects that target humanoids (e.g. charm person), but cannot take feats, traits, or other options whose prerequisites include being of the Humanoid type.

Personally, having all fey have either the Indigenous or Extraplanar subtype (depending on whether their home plane is the Material Plane or the Fey Plane, respectively) strikes me as a fairly easy way to square the circle of where the fey come from, without removing any existing options. If anything, it allows for even more options than before, since Extraplanar fey can be overcome with a successful banishment or dismissal spell, while Indigenous fey can be hit with hold person or dominate person, all while fey-specific options such as charm fey and hold fey work on either.

The one issue under this rule is that a GM will need to figure out if a particular fey is Indigenous or Extraplanar. This includes monsters with the Fey Creature template (whereas those with the First World Creature template, however, will always be Extraplanar). But given that this would only matter in a few specific instances, that can probably be decided on the fly.

Overall, Grundylow Games came up with an elegant way of letting the d20 System rules differentiate between those fey which come from their own alien realm, and those which live alongside mortals.

Which one your PCs meet in their next campaign is up to you.

D&D Did You Know’s: Disintegration vs. Regeneration in Third Edition

September 10, 2023

We’ve all been there at one time or another: at some point, the party finds themselves fighting a regenerating creature, and the wizard casts disintegrate on it. The spell deals damage in excess of the enemy’s remaining hit points, and it goes down. But then the game grinds to a halt as everyone tries to figure out if its regeneration kicks in or not.

It’s easy to see why there’s a split of opinions in this regard. The spell says that if its damage reduces the creatures to 0 hit points or less, it’s reduced to a trace of fine dust. But the rules for regeneration say that, unless a particular damage type is specifically called out as bypassing a creature’s regeneration (e.g. acid and fire for trolls), then it’s actually dealing nonlethal damage, and so the creature’s hit points aren’t reduced to 0.

That, however, can seem counterintuitive, since it doesn’t explain why the creature hasn’t been reduced to dust (or if it’s regenerating back from dust, which seems like a bit much). But at the same time, the rules say what they say, and a straightforward reading makes it clear that regeneration trumps disintegration.

But is that really what the rules say?

Following the link above, the rules for regeneration note the following:

Regeneration does not restore hit points lost from starvation, thirst, or suffocation.

Attack forms that don’t deal hit point damage ignore regeneration.

However, those two sentences are presented as a single paragraph in the Monster Manual, and have an additional bit of text as well:

Attack forms that don’t deal hit point damage (for example, most poisons and disintegration) ignore regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation.

Monster Manual v.3.0, page 10; Monster Manual v.3.5, page 314.

And there you have it, as the parenthetical listing in the above text notes that disintegration ignores regeneration. Why it was excised from the 3.5 SRD is unclear (especially since that notation was included in the 3.0 SRD), though the scouring of examples from the 3.5 SRD in general may have something to do with it.

Now, that disintegrate “do[es]n’t deal hit point damage” is a bit odd, since in 3.5 it does deal hit point damage; presumably, that’s a leftover reference to 3.0, when the spell only dealt hit point damage if the target made their saving throw (on a failed saving throw they were disintegrated completely, regardless of their hit points). However, it’s worth noting that the reference that disintegration overcame regeneration was never corrected in any errata issued for the 3.5 Monster Manual.

Given that the text is somewhat contradictory in that regard in 3.5 (specifically calling out disintegration as bypassing regeneration, but saying that it does so because it bypasses hit points, which it doesn’t), the debate is one that will likely never be completely resolved.

(3.5/PF1) Wearing Rings Like a Lord

May 20, 2023

The following is an addendum to my previous article regarding magic rings in the d20 System. While that article outlines several ways that a character can get around the two-ring limit, I also wanted to present an original option that lets characters push that limit rather than circumvent it. Hence the following new item:

QUINTESSOR (MINOR ARTIFACT)

Aura strong universal; CL 20th

Slot ring (see text); Weight

DESCRIPTION

A quintessor appears to be a bracelet with five short lengths of chain dangling from it. As a standard action, a magic ring can be touched to one of the lengths of chain, which mystically attaches to it. A character can then wear the ring normally, with the chain stretching taut over the back of the finger. Up to five rings may be attached to a quintessor in this manner, and all attached rings function normally, superseding the standard limit on how many magic rings a character can benefit from at once. An attached ring is treated as having a caster level of 20 (unless its normal caster level is higher).

Wearing a quintessor disables all other ring slots that a character has, including if they have more than the standard two. They are similarly unable to make use of items such as a hand of glory or a meridian belt. A character can only benefit from a single quintessor at a time.

The person wearing a quintessor may remove a ring as a standard action. For all other characters besides the wearer, the rings are considered to be part of the artifact, and cannot be separated from it while worn. Attempts to steal or sunder attached rings automatically fail (though the quintessor itself may be targeted). If a quintessor is not currently worn, anyone may add or remove a ring from it. Adding or removing rings from a quintessor does not provoke an attack of opportunity.

DESTRUCTION

A quintessor can be destroyed if it is worn for a full year with five cursed rings attached. At the end of this year, the quintessor (and the rings) corrode into nothing.

(3.5/PF1) The Return of Protection Scrolls

May 8, 2023

For all that D&D 5th Edition isn’t my game of choice, I have to give credit where credit is due: its designers were quite earnest in looking to the whole of the game’s history for inspiration.

Nowhere is that more true than in 5E’s reintroduction of protection scrolls.

Last seen in AD&D 2nd Edition, protection scrolls (also called scrolls of protection) are the lesser-known cousins of spell scrolls. Whereas the latter have inscribed spells that are just waiting for a spellcaster to unleash them (though certain non-spellcasters can also make use of them), protection scrolls are able to be used by anyone. As their name suggests, they’re entirely defensive in nature, serving to safeguard the user against certain types of monsters, damage, or harmful situations.

Being scroll-specific, but not fitting in with the basic spell-in-a-can formula that scrolls otherwise used, it’s perhaps no great surprise that protection scrolls were dropped when D&D 3rd Edition came out, particularly since it was easy to scribe a defensive spell down and call it close enough. 4th Edition likewise had no use for them (though a ritual scroll for a protective spell effect was vaguely evocative of the same idea). And so that particular brand of magic items were ignored until 5E brought them back.

But what if we wanted to have protection scrolls in a d20 System game? What would they look like? What follows is my take on those questions.

d20 Protection Scrolls

The characteristics of a protection scroll are that they’re single-use items, that anyone can use them, and that they ward the user against (as noted above) some sort of damage, monster, or other hazard.

Fulfilling the first characteristic is fairly simple; the d20 System is full of single-use items, ranging from potions to feather tokens to ordinary spell scrolls. Likewise, the game has a vast array of defensive spells and abilities that can be made use of. It’s that second component, that anyone can activate them, which sets protection scrolls apart from spell scrolls. As written, the Scribe Scroll feat only allows for the latter, and their nature as spell completion magic items (which sets the conditions as to who can activate them) are an issue.

The resolution, therefore, is to simply say that protection scrolls aren’t actually scrolls (i.e. magic items made via the Scribe Scroll feat) at all: they’re wondrous items, albeit in scroll form.

If that seems like a rather convenient leap in logic, consider that there are already several other categories of magic items that are textual in nature and are wondrous items. These include blessed books, golem manuals, and various stat-boosting manuals and tomes. So we’re simply adding protection scrolls to that group.

And with that, most of the pieces fall into place…emphasis on “most of.” Since we don’t need to reinvent the wheel where protective effects are concerned, these are going to be a category of single-use spell effects. To that end, looking at the rules for estimating magic item gold piece values tells us that a single use, use-activated magic item has a formula of spell level x caster level x 50 gp.

Here’s where we’re going to start making a few changes. First, we’re going to tweak the cost modifier to spell level x caster level x 35 gp, and have the activation method be a command word. The command word reflects that, as scrolls, these need to be read out loud to take effects, and so can’t be activated in an area of magical silence, will alert anyone nearby who can hear you speaking (albeit possibly requiring a Listen/Perception check), etc.

A secondary restriction that justifies this lower price is that protection scrolls can only be used in conjunction with spells of the abjuration school. At the GM’s discretion, certain spells of this school are incompatible with protection scrolls (see below).

Safety First

Given the multiplicity of spells in the d20 System, and how arbitrarily some of them can be assigned to various spell schools, it’s possible that limiting protection scrolls to abjuration effects only might not be narrow enough. While protection scrolls are still more expensive than other types of scrolls, they’re markedly less expensive than potions, and have no corresponding cap on the level of the spells that can be used.

To that end, consider imposing the following additional restrictions. These necessarily require some GM discretion, since the d20 game rules don’t systematize what constitutes a defensive effects versus other kinds of powers, but shouldn’t be unduly difficult to adjudicate:

  • Protection scrolls cannot be used to attack creatures (including inflict hit point damage, ability damage or drain, or other “debuff” status effects such as confusion, paralysis, negative levels, etc.).
  • Protection scrolls cannot restore hit points, negative levels, ability damage or drain, etc.
  • Protection scrolls cannot be used to create or summon, or banish or dismiss, any creature or thing.
  • Protection scrolls cannot use movement/transportation effects (i.e. avoiding is different than protecting).
  • Protection scrolls keep characters from harm, rather than suppressing an enemy’s ability to act (e.g. antimagic field is thematically incompatible with how protection scrolls are supposed to function).
  • Protection scrolls serve to defeat incoming damage/conditions rather than overcome them (e.g. they don’t add to Armor Class or saving throws, but would instead grant damage reduction or energy resistance), though spells with multiple effects such as protection from evil can serve as exceptions.

Taking these guidelines into account, here are some example protection scrolls.

SCROLL, PROTECTION FROM ELEMENTS

Aura faint abjuration; CL 3rd

Slot –; Price 210 gp; Weight

DESCRIPTION

This scroll grants the reader the benefits of resist energy. The type of energy to be resisted is chosen when the scroll is activated.

CONSTRUCTION

Requirements Craft Wondrous Item, resist energy; Cost 105 gp

SCROLL, PROTECTION FROM MINOR MAGIC

Aura moderate abjuration; CL 7th

Slot –; Price 980 gp; Weight

DESCRIPTION

This scroll grants the reader the benefits of lesser globe of invulnerability.

CONSTRUCTION

Requirements Craft Wondrous Item, antimagic field; Cost 490 gp

SCROLL, PROTECTION FROM PARALYSIS

Aura moderate abjuration; CL 7th

Slot –; Price 980 gp; Weight

DESCRIPTION

This scroll grants the reader the benefits of freedom of movement.

CONSTRUCTION

Requirements Craft Wondrous Item, freedom of movement; Cost 490 gp

SCROLL, PROTECTION FROM SCRYING

Aura faint abjuration; CL 5th

Slot –; Price 575 gp; Weight

DESCRIPTION

This scroll grants the reader the benefits of nondetection.

CONSTRUCTION

Requirements Craft Wondrous Item, nondetection; Cost 312 gp

SCROLL, PROTECTION FROM VERMIN

Aura moderate abjuration; CL 7th

Slot –; Price 980 gp; Weight

DESCRIPTION

This scroll grants the reader the benefits of repulse vermin.

CONSTRUCTION

Requirements Craft Wondrous Item, repulse vermin; Cost 490 gp

REPULSE [CREATURE TYPE]

School abjuration; Level cleric 5, sorcerer/wizard 4

Components V, S, F/DF (a pair of feline statuettes worth 10 gp)

Range 10 ft.

Area 10-ft.-radius spherical emanation, centered on you

This spell functions like repulsion, except as listed above, and only affects a single creature type as per a ranger’s favored enemy (e.g. evil outsiders, humanoids of a specific subtype, etc.); at the GM’s option, other groups of creatures may be designated (e.g. lycanthropes).

Each creature type counts as a different version of this spell; repulse dragons and repulse elves, for example, are two separate spells that must be scribed separately into a spellbook, count as two spells known, etc.

The takeaway here is that protection scrolls have a narrower range of effects than what standard spells scrolls or potions allow for, but are cheaper and can have higher-level spells than the latter while not requiring spellcasting or ranks in Use Magic Device the way the former would. Judicious use of protection scrolls can help safeguard your PCs from the dangers of your campaign world…or help safeguard your campaign world from them!


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