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61
Homebrew and House Rules (D&D) / Re: TravelLog's Discworld Compendium
« on: April 24, 2013, 04:13:34 PM »
Fixed on all counts. I originally didn't give each of them their alignment domains because it felt like they didn't all fit quite right in some cases (like the Good domain felt odd on Hoki, likewise Evil for the Sea Goddess) even though they have that alignment.

Still, more options for players can't necessarily hurt.

Thoughts otherwise: Rincewind and the Luggage (I want to make a feat that gives a Luggage as either a cohort or replacement for animal companion/special mount, but it would need to be a weaker version that advances)? Ideas or suggestions more generally?

62
Homebrew and House Rules (D&D) / Re: TravelLog's Discworld Compendium
« on: April 24, 2013, 01:09:30 PM »
Deities of Discworld



”Because what gods need is belief, and what humans want is gods.”

” It was all very well going on about pure logic and how the universe was ruled by logic and the harmony of numbers, but the plain fact of the matter was that the Disc was manifestly traversing space on the back of a giant turtle and the gods had a habit of going round to atheists' houses and smashing their windows.”

“No gods anywhere play chess. They haven't got the imagination. Gods prefer simple, vicious games, where you Do Not Achieve Transcendence but Go Straight to Oblivion; A key to the understanding of all religion is that a god's idea of amusement is Snakes and Ladders with greased rungs.”

“Demons have existed on the Discworld for at least as long as the gods, who in many ways they closely resemble. The difference is basically the same as that between terrorists and freedom fighters.”

“It is said that whosoever the gods wish to destroy, they first make mad. In fact, whosoever the gods wish to destroy, they first hand the equivalent of a stick with a fizzing fuse and Acme Dynamite Company written on its side. It's more interesting, and doesn't take as long.”


Anoia, Goddess of Things That Stick in Drawers

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A minor goddess, Anoia used to be responsible for the Disc’s volcanoes. Eventually, however, she tired of this and changed her vocational priorities. She wears the appearance of a tired, skinny woman clothed in a bedsheet and continuously smoking a rather ashy cigarette.

Anoia does not ask much of her worshippers, and is more or less of the mindset that at some point, everyone has to deal with a stuck drawer, and angry or not those people’s shouting is a prayer for her. She also brings this attitude toward Things Down The Backs of Sofas, and has recently entertained entering the market of Zippers That Have Gotten Stuck Despite Being Wiggled Back And Forth.

Dogma: Things go to the bad at some point, so when they do, best to be prepared (if not with a solution, at least with a set of screwdrivers and pliers). Always remember where you put things, and don’t be afraid to mess about when searching for a solution.

Clergy and Temples: Anoia’s only temple is a small building in Ankh-Morpork that, appropriately, appears to have been wedged in between two other, larger temples. In keeping with the relaxed nature of their goddess, Anoia’s priestesses do freelance work for other up-and-coming deities.

Domains: Family, Force, Liberation, Fire, Good
Alignment: Neutral Good
Symbol: A drawer with the top of a fork sticking out of it below a lit cigarette


Bilious, Oh God of Hangovers

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Another minor deity, created in a time of surplus belief after a nasty affair involving a man with a glass eye, Bilious is cursed to get all the negative effects of drinking even though he has never actually come into contact or consumed alcohol. He hates drinkers, and commands his worshippers to inconvenience them at all opportunities with pamphlets urging sobriety.

His attitude towards his worshippers is not a good one, mainly because they make his headaches worse with their constant call for prayers. He rarely responds to requests, and when he does it is often as tersely as possible. He appears as a thin man with a pale face, short brown hair, and a decidedly green cast to his features, and is often sweaty.

Dogma: Drinking is the greatest sin possible. Doctors and hedge witches are to be venerated in all their forms.

Clergy and Temples: Bilious has neither temples nor clergy, and can be best worshipped by attending sobriety seminars or temperance meetings.

Domains: Suffering, Sloth, Retribution, Purification, Balance
Alignment: True Neutral
Symbol: A figure with a pillow head tightly over his head above a cup of coffee


Blind Io, God of Thunder and Make No Mistake

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Blind Io is the current king of the gods and has the unquestioned monopoly on the use of thunder for deific purposes. Any deity can rain down lightning on unbelievers, but you better believe he contracts the thunder out to old Io. The crafty bastard is blind, at least in the traditional sense, but tends to be surrounded by a number of floating eyes that aimlessly float around his head and therefore tend to leave him in a bad mood because of split vision.

Because so many cultures create independent thunder gods, Io has what is perhaps the most complete costume wardrobe of all the gods, and is adept at imitating anything from a female thunder god to a creature with lightning bolts for arms.

Dogma: All occurrences of thunder are to be taken as the attention of Blind Io. It is important to venerate the gods in all their forms, and those who do not do so will likely be left a pile of badly burnt sandals and ash. Enemies should be swiftly dealt with. Other deities claiming to be thunder gods should have their temples torn down post-haste.

Clergy and Temples: As chief among the gods, Blind Io boasts the Disc’s most prominent (though not largest) clergy, and the high priest of Blind Io traditionally speaks for and represents Ankh-Morpork’s various priesthoods and religious orders. He also has a large temple and a feast day.

Domains: Wrath, Air, Pride, Sky, Law, Good
Alignment: Lawful Good
Symbol: A double headed axe bisected by a lightning bolt


Fate, God of You Damn Well Know What

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More properly termed an Anthropomorphic Personification, Fate appears as an older man with graying hair and eyes that are black from edge to edge, and faint twinklings that may be stars. He plays games with the other gods constantly, and has only been known to lose to the Lady (and Cohen the Barbarian on one memorable occasion). Fate is unfailingly polite, but does not like being cheated, and responds angrily when it occurs. Interestingly, Fate may well be the one who cheats the others most.

Fate does not care one way or the other regarding his worshippers, and sees the Disc in general as something to momentarily suspend his boredom.

Dogma: Things happen, and that is simply the way that the universe works. It does not do to fight one’s fate, and all things should be accepted as they are given. Trying to change one’s destiny is an act counter to the fabric of the cosmos.

Clergy and Worshippers: Just because Fate does not care about his followers does not mean they do not exist. He has a temple in Ankh-Morpork, and his priests are grey-faced men who attend pre-determined meetings in his name. Many of them are accountants and tax collectors.

Domains: Fate, Planning, Destiny, Oracle, Law
Alignment: Lawful Neutral
Symbol: A black disc dotted with scattered stars


Hoki, God of Bloody Mischief and Trickery

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Hoki is a bit of a bastard, so much so that he got kicked out of Dunmanifestin for pulling the old exploding mistletoe joke on Blind Io. He manifests in a number of forms, ranging from a small child to an oak tree, or a half-man, half-goat. The other gods see Hoki as a bloody nuisance, and he tends to be worshipped more so that he doesn’t bother people than out of any desire for something from him.

Hoki doesn’t care for much, and his attitude can generally be summed up by the phrase “unwelcome surprise.” That said, Hoki does also care for the forests of the Disc, particularly in the Ramptops, ensuring that the wilds are well-cared for.

Dogma: Do what you want as long as its worth a good laugh and doesn’t permanently hurt anyone.

Clergy and Worshippers: While he has no temple, Hoki is worshipped primarily out of a desire to keep him away and not causing problems. Some of his worshippers are small children with whoopee cushions.

Domains: Life, Plant, Trickery, Moon, Chaos, Good
Alignment: Chaotic Good
Symbol: A flute overlaid on an oak tree


The Lady, Goddess of the Million-to-One Chance

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The Lady is the anthropomorphic personification of Luck, and is the single most powerful goddess on the face of the Disc. Her name is never spoken, only hinted at, and she invariably deserts anyone who names her outright. The Lady is capricious, and appears as a red-haired woman with bright green eyes (not in the sense that a human might have green eyes; her’s are green from edge to edge, without whites or pupils).

The eternal rival of Fate, the Lady is the only know deity to have beaten him in a game. Where Fate plays to win, the Lady only plays not to lose, and tends to choose pieces that are, on their face, not very powerful (or in Rincewind’s case, possessed of any redeeming abilities whatsoever). She claims to have never sacrificed a pawn, and treats those holds those she favors close.

Dogma: The Lady espouses no particular dogma or ideology.

Clergy and Worshippers: Uniquely of the gods on the Disc, the Lady has neither worshippers nor clergy. This is because, although the only temple ever erected to Her was destroyed by pure chance, everyone, in their heart of hearts, hopes and prays that She exists and will favor them. Her suitors are distinguished by their repetition of the prayer: “please-oh-please-oh-please-oh-please.”

Domains: Chaos, Luck, Travel, Wealth, Charm, Quantum (new domain)
Alignment: Chaotic Neutral
Symbol: A pair of dice, or a quantum weather butterfly

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Nuggan, God of Borogravia, Paperclips, Correct Things in the Right Place in Small Desk Stationery Sets, and Unnecessary Paperwork

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A small man, or baby, with a fussy little mustache and red cheeks, Nuggan is perhaps the most despised god on the Disc, and for good reason. He is very serious about setting prohibitions, which his followers call Abominations. Nuggan thinks that a god ought to prohibit things that people truly want, so that the prohibition has real effect on people's lives. So, Nuggan sets the rules that his people shall eat neither chocolate nor garlic. This makes Borogravian citizens rather angry when finally they taste garlic and/or chocolate and find how tasty it is. For some time, devout and stern Nugganites have been policing their villages to punish people who illegally possess chocolate.

Nuggan sets these terrible prohibitions for his worshippers, but doesn't tell them if there are any good things that they could and should do ("love thy neighbours" or such), whether they are doing a good job of living their lives. As a result, the Borogravian people are constantly worried that they are breaking some prohibitions. People have a terrible feeling that they will all end in eternal damnation.

Dogma: Don't do that!

Clergy and Worshippers: Nuggan's situation is an unusual one in that for all intents and purposes he is actually a dead god, with no worshippers to speak of. This is because the people of Borogravia became so disgusted with Nuggan that they turned to worship the late-Duchess Annagovia, who has since begged her worshippers to let her rest. This has left Borogravia in the perhaps unique position of being in the market for a new deity. When he was alive, Nuggan's priests were more or less extremely fussy clerks.

Domains: Domination, Envy, Law, Tyranny, Idiocy (see below)
Alignment: Lawful Good (in intention), Lawful Evil (in practice)1
Symbol: A bar of chocolate covered by a "no" sign similar to what one sees in places where you aren't allowed to smoke.

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1 Because of this contradiction, Nuggan does not actually possess either the Good or Evil domain


Offler, The Crocodile God

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Appearing as a man with a crocodile’s head, Offler is one of the disc’s most widely worshipped deities, with the majority of his followers coming from Klatch, his place of origin. Oddly, he also boasts many worshippers who have never actually seen a crocodile and whose lands do not have them.

An old god, Offler is more prone to common sense than many of his younger fellows, and takes a pragmatic approach to his worshippers. He advocates the importance of only forbidding things that your worshippers will not mind giving up (broccoli), to the other gods. He also speaks with a lisp as a result of his crocodile head.  He is attended by sacred birds that give him news from across the Disc, and also clean his teeth.

Dogma: Pay attention and take note of your situation, because things are always bloody complicated. Mind your own business and work hard and things will probably turn out all right. Respect crocodiles.

Clergy and Worshippers: The Crocodile God’s followers are called Offlians, and the second month of the calendar, Offle, is also named after him. The traditional sacrifice to Offler when praying is composed mainly of fried sausages, allowing the "true sausagidity" to ascend to Offler by means of smell, while the clergy eat the "earthly shell" of the sausages, which the clergy claim taste like ash, as Offler has eaten their essence. A large temple to Offler exists in Ankh-Morpork as well.

Domains: Mysticism, Scalykind, Thirst, Sand, Sun, Good
Alignment: Neutral Good
Symbol: A crocodile head over two crossed scepters


The Great God Om

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Om is an interesting case as a god. There was a time when his priesthood focused on inquisiting (which generally involved a great deal of spikes and shouting. Also fire. You can never have enough righteous fire), but after the coming of the Prophet Brutha, Om had a change of heart, and now urges his followers to be good to all people, though they still hold the belief that Om is the one true god.

Om’s followers and clergy are based in the desert nation of Omnia, a theocracy on the Klatchian continent. Om has, following Brutha’s coming, refused to manifest directly and demands that believers develop their own theology and ethics based on faith in his existence and creeds of nonviolence and moral decency. Omnians, rather than turning to war to prove Om’s superiority, now try to win in the marketplace of ideas.

Dogma: You can die for your country or your people or your family, but for a god you should live fully and busily, every day of a long life.

Clergy and Worshippers: As a theocracy, Omnia is ruled by the Cenobiarch and the priesthood, which espouses an evangelical attitude and encourages missionary work.

Domains: Inquisition, Good, Healing, Courage, Community
Alignment: Neutral Good
Symbol: A turtle


Patina, Goddess of Wisdom

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The dignified, grey-haired goddess of wisdom, Patina’s image is marred by the fact that a sculptor accidentally carved her statue with a penguin instead of an owl. As a result, the collective belief has forced Patina to actually change her pet into a penguin, causing much laughter at her expense in Dunmanifestin. Her origin lies in Ephebe, where the philosophers and artists are venetrated as nowhere else on the Disc.

Patina is a relatively distant goddess, though she means well. Her desire for learning and knowledge of all kinds makes her easily distractable, and though she inspires her worshippers, she tends not to answer their prayers because she is off studying some new phenomena.

Dogma: Learn as much as you can, listen to those wiser than you, and always seek new heights of knowledge. Libraries are sacred, and those who tamper with them should be dealt with harshly.

Clergy and Worshippers: Though Patina does have a traditional clergy and temple in Ephebe (and Ankh-Morpork), she considers all scholars and those of the learned persuasion as hers, and only demands that they treat knowledge and its manifestations with the proper respect.

Domains: Creation, Knowledge, Protection, Dream, Law
Alignment: Lawful Neutral
Symbol: A book or a penguin


Pedestriana, Goddess of the City and Football

A lean, playful woman wearing cleats and carrying a backpack filled with assorted oddities, Pedestriana is the patron goddess of Ankh-Morpork and sporting events of all kinds (though she has a particular affinity for football). She is a relatively new goddess on the Disc, and does not concern herself with celestial politics or Dunmanifestin, preferring to attend sporting competitions and open markets around the Discworld.

Pedestriana disdains civilized society and prefers to engage in everyday activities like eating overpriced stadium food and playing football while giving a damn good elbow to the other team’s forwards when no one is looking. She manifests on occasion in the mortal world, but more often takes time to share consciousness with female athletes or scrappers in general.

Dogma: Give as good as you get and play dirty if no one’s watching as long as its all in good fun. Explore and amuse yourself by finding what you enjoy.

Clergy and Worshippers: Strictly speaking, Pedestriana has neither worshippers nor clergy. The reality however is that every stadium is her temple and every fan and player her worshipper. The celebratory chanting is her primary form of prayer, as is the call of food vendors and salespeople.

Domains: Trade, Commerce, Competition, City, Chaos, Good
Alignment: Chaotic Good
Symbol: A pennant bearing a football


The Sea Goddess

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She is nameless, and she is the ocean. She is the tides and the waves and maestrom. The Sea Goddess is willful, and is not very smart, but she is powerful, for all men and women and creatures believe in her strength and hope that she blesses them rather than takes them for her own. Sailors most of all tread wisely around her, and observe many rituals to remain in her good graces.

Truth be told, however, she does not care what people do. When a rule of hers is broken there can be no placating her unless the price is paid, and she has no use for adoration. The one currency she trades in is respect and obedience. Her sacred animal is the dolphin.

Dogma: Respect the sea and all things in it. Do not anger the ocean or take advantage of its bounty.

Clergy and Worshippers: The Sea Goddess has no clergy and would not care even if she did. Her worshippers are primarily sailors and fishermen, and they are devout indeed.

Domains: Ocean, Storm, Pact, Water, Weather, Evil
Alignment: Neutral Evil
Symbol: A dolphin leaping among the waves


Tak, God of the Earth

Tak wrote the world, according to the dwarves. Unlike most gods, Tak does not require or ask that the dwarves think of him, merely that they think. He does not manifest on the Disc and has no known image, preferring to keep to himself in some deep part of the earth rather than live in Dunmanifestin like most deities. He is venerated by the dwarves and trolls, though for many centuries the dwarves viewed trolls as an abomination, and the two races warred with one another. A recent translation of Tak’s original words however, produced the following:

The first thing Tak did, he wrote himself.
The second thing Tak did, he wrote the Laws.
The third thing Tak did, he wrote the World.
The fourth thing Tak did, he wrote a cave.
The fifth thing Tak did, he wrote a geode, an egg of stone.
And in the twilight of the mouth of the cave, the geode hatched, and the Brothers were born.
The first Brother walked toward the light, and stood under the open sky. Thus he became too tall. He was the first Man. He found no Laws and he was enlightened.
The second Brother walked toward the darkness, and stood under a roof of stone. Thus he achieved the correct height. He was the first Dwarf. He found the Laws Tak had written, and he was endarkened.
Then Tak looked upon the stone and it was trying to come alive, and Tak smiled, and wrote All things strive.
And for the service the stone had given, he fashioned it into the first Troll, and delighted in the life that came unbidden.
These are the things that Tak wrote!


Dogma: Think and grow. Respect all creatures and strive for something worthwhile.

Clergy and Worshippers: Dwarves and trolls are Tak’s primary worshippers, and though there as very few troll clergy, both races practice follow him with equal care and vigor. He has no church in Ankh-Morpork proper, though many dwarves have shrines to him in their mines.

Domains: Craft, Dwarves, Rune, Earth, Cavern, Law, Good
Alignment: Lawful Good
Symbol: A stone next to a fire

63
Hey guys. I don't suppose we've got room for me to return? Everyone still around?

64
Homebrew and House Rules (D&D) / Re: Astronomer (3.5 base)
« on: April 23, 2013, 11:30:12 PM »
Much better now that they are insight boni.  :thumb

@Aries, making it explicit should solve the problem. For the second part, that's actually a question I don't know the answer to. Interesting.

@Ursa: Bueno.

Quote
People love you.  Y'know?
Oh stop you.

@Cancer: A more careful reading suggests you are correct.

@Virgo: Castor & Pollux (as well as their other sibling pair) were born from eggs too.

...I'm not helping with that am I?

@Centaurus: Good on ya mate.

@Sag: I'd say maybe so. Your call though.

@Cygnus: ...hush.

For phenomena my question was that you needed all of the listed conjunctions, but yes the question is withdrawn because I know the answer now. Let's pretend I knew it just like there were neeeeever any untyped boni.  :ninja

Quantum is what I want it to be!

Also an astrolabe PrC would be cool. This class needs more Sagan dammit!

I'll try and give the phenomena a look-see tomorrow and post my thoughts.

65
Homebrew and House Rules (D&D) / Re: TravelLog's Discworld Compendium
« on: April 23, 2013, 06:52:08 PM »
Octiron

"A little closer to him there was a rough line in the silvery sand. He lifted his head slightly and saw the scatter of molten droplets. They were octiron, a metal so intrinsically magical that no forge on the Disc could even warm it up."

Octiron is an ill-understood substance, native only to the Disc. Where it comes from, or what it is exactly, is not known, but what is known is that it isn't wise to mess with it. Those who do quickly find themselves bereft of their wossname...lives. Under normal circumstances, it is impossible to forge or otherwise reshape or repurpose in any whatsoever. However, it is said that there exists an order of smiths who hand down the techniques to making it. They haven't got a name because smiths are a no-nonsense, gruff sort, and also because if the wizards heard about them shaping octiron somebody would probably get a fireball to the face and really, if you're just trying to feed your family, what business is it to the wizards what you're doing?


Secrets of Octiron
Prerequisites: Craft (metal) 15 ranks; must be unable to cast spells, manifest powers, or use invocations
Benefit: You can forge items made of octiron. Octiron is in many ways like adamantine. It has the same weight as adamantine, and like adamantine, octiron is extremely costly (only more so). Use the prices listed for adamantine items, multiplied by 2x. All octiron items are masterwork quality. Octiron weapons and ammunition have a +2 enhancement bonus to attack rolls, and octiron armor grants its wearer DR/octiron (2 for light armor, 4 for medium armor, and 6 for heavy armor). Octiron items take twice as long to craft as would an adamantine item of similar size and use.

Octiron items cannot be damaged or sundered by any means except by other octiron items or epic weaponry. For those purposes, octiron has 75 hp per inch of thickness and hardness 30.

Because octiron is essentially magic given a physical shape, it also interacts oddly with magic. Octiron is treated as having the immunity to magic of a golem, and for any spell that would otherwise affect it but not allow spell resistance, there is a 10% chance that the spell will backfire on the caster, a 10% the spell will be negated, and a 10% that the spell's effects are doubled. It is for this reason that those who make octiron cannot and must not be spell casters.

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66
Homebrew and House Rules (D&D) / Re: TravelLog's Discworld Compendium
« on: April 23, 2013, 05:52:30 PM »
The Luggage



CN Medium Construct
Hit Dice: 14d10 + 20 (97 hp)
Initiative: +3     
Speed: 30 ft.
Armor Class: 23 (+3 Dex, +10 natural), 23 touch, 20 flatfooted
Base Attack/Grapple: +18/+18
Attack: Bite +18 (1d8+8) and Slam +18 (1d6 +18)
Full Attack:  Bite +18 (1d8+8) and 2 slams +18 (1d6+8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bite, Slam, pearwood consumption
Special Qualities: Construct traits, pearwood construction, DR 10/-, owner’s bond, dimensional holding, fear aura
Saves:  Fort +9, Ref +7, Will +17   
Abilities:  Str 25, Dex 16, Con --, Int 6, Wis 26, Cha 6
Skills: Intimidate +10, Survival +13
Feats: Power Attack, Improved Bull Rush, Awesome Blow, Improved Unarmed Strike, Track, Astral Tracking, Legendary Tracker
Environment: Doggedly following Rincewind for all its sapient pearwood is worth
Organization: Solitary, or with Rincewind
Challenge Rating: 10
Treasure: Standard
Alignment: Chaotic Neutral

"The Luggage had spent many years trailing through strange lands, meeting exotic creatures, and jumping up and down on them."


Pearwood Construction: The Luggage is made of sapient pearwood, a material so rare that it was thought none was left across the entire Disc until a recent discovery of the stuff on the Counterweight Continent. Pearwood is an unusual substance, and reacts oddly with magic.

Any time the Luggage would be subject to a spell, roll a d8, then consult the following:
  • 1: The spell is expended to no effect
  • 2: The luggage absorbs the spell, healing Xd10 hit points, where X is the spell’s level
  • 3: The spell's duration and damage are doubled for purposes of the Luggage
  • 4: The spell rebounds back at the caster
  • 5: The spell energy affects the Luggage normally, but the pearwood rebounds positive energy on the caster such that they can treat the slot or spell as not having been expended
  • 6: A dimensional tear warps the Luggage and all creatures within 10 ft. of it to a random location on the current plane
  • 7: The spell backfires, dealing Xd8 damage to all creatures, including the Luggage, within 15 ft., where X is half the caster’s CL
  • 8: The Luggage opens itself up and eats the spell, storing it. The next time the Luggage opens its mouth, the spell is cast as normal on a random target within 30 ft.

Owner’s Bond (Ex): The Luggage can track its owner anywhere, regardless of the distance, time, or obstacles in its way. It does not necessarily know the distance to its owner as anything other than a vague impulse, but it unerringly knows the owner’s direction. If the Luggage is on another plane, it is entitled to a d20 check each hour using its ranks in Survival as a modifier. If the Luggage rolls a number equal to or higher than its HD, the check is a success, and the luggage is affected as by a Plane Shift, sending it to the plane on which its owner currently resides. The Luggage also gets the Astral Tracking and Legendary Tracker feats, even though it does not qualify for them.

Dimensional Holding (Su): The Luggage can act as a bag of holding, with its capacity expanded to accommodate its 5 x 5 ft. physical dimensions as a bag of holding Type II.

Pearwood Consumption: When the Luggage deals damage with its bite attack, it can attempt to consume the creature. The creature makes a Fortitude Save DC 10 + ½ Luggage’s HD + Str (DC 25). If the check fails, it is held in stasis within the Luggage and does not age or need to breath, eat, or sleep. The Luggage can only hold one creature in stasis at a time.

Fear Aura (Su): The Luggage emits a fear aura out to a distance of 30 ft., affecting all creatures that are not its owner, even if they would otherwise be immune to mind affecting abilities. The save DC is 10 + Luggage’s HD + Cha (DC 22). A failed save leaves the affected as if by the fear spell.

67
Homebrew and House Rules (D&D) / Re: TravelLog's Discworld Compendium
« on: April 23, 2013, 03:46:22 PM »
Rincewind



Rincewind
Human Chosen of the Lady Wizzard 7

Hit Dice: 7d4 + 14 (42 hp)
Initiative: +8     
Speed: 30 ft.
Armor Class: 18 (+4 Dex, +4 luck), 18 touch, 14 flatfooted
Base Attack/Grapple: +3/+3
Attack: +2 (1d4-1)
Full Attack: +2 (1d4-1) 
Space/Reach: 5 ft./5 ft.
Special Attacks: There’s no way that should have worked
Special Qualities: Aura of Improbability, owner of The Luggage, Best Worst Luck, Million-to-one chance,
Saves: Fort +6, Ref +8, Will +10   
Abilities:  Str 8, Dex 18, Con 14, Int 8, Wis 8, Cha 17
Skills: Knowledge (Arcana) +2, Knowledge (The Planes) +2, Diplomacy +4, Bluff +6
Feats: Improved Initiative, Run, Lucky Start, Survivor’s Luck, Dumb Luck, Unbelievable Luck (from template)
Environment: Moving very quickly while looking straight ahead and not back for any reasons whatsoever
Organization: Solitary
Challenge Rating: 0 (on paper), 30 (if you are a vizier, prime minister, trying to kill him over a sustained period of time, or are otherwise trying to bring the Dungeon Dimensions into contact with the Discworld)
Treasure:  None (possibly some potatoes and a hat with poor stitching that spells out “Wizzard”)
Alignment: Chaotic Neutral. Rincewind is always on the side that isn't trying to hurt him or make him leave Unseen University

"Many people who had got to know Rincewind had come to treat him as a sort of two-legged miner's canary, and tended to assume that if Rincewind was still upright and not actually running then some hope remained."


There’s no way that should have worked (Ex): Rincewind is lucky, at least in the cosmic sense. In the personal, I-would-really-prefer-this-not-happen-to-me-and-why-are-you-all-looking-at-me-all-the-sudden sense, he is less so. That said, when push comes to shove things tend to turn out his way in that he is still breathing when all is said and done. Whenever Rincewind would be about to be reduced to 0 or lower health, he may use an immediate action to make a Bluff check rolled against the attacker’s hit roll. If he rolls higher, the attack misses and circumstances contrive to make the attacker take the damage that Rincewind would otherwise have taken.

Aura of Improbability (Su): Weird things happen around Rincewind, or more properly, to Rincewind and anyone in his immediate vicinity. Any time a creature within 30 ft. of Rincewind rolls a natural 1, it is instead treated an automatic success. Creatures who roll natural 20s in that area likewise treat it instead as an automatic failure. Rincewind himself does not automatically fail when he rolls a natural 1.

Owner of the Luggage (Ex): Rincewind owns, or at least, is followed by, The Luggage. It goes where he goes, and no amount of time, distance, or obstacles between the two will prevent the Luggage from finding him. You see, the thing about the Luggage is MERCIFUL BRUTHA! SO MANY TEETH…

YOUR WIFE IS A BIG FAT HIPPOOOOOOOOOOOO!!!

Best Worst Luck (Ex): Good karma is something that happens to other people. Rincewind suffers from retroactive karma. If something good might happen to him in the future, bad things happen to him now to make way for it. Only, the bad things end up going right on through when the good thing was supposed to happen.

The upside however, is that Rincewind always makes it through the bad things. Any time a prophecy, augury, divination, communication, document, or wish is made concerning Rincewind, it is always interpreted in the way that will most inconvenience Rincewind without causing him physical harm (emotional and mental harm is a given for the man). While in the process of fulfilling any such effect, future, wish, etc. Rincewind gains a +10 luck bonus to his AC (rather than the normal +4), as well as a +5 luck bonus to his saves (rather than the usual +2). He also gains an additional luck reroll per day.

Million-to-one chance (Su): Once a day, Rincewind can offhandedly declare something a million-to-one chance. As a result, within one minute, that thing invariably happens. This is effectively a wish spell, and retains the same limitations. The caveat is that Rincewind cannot use it to leave himself better off at the end of the day than he was at its beginning. The wish can only be used to retain Rincewind’s status quo (the same, however, does not go for other people’s).



Chosen of the Lady (template)

Type: same as base creature
Hit Dice: Same as base creature, but all current and future hit dice are maximized
Armor Class: Chosen of the Lady gain a +4 luck bonus to AC
Saves: A Chosen of the Lady gains a +2 luck bonus to all saves
Feats: Chosen of the Lady gain 1 luck feat that they qualify for.
Special Qualities: Aura of Improbability, Million-to-one chance
Challenge Rating: +3 (waived if the Lady finds it amusing or is gambling with Fate)


(click to show/hide)

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Homebrew and House Rules (D&D) / TravelLog's Discworld Compendium
« on: April 23, 2013, 03:40:13 PM »
The Discworld Compendium




"For, as the world tumbles lazily, it is revealed as the Discworld - flat, circular, and carried through space on the back of four elephants who stand on the back of Great A'tuin, the only turtle ever to feature on the Hertzsprung-Russell Diagram, a turtle ten thousand miles long, dusted with the frost of dead comets, meteor-pocked, albedo-eyed. No-one knows the reason for all this, but it is probably quantum. Much that is weird could happen on a world on the back of a turtle like that."

Welcome to the Discworld Compendium! The series is an immense passion of mine, so I thought it's about damn time I statted some of it up. If you have comments, ideas, feedback, or anything really, don't hesitate to comment or message me!

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Homebrew and House Rules (D&D) / Re: Astronomer (3.5 base)
« on: April 23, 2013, 11:14:05 AM »
I suggested autohypnosis mainly because one key component is memorization, which could be used for star patterns (sidenote: if you haven't read Bill Bryson's A Short History of Nearly Everything, I highly recommend it. One chapter focuses on Robert Evans (google him), an astronomer who memorized whole patches of the sky without trying and hunts supernovae manually)

I definitely think the astrolabe techniques are good! It was more of a "Hey party astronomer, can you tell us where we are? Star positions and that stuff..."

"Um...I think that one that looks like a Deformed Rabbit is west. Or is it east?"

Also, shame on you for leaving out Lowell! Finally, can you have a joke feat for Penzias and Wilson? Mainly because they got a Nobel prize for a discovery that, to quote Bryson quoting someone, "they did not understand until they had read about it in the New York Times."

More astronomers in case of new techniques: Sagan (!!!!), Gamow, Annie Jump Cannon, Tombaugh, Zwicky, Guth, Bell, Opik and Oort (just because).

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Note: My brain just hit a 'click' as I remember that is actually the case. Sorry, TravelLog, for thinking you were wrong.

Bah. No worries. The interesting-ness of the Homebrew makes such mistakes forgiveable.

At least for now.

So keep at it!

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Well at least that's half the problem in that you can't stack the same soul meld. BUT you can still use otherwise illegal meld combination by virtue of: slotless items > melds that would otherwise bind to the same chakra.

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I do. Think about having like 8 Amulets of Girallon's Arms or other crazy stacks/combos that would otherwise be not possible by virtue of sharing the same chakras. This way, you could arguably be better than an actual Incarnum using class.

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Netherese Arcanist class

Picks a path to specialize in. Can learn all spells of that path. Secondary specialization only gets spells of up to 7th level. Tertiary specialization up to 5th. All other up to third. In exchange, has quasi domain slots, more spells per day, unique and powerful feats and the ability to create spells. Doesn't learn spells, but instead learns descriptors. So rather than scorching ray and fireball, he might have an Offensive Fire Spell that he can modify as desired and alter its level according to its effects.

Paths:
Biomancy: All healing spells, the Inflict line, Harm, all things undead. Any direct manipulation of life force falls under this focus.

Geomancy: Meld into X, most blasting spells including Disintegrate, all weather spells, stone tell, Xorn movement, etc. Any manipulation of natural forces falls under this focus.

Idomancy: Body of Iron, Gelid Blood, Polymorph, Transmute X to Y, Flesh to X, etc. Any manipulation of form or physical make-up falls under this focus.

Chronomancy: Haste, Slow, Celerity, Dimension Door, Teleport, Refusal, Forcecage, Repulsion, etc. Any manipulation of space or time falls under this focus.

Neuromancy: Illusions, Charm, Dominate, Glibness, Modify Memory, etc. Any manipulation of the senses or of the mind falls under this focus.

Vanomancy: Friendly Fire, Assay Spell Resistance, Etherealness, Break Enchantment, most Power Words, Protection from X, Guards and Wards, Silence, etc. Any dissolution of component parts or negation falls under this focus.

Ontomancy: Fabricate, the Creation line, Summoning spells including Gate, Arcane Eye, Magic Missile, Black Tentacles, etc. Any spell that brings something into existence or allows it to manifest on the Material Plane falls under this category.

I probably will need help on this one.

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Homebrew and House Rules (D&D) / Re: [Base Class] The Dovahkiin
« on: April 14, 2013, 10:32:04 PM »
@Garryl: Fixed. Also, any other comments? Suggestions on Forbidden Shouts?

@Nanshork: What were you thinking in terms of feats? Any sort of specifics to add? I was thinking about making a set of Daedric feats, but I'm not sure what that would entail. Disarm works the same with natural weapons since it doesn't actually take the weapons away, it just makes them briefly unusble. Also you don't lose sent on any of the Aura Whisper shouts...?

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Very cool. ToB always needs more sneaky characters.

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Homebrew and House Rules (D&D) / Re: [Base Class] The Dovahkiin
« on: April 14, 2013, 03:07:19 PM »
Thanks Nanshork. I'd love to see your feedback when you get the chance.

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Homebrew and House Rules (D&D) / Re: Astronomer (3.5 base)
« on: April 14, 2013, 02:31:57 PM »
Constellation Analysis:

General notes: A lot of bonuses are untyped, and therefore ripe for (ab)use. Might I suggest making the skill bonuses insight boni?

Andromeda: Better Dragonfire Inspiration.

Cassiopeia: Making the galaxy effect untyped means it is a better version of the paladin's ability to give CHA to saves. On top of that, I will always be taking LaPlace's Probability, meaning you may be adding both Int and Cha to AC (and possibly saves depending on feats and other astrolabe techniques taken).

Aries: I worry about the Aries Galaxy ability only because you don't explain how it interacts with mindless creatures if at all, or in relation to mind-controlled creatures. Would they use their own saves, or those of the creatures controlling them?

Ursa: Galaxy ability is very lackluster compared to those preceding it. I'd make Star so you can choose between the bonus hitpoints and attack bonus, maybe changeable after a period of concentrating, move the Galaxy ability to the Cluster, and make a new Galaxy ability.

Taurus: Galaxy ability seemingly comes out of nowhere in comparison to the other abilities from this constellation. I'd make it the Cluster/Galaxy ability of Andromeda, remove the Petrification immunity (nice Perseus reference by the way), and shuffle it around, then make a new one for Taurus.

Orion: Those untyped bonuses again...

Cancer: Galaxy ability does basically the same thing as Herschel's Radiation.

Virgo: I'm sure there are many ways to abuse the at-will Shambling mound, even if you can only get one at a time. Gemini's resurrection ability would seemingly be more appropriate here.

Centaurus: That Wisdom bonus as a Galaxy effect compared to a Cluster bonus of equal value to Charisma for Andromeda. Should both be of the same grade.

Draco: Cluster ability that is the same as Ursa's Galaxy ability. Untyped skill bonus again.

Sagittarius: Really, really good for ranged characters. I question if Cluster ability isn't too good, or at least Galaxy-worthy.

Cygnus: What if you have both Cygnus and Leo active at the Galaxy level?


For Phenomena, before I get into them, I need to know if you need all of the noted Inferior and Superior conjunctions active or just any given combination.

Also, for quantum feats: teleportation abilities of some sort to mimic linked particles, some feat that grants combat maneuvers relating to each of the quark types, etc. I'll try to come up with more later.

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Homebrew and House Rules (D&D) / Re: Astronomer (3.5 base)
« on: April 14, 2013, 02:12:42 PM »
Let's get started shall we?

Skills: I might add Autohypnosis, otherwise all appropriate.

Saves and BAB: Appropriate.

Weapon and Armor Proficiencies: Fine, fine.

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Observe phenomena (Su): When learning your trade under the watchful eye of prestigious scientists, you have learned that by and large the denizens of the world are woefully unobservant.  Perhaps it is simply that the common folk are untrained, but from your experience there are strange and often dangerous astronomical phenomena happening every day.  Why, you have simply to look through your spyglass to see something (usually quite painful) happen to your enemies out of the blue sky.

You can "observe" (read: create) effects called Phenomena by looking through a spyglass as a standard action.  You are limited to observing phenomena that you know, and also by properties of your surroundings called Conjunctions.  You may only observe phenomena whose Conjunctions are active, and once you observe a phenomenon, the active Conjunctions change, as described in the Phenomena descriptions below.  Your Observer Level for phenomena is equal to your Astronomer level, and the save DC for any phenomena you observe is 10 + 1/2 Observer level + your Intelligence modifier.

A phenomenon can be identified with a Knowledge (Arcana) check just like a spell can be identified with a Spellcraft check.  The DC to identify a phenomenon is 15 + the number of required Inferior Conjunctions while it is being observed, or 20 + the number of required Inferior Conjunctions to identify the effect of a phenomenon.

You may observe a maximum of one phenomenon per round, and may not observe a given phenomenon more than once per encounter.  Outside of an encounter, Conjunctions and phenomena uses reset after 5 minutes of inactivity.

You begin play knowing 2 phenomena from the list below, and learn more as shown on the table above.  In the beginning, the only Conjunction automatically active is a single Superior Conjunction ([Day], [Night], or [Sheltered]), which cannot be changed except by certain specific phenomena.  The [Day] Conjunction is active during the day, the [Night] Conjunction is active at night, and the [Sheltered] Conjunction is active underground or indoors, where day and night are unclear.

You can add a new Inferior Conjunction or change an existing Inferior Conjunction by making a Spot check (DC 10 + twice the number of already-active Inferior Conjunctions) through a spyglass as a move action.  Conjunctions reset at the beginning and end of each encounter, and you can have a maximum number of Inferior Conjunctions equal to half your class level (rounded down, minimum 1) active at any given time; if a Constellation or Phenomenon would increase the number of active Inferior Conjunctions past this limit, you choose which Inferior Conjunctions to deactivate.

Ah the meat of the class. It's a fascinating mechanic, but I definitely think you need to add a spoiler "Designer's Notes" explanation of how this might go in a typical encounter or on a typical day. As is, while it makes sense, it's so different from any other existing mechanic that explaining it further might go a long way towards getting this class to be played.

Some other questions:
  • What conjunctions are active at dusk and dawn?
  • What about a setting or plane that has neither day or night, but is not necessarily underground or indoors?
  • How far away can you activate these conjunctions? Does my BBEG astronomer with a 1 million gp super-telescope get to fight the heroes from miles and miles away?

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Spyglass apprentice (Ex): Your most important tool is your spyglass, so the first thing you learn is how to make one quickly and cheaply, and how to use it effectively.  You can make a masterwork spyglass (granting you a +2 circumstance bonus to Spot checks in addition to its normal effects) by spending 24 hours and using 100gp of raw materials.  You cannot sell a spyglass you create this way for more than 100gp.  In addition, you use your Intelligence bonus instead of your Wisdom bonus for Spot checks made using a spyglass.
How far does this enable a normal character to see? How does it interact with range increments? Spot checks? Search checks?

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Star chart (Su): Beginning at 2nd level, you learn to make a Star Chart, which is a method of focusing on particular Constellations, stellar patterns in the sky.  Once per day, you can study your Star Chart for 1 hour to focus on any Constellation (see Constellations, below).  The Constellation you choose grants you the Planet benefit (as described in the particular Constellation description), and also grants you a set of Inferior Conjunctions at the beginning of each encounter.  At 8th, 14th, and 20th level, you unlock a new tier of Constellation benefits and Inferior Conjunctions.

After 24 hours, without any intervention on your part, the heavens turn, and you automatically focus on the next Constellation in the progression, granting you the benefits and Inferior Conjunctions of that Constellation as normal.  You can focus on a different Constellation after 8 hours of rest, by studying your Star Chart for another hour.

Good.

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Astrolabe technique (Ex): An astrolabe is an inclinometer used by astronomers to predict the positions of celestial objects.  At 3rd level, and again at every 4 levels afterwards, you use an astrolabe to learn a skill which will aid you in your studies of the heavens.

Astrolabe techniques:
(click to show/hide)

Useful and varied. I like these quite a lot. For Einstein's Phenomena, I would specify that they still have to take the same action to activate as normal, even though you aren't using a spyglass. Heisenberg's Uncertainty principle is very powerful at low levels. No comments in particular about it, other than that, but just something to think about. Ditto Herschel's Radiation. Kepler's Mathematics: it's about damn time. For Schrodinger's Cat, I would list the changes of the Deathless type, just for ease of use.

On the whole, these are great, but some are infinitely better than others. I would take Kepler's Mathematics and Einstein's Phenomena every time I played the class for example, while I would almost never take Baade's Stars given how easy it is to get energy resistance.

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Orrey (Ex): At 4th level, you construct a new device to aid you in your observations of the heavens.  An orrey is used to demonstrate the motion of planets and moons through their orbits; using one allows you to predict certain types of phenomena with more regularity.  A number of times per day equal to your Intelligence modifier, you may ignore 1 required Conjunction (Inferior or Superior) when observing a phenomenon.

Sextant mastery (Ex): Beginning at 4th level, your experience with an astronomical sextant has reached the point where you can judge astronomical angles at a moment's notice.  A number of times per day equal to your Intelligence modifier, you can add an Inferior Conjunction as a swift action instead of a move action, but the DC of the Spot check increases by 3.

Spyglass initiate (Ex): At 5th level, you've practiced so much with your spyglass that you've learned to notice eddies in the air and other similar minutiae, even when creatures are invisible.  When looking through a spyglass that you created, you can see invisible creatures (as per the see invisibility spell).

Orrey is definitely useful and needed for the class. Sextant Mastery and Spyglass Initiate are both also very useful. How does Spyglass Initiate react with Einstein's Phenomena by the way?

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Torquetum (Ex): When you achieve 6th level or higher, you learn to compute using a torquetum, a mechanical instrument designed to take and convert measurements in different coordinate systems.  This teaches you to observe unknown phenomena on the fly.  Once per day per point of Intelligence modifier, you can spend a full-round action to observe a phenomenon which is not one of your phenomena known.  The phenomenon otherwise functions as normal.

Spyglass journeyman (Su): Starting at 9th level, your connection to your spyglass has taken on supernatural overtones, and you can use it to see far away places that wouldn't normally be visible to you.  A number of times per day equal to your Intelligence modifier, you can produce a clairvoyance effect (as the spell, with a caster level equal to your Astronomer level) as a standard action by looking through a spyglass you created.

Torquetum is a natural extension of Sextant Mastery, and Spyglass Journeyman of Spyglass Initiate. The Einstein's Phenomena question is relevant here as well. Also, why clairvoyance rather than Arcane Sight, out of curiosity?

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Astrarium (Ex): Upon reaching 10th level, you learn to use an astrarium to predict eclipses and transits.  A number of times per day equal to your Intelligence modifier, you may spend a full-round action to change the [Sheltered] Conjunction to either [Day] or [Night], as appropriate.

Planisphere (Ex): A planisphere, which you learn to use at 12th level, is a device which combines the simplicity of a Star Chart with the versatility of an Astrolabe.  By making use of such a device, your Star Chart becomes more efficient, and you can focus on two Constellations per day.  Choose two Constellations to focus on when using your Star Chart ability.  You gain the benefits of both Constellations at the same time, but only one set of Inferior Conjunctions at the beginning of each encounter.  You can switch between the Conjunctions of your two chosen Constellations by spending 1 minute studying your Star Chart.  After 24 hours, both Constellations progress as normal.

Spyglass master (Su): At 13th level, you have gained even more facility with your spyglass.  Whenever you use your Spyglass Journeyman ability, you may gain the benefit of the scrying spell instead.

Greater orrey (Ex): When you achieve 16th level, your orrey grows in complexity and accuracy.  When you use your Orrey ability, you may instead ignore up to 2 required Conjunctions.

All sensible extensions of previous abilities. Nice work.

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Spyglass grandmaster (Ex): Upon reaching 17th level, you have achieved the pinnacle of your spyglass craft, and can use a spyglass .  You can craft a spyglass in 1 hour, and whenever you look through normally through a spyglass you created (i.e., when you are not using your Spyglass Journeyman or Spyglass Master abilities), you gain the benefit of the true seeing spell.

At long last.

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Armillary sphere (Ex): Beginning at 18th level, you graduate to the use of an armillary sphere, giving you a three-dimensional representation of the positions of celestial bodies.  This allows you to use your Torquetum ability more rapidly; three times per day, you may activate your Torquetum ability as a standard action instead of a full-round action.

Excellent.  :smirk

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Cosmos unbound (Su): You reach the pinnacle of your observational abilities at 20th level.  You may observe a phenomenon at any distance, or across planar boundaries, if you have sufficient information to aim with.  You can automatically target any square you can see, including squares you observe via scrying effects.  If you cannot see your target but it is on the same plane, you must know its location relative to you (direction and distance) down to the exact 5-foot square. 

To observe a phenomenon on a different plane, you must succeed at a DC 30 Knowledge (the Planes) check requiring study time (as shown in the table below) to determine the active Conjunctions at your target location.  You may then make Knowledge (the Planes) checks in place of Spot checks to alter the Inferior Conjunctions, with a DC 10 higher than the normal Spot check DC.  Each added or exchanged Inferior Conjunction requires one further hour of study.  Additionally, each phenomenon observed on a different plane requires the [Center] Superior Conjunction, which determines the point of origin of the phenomenon on that plane, and is automatically added when this ability is activated.  The location of the point of origin is determined as per the plane shift spell.  Once the [Center] location has been established, you treat the target as being on the same plane as you, that you cannot see.

PlaneStudy time
Material1 day
Transitive Plane1d4 days
Inner Plane1d8 days
Outer Plane2d6 days
The Far Realm1d% days
Excellent capstone. Very fitting and very powerful. I will point out that the knowledge checks will be utterly trivial at 20th level, but you likely know that and planned accordingly. This allows a BBEG to essentially annihilate the heroes at any time, and vice versa. Just something to think about.

I'd also like to toss in a few abilities for use at 3rd, 7th, 11th, etc. for when you gain Astrolabe techniques.

Celestial Navigation: You always know which way is North, and once per day, can cast augury as a full-round action by looking through your spyglass.

Eppur si muove: By looking through your spyglass, you can determine the distance to any given location you are observing. Furthermore, once per day, you can cast lay of the land as a full-round action by looking through your spyglass.

Reading the Heavens: You always know your exact location and cannot become lost. Once per day, you cast find the path as a full-round action by looking through your spyglass.

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Homebrew and House Rules (D&D) / Re: Astronomer (3.5 base)
« on: April 13, 2013, 05:05:12 PM »
I really love this. I'm headed out, but expect a more thorough critique either later tonight or tomorrow.

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Homebrew and House Rules (D&D) / Re: 8-bit Theater Feats
« on: April 13, 2013, 01:27:08 PM »
Altered You Blocked the Ground.

And thanks for Raw text!

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