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The Gelatinous Cylinder, Part 3

Yep, yet more abilities for Gelatinous Cylinders, to round out the holiday week. Add them to the gelatinous foe of choice in your favorite d20 game. Each gelatinous cylinder can have just 1-2 abilities from this series, or you can mix and match up to all 6.

Goes Great With: Gelatinous cylinders with this ability have formed a symbiotic relationship with some other creature. The how and why of such bonding it not well understood, and even creatures that benefit from such partnering have no idea why the cylinder came to accompany them.

A gelatinous cylinder does no harm to the creature it goes great with, and can even provide air and water if the creature is within the cylinder. Additionally, the accompanying partner gets to roll all attack rolls, saving throws, and skill checks twice and take the best result when within 30 feet of the gelatinous cylinder.

Old-Fashioned: A gelatinous cylinder with this power has two forms–one the standard cylinder (which emulates the stats of a gelatinous cube), and one a more lumpy, spread-out jelly. While still bright red, in this form the gelatinous cylinder emulates the stat block of one slime, jelly, or mold selected when this ability is picked. The gelatinous cylinder can switch back and forth between the two forms at the beginning of each round as part of the first action it takes that round.

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The Gelatinous Cylinder, Part 2

Yep, more abilities for Gelatinous Cylinders, the bright red, reshaped gelatinous cube variant. Add then to the gelatinous foe of choice in your favorite d20 game.

(Art by the amazing Stan!, used with permission)

Phantom Faces: Though gelatinous cylinders are no more intelligent than other forms of gelatinous monster, some can form a face, generally locked into one or two expressions, and repeat overheard phrases. They often repeat things said by those they consume, from prior to the victim realizing they are in trouble. This mimicry is mindless, but the sound is so perfect it cannot be distinguished form the original voices.

Tantalizingly Preserved: Gelatinous cylinders with this ability stop the passage of time for any nonliving material stuck within them, and do not dissolve items that were not living when they entered the gel. Thus they often have foodstuffs, valuables, and even high-end clothing preserved and visible, juuuuust out of reach unless you want to plunge a hand into the cylinder…

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The Gelatinous Cylinder, Part 1

Yeah, it’s themed and silly. But there are some ideas here you can apply to gelatinous foes in your d20 game of choice.

There are more abilities in Part Two.
And even more in Part Three.

The Gelatinous Cylinder

Gelatinous Cylinders are a reshaped, deeply-red-colored offshoot of gelatinous cubes. While sages agree they are magically created rather than naturally occurring mutations, and it’s generally accepted the cylinders aren’t the desired end result, there are numerous competing theories as to what the creators were trying to do.

It’s often suggested their coloration was either an attempt to make sewer-cleaning creature that was more easily spotted by repair workers, or to make gelatinous foes more frightening by seeming to be soaked in blood. The cylinder-shape is also often held up as proof these were custom-built sewer cleaners, designed to fit through pipes. Others theorize are that they were literally made to be festive and silly-looking, possibly to serve as court jesters for the Oozing Empire of sentient slimes.

Gelatinous Cylinders can have a variety of strange powers. You can emulate a gelatinous cylinder by adding one of more of these abilities to your gelatinous cube state block of choice.

Sliceable: A gelatinous cylinder with this ability takes no damage from slashing weapons. However, when a slashing attack hits it, the gelatinous cylinder has a “slice” taken off. This slice is a gelatinous cylinder one size category smaller than the original and has the same stats, but with 20% of the original’s max hit points. The original loses 10% of its max hit points each time is spawns a slice. Slices cannot themselves form slices.

Small and Innocent Looking: A gelatinous cylinder with this ability can shrink down at rest, compressing itself to Tiny size. While in this reduced form and motionless, any ability or skill check to identify it as anything more than an innocent bit of edible food takes a -15 penalty. Once touched, the gelatinous cylinder explodes out to its full size and begins attacking.

We’ll do more gelatinous cylinder abelites tomorrow and Friday!

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d20 Spotlight Tokens

d20 Spotlight Tokens are an optional rule for most d20-rule based (or “T20”) games. The tokens are designed to give players a concrete way to grab some spotlight time (real-world time where they are getting the most done, being the most impressive, and having the most attention paid to them). These are absolutely a power-up in terms of what a group of PCs can handle, and that’s both intentional and, in my opinion, a good thing. It’s not an increase in what characters can do all the time, but it is a way for a player to decide to have remarkable success when the going gets tough… or when the player just wants that to be the way the story goes.

These are a mechanical solution to spotlight time. A player can’t help but be the focus of attention when one is spent, even if they are shy or not big talkers.

Once you have played with d20 Spotlight Tokens for a few game sessions, it should be obvious how to adjust for them as a GM. It may be the players simply choose to take on more encounters in a row, taking overnight rests or breaks to recharge abilities less often, in which case no adjustment may be needed. Or it may be appropriate to treat the characters as being one or two levels higher, so they face more dangerous opponents that require them to expend some tokens to succeed.

(Art by Grandfailure)

Spotlight Token Rules

You get one token per session, plus one per 5 full character levels. If no other player takes the same spotlight token as you, you gain 1 extra token per session.

Select one of the following tokens. This should be done, together, as a group. If two players choose the same token, they can decide if they want to overlap, or one or both of them change their choice. Once this choice is settled, it cannot be changed until you gain a level or another player selects the same Spotlight Token you already have (in which case, again, you discuss it and one, both, or neither of you can change your choice).

You can spend a Spotlight Token immediately any time the relevant game event occurs, even if the action has already been resolved. For example, if you select the Attack Token, you can spend it after an attack misses, or after it hits but does less damage than you want. When you spend a spotlight token, you also get one additional full round of actions you get to take immediately. This additional round of actions does not benefit from the powers of the Spotlight Token–for example if using the Assault token attacks you make as part of your bonus round of action do not also automatically hit.

Currently, here are the token choices. They are designed to lean into common character focuses, and to have more than one options for each broad focus.

ARMOR – You take no damage until the end of your next turn.

ATTACK – Your attack (anything requiring an attack roll) hits and does 150% its max damage.

ASSAULT — Your attack (anything requiring an attack roll), and all attacks you make before the beginning of your next round, hit.

CRITICAL — Your attack, effect, or spell (anything requiring an attack roll) is a critical hit, if it has rules for being so (for example of a spell does not require an attack roll and has no rules for being a critical hit, it does not benefit from this token).

DEFENSE – An attack misses you, as do all other attacks from the same source until the beginning of your next turn.

EFFECT – One foe fails a saving throw against a spell or effect of yours. If there are degrees of failing a saving throw (such as an additional penalty if the save is failed by 5 or more), it takes the worst effect.

MANA — You activate one spell or ability you can use at least once per day without it counting against your normal uses per day.

OVERCOME — You get to take a single action that can be performed in one round or less, that you would be able to take if your character was not suffering any damage, penalties or effects, and without applying any penalties for current damage, penalties, or effects. Yes, even if you are dead.

RESIST — You succeed at a saving throw, and at all other saving throws from the exact same effect (such as all saves against a poison, or against one ongoing spell).

SKILL — You may choose for one skill check (regardless of how much time it represents), or all skill checks you make in a single round, to be treated as if you had rolled a 20 and the d20 roll.

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Role Relics, Pt. 2

Role relics are magic items designed to encourage specific roles or playstyles (perhaps given to children who enter a fantasy world on a roller coaster and each are given a single relic to help them out). I did two already in Part One.

Since these are designed to be character-defining relics that stand outside normal rules, I’ve written only sketches of how they work, so they are compatible with most d20-evolved RPGs. A GM who wants to fill out details like item level and school of magic are free to do so, but the core idea here is to offer legendary items that make it easier for a character to fulfill one classic heroic role.

Cloak of Stealth
Once activated (which can be done as part of any other action taken on the wearer’s turn), as long as the character wearing the cloak takes no actions other than movement, they can make a Stealth check against all senses and detection abilities of any creature. For these Stealth checks, the wearer rolls twice and takes the best result. Each activation lasts no more than one minute, and the cloak then cannot be used again for ten minutes.

(Art by Grandfailure)

Energy Bow
The energy bow automatically creates magic arrows when used for attacks, and does not require any ammunition. These arrows are Force effects, and do untyped pure magic damage. They ignore false images of a target, and any magic or technological effect that creates a flat chance of missing even if a an attack roll is successful.

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Role Relics, Pt. 1

I’ve just been thinking about what magic items designed to encourage specific roles or playstyles (perhaps given to children who enter a fantasy world on a roller coaster and each are given a single relic to help them out) might look like.

Two came to mind immediately. I’m vague on details like cost and such, because these are designed to be character-defining relics that stand outside normal rules. And these should work for most d20-evolved RPGs.

(Art by Андрей Трубицын)

Shield of Tanking

While you have this shield equipped, any foe that can see you and has line of effect to you, but has not attacked you in this combat or forced you to make a saving throw, takes a -2 penalty to attacks and against anyone else and the save DC of effects against others is reduced by 2. The first time a foe attacks you, if they do damage, you take half damage. If a foe’s first attack against you also attacks other targets or forces them to make saving throws, the foe does not take the shield of tanking’s penalties against those targets.

Staff of Acrobatics

Any round in which you make no attack rolls and do not force anyone to make a saving throw, you roll twice and take the better result on all Strength- and Dexterity-based skills based on movement or maneuvering (such as Acrobatics, Athletics, Balance, Climb, Escape Artist, Swim, and so on), and gain a +4 bonus to your AC and all saving throws. If you fail such a check, and it was to get you to some location you could have arrived at through flight, the check is treated as a success, but your turn ends.

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An OGL Warlock for Pathfinder 1e (Part 8: Archetypes)

At this point, our Pathfinder 1e warlock has the class advancement chartspell access rules, a Fiendish patron , a Draconic patron, some pact boons, and the base invocation rules along with the hex-access invocations, and a set of non-hex invocations. What’s left?

Well, one of the things you need in Pathfinder for a class to be “complete” is archetypes.

Honestly? A LOT of archetypes. This is a place where Pathfinder 2e and Starfinder are much easier to work with, because their archetype schemes work for all classes.

But we’re doing a PF1 class, so we need some archetypes to give it the full flexibility typical of base classes. I likely can’t turn this into the Warlock Archetype Blog (although, I mean if you are paying me on my Patreon and want to see that, let me know!) But I can do one or two, just to give some examples of what those might look like.

So, let’s create an archetype!

Art by Dominick

Shadow-Haired Warlock

A shadow-haired warlock is so infused with shadow energy it leaks out of her body in her eyes, skin… and long, animate shadowy hair.

The shadow-haired warlock is an archetype of the warlock class.

Shadow Hair (Su)
At 1st level, a shadow-haired warlock gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d8 points of damage (1d6 for a Small warlock). The warlock adds her Charisma bonus to attacks and damage with her hair in place of any other ability score bonus (such as Strength or Dexterity).

In addition, the warlock gains one of the following feats of her choice: Improved Bull Rush, Improved Disarm, Improved Drag, Improved Grapple, Improved Reposition, Improved Steal, Improved Sunder, or Improved Trip. She gains this feat without meeting the prerequisites, but if she does not meet the prerequisites she may only use it with her shadow hair. As long as her hair is free to make attacks, the shadow-haired warlock can add her Charisma bonus to her CMD and CMB in addition to the typcial ability score modifiers.

When grappling a foe with her hair, the warlock does not gain the grappled condition.

At 4th level and every four levels thereafter, a shadow-haired warlock’s hair adds 5 feet to its reach, to a maximum of 30 feet at 20th level.

The hair cannot be sundered or attacked as a separate creature.

At 2nd level, when the shadow-haired warlock’s successfully performs a combat maneuver with her hair (including to maintain a grapple) she can also constrict the target as a swift action*, dealing damage equal to that of her hair attack.

This replaces the eldritch blast gained from the warlock’s patron, and the pact boon class feature.

Shadow-Hair Warlock Invocations

A shadow-haired warlock can select from the following invocations in addition to the standard list.

Maneuver (Ex): The shadow-haired warlock gains another Improved Combat maneuver from the list given in the shadow hair archetype feature.

Pull (Ex): If the shadow-haired warlock successfully strikes a foe with her hair, she can attempt a Reposition combat maneuver check to pull the creature 5 feet closer to her as a swift action. this does not provoke an attack of opportunity.

Rogue Talents: The shadow-haired warlock can learn rogue talent from a limited list, using her warlock level in place of her rogue level.

A shadow-haired warlock cannot select an individual rogue talent more than once, and can select from among the following: assault leader, combat trick, finesse rogue, positioning attack, resiliency, surprise attack, and weapon training. beginning at 17th level, she can choose from among the following advanced rogue talents: another day, defensive roll, improved evasion, opportunist, redirect attack, slippery mind, and thoughtful reexamining.

Shadow Form (Sp): You can cast shadow projection once per day. If you are at least 15th level, you may instead choose to shadow body once per day. You must be at least 9th level to select this shadow-haired warlock invocation.

Shadow Magic: The following spells are added to your warlock spell list at the listed spell levels. You must still select them as spells known if you wish to cast them with your spell slots–shadow trap (1st), shadow anchor (2nd), shadow step (3rd), shadow conjuration (4th), shadow walk (5th).

Strangle (Ex): When the shadow- hair warlock is using her hair to grapple with an opponent, that creature cannot speak or cast spells with verbal components.

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An OGL Warlock for Pathfinder 1e (Part 7: Other Invocations)

So far on our project to create a Pathfinder 1e warlock, we’ve done the class advancement chartspell access rules, a Fiendish patron , a Draconic patron, some pact boons, and the base invocation rules along with the hex-access invocations.

So, let’s get to the other potential invocations, shall we? These follow the rules we outlined yesterday (and it’s worth noting even spell-like invocations use the invocation rules for determing save DCs, unless otherwise noted).

(Art by Asanee)

Armor of Shadows (Su): You gain a +3 armor bonus. In bright light, the armor bonus is reduced by 1. In dim light, the armor bonus is increased by 1.

Beast Speech (Sp): You have a persistent speak with animals. If this is dispelled, you can cast it on yourself at will.

Beast Whispers (Sp): You can cast animal messenger at-will. You must have beast speech to select this invocation.

Eldritch Might (Su): You gain a +1 enhancement bonus to the attack and damage rolls of the eldritch blast you gain from your patron. This increases to a +2 bonus at 9th level, and a +3 bonus at 18th level.

Eldritch Might, Greater (Su): The enhancement bonus you gain for your eldritch blast increases by 1. At 14th level, the enhancement bonus instead increases by 2. You must have eldritch might to select greater eldritch might. You must be at least 7th level to select this invocation.

Eldritch Reach (Su): The range of your eldritch blast increases. If it has a range increment or is a cone or line, it’s range doubles. If it is a melee attack, its reach increased by 5 feet. If it is a radius, its radius increases by +10 feet.

Eldritch Vigor: You gain Endurance and Toughness as bonus feats.

Eldritch Vision (Ex): You gain the see in darkness ability. If you have darkvision of low-light vision, you also gain a +2 bonus to Perception checks in dim or no light.

Fel Words (Sp): You can cast bane at will.

Mask of Many Faces (Sp): You can cast alter self on yourself at will. You can use this to make a Disguise check as part of the same action, without taking penaties for altering your gender, size (if it is the size of your new form), or species (if it is a humanoid species).

Minions (Sp): Once per day you can cast a summon monster spell with a spell level up to half your warlock level. The summoned creatures all speak one language you know of your choice. The spell has a duration of 1 minute/level, but when in combat each round of combat reduces the duration by 1 minute.

Misty Visions (Sp): You can cast silent image at-will.

One With Shadows (Sp): In areas of dim light or no light you can cast vanish at-will. The invisibility ends if you are even in normal or greater light.

Otherworldy Leap (Sp): You can cast jump on yourself at will.

Repelling Blast (Su): When you successfully damage a creature with the eldritch blast from your patron, you may choose to push the creature 10 feet directly away from you. This movement does not provoke attacks of opportunity.

Shield of Shadows (Sp): You can cast shield on yourself at will. In bright light, the AC bonus it grants is reduced by 1. In dim light, the AC bonus it grants is increased by 1.

Sign of Ill Omen (Sp): You can cast bestow curse once per day.

Sinful Comforts (Sp): You can cast create food and water, prestidigitate, and unseen servant at will. Only you can benefit from the food or water you create. If others touch it, it turns to dust.

Vengeful Blood (Su): When a creature scores a critical hit against you, the critical effect is not someone countered, and you take damage from the attack, your eldritch blast gained from your patron becomes bane against that creature for 10 minutes. You can only be bane against one creature at a time, any new bane ends a previous one.

Visions (Sp): You can cast arcane eye at will. You must be at least 15th level to select this invocation.

Warlock Sight (Sp): You gain persistent true seeing, but it only allows you to see the true form of creatures within 30 feet — all other illusions affect your normally.

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OGL Warlock for Pathfinder 1st edition (Part 6: Hexes as Invocations)

So far on our project to create a Pathfinder 1e warlock, we’ve done the class advancement chartspell access rules, a Fiendish patron , a Draconic patron, and some pact boons.

Let’s get started with Invocations.

While we WILL have other invocations, this is also how warlocks access hexes. So let’s take care of those options, shall we?

Fantasy warrior girl

(Art by Maxim B)

Invocations
A warlock gains their first invocation at 2nd level, and gains an additional invocation at 3rd level and every other level thereafter. If an invocation requires a saving throw, the DC is 10 + 1/2 your warlock level + your Charisma modifier unless otherwise noted. You cannot select the save invocation more than once unless otherwise noted.

Hex: One of the most common invocations is the hex, a power patrons grant to warlocks more sparingly than witches, but remain a common symbol of their otherworldly power.

Each time you select this invocation, you gain a common hellion, shaman, or witch hex. You cannot select a spirit hex or patron hex. You treat your warlock level as your the appropriate class level for all purposes with hexes, and you must meet any prerequisites the hex has. You cannot select an individual hex more than once. If a hex by the same name exist for both the witch and another class, you use the witch version. You cannot select a hex that affects class features you do not have. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist your hexes is 10 + 1/2 your warlock level + your Charisma modifier.

You can select this invocation more than once, but not more than once for every 2 levels of warlock you have. Each time, you select a new common hex.

Major Hex: As the hex invocation, but you gain a major hex. You cannot have more major hexes known than hexes known. You must be at least 11th level before you take this invocation.

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OGL Warlock for Pathfinder 1st edition (Part 5: Pact Boons)

Okay, so while working on the Pathfinder 1e warlock, we’ve done the class advancement chart, spell access rules, and a Fiendish patron and a Draconic patron.

Let’s move on to Pact Boons.

Horned Warlock
(Art by bueroeisenmann)

Pact Boon
Your pact boon is a special link between you and a creature or object that is granted to you by your patron. In most cases any patron can grant any pact boon–the nature of the pact boon says more about the warlock than the patron. Once you select a pact boon, this choice cannot be changed.

Pact boons are obviously the kind of thing we could expand endlessly, but let’s start with three very different kinds of pact boons, which build three very different kind of warlocks.

Pact of the Blade (Su): As a standard action you can create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it, and are automatically proficient with it while you wield it. This acts as a magic weapon. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (a free action), or if you die. W When you make attacks with your pact weapon, you add your Charisma bonus (rather than Strength, Dexterity, or any other ability score) to attack rolls and damage. This value is not adjusted for light, finesse, or 2-handed weapons.
You can transform one existing weapon (including a magic weapon) into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
At 6th level you can summon your pact weapon as a move action. At 9th, you can do so as a swift or immediate action. At 12th, you can do so as part of an attack, and as long as you have a free hand you are considered to be threatening with the weapon even when it is not summoned.

Pact of Loyalty (Ex): You gain a familiar, as a wizard with a level equal to your warlock level. This is automatically an improved familiar, as if you had the Improved Familiar feat. You qualify for improved familiars as if your level was 4 higher. The familiar cannot have an elemental or alignment subtype that does not match your patron (subject to GM approval).
The familiar has a typical alignment for a creature of its kind. However, due to its bond of loyalty with you, it acts and makes decisions as if its alignment matched yours precisely. Though it may complain about such acts if they diametrically oppose its alignment, it does not attempt to skirt typical alignment decisions.
It is entirely loyal to your and your commands, even unto its death.
If it dies, you receive a new improved familiar when you next gain a warlock level. You cannot gain one before this.

Pact of Whispers (Ex): You bond with an object of your choice that grants you secret knowledge, becoming a lore whisperer. The item cannot be a weapon, magic item, toolkit, shield, or armor. Knucklebones are common, as are playing cards, bowls, rune-sticks, knotted cords, and even skulls.
When the item is either adjacent to you or in your hand (essentially it must be exposed to attacks as either a held or unattended object), you can make a special Knowledge (any) check, or a Diplomacy check to gather information (at no cost) or Use Magic Device check. The bonus for this check is 3 +your Charisma bonus + your warlock level. Once you have done this, you cannot do so again until you next regain spell slots.
Additionally, at 8th level you gain a bonus feat your can use as long as you have access to your lore whisperer (it need not be exposed). This feat may be a Crafting feat, or Skill Focus, or a feat that does nothing other than give you access to class skills, additional skill points, or bonuses to skills. You must meet the feat’s prerequisites normally. You gain an additional such feat at 12th level, and every 4 levels thereafter.
If your lore whisperer is lost or destroyed, you can create a new one in a ritual that takes 1d12 hours, ending your bond to your previous lore whisperer.

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