Random character relationship kinds



Random generators to help you define your character's personality

Here are some random generators to help you define your character personality, on my book "Twenty Personality Tables" there are descriptions for each result and also more tables like Animal Totems, Temperaments, Archetypes and more.


Random Zodiac Sign Generator


Random Chinese Zodiac Sign Generator


Random Values Generator


Random Personality Flaws Generator


Scroll of Elemental Infinity Pathfinder Woundrous Item




Scroll of Elemental Infinity
Wondrous Item (scroll)
Aura strong transmutation; CL 20th; Slot -; Price - ; Weight 0.5 lbs.

This ancient and intricately inscribed scroll, a relic shrouded in mystic energies, embodies the boundless power of the elements. Its very parchment seems to pulse with elemental vitality. The scroll's origins are as mysterious as the depths of the cosmos; its creation is credited to the elemental gods themselves, whose divine hands etched its sacred words onto the vellum.

The elemental energies it can modify are fundamental forces of creation: fire, cold, lightning, and acid. Each stroke of the gods' divine quills is a testament to the raw, untamed might of these elements. The depictions on the scroll come alive, the flames dance, the frost sparkles, the lightning crackles, and the acid hisses, as if the very essence of the elements has been captured and bound within the parchment.

Yet, amidst the awe-inspiring imagery, a poignant message is inscribed, a farewell penned by the elemental gods themselves.

"To the Mortals of the Material Plane,

In the twilight of our connection to your realm, we leave you this gift, the Scroll of Elemental Infinity. Within its pages, the dance of fire, cold, lightning, and acid is chronicled—a tribute to the forces that shaped your world. As our presence wanes, know that the elements endure, their power undying.

May this scroll be a bridge between our worlds, a conduit through which you may harness the very essence of creation. We bid you farewell, not with sorrow, but with hope. For in your hands, we entrust the legacy of elemental mastery. May it guide you, nurture you, and empower you in the face of challenges.

With the turning of the cosmic wheel, our connection weakens. Remember us in the whispers of the wind, the crackle of flames, the chill of winter, and the sizzle of acid rain. We are woven into the fabric of your world, and though we fade from direct sight, our essence remains.

Godspeed, mortal souls. May the elements guide you, and may your path be illuminated by the eternal glow of elemental infinity.

With everlasting reverence,

The Elemental Gods"

Their words echo through the ages, a solemn adieu to the material plane they once touched. They knew that their connection to this world was fading, and in their wisdom, they left behind this scroll, a final gift to mortals who dared to tread the path of elemental mastery.

Elemental Item Transmutation: On a ritual that takes one hour, once per day per item, the Scroll of Elemental Infinity can permanently alter an item that deals elemental damage, changing the damage type to another elemental type. Alternatively, it can change the elemental type of a creature summoned by an item.

Elemental Spell Transmutation: As a standard action a spell caster can use the scroll to change the elemental type of one spell she can cast for the rest of the day. This power can be used once per day per willing creature.

Elemental Invulnerability: The scroll holds the power to grant unparalleled immunity. Once per day per creature, as a full round action, the user can become immune to a single elemental energy, rendering them impervious to its effects for 8 hours. This effect can only be used once per creature per day.

Elemental Adaptation: Similarly, as a standard action three times per day, the scroll can modify a willing creature's elemental immunity or resistance, changing it for another element type. This effect lasts for 8 hours.

Elemental Suppression: As a standard action, the scroll can suppress an enemy's immunity or resistance to an element. The target must make a DC 27 Will saving throw to resist this effect. A target that saves its saving throw is immune to this power for 24 hours.

Advanced Skeletal Mage CR 10



Skeletal Mage CR 10


NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +13


Defense


AC 23, touch 15, flat-footed 20 (+5 armor, +3 Dex, +5 natural)
hp 85 (10 HD; 2d8+8d6+40)
Fort +5, Ref +6, Will +12
Defensive Abilities channel resistance +4; DR 5/bludgeoning; Immune cold, undead traits
 

Offense


Speed 30 ft.
Melee mwk dagger +8 (1d4+1/19-20), claw -1 (1d4) or 2 claws +7 (1d4+1) or spectral hand +9 touch (by touch spell)
Ranged ray +7 ranged touch (by spell)
Special Attacks channel negative energy (DC 18, 8/day, command undead only)
Spell-Like Abilities (CL 8th; concentration +12)
8/day - grave touch (1 round)
Spells Prepared (CL 8th; concentration +12)
4th — animate dead, fear (DC 21)
3rd — vampiric touch, dispel magic, ray of exhaustion (DC 20)
2nd — ghoul touch (DC 19), scorching ray, spectral hand, blindness/deafness (DC 19)
1st — chill touch (DC 18), mage armor, magic missile, ray of enfeeblement (DC 18), cause fear (DC 18)
0 (at will) — detect magic, mage hand, ray of frost, read magic, touch of fatigue (DC 17)
Opposition Schools Enchantment, Illusion
 

Statistics


Str 12, Dex 16, Con —, Int 18, Wis 12, Cha 16
Base Atk +5; CMB +6; CMD 19
Feats Combat Casting, Command Undead, Improved Initiative B, Scribe Scroll, Silent Spell B, Spell Focus (necromancy), Toughness, Weapon Finesse, Greater Spell Focus (necromancy), Quicken Spell, Extend Spell
Skills Intimidate +13, Knowledge (arcana) +16, Knowledge (religion) +16, Perception +13, Sense Motive +13, Spellcraft +16, Stealth +13
Languages Abyssal, Common, Draconic, Undercommon, +1 additional
SQ arcane bond (skull)

Skeleton Aurumorpher CR 20

 




SKELETON AURUMMORPHER CR 20

XP 307,200

NE Medium undead

Init +11; Senses darkvision 60 ft., aurumvision 240 ft., blindsense 30 ft.; Perception +32

Aura Golden Empowerment Aura (60 ft.)


DEFENSE


AC 30, touch 17, flat-footed 27 (+13 natural, +3 Dex)

hp 370 (20d8+140)

Fort +17, Ref +19, Will +26

DR 10/bludgeoning and magic; Immune cold, undead traits; SR 31


OFFENSE


Speed 30 ft., fly 60 ft. (poor)

Melee 2 claws +25 (2d6+5), bite +20 (1d6+2)

Space 5 ft.; Reach 5 ft.

Spell-Like Abilities (CL 20th; concentration +30)

At will—Gold Glide, Gold Golem, Golden Flow

Spells Known (CL 14th; concentration +19)

7th (3/day)—Limited Wish (Only for gold-themed effects)

6th (5/day)—Chain Lightning, Greater Dispel Magic

5th (7/day)—Fabricate (Only on gold), Overland Flight

4th (7/day)—Shout, Stoneskin

3rd (7/day)—Haste, Slow

2nd (8/day)—Glitterdust, Resist Energy

1st (8/day)—Mage Armor, Magic Missile

0 (at will)—Detect Magic, Light, Mage Hand, Prestidigitation (Only for gold-themed effects)


STATISTICS


Str 20, Dex 16, Con —, Int 24, Wis 24, Cha 24

Base Atk +15; CMB +20; CMD 33

Feats Improved Initiative, Lightning Reflexes, Toughness (x5), Spell Focus (evocation), Greater Spell Focus (evocation), Improved Counterspell, Quicken Spell-Like Ability

Skills Perception +32, Knowledge (arcana) +32, Spellcraft +32


SPECIAL ABILITIES


Aurumvision (Ex) The Aurummorpher can perceive anything made of gold as with blindsense.

Aurum Retribution (Su) The Aurummorpher's body is a conduit of golden energy. Any creature that hits the Aurummorpher with a melee attack takes 2d6 points of damage as shards of sharp, magical gold burst from the point of impact. This damage is not reduced by Damage Reduction. This ability does not trigger on touch attacks or effects that do not deal physical damage.

Golden Empowerment Aura (Su) The Aurummorpher radiates an aura of golden energy in a 60-foot radius. Other creatures made of gold within this aura are continuously empowered, gaining a +2 enhancement bonus to their attack rolls, AC, and all saving throws. This aura is always active, and the bonuses do not stack with each other if multiple Aurummorphers are present.

Gold Glide (Ex) A burrowing Aurummorpher can pass through gold or almost any other sort of precious metal as easily as a fish swims through water. If protected against fire damage, it can even glide through molten gold. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move metal spell cast on an area containing a burrowing Aurummorpher flings the creature back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.

Gold Golem (Su) Once every 1d4 rounds, the Aurummorpher can shape a significant amount of gold into a golem-like servant. This creature can follow simple commands and fight on behalf of the Aurummorpher.

Golden Flow (Su) The Aurummorpher can command any non-magical gold in a 30-foot radius to move as though it were liquid. This can be used to create difficult terrain, disarm opponents, or even create a wall or barrier of flowing gold.

Molten Gold (Su) As a standard action, the Aurummorpher can cause any non-magical gold object within 60 feet to heat up and turn into molten gold. This includes gold coins, jewelry, and similar small items. If a creature is wearing, carrying, or holding the affected object, it takes 10d6 fire damage (Reflex half, DC = 10 + 1/2 the Aurummorpher's HD + its Charisma modifier)

 

Gold Golem CR 15

 


Gold Golem CR 15

XP 51,200 N Large construct Init –1; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE

AC 31, touch 8, flat-footed 31 (–1 Dex, +23 natural, –1 size) hp 220 (20d10+80) Fort +6, Ref +5, Will +6 DR 15/adamantine; Immune construct traits, magic

OFFENSE

Speed 30 ft. Melee 2 slams +26 (2d10+9) Space 10 ft.; Reach 10 ft. Special Attacks Auric Radiance

STATISTICS

Str 28, Dex 9, Con —, Int —, Wis 11, Cha 1 Base Atk +15; CMB +24; CMD 33

SPECIAL ABILITIES

Immunity to Magic (Ex)

A gold golem has immunity to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals electricity damage slows a gold golem (as the slow spell) for 3 rounds, with no saving throw.

A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A gold golem gets no saving throw against fire effects.

Auric Radiance (Su)

Once every 1d4 rounds, the gold golem can unleash a burst of light from its body. Every creature within a 30-foot radius must make a DC 17 Fortitude save or take 8d6 points of damage and be blinded for 1 round. A successful save halves the damage and negates the blinding effect. The save DC is Constitution-based.

Skeleton Aurumancer CR 20




Skeleton Aurumancer

CR 20

XP 307,200

NE Medium undead


Init +11; Senses darkvision 60 ft. aurumvision 240 ft, blind sense 30 ft.; Perception +32


DEFENSE

AC 36, touch 13, flat-footed 33 (+23 natural, +3 Dex)

hp 370 (20d8+140)

Fort +17, Ref +19, Will +22

DR 10/bludgeoning; Immune cold, undead traits


OFFENSE

Speed 30 ft. Fly 60 ft. (Poor)

Melee 2 claws +30 (2d8+10), bite +25 (2d6+5)

Ranged Aurum Beam +23 (12d6)(Petrification DC 27)

Space 5 ft.; Reach 5 ft.

Spell-Like Abilities (CL 20th; concentration +25)

  • At will—Transmute Rock to Gold, Golden Shield, Aurum Beam, Gilded Grasp
  • 1/week—Golden Resurrection

STATISTICS

Str 31, Dex 16, Con -, Int 14, Wis 20, Cha 20

Base Atk +15; CMB +26; CMD 39

Feats Improved Initiative, Lightning Reflexes, Toughness (x5), Weapon Focus (claw), Power Attack, Improved Grapple, Improved Disarm

Skills Perception +32


SPECIAL ABILITIES

Aurumvision (Ex): The Aurumancer can percive anything made of gold as with blindsense.

Transmute Rock to Gold
(Sp): The Aurumancer can change a small section of rock (5-foot cube) into pure gold once per day. This gold can turn back to rock with dispell magic.

Golden Shield (Su): As a swift action the Aurumancer can turn its own gold into a shield to absorb one attack or spell.

Aurum Beam (Sp): The Aurumancer can fire a concentrated beam of magical energy that turns whatever it hits into gold, dealing damage and potentially immobilizing an opponent. You must succeed on a ranged touch attack with the ray to deal damage to a target. (Fortitude DC 27 to avoid petrification).

Gilded Grasp (Su): The Aurumancer can cause golden chains to spring from the ground and restrain all targets the Auramancer can percive. The Aurumancer spends a part of its innate magical energy to suppress the target's freedom of movement and magical bonuses to Escape Artist or on checks to escape a grapple. This ability also duplicates the effect of dimensional anchor. The chains have the ghost touch special property, and an incorporeal creature that they grapple gains the grappled condition (Reflex negates, DC 20). The CMD of Gilded Grasp, for the purposes of escaping the grapple, is equal to 10 + its CMB. Gilded Grasp is a swift action and lasts until the beginning of the Aurumancer's next turn.

Golden Resurrection (Sp): Once per week, the Aurumancer can resurrect a fallen ally as a gold-skinned servant with a portion of its abilities.

 

Building Your Tabletop RPG World: Tips from Top YouTubers

 


Introduction:

Are you ready to create an immersive and exciting world for your tabletop roleplaying game? Look no further! We've gathered some top tips from various YouTubers to help you get started. From starting with the big picture to focusing on what makes your world unique, let's explore some expert advice on crafting the perfect setting for your adventures.

Big Picture vs. Micro Focus:

Some YouTubers recommend starting with the big picture and then zooming in on the details, while others suggest beginning with the micro and expanding outwards. Ron Smith advises beginning with basic guidelines for your world, while Runehammer recommends reading good fantasy literature to learn the vocabulary and tropes that make these worlds come alive.

Unique World Features:

Tabletop Weekly encourages you to think about what makes your world unique. Consider the distinguishing features, cultures, and history that will set your world apart from others and make it memorable for your players.

Embrace Change and Adaptation:

Dungeon Dudes advise being open to retconning and changing elements of your world if they aren't working. As your campaign progresses, you may find that certain aspects of your world need tweaking or even a complete overhaul. Embrace these changes to keep your world fresh and engaging.

Build a World that Complements Your Game:

Taking 20 suggests building a world that complements the type of game you want to run. Consider the playstyle of your group and the adventures you want to create, then design your world to support and enhance those experiences.

Reskin and Reuse:

Mad Mercer recommends reskinning and reusing elements that players have ignored. This approach helps you make the most of your creative efforts and ensures that no great idea goes to waste.

Collaborate with Your Players:

The consensus among most YouTubers is to build your world with your players and game style in mind. Collaborate with your group to create a detailed and rich space for their adventures, ensuring that everyone feels invested and excited about the world they'll explore together.

 Conclusion:

Creating a captivating world for your tabletop RPG can be a fun and rewarding process. By following the tips shared by these YouTubers, you'll be well on your way to designing a world that will engage and delight your players for countless adventures to come. Happy world-building!

Do Editions Matter in Tabletop Roleplaying Games?

 


Introduction:

Do editions matter in tabletop roleplaying games? I believe that while compatible rule systems can allow for easy cross-play and conversions between different games, there are still reasons why specific editions may be important. Let's explore some of the factors that can make certain editions more appealing to players.

The Joy of Complexity and Balance:

Some players love the complexity and balance found in specific game editions. These players enjoy the challenge of mastering a particular system and may feel more invested in the game as a result. When it comes to choosing a role-playing game and it's edition, the intricacies of the rule system or lack of it can be a significant factor for these players.

Purpose and Flavor:

Different game editions can be designed with a specific purpose or flavor in mind, which can influence a player's preference. For example, one edition might emphasize exploration and mystery, while another focuses on combat and tactical decision-making. These unique flavors can make certain editions more appealing to players, depending on their interests and play-style.

The Language of Rule Systems:

Complex rule systems are like a language. Players may expect to play a specific game edition when joining a public game at a convention for example. For many gamers, being fluent in the "language" of a particular edition can be a point of pride and a way to connect with other players who share the same passion.

Fun for the Group:

Ultimately, what is fun for the group should be the priority when choosing a tabletop role-playing game edition to play. After all, the primary goal of any role-playing game is to have a blast with friends and fellow gamers. While edition preferences may vary, the most important thing is to find a game that everyone can enjoy together.

Conclusion:

While it's true that compatible rule systems can allow for cross-play and conversions between different games, there are several reasons why editions can matter in tabletop role-playing games. From complexity and balance to purpose and flavor, various factors can make specific editions more appealing to players. In the end, though, it's all about having fun and creating memorable experiences with your gaming group.

Countries as Armor

Armor art created by MidJourney using just countries names
These are not historical, political, symbolic nor try to be anything but entertainment.

 

 Venezuela

U.S.A

Uruguay

Spain

Puerto Rico

Peru

Paraguay

Mexico

Jamaica

Guatemala

El Salvador

Ecuador

Dominican Republic

Costa Rica

Colombia

Chile

Canada

Brazil

Bolivia

Argentina



AI generated new "Ancient Wonders" ChatGPT and Midjourney

 I asked Chat GPT to give me descriptions of imaginary "Ancient Wonders" and then used those descriptions to make these images on MidJourney:



The "Tower of the Four Winds" was a massive tower that reached high into the sky. At the top of the tower was a crystal dome that was said to channel the power of the four winds, allowing the priests who lived there to predict the weather and control the winds.

The "Temple of the Underworld" was a massive temple complex built at the entrance to the underworld. The temple was said to be guarded by powerful guardians who ensured that only the dead were allowed to enter the underworld. The temple was a place of great mystery and fear, and it was said to be filled with powerful magical artifacts and treasures.
The "Temple of the Eternal Flame" was a massive temple complex dedicated to the worship of a powerful fire deity. The main temple was topped with a towering spire that housed a sacred flame that was said to never go out. The temple was a place of pilgrimage for worshipers of the fire deity, who came from far and wide to see the eternal flame and offer their prayers.
The "Palace of the Emerald Sea" was a beautiful palace built on a small island in the middle of a vast ocean. The palace was said to be made entirely of emeralds, which glowed with an otherworldly light. The palace was surrounded by a vast underwater garden filled with exotic fish and other sea creatures.
The "Palace of Dreams" was a beautiful palace built on a small island in the middle of a vast ocean. The palace was said to be made entirely of pure white marble, and it was surrounded by a vast garden filled with exotic flowers and trees. The palace was home to a powerful sorceress who was said to have the ability to enter the dreams of others and control their thoughts and actions.

The "Citadel of the Stars" was a massive fortress built on the highest peak of a tall mountain. The citadel was said to be made of a mysterious, unbreakable metal that glowed with a soft light. The citadel was home to a powerful wizard who was said to have mastered the secrets of the stars and could predict the future by studying the movements of the celestial bodies.

The "Cave of Wonders" was a massive underground cavern filled with ancient treasures and powerful magical artifacts. The cave was said to be guarded by a powerful genie who would grant wishes to those who were able to solve its riddles and overcome its challenges.

AI creates Dungeons and Dragons race

I asked Chat GPT to create a Dungeons and Dragons race and then I used the description on Midjourney to create the pic.







The Arcs

The Arcs are a race of humanoid creatures that live in the enchanted forests of the land of Eldor. They are tall and slender, with pointed ears and delicate features. Their skin is pale and glows softly in the darkness, and their eyes are bright and shining like stars.

The Arcs are known for their magical abilities, which they use to protect their forests and the creatures that live there. They can control the elements, communicate with animals, and even fly on the wings of the wind. They are peaceful and wise, and they value harmony and balance above all else.

Despite their magical powers, the Arcs are a gentle and kind-hearted people. They are often seen as guardians of nature, and they are deeply connected to the land and the creatures that inhabit it. They are fiercely protective of their forests and will do anything to keep them safe from harm.


  • Physical Description: The Arcs are a tall and graceful race, with delicate features and pointed ears. They are slender and agile, with long, slender limbs and a graceful, almost feline gait. Their skin is pale and glowing, almost luminescent in the darkness, and their eyes are bright and shining like stars.

    The Arcs have long, silvery hair that is often worn loose and flowing. They are fond of intricate clothing and jewelry, and they often adorn themselves with delicate, flowing robes and intricate, sparkling jewels.

    Despite their fragile appearance, the Arcs are surprisingly strong and resilient. They are agile and quick on their feet, and they possess a natural grace and poise that belies their strength and endurance. They are able to move with incredible speed and agility, and they are capable of impressive feats of physical prowess.

    Overall, the Arcs are a beautiful and otherworldly race, with a grace and elegance that sets them apart from other races. They are a striking and mesmerizing people, and they are often admired and respected for their magical abilities and their love of nature.

  • Society: The Arcs are a highly-regarded and respected race, known for their wisdom and magical abilities. They live in small, tight-knit communities within the enchanted forests of Eldor, and they value harmony and cooperation above all else. They are led by a council of elders, who make decisions and provide guidance for the community.

  • Relations: The Arcs are generally friendly and peaceful, and they have good relations with other races that share their love of nature and magic. They are particularly close to the elves and the fey, with whom they share a deep spiritual connection. They are wary of races that are known to be destructive or harmful to the natural world, such as dwarves and orcs.

  • Alignment: The Arcs tend to be neutral good, as they value balance and harmony and are dedicated to protecting the natural world. However, some Arcs may be lawful good or chaotic good, depending on their personal beliefs and values.

  • Religion: The Arcs have a deep reverence for the natural world and the forces of magic that shape it. They worship a pantheon of nature deities and elemental spirits, and they often offer prayers and sacrifices to these beings in order to maintain the balance of the world.

  • Male Names: Some common male names for Arcs might include Eladar, Galadon, Nithran, and Tathal.

  • Female Names: Some common female names for Arcs might include Arwen, Galadriel, Luthien, and Nienor.

  • Reasons to go on Adventure: There are many reasons why an Arc might choose to go on adventure. Some might be drawn to adventure out of a desire to explore the world and learn more about its secrets. Others might be driven by a sense of duty or responsibility, and go on adventures to protect their forests and the creatures that live there. Still others might be motivated by personal goals or desires, such as a desire for fame or wealth. Whatever the reason, Arcs are well-suited to the life of an adventurer, thanks to their magical abilities and love of nature.