100 things that a ticked-off Seer SHOULD be able to do [Archive] - Wizards Community

Post/Author/DateTimePost
Lycanthromancer

01-28-08, 12:55 PM
I've come up with a Seer 8 power called twist of fate.

Twist of Fate (NA)
Clairsentience
Level: Seer 8
Display: Olfactory
Manifesting Time: 1 standard action
Range: See text
Target: One creature
Duration: 1 round/lvls and instantaneous; see text
Saving Throw: Will negates; see text
Power Resistance: Yes; see text
Power Points: 15, XP

Your ire alters the balance of chance against your foes.

On the round you manifest this power and for 1 round/lvl, you focus your will (as a standard action) on a single creature you can see (including through powers and abilities such as clairvoyant sense). You need not have line-of-effect. If the creature fails its saving throw, it is subject to one of the effects noted below. You need not focus on the same creature each round, and you can affect a single target more than once with the same manifestation; a new Will save and power resistance check is required every time a creature is affected by twist of fate.

Roll d%; the creature is then subject to the effect on the following table. Only the manifester is aware of which effects are in place, unless they are immediate and obvious (such as effect #1). This die-roll is not subject to alteration by metapsionic feats, powers, or similar abilities, such as Maximize or Empower Power. The effects below are all instantaneous (even if they have a secondary duration), and cannot be disjoined or dispelled. If the creature is not subject to the effect in question, roll the d% again.


[List of 100 things ways to annoy your enemies]

Until they come fully into fruition, the effects of this power can only be negated through a reality revision, limited wish, wish, or miracle, though immediate effects such as blindness or deafness can be healed using the appropriate means.

If you have some small bit of the creature’s physical substance in your possession, such as blood, hair, nail-clippings or scales to attune you to its being, twist of fate’s power resistance entry becomes ‘No’ (but only for that creature).

A psicrystal cannot use its standard actions to affect creatures with twist of fate unless it actually manifested the power itself. In the case of schism, the primary mind must expend its actions to affect additional creatures unless the power was manifested at a lower manifester level by the secondary mind, in which case the secondary mind can perform this task.

XP Cost (Optional): If you spend 10 XP per power point you spend on this power, you can limit the section of the table you roll from; choose an 11-effect section (such as from effect #1 to effect #11), then roll 1d12 to determine which effects you can inflict upon your foes. A roll of 12 means that you roll 1d12 twice more (similar to effect #100). Effects #1 and #99 are considered next to each other for this purpose, and #100 is excluded from this range.

Augment: 1. For every 2 additional power points you spend, you can choose to add or subtract 1 from the d% roll to affect the subject with the effect of your choice; for instance, if you spend 6 power points on this augment and roll a 12, you can choose any effect between #9 and #15. If you roll a 100, you can add or subtract this number from the two additional rolls. Effects #1 and #99 are considered next to each other for this purpose, and #100 is excluded from this range.
2. For every 6 additional power points you spend, you roll once more on the table above every round for the effects the subjects suffer.
3. [Negative] If you spend 6 fewer power points, this power’s duration becomes “Instantaneous,” and you can no longer affect additional creatures on succeeding rounds.


I want some assistance on coming up with new ways to annoy your enemies. I'll get the list started.

1. The subject’s neural (or similar) system is corrupted (such as through an aneurysm, or a massive magical failure), rendering it deaf, blind, and mute, and it receives all of the appropriate penalties.

2. For the next 10 minutes, any time the subject makes a d20 roll, it must roll twice; the subject takes the worst of the two rolls. In addition, all natural 20s are counted as natural 1s.

3. The next attack roll that successfully strikes the subject is automatically treated as a critical hit (ie, a natural 20, which is automatically confirmed). If there are no negative consequences in treating the attack roll as a critical hit, this effect is not triggered until the following successful attack roll.

4. The next attack roll the subject makes against a foe is treated as a critical failure (ie, a natural 1). It must make a Reflex save (with this power’s save DC) or drop its weapon (or its shield, if it is not carrying a weapon), if applicable.

5. The next saving throw the subject makes against a negative effect is treated as a critical failure (ie, a natural 1). If the saving throw is against a positive effect (ie, harmless or beneficial), it automatically succeeds on the save (ie, a natural 20), and cannot choose to forgo the saving throw.

6. The subject is distracted by something inconsequential and forgoes its next turn in combat, delaying its initiative to initiative count 1. If not currently in combat, this effect occurs the next time initiative is rolled.

7. The next skill check the subject makes is treated as a natural 1, and automatically fails.

8. The next Balance, Climb, Escape Artist, Jump, Ride, Swim, or Tumble check the subject makes is treated as a natural 1, and automatically fails.

9. The next Appraise, Bluff, Diplomacy, Disguise, Forgery, Gather Information, Intimidate, Perform, or Sense Motive check the subject makes is treated as a natural 1, and automatically fails.

10. The next Autohypnosis, Concentration, Handle Animal, Heal, Survival, or Use Rope check the subject makes is treated as a natural 1, and automatically fails. This is the case even if the subject expends his psionic focus to ‘take 15’ on a Concentration check.

11. The next Craft, Disable Device, Knowledge, Open Lock, Profession, Psicraft, Sleight of Hand, Spellcraft, Use Magic Device, or Use Psionic Device check the subject makes is treated as a natural 1, and automatically fails.

12. The next Hide, Listen, Move Silently, Search, or Spot check the subject makes is treated as a natural 1, and automatically fails.

13. The subject is automatically hit by the next attack roll made against it (even on a critical failure), but only if there are negative consequences attached to the attack roll. If there are no negative consequences (such as if it would have been healed by the attack roll, rather than damaged), this effect is not triggered until the next attack roll.

14. The subject becomes inexplicably clumsy; it receives a -4 penalty to its Dexterity and must make a Reflex save (with this power’s save DC) every round that it moves more than half its speed or else it falls prone. This effect lasts for 1 round/level.

15. The subject begins choking, coughing, and wheezing uncontrollably, and is stunned for 1d6 rounds. Creatures that do not breathe are immune to this effect.

16. The next melee or ranged attack that successfully strikes the subject and deals damage (lethal or nonlethal) strikes a particularly sensitive spot, paralyzing it with agonizing pain for 1d3 rounds. Creatures that are immune to critical hits are immune to this effect.

17. The next supernatural ability, spell, power, or psi- or spell-like ability the subject attempts to use inexplicably fizzles (as if successfully dispelled) and is wasted; this also affects any use-activated magical or psionic items used by the subject.

18. If the subject is a spellcaster or manifester, or regularly uses Use Magic Device or Use Psionic Device, the next time it successfully casts a spell or manifests a power, it initiates a spontaneously-generated wild magic zone of random size (1d10 x 50 ft in radius, centered on the subject; see pages 149 and 150 in the Dungeon Master’s Guide) that affects the spell or power effect. Reroll any time a wild magic effect would somehow benefit the subject. This wild magic zone closes and heals over 1 round after discovered. Subjects that don’t meet the requirements above are immune to this effect.

19. The subject takes 3d6 points of nonlethal damage per hour as odd occurrences happen over the course of the next 24 hours; stubbed toes, falling masonry, oblivious and irate birds, and other forms of bad luck continually plague the subject, interrupting sleep and periods of rest, and generally causing extreme annoyance. Since these happenings occur at the most inopportune of times, there is a 10% chance that such things take place in any given combat round, and they always transpire during the subject’s standard action (or its equivalent).

20. For the next 1d4 rounds, the subject is attacked by falling objects, regardless of whether it would otherwise be possible for objects to fall on it in its current location (through an open portal to an unknown location, if necessary). Anvils and pianofortes are common. The subject is struck by the objects and resulting debris, taking 10d6 damage each round (Reflex half). All falling objects are smashed beyond repair, and are rendered worthless. (Generally, a voice from the portal apologizes for the inconvenience just before it closes, as the portal was opened at the wrong planar address.)

21. The subject stumbles on a hidden (inhabiting or hibernating) hellwasp swarm (pg 238 in the Monster Manual) during its next turn, which immediately attacks the subject with voracity, to the exclusion of all other targets. If this is somehow not possible, the swarm is encountered as soon as the subject could conceivably encounter it. If the subject is killed, the swarm inhabits and begins digesting the corpse, then continues its hibernation. If the subject flees beyond the reach of the swarm, it flies off to hibernate somewhere else.

22. Every object the subject is holding is dropped--belts unbuckle, weapons become slippery, backpack straps break, and so on. This provokes the following penalties: the subject is disarmed of any material weapon or shield it was carrying (even if such objects were secured, such as to a locked gauntlet); unless the subject is wearing no clothing or armor it receives a -4 penalty to its AC and Reflex saves as such items twist around and come loose; it also loses any items secured on its body (such as a backpack or a waterskin) as such things fall to the ground at the subject’s feet. It generally takes the subject 1 round to retrieve, repair, and replace any single object displaced by this effect, an action which provokes attacks of opportunity.

23. The next teleportation effect that targets the subject displaces all of its clothing and equipment into a pile in the 5 ft space adjacent to its destination location, leaving it naked and unarmed after teleporting.

24. The subject receives a -5 penalty to all skill and ability checks for the next hour.

25. The next time the subject’s bare flesh touches the ground, a wall, or an unattended object, it contracts a fungal poison. It must make a Fort save (DC 20) or immediately become sickened for 1 hour and take 1d4 points of Str damage. 1 minute later, it must make an identical save or take an additional 1d6 points of Str damage. Subjects immune to poison are immune to this effect.

26. As #25, except it suffers paralysis for 2d6 minutes and takes 1d4 points of Dex damage on an initial failed save, and 1d6 points of Dex damage on a secondary failed save.

27. As #25, except it falls unconscious for 1d3 hours and takes 1d4 points of Con damage on an initial failed save, and 1d6 points of Con damage on a secondary failed save.

28. The next time the subject performs a specific action as specified by the manifester (such as move more than 5 ft, speak, attack, cast a spell or manifest a power, and so on), it activates an old, corroded spell-form hidden in its surroundings. Since the magic is corrupted, it fails to show up under effects such as detect psionics, or even a bend reality, miracle or wish. It immediately suffers 2d4 points of Intelligence, Wisdom, and Charisma drain.

...
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100. Roll 1d% twice, and take the result of each die. If you receive this result again, roll 1d% once, instead.
Eldritch_Lord

01-28-08, 05:51 PM
21. For the next 1d4 rounds, the target is attacked by falling objects, regardless of whether it would be possible for objects to fall on it in its current location. Anvils and pianofortes are common. The target must make a DC 25 Reflex save each round or be struck, taking (1d20)d6 damage. [It's close to #19, but more specific and comical]

22. Every object the target is holding is dropped--belts unbuckle, weapons become slippery, backpack straps break, and so on.

23. The target inexplicably forgets most of its training: All of its feats are unavailable for the next 3 hours and it takes a -1 penalty on all d20 rolls for 1 hour.

-----------------

More if I think of any.
ReaderOfPosts

01-28-08, 07:24 PM
24) Everyone that the target encounters in the next month receives visions of possible outcomes of the encounter, from the targets viewpoint. Thus if the target is a detective who confronts a criminal, the criminal receives a vision of a possible encounter with the detective, becoming aware of the detectives view of him and forwarned of any possible surprises. In mechanical terms, the target takes a -20 penalty on bluff checks, and is treated as having rolled an initiative result of one in all battles against intelligent foes. Similarly foes gain a +4 bonus on AC and all saves against the target in the first round of combat.

25) All personal enemies of the target receive a sudden vision of the target and are aware of his precise location as well as his surface thoughts (as through detect thoughts) for d6 rounds. The target receives no additional saving throw against the effect.

26) People surrounding the target are aware of any negative thoughts targeted at them: in most cases this causes their attitude towards the target to shift down one or more steps.

27) Target becomes acutely aware of an aspect of reality radically at odds with his or her own personal convictions. The target shifts alignment to a randomly chosen alignment no more than one step away in any single aspect for d6x10 minutes before the awareness fades. (so a Lawful neutral character can become Lawful Good, Lawful Evil, Neutral Good, True Neutral, or Neutral Evil, but not Chaotic.) The character looses any abilities as normal for changing alignment.
Lycanthromancer

01-28-08, 08:45 PM
Ooh. Pianos and anvils. I do like.

Just so everyone knows, this is basically a way to give someone REALLY bad karma for awhile (aka, bad luck). I'd like to keep it seeming more really strange...um...twists of fate, more than anything that seems overtly supernatural, so no visions of sugarplums dancing in their foes' heads, please. :)

There can be supernatural effects at work, but I want it to seem far more like weird coincidences, 'kay?
calronmoonflower

01-28-08, 08:59 PM
28). Your perception of the subjects future causes the subjects future to be altered as a result. The subject rolls D100 each time they roll any other die. On a 1-50% they gain a -5 causality penalty to that roll, and 51-100 they gain a +5 causality bonus.
Eldritch_Lord

01-28-08, 10:13 PM
Ooh. Pianos and anvils. I do like.

I try. :D
ShadowWarrior

01-28-08, 11:37 PM
29) This (http://www.dominic-deegan.com/view.php?date=2003-03-08).
Lycanthromancer

01-29-08, 01:02 PM
I added a few (changes are in bold).

Also, to Calron...

...Wha?

[edit] No good effects will come of this power. Hence, giving the subject a +anything is not gonna happen. :P
Lycanthromancer

01-30-08, 06:37 PM
Edited in some new stuff.

Someone else? Anyone?