Hello everyone! It's been a long time coming, but the latest shipment is in. Here is is, folks, the latest batch of Whoop-Ass!!
First a refresher of all the kinds available so far;
Red: Opponents will suddenly find any cloaks, capes, robes or other loose flowing clothing has been turned a bright red. Not too much of a problem until they see the herd of 30 rampaging bulls charging directly at them. Trampling damage is 1d6x10 per melee round for 2 rounds and victims lose all attacks and combat bonuses as they are mercilessly pounded into the ground. No saving throw, but victims are allowed ONE dodge at 17 or better. Cost: 1000 gold
Gold: Summons a Deevil Serpent (PFRPG pg 332) under the control of the openner. It will remain until all enemies have been defeated or for 10 melee rounds, whichever happens first. Cost: 1500 gold
Blue: All opponents within 50 feet of the openner save vs. Magic or suffer the effects of a Ward of Despair (PFRPG pg 128). Duration is equal to 6th level. Cost: 700 gold
Orange: Summons a Lesser Fire Elemental to do the openner's bidding. will remain for 10 melees or until all opponents are slain/defeated. Cost: 1200 gold
Black: All opponents within 50 feet of the openner save vs. Magic or suffer the effects of a Ward of Death (PFRPG pg 128). Duration and damage are equal to 6th level. Cost: 1000 gold
Yellow: Opponents suddenly hear a loud horn blaring off to the side a moment before a runaway School Bus runs them down. Damage is a whopping 2d6x10 and victims may try and dodge at 16 or better. (Damage is based on Car Combat rules for Vehicle Damage found in N&S pg 137 using a 10 or 16 wheeler Semi-Truck travelling at 100mph) Cost: 1200 gold
Green: This stuff creates a sickly green cloud of foul-smelling fumes, similar to a Miasma when it comes to effects (PFRPG pg 222), but with the added effect of being poisonous, dealing 1d6 damage per melee round to everyone caught within it. Duration is 6 minutes. Cost: 700 gold
Silver: When dumped on the ground this silvery liquid pools like mercury rather than splashing around, coalescing into a roughly humanoid shape, slowly taking on finer and finer details until, at the end of 1 melee round the thing looks like an exact copy of the thrower. It then opens its eyes to turn and look at the thrower, saying "Get... out" before turning back and attacking, its hands and arms lengthening and sharpening into sword-like appendages as it goes. The thing has an AR of 16, 200 SDC and regenerates from damage at a rate of 1d6x10 SDC per melee. It has 4 attacks, +4 to strike, +7 to parry/dodge and +10 damage. Attacks are made with the appendages in sword or spike form, doing anywhere from 1d6 (dagger hand or short sword hand and partial forearm) to 4d6 damage (polearm type weapon using both hands and arms or a very large sword) per attack, depending on exactly what kind of shape it uses. It is impervious to nearly all forms of magic and psionics. The only magic or psionic attacks that work are the ones that do real physical damage (ie Fireball, Psi-Sword, TK Punch, Call Lightning, etc) Also impervious to poisons, gases, and fumes. It feels no pain. It feels no fear. And it absolutely will not stop. At least not until it's destroyed or the duration of 10 melees runs out. Then it just melts away to nothing. Anyone watching it melt away will see it give a thumb's up as the last of its body vanishes. Cost: 1500 gold
Grey: Causes the ground to heave and churn, exploding upward with a lesser Earth Elemental under the command of the user. It will remain on this plane for 10 melees. Cost: 1200 gold
Brown: Turns all opponent weapons into snakes, as per the Swords to Snakes wizard spell (PFRPG pg 208). The only difference is these snakes are tougher (AR 10 HP 35), hurt more (3 attacks/melee doing 1d8 dmg), and they're poisonous (Save vs non-lethal poison or take an additional 2d6 poison damage). And I do mean ALL opponent weapons are transformed, even the ones that are still sheathed/not being used. Transformation lasts for 10 melees. Cost: 1200 gold
Pink: A squad of, ahem... shall we say "attractive"... young girls wearing tight sweaters, short skirts and athletic shoes holding pom-poms come out to cheer for the user and his party. Any males among the opponenets must save vs magic at -5 or suffer the effects of Mesmerism (PFRPG pg 222) for the duration the girls are cheering. Females of any race also save, but with no penalty. If they fail to save, they will join the girls in the cheering. Duration is 10 melees. Cost: 1000 gold
And now, the
new stuff;
Indigo: Bubbles and froths on the ground a moment before a gang of clowns burst from the pool and "attack" the opponents with an outrageous array of pratfalls and shenanigans, everything from kneeling behind an opponent while another pushes him back to trip him up, to seltzer water and cream pies to the face. All of these "attacks" are relatively harmless, though some minor damage could result from falls, meant to cause confusion and disorientation. (not to mention a few laughs on the part of the user and his party) The total number of clowns summoned varies, usually outnumbering the user's opponents 3 to 1 to a maximum of 30. They are all considered AR 13 with 30 HP and 30 SDC each and a total of 3 actions per melee each with a +5 to strike (including with thrown items) and +7 to Dodge. They will remain for a total of 10 melees before they suddenly vanish with a big puff of smoke. Cost: 1500 gold
Lavender: With a quiet bang, a puff of smoke and a shower of golden glittery sparks, the user's opponents are turned into butterflies! All of them retain their original AR, SDC and HP before they were transfomed, so attempting to kill them could prove to be difficult, especially since their going to be a lot harder to hit. (Essentially, they gain a +5 to Dodge attacks) However, the biggest problem is that the transformation only lasts for 2 melees. Better to just make a timely getaway, perhaps? Cost: 2000 gold
Cream: Basically an off-white color, when activated it summons a Lesser Air Elemental that takes on the form of a small tornado. It is under the user's command and will remain for 10 melees. Cost: 1200 gold
Teal: A pleasant buish green color, the moment it touches the ground it seems to boil violently before exploding upward in a geyser as it summons forth a Minor Water Elemental. It follows the thrower's commands and remains for 10 melees. Cost: 1200 gold
Clear: The only Can of Whoop-Ass with NO color (looks like purified water) When activated all of the opponents within 20 feet must save vs Magic at a -3. Those that make their save are unaffected. Those failing mysteriously vanish! No one knows exactly what happens to those that fail to save against this stuff, whether they are killed or magically teleported away to a faraway place or even a different dimension or what. All that is known is that they are just... gone. (GM's are encouraged to have a lot of fun with this stuff, especially if it gets used against your players. Play up all kinds of rumors about the results of this stuff, especially ones that have dire consequences. Honestly, I leave it totally in all of your capable hands
) Cost: 10,000+ gold and also extremely rare, even for Uncle Remus
That's all for now folks! Glad you could make it by. And make Uncle Remus' Emporium of the Arcane your first stop for all your magical holiday needs!
Thanks for coming by! Come back again soon!
(On an editting note, I'd been wondering why the Silver Whoop-Ass had been so popular and finally discovered the reason. [initially thought there were a lot of Terminator fans out there
] The 5 minute duration has been appropriately editted to its original intention of 5
melees. Sorry if this seriously disappoints or angers anyone, but I'm trying to keep all of my items as balanced as possible. In the spirit of that I have also changed the duration a bit further to a full
10 melee rounds to keep it on par with the types that summon Minor Elementals. Thank you all for your continued support and patronage!
)
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus