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Sleepless Detective

Abraham spalding's page

RPG Superstar 8 Season Star Voter. Pathfinder Society Member. 11,625 posts (16,470 including aliases). 1 review. No lists. 1 wishlist. 14 aliases.


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unfortunately the faqs for weapons are unclear and contradictory too. I have a thread here.


Selvaxri wrote:
PaulH wrote:

Hi

But does it add your Int modifier to damage?

Recent PFS game the GM said "No"

Thanks
Paul H

It shouldn't. "Alchemical Weapons" are things like Alchemist Fire/Acid Flask/Liquid Ice/etc, and they just inflict a static damage.

Going to disagree:

Alchemist's Throw Anything ability states it adds to splash weapons. If the item used with Alchemical Weapons is a splash weapon it should get the extra damage (i.e. intelligence modifier to damage). The fact it doesn't splash for this ability doesn't change what the item is.


Honestly Trump's business debt is of concern to me simply because he has blown up (fiscally speaking) several companies already.

However for this to be worrisome I would need information on his past debt loads for businesses and more information on the income levels for the businesses he has leveraged now, and how the management of those businesses are acting.

Finally I would need information on how directly involved he is with the leveraged assets/businesses, as his direct involvement seems to indicate trouble for a company.

Michelle Bachmann's recent claim of being one of his foreign policy advisors is of more direct concern for me.


Abraham spalding wrote:
JOSEPH CALLAWAY wrote:

Since magic has come up several times...

Going back to the old Planescape system, magic works in subtly different ways on different planes. Even in current Pathfinder rules, there are (rough) game mechanics for high- and low-magic regions that players may have to interact with. In the GM Guide, if I recall, there are rules for setting up nul-magic planes. Planet-hopping adventurers/cultures will want to keep track of what areas are which.

What I'm getting at is that sure, one can have a high level of arcane gadgetry and flash that bend and/or break the laws of physics, but if those same arcana are prone to fizzing out or going haywire just because you've traveled to a different planet, you need to have plenty of mundane gear to fall back on. What was if Han said? "Nothing beats a good blaster at your hip, kid."

Just three movies before he gets ran through by a guy with a bunch of angst and mystic mumbo jumbo using a light saber.

AND THEN mister mumbo jumbo guy survives a blaster shot from a blaster that literally throws people it hits around.


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Zarius wrote:

Wealth as per advancement table. As to blood money, it IS a class feature technically. However, that's a blatant cheese and would invalidate the duel. Because I see where you're going with that, you just use blood money in place of all of your majorly expensive material components and *boom* free permanent traps, blah blah blah, full set of defenses at zero cost.

As to the question of the tower, OTHER than blood money, is there a way (that doesn't require RP and a real DM, versus simply a third party arbiter in this instance to act as a rules lawyer) to acquisition a keep for ANY class for free?

Maybe but I don't know for sure I would have to do more research. The fact the tower was mentioned in the first place was odd and why I asked.

Personally if I was to set up the tower you would be looking at a wall of force wrapping a prismatic wall for the outermost walls. Those are expensive but literally stop all effects from you getting in including divinations. The purpose of the wall of force is to prevent random people from walking into the the prismatic wall.


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Zarius wrote:
But, yeah, a couple of scrolls won't kill me. That's "throwing money at a problem", not REALLY involving a mage. Not directly.

Questions: Does the tower come out of the mage's funds and is blood money available to him?

If the tower is in addition to his character funds you are effectively screwed. If blood money is available to him then he is effectively unlimited in wealth, and again effectively screwed.


Well considering you must create your own and must be able to cast spells to do that and must have a caster level of 11 or higher then it is easy to say if you don't mean one of those steps then you can't be a lich.

It's a literal if then statement:

1. To be a lich you must have a phylactery
2. To have a phylactery to be a lich you must:
2a. Create it yourself
2b. be able to cast spells
2c. Have a caster level of 11 or higher
3. Other steps may apply to be a lich.

However part 3 doesn't preclude part two. Those are minimums to have a phylactery (as in the type the lich uses). You don't get to skip those with vague handwaving simply because there might be additional steps.


Drahliana Moonrunner wrote:
BigNorseWolf wrote:

anyone else want to hermetically seal hillary in an unused bomb bunker until november 3rd just so she doesn't do anything to upset the balance? Just because trump is immune to gaffdar doesn't mean that it's out of the race.

You don't run a campaign by burrowing into a hole and hide out until Election Day. Clinton needs to keep herself visible and active, because the battleground states are exactly that... a battleground. And you don't win battles by staying put.

fortunately she is campaigning, she's just sidestepping the news reports and doing local style campaigning and tv ad blitz (is that the plural of blitz too?).

Here speech schedule


Sharding

I get the hang ups about not wanting to be reliant on a single weapon property but it does solve a lot of the problems with thrown weapon builds.


I used alchemist with a level in gun tank for a techmarine. Extra arm for the sevro arms, and the straffing bomb for a meltagun, and the cone discovery for the flamer. The fast healing abilities cause space marine and infusion to be a bit of an apothecary.

One of his servo arms was a prototype with a storm shield attached (read tower shield).


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Lucas Yew wrote:
Abraham spalding wrote:
And even the it isn't so much flaws as it is realities of melee combat.
Reality? I don' think so. Even a feeble guy like me can march 9 meters (30 feet) in a straight line and wipe out four angry rabid raccoons with a titanium golf club on the way, all in 6 seconds of time (not that I'd actually harm innocent animals anyways). The full-attack sticky feet syndrome is a foul curse, not even a semblance of a simulation of reality.

Well I would certainly watch your attempt with great mirth on YouTube.

Also rabid animals might be innocent but I think you'll find them more of a danger that needs to be put down.

The idea that somehow those raccoons are just going to sit there and in a straight line no less is just...

well your suggestion is just full of bizarre.


MadScientistWorking wrote:
BigNorseWolf wrote:
Kurthnaga wrote:
The wizard class. The sorceror class. Color Spray. Sleep. Summoning. Leadership. Crafting. Black Tentacles. The druid. Animal Companions. I'm sure I'm missing much.
Archery...
Archery is only overpowered because it gets around the annoying design flaws 3.5 martial characters have. If you remove them then it's probably not a big of difference.

It really isn't flaws with 3.5 martial characters is it is flaws with the concept of melee combat.

And even the it isn't so much flaws as it is realities of melee combat.


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captain yesterday wrote:
I wonder how many African-American people they didn't count to get that number. :-D

As a totally random guess I would say exactly six...


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JOSEPH CALLAWAY wrote:

Since magic has come up several times...

Going back to the old Planescape system, magic works in subtly different ways on different planes. Even in current Pathfinder rules, there are (rough) game mechanics for high- and low-magic regions that players may have to interact with. In the GM Guide, if I recall, there are rules for setting up nul-magic planes. Planet-hopping adventurers/cultures will want to keep track of what areas are which.

What I'm getting at is that sure, one can have a high level of arcane gadgetry and flash that bend and/or break the laws of physics, but if those same arcana are prone to fizzing out or going haywire just because you've traveled to a different planet, you need to have plenty of mundane gear to fall back on. What was if Han said? "Nothing beats a good blaster at your hip, kid."

Just three movies before he gets ran through by a guy with a bunch of angst and mystic mumbo jumbo using a light saber.


Those two do not overlap at all. I think. You are confused.

The faq that the one you quote took out said spell likes filled arcane or divine requirements.


Jaçinto wrote:
Okay I guess I will look into that. A little over my head, but sure. So if I get a copy of the Mage 2ed, I don't need the core book?

In the same way you don't need the core book to play pathfinder (meaning that if you have the advanced player's guide you could still build an oracle and play that fairly easily).

Life isn't going to be easy on you but it isn't a game stopper.


Nohwear wrote:
Abraham spalding wrote:

Inverse Proposal: Raise the floor.

All PCs have a minimum AC equal to their base Reflex save + their BAB + 8.

All PCs have a minimum damage track as well: Poor BAB is 5 damage per level (10 with spells), Medium BAB is 8 damage per level and Good BAB is 12 damage per level.

Of course now we are telling people their choices doing matter on the lower end. However if you want to push for the sky you still can.

This is probably going to sound snarky, but at that point why not just play 13th Age? Do not get me wrong, I enjoy both systems. It just seems like at that point we are playing a different system.

Well to be fair I probably deserve the snark because when I first thought to post that I was feeling pretty snarky myself.

But honestly we are simply extending a system already in place with my proposed rules. BAB is nothing more than "Minimum bonus to hit", as the base saves are for save throws too, and the full hit die as hit points at first level + 1/2 hit die +1 after that rule. I'm simply extending it to AC and damage as well.

What this does is give the baseline that the designers know exists. No need for any combat encounter that will be weaker than what these rules provide.

Now I don't think this is a great idea by any means. It rewards people that build characters that do not do 'combat' with a means to be 'effective' in combat without paying any opportunity costs for it. So if a human rogue wanted nothing but skill focus feats and the other related skill feats he could take them and still have these minimums after buying up thousands of gold pieces worth of crap.

However this also means that the other players don't have to worry about keeping him alive as much either or having encounters that aren't even slightly challenging.

I don't think these sorts of rules are the way to go but I would rather see the floor come up which still allows those that want to invest to be the 'best' in what they invest in than see a ceiling that means the focused fighter does no more than the non-combatant bard character.


Inverse Proposal: Raise the floor.

All PCs have a minimum AC equal to their base Reflex save + their BAB + 8.

All PCs have a minimum damage track as well: Poor BAB is 5 damage per level (10 with spells), Medium BAB is 8 damage per level and Good BAB is 12 damage per level.

Of course now we are telling people their choices doing matter on the lower end. However if you want to push for the sky you still can.


What I find funny is that simply using a great sword at level 1 without any strength bonus could be 'excessive' to the OP since it could exceed his threshold.

Heck have a 14 strength and power attack using a long sword two handed would likely exceed his threshold on a normal attack at level 1 (3+3+1d8 averages 10.5 damage).

Simply put it's a bad starting point even if something like this were to be considered.


However I believe you can use Faith Magic to qualify.

I have a thread about it in the rules forum.


One could point out your own argument is purely semantics too since it doesn't say the time period one has to cast the spells in.

by your argument a level 4 inquisitor (level 3 druid) with a 12 wisdom wouldn't qualify since he can only cast 1 level 2 spell per day.


I have an alternity campaign designed around the PCs having a system ship available or being part of the jump ship that travels the verge.

The jump ship carried two escort ships (frigate/destroyer sized) plus about 25 of the smaller ships, in addition to some manufacturing capability and sales floor on the ship itself (plus room for the crew).

The jump ship was on a "five year tour" and the smaller ships leased space for at least a year at a time to travel with it. The leased space came with apartments for the system ship's crew, some cargo space and other such niceties.

This allowed episodic sessions in different locations without having the PCs being able to jump wherever/whenever they wanted. If they instead chose to be the crew of the bigger ship there were plenty of places they could be important without being the 'be all end all' of the crew for that section. Also away missions for restocking and whatnot were always possible too.

I guess I'm saying I see plenty of room for both big and small and mixes of the two as well.

For Star Trek sort of games I like a crew around 200~300 as that allows room for character growth through the ranks and replacements if something should happen. At that crew size the PCs can also influence where the ship goes without being given a free handle.


Set wrote:
Abraham spalding wrote:

Yeah I worry about hitting a point of diminishing returns; as we improve further improvement gets harder.

I do think there is a point where you actually break out of that and then finishing the task is easier but it's a question if we can get to that point and then finish instead of letting up and moving on.

I do think we are at a good place and getting better, but as always there is worries about things that could cause us to stop.

I suspect that the point of diminishing returns is inevitable. These things are like computer security. You can plan to eliminate 99% of risk, but eliminating that last 1% requires you to turn off the computer and smash it with a rock, since, to be useful as more than a $2000 game of solitaire that doesn't require cards, the computer's gotta be connected, and therefore vulnerable. At a certain point, eliminating that last bit of whatever (murder, disease, conflict, pollution, racism, injustice) is going to require such draconian measures as to be worse than the disease it's trying to cure.

'Cut it by 99%' isn't quite as sexy a slogan as '*Eliminate!*', but there's only so much we can do, and if eliminating that last 1% of something means that we've got nothing left to address an entirely different problem *at all,* then there's gotta be some triage done.

Oh believe me I am very aware, I do think with certain problems we face though there is a point where diminishing returns ends, you reach a plateau and then it does get easier to finish the problem.

It's related to the "snowball" effect that Dave Ramsey recommends for getting rid of debt.

Of course that doesn't mean we don't have diminishing returns in the between here and there or that we'll be able to overcome them to get to the point I'm talking about.

And even then... stuff happens.


Rednal wrote:

Let's see... oh, in other news, the Clinton Foundation has occasionally come under fire for being suspected of vote-buying and such. It just announced that it will not accept foreign or corporate donations during Clinton's term if she is elected, nor will Bill Clinton be doing paid speeches during that period.

This looks to me an attempt to avoid appearing to have a conflict of interest, although I suspect that won't stop Clinton's supporters from talking about previous donations and speeches causing bias.

???


thejeff wrote:
CBDunkerson wrote:
Irontruth wrote:
Data routinely shows that the world is more peaceful and is continuing on a trend towards fewer deaths in conflict. There are spikes, but the wars are getting smaller.

Similarly, poverty, hunger, crime, and various other forms of human misery have been in rapid decline globally for many decades now.

The world is a vastly better place than it was a century ago, and it seems plausible that many of these problems will be completely eliminated a century from now.

OTOH, we have far more capacity to do damage than we did even a century ago, much less earlier. That we haven't done is yet is good, but shouldn't leave us complacent.

And the damage we're doing through climate change is serious and long term and already causing problems - droughts are thought to be part of the reason for the collapse in Syria. That's a hard counter to those trends.

I'd guess we'll be a lot better off a century from now. Or a hell of a lot worse. Without a whole lot of chance in between.

Yeah I worry about hitting a point of diminishing returns; as we improve further improvement gets harder.

I do think there is a point where you actually break out of that and then finishing the task is easier but it's a question if we can get to that point and then finish instead of letting up and moving on.

I do think we are at a good place and getting better, but as always there is worries about things that could cause us to stop.


CBDunkerson wrote:
Abraham spalding wrote:
2ndGenerationCleric wrote:
Ring of Greater Invisibility, ring of silence. Take dazzling display and Shatter Defenses. He doesn't get a save against the intimidation. Guaranteeing you can get sneak attack. Putting silence on yourself and getting close will hurt his casting. Best starting advice I got

See invisibility is a thing, and at very low level also available to be permanency.

Silence is nice because it gets around echolocation though the wizard will note his blindsight dropping as you close, so best to do that in a single round.

Seeking bow + Phase arrows... target isn't likely to 'spot' you if you are standing in a completely different building shooting them through the intervening walls (and/or any intervening people). Just need to know what 5' square they are in (via Greater Scrying, Discern Location, mind linked spotters, etc) and you can shoot with no cover or concealment penalties.

At which point why are we using a ring of Greater Invisibility and a ring of silence?


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2ndGenerationCleric wrote:
Ring of Greater Invisibility, ring of silence. Take dazzling display and Shatter Defenses. He doesn't get a save against the intimidation. Guaranteeing you can get sneak attack. Putting silence on yourself and getting close will hurt his casting. Best starting advice I got

See invisibility is a thing, and at very low level also available to be permanency.

Silence is nice because it gets around echolocation though the wizard will note his blindsight dropping as you close, so best to do that in a single round. The bigger issue is with silence activated you can't hear either which means you can miss things, and have to deal with a -4 to your initiative.


*bump*


Johnnycat93 wrote:
I think Two-Handed Rogues actually end up doing more damage than TWF rogues. With only 3/4ths BAB a TWF rogue will end up missing a lot of their off-hand attacks in a full-attack. Sword of Subtlety helps.

He's using unchained rogue and with short swords of sublety I think he would end up with higher DPS. He has the Dex to damage ability for both weapons which means he can really lay into dexterity without loosing damage. Adding in piranha strike means he'll have +dex mod to damage with both weapons then +2 and +1 per penalty on the other.


TomParker wrote:
Either of the front corners work. Along the wall is not through the wall.

The square beside Merisel doesn't work for the same reason her square doesn't work.

The square to the left doesn't work since the inside corner runs into the same problem that arrow #4 illustrates, if it is drawn like a ranged attack, please note that wall borders count in such cases for creating cover.


Are you intending/considering to have different means of FTL travel for different races/empires?


2 people marked this as FAQ candidate.

Faith Magic discovery allows a wizard to cast a divine spell using up a spell slot one level higher than it normally takes, as a divine spell.

Faith Magic Discovery:
Benefit: Select one spell granted by a domain belonging to the god you worship. This spell must be at least 2 levels lower than the highest-level wizard spell you can cast. When you first prepare your spells for the day, you can prepare this spell once, using a spell slot 1 level higher than the spell's actual level. This is cast as a divine spell.

If you take Faith Magic at level 7 as a wizard you could then take a 2nd level divine spell (from the a domain) and cast it as a third level spell.

Would this allow you to qualify for Mystic Theurge? (question 1)

Mystic Theurge states that it increases an "existing divine spellcasting class".

I read this to mean even though you qualify if you have not taken at least one level in a divine spellcasting class you will not gain the benefit of the mystic theurge class (question 2, is this correct?)

If that is the case would it be correct to say the best way to take advantage of the faith magic discovery would be to take one level in a divine class at level 8 and then start taking mystic theurge at level 9 (so you can take faith magic at level 7)? (question 3)


Please note that the familiar uses a base class of your choosing to determine its BAB and base save throws.

I would suggest a ranger. That would grant full BAB to the familiar and good fortitude and reflex saves. Since the familiar can still borrow your base save throw bonus so doesn't need a good will save.

EDIT:

Later on you might consider the Faith Magic discovery. This character seems like the type that would dabble in magic beyond simply arcane.

Naderi is the goddess of tragic love and has the repose domain. Death ward is a domain spell at 4th level, meaning you could take the Faith Magic discovery at 11th level and cast death ward as a fifth level spell.

Just seems like something he would learn eventually.


...the only prospect more terrifying than voting for Hillary Clinton is not voting for her.

That's a direct quote from the guy that wrote the speech for the mother that spoke at the RNC.


Um... I am not as up on the occult classes as I could be but...

A spiritualist seems like a natural fit for this.

However if you go wizard then your background literally screams for the spirit binder archetype

Your familiar is literally a piece of a love one that was bound here through death. It can really pick up your familiar for general usefulness and then the familiar gains some feats too.

I would then consider making your familiar a Figment familiar to make it more "ghostly" and keeps coming back even if something happens to it.


Assuming you meant to quote me:

Perception is a must and since you want a trapfinding guy so is disarm device. I like escape artist for the ability to get out of grapples if nothing else. Use magic device is a given...

That's four skills out of a base 8 I would follow with:
Acrobatics
Swim
Climb
Stealth

That gives you a "solo" guy base for before the party meets him, and he can maneuver around an area without 'needing' magic.

Five more skills...

Honestly with that high of an intelligence it would make sense to me to take knowledge skills and spellcraft early on: As you run into traps and such you are going to want to know what they are and what is going on. Knowledge is power after all, and social skills are something generally best left to PCs that are charisma based. You don't want a case where your NPC is the 'face' of the party and you end up talking to yourself for multiple NPCs!

On to feats and combat:

You are fighting yourself with what you have taken.

Run, mobility and Spring attack means you want to move and attack. Two weapon fighting means you want to stay still and attack. You can't do both and be effective as a rogue.

I would suggest if you want mobility to go with a high strength rogue using a two handed weapon.

If you instead want to stick with an unchained rogue and use dexterity then I suggest sticking to two weapon fighting.

Either way I would drop run for combat reflexes. Attacks of Opportunity can benefit from sneak attack and more attacks on the enemy's turn is better for you.

Since you stated you want this guy to give the party reasons for wanting to position well I suggest you choose the following talents:

Slow Reactions
Distracting Attack
Positioning Attack
Ninja Trick: Pressure Points

Each of this talents means that allowing the rogue to get his sneak attack means the enemy can't do something, or is easier to hit, while positioning attack lets you reposition without AoOs. You might want to take multitalented for positioning attack. Slow Reactions means if he gets his sneak attack everyone else can move around without worrying about AoOs as much.

Weapon training and combat trick are both good too.

For advanced Rogue talents I like:

Dispelling attack

These abilities allow you to really hammer home the idea that positioning is important.

***********************************************************

Personally I would consider the strength based build a bit stronger and here's why:

You don't want him doing so much damage the PCs feel outshined.

If you use a strength oriented build you get fewer hits which means fewer sneak attacks, so the ones you land mean more (for their extra effects) but you aren't laying down as much damage as a PC will.

It also means you can use reach weapons easier which again points at the importance of positioning.

You will lose damage this way: You don't have as many attacks and you aren't using dex to damage (which does synergize well with two weapon fighting) but it shouldn't be too horrible. Assuming an 18 strength at level 1 you'll have 1d8+6 damage and if you take power attack it will be 1d8+9. Considering with two swords you were looking at 2d6+10 you aren't too far off before sneak attack.

A two handed weapon means you can also consider the cleave line which in my opinion serves medium BAB classes better than it does full BAB. Medium BAB gets its second attack at level 8 and doesn't get a third until level 15. So taking a standard action for two attacks isn't hurting as much compared to a full attack.

With such a build I would consider intimidate and means to get intimidate on attacks so as to demoralize enemies as well. The scout archetype would serve this guy well.


Mark Carlson 255 wrote:
Abraham spalding wrote:
Mark Carlson 255 wrote:
Abraham spalding wrote:
Meh Shrink Item to make lava trapestries would work as well. Sovereign glue them to the ceiling or something.

Lava does cool and IIRC there are quite a few types lava and the composition can vary quite a bit. But until it does cool it is quite hot.

IMHO the heat of the lava would prevent the sovereign glue from working in the first place but yes you could poly lava into object, stick object with glue then in 1 week the lava would dissolve the glue and the tap would fall.
Is that what you were implying?
MDC

Shrink Item puts the "item" into stasis. You can literally use it on a fire and have the fire burn when you finally drop it much later, and if you use the cloth like portion of the spell then there is no reason sovereign glue wouldn't work and there is no heat because, again, stasis.

To use the sovereign glue you would simply tack up the corners of the "cloth" from the shrink item.

So when the anti-magic field touches the shrink item spell it would remove and then the lava would fall. What's even better because shrink item reduces the original item to 1/16 of its normal size in each dimension (1/4000 of its original volume) you could literally layer sheets and drop a lot of lava when the anti-magic field hits multiple sheets at once.

Shrink item spell

And please note that shrink item isn't a polymorph spell so you could even polymorph something else and then shrink it.

Heck you could baleful polymorph a monster flesh to stone it and then shrink item that to store even more monsters.

I am going to have to disagree with you on this one. The shrink item spell says nothing about stasis it says composition and if you shrunk a fire it would still burn in its shrunken state.

MDC

If it is a different composition as the spell does why would it burn? It only regains its original composition when the spell is released (of course with permanency he can again put it back to its cloth-like composition).


background is great! first question: is he arcane or divine?


PłentaX wrote:

To be honest i don't see reason why wizard can't do the same thing

Planar Bind few Angel, Planetar and order them to go to each country affected by Rumormonger Rogue and use Diplomacy on King to send Assasins after rogue

Or better
Wizard can Find Other Rumormonger Rogue and dominate him to spread different rumors , repeat this step few times for funny results

This is just me but it seems likely that the rogue is supposed to be the "active party" in this challenge. The OP did say the rogue is supposed to weather the tower and then fight the wizard.

Which honestly reminds me of a little one off I ran once.

I had a group of players tell me it was child's play taking a dragon in its lair.

I gave them 25 point buy a list of books they could use and said, "I'll see you next week with the dragon and his lair."

They reset... seven(iirc) times before they finally managed to kill the dragon. For each reset I did not restock the dragon's lair (so basically their progress was saved and they got to start fresh again).

So they finally kill the dragon, loot the lair step out... and find the dragon's clone standing there. Dragon says, "That was cute. Now put everything back and leave your stuff too."

This is just one of those situations you don't want to be in.

*EDIT* and for the record I am not saying that I could come up with a rogue and play it in such as to win this challenge. It's simply not stacked in the rogue's favor in anyway.


Enchanter Tim wrote:

Don't you just use Rumormonger to create tales of either vast wealth and power held by the wizard; or that he's forging dark rituals that will destroy the very fabric of the world and send it all plummeting into a demonic hell?

Then you let the ensuing 15th-18th level adventurers kill him for you.

(I suppose you could sneak in using invisibility to watch and wait, and then strike the final blow yourself, but, well...effort.)

Honestly I think the Rumormonger and convincing lie is the best choice for a number of reasons:

1. It spreads quickly -- literally communities at a time.
2. It's hard to dispel (in the non-magical sense of the word) because each person convinced has to be individually set straight and in the mean time each of those people help convince more people that it is true (contagion like in this regard).
3. It's indirect meaning that the wizard can't directly engage it. In fact with the proper build the wizard will have a very hard time figuring out where the rumor is coming from, especially if he's the "Ivory Tower" type.
4. The wizard is unlikely to have the skill levels a rogue focused on this will have, meaning he's going to have a harder time setting things to right.


Actually traps falls under a different heading.

Magical Traps produce a spell's effects. What is happening here are standing spells that are suppressed by the presence of an anti-magic field.

So you are literally arguing you should be able to disable a magic spell from being affected by an anti-magic field.

The teleportation circle is the means of travel between floors. It isn't a trap it's the only way up. The walls of force surrounding the landing area are structural unless you want to explain to me why rogues should be allowed to "disable device" existing walls of force.

So the rogue has a choice when it comes to the teleportation circle. He can either use it... or he can find a different means of getting between floors. If he wants to use it he can't have an anti-magic field up.

The only reason the rogue is having a problem here is he chose to have an anti-magic field up when he needs to use a magic spell. That's "Cry me a river" territory that the wizard would have to deal with too if he used anti-magic field.

Now I agree that the alarm spell is a trap and could be located and disabled. So could symbols if we used those. But shrink item is not a trap. Teleportation circle is not a trap. Neither is wall of force.

I could build a trap that uses those but that's not what I am doing.


Permanency is a spell that removes the need for maintenance for shrink item. I thought that was naturally realized but I should have stated it I guess.

And considering the rogue is the player and the wizard is the gms yeah I am willing to say the rogue is likely to be screwed on every level, and the rogue can't afford to think he won't be.

The nice thing with permanency on shrink item is after the anti magic field goes away you should be able to get your lava sheets back.

Honesty this is just letting the rogue know what the simple stuff he could be looking at is. It doesn't touch on how screwed he is if his anti magic field aaccidently overlaps with the magic circles for bound outsiders, how he has no way through force walls or a thousand other tricks that can be rigged against him.

Which is why I am fine with the rumormonger idea: it is one of the few good things the rogue has going for himself.

As to being defined as traps... No shrink item is not a trap, and is not listed as a trap like spell. Neither is teleportation circle, and the teleportation circle could be out in the open... The issue there is the rogue can't use it with anti magic field up.

Beyond that the anti magic field is simply a bad idea. It is too easy to counter


Hit the following keys:

<Ctrl> + R
Type "Rogue"
<Tab>
Type "Archeologist Bard"
<enter>

All joking aside...

Rogues make bad two weapon fighters. They also are not the best at doing the "skills" thing either.

IF you have your heart set on "rogue and only rogue" there is much we can do to make the character better but you will need to understand it's not going to be what many people here would call "heavily optimized".

For starters I would adjust those stats as followed:
Con <-> Cha.

Your save throws will thank you as will your hit points and honestly the difference of +1 on social skills is something you won't miss.

Then we need a question answered: What matters more, his abilities with skills OR his abilities in combat?

IF you say "Skills" then I suggest going with a two handed (instead of two weapon) fighting style. Using a weapon two handed saves you many feats and allows you more optimized damage with less costs overall.


Drahliana Moonrunner wrote:
Zarius wrote:

I know this might seem like it should go nowhere, but I'd like a confirmation of the interpretation of the rules.

So, the RAW provides three requirements for becoming a lich:

1) "Each lich must create its own phylactery by using the Craft Wondrous Item feat."
2) "The character must be able to cast spells and have a caster level of 11th or higher."
3) "The phylactery costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation." (irrelephant, it's basically money)

Where are these rules from, 3.5? AFAIK, Pathfinder has no official one size fits all laid down process. Every lich in print materials that does have an origin laid out has gone through a unique route... the only thing in common, being a slaughter of a crapton of innocents along the way.

Lich

Quote:

An integral part of becoming a lich is the creation of the phylactery in which the character stores his soul. The only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich can rejuvenate after it is killed.

Each lich must create its own phylactery by using the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation.

The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40.

Other forms of phylacteries can exist, such as rings, amulets, or similar items

I mean it's literally from the first bestiary's lich entry so it's kind of hard to miss.


Mark Carlson 255 wrote:
Abraham spalding wrote:
Meh Shrink Item to make lava trapestries would work as well. Sovereign glue them to the ceiling or something.

Lava does cool and IIRC there are quite a few types lava and the composition can vary quite a bit. But until it does cool it is quite hot.

IMHO the heat of the lava would prevent the sovereign glue from working in the first place but yes you could poly lava into object, stick object with glue then in 1 week the lava would dissolve the glue and the tap would fall.
Is that what you were implying?
MDC

Shrink Item puts the "item" into stasis. You can literally use it on a fire and have the fire burn when you finally drop it much later, and if you use the cloth like portion of the spell then there is no reason sovereign glue wouldn't work and there is no heat because, again, stasis.

To use the sovereign glue you would simply tack up the corners of the "cloth" from the shrink item.

So when the anti-magic field touches the shrink item spell it would remove and then the lava would fall. What's even better because shrink item reduces the original item to 1/16 of its normal size in each dimension (1/4000 of its original volume) you could literally layer sheets and drop a lot of lava when the anti-magic field hits multiple sheets at once.

Shrink item spell

And please note that shrink item isn't a polymorph spell so you could even polymorph something else and then shrink it.

Heck you could baleful polymorph a monster flesh to stone it and then shrink item that to store even more monsters.


Meh Shrink Item to make lava trapestries would work as well. Sovereign glue them to the ceiling or something.


IDTheftVictim wrote:
Abraham spalding wrote:
IDTheftVictim wrote:

There might be a smidge of irony but I spot a few differences. Spellbane is a level 9 spell, meaning that if the wizard isn't using scrolls he is using a valuable level 4 slot for the spell, competing with Wish, Meteor Storm, Dominate Monster, and other appealing 9th level spells. If he uses a slot on Spellbane then at least he only has 3 9th level slots to kill you with(yay silver linings). In comparison Anti-magic field is cheaper, easier to access, and cuts off, well I'm going to guess 90% of the Wizard spell list. Sure it doesn't fix everything but without it I'm not sure the Rogue could even get within eyesight of the tower before his life was in danger.

Anti-magic Field isn't the whole plan, it's armor.

If the wizard has maxed out his intelligence then he'll have 6 level 9 spells, plus one if he specialized, two if he uses Thassilonian specialization, meaning between 6 and 9 ninth level spells, not counting prior castings, pearls or whatnot.
Ooh if he Thassilonian specializes nab one of those Sin-infused swords.

Yeah if he does that's not a bad idea. Honestly the necromancy bane one might be good anyways just for some relief from negative levels.


IDTheftVictim wrote:

There might be a smidge of irony but I spot a few differences. Spellbane is a level 9 spell, meaning that if the wizard isn't using scrolls he is using a valuable level 4 slot for the spell, competing with Wish, Meteor Storm, Dominate Monster, and other appealing 9th level spells. If he uses a slot on Spellbane then at least he only has 3 9th level slots to kill you with(yay silver linings). In comparison Anti-magic field is cheaper, easier to access, and cuts off, well I'm going to guess 90% of the Wizard spell list. Sure it doesn't fix everything but without it I'm not sure the Rogue could even get within eyesight of the tower before his life was in danger.

Anti-magic Field isn't the whole plan, it's armor.

If the wizard has maxed out his intelligence then he'll have 6 level 9 spells, plus one if he specialized, two if he uses Thassilonian specialization, meaning between 6 and 9 ninth level spells, not counting prior castings, pearls or whatnot.


The Archives owner has had a load of issues recently which have caused a large backlog and slow down of updates on the site. He recently posted that he *hopes* (emphasis on the transitory nature of hope and how it is not in anyway shape or form a guarantee of any sort!) to be current by the end of October.

Which considering the workload and how few people he has working on the site directly makes me think he might be being a bit ambitious for the workload.

But quite frankly I like the layout of archives better for most things including searching by source, while I like d20pfsrd for indexing and searching by spell/class/school better.


Honestly Anti-magic field is a presupposed point of defense for most of my wizard towers. Each level tends to be locked from travel except for a single means left on the floor before which requires magic to be useful.

Teleporting in to the given location locks down walls of force in the area (as walls of force are unaffected by anti-magic field). The ceilings are post polymorphed lava (instead of the floors and there is sheeting between the two). Baleful polymorph flesh to stone creatures are used as statues (flesh to stone to keep them from being a bother).

Lantern archons for lighting (if I'm neutral or evil) with defense commands built in.

Along with 'status report' sort of spells that report into other spells as triggers. Typically alarm spells that report if statues go missing for example (or if the creature that the baleful polymorph statue is appears in the area).

All in all the problem is you are assaulting a harden position for an extremely mobile enemy that has means and abilities beyond what you can cope with while coping with other problems.

The rumormonger is probably the best bet because it doesn't rely on your solo action economy and abilities.

The problem is you have allowed the enemy to dictate the field of battle and then allowed him time to set it up for the more common means of attack.

Antimagic field is simply trapping yourself before you even get to him, and likely something you'll both need and need to stop using on every level.

Heck one of my wizards' towers was actually completely empty. Walking in the door transported you to his magnificent mansion... unless you had anti-magic up. As an automated defense it was a nice start.

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