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This is one of those things that I think can be built within the rules and for a reasonable price. That being said i'm not great at building constructs/animated objects. I need a little help please.
What would be better: permanent animated object or construct?
How big would it be?
I think teh cannon can simply be an offensive caster on the inside, but I'm open to suggestions.
Any other thoughts?
Arcane mark is a unique, unforgable mark that when placed on living flesh lasts for a month.
This seems rather underused. I have two questions for the community.
1) What are the standard uses of this I may be overlooking? Both spells tied to it and strategic uses.
2) How have you used it in your games? Though similar to #1, question #2 includes any homebrew spells that are related.
Thanks in advance.
Using Golarian Pathfinder rules I'd like to make an Aedom (I - Dom) from wheel of time. The Domani caster slave collar thing. I'm listening on audiobook, so I'm unsure of the spelling.
Any thoughts on the best way to do this. Dominate Person seems to be one way, but I think it does more than just control them. There's almost an addictive aspect to it. Regardless, what do you think?
The gist is that he's a trap smith eldrich knight.
Aasimar to get early entry. The sword cane is his primary weapon as it is both flavorful, effective, and finess-able. Also it's Agile, so Dex to Damage.
Please let me know what you think and offer any areas for improvement you can think of.
Choosing to enhance an unarmed strike is not an action and may occur when it is not the wearer’s turn (such as when making an attack of opportunity). The wearer must decide to use the item before the attack roll is made, but does not have to expend all uses at the same time. For example, if the wearer can use the item twice per round, he can use it once on his turn when making an attack and save the second for the possibility of making an attack of opportunity.
Additionally, the bodywrap can grant melee weapon special abilities to a creature’s unarmed attacks, so long as those special abilities to be added apply to unarmed attacks. See Table 3–8: Melee Weapon Special Abilities (page 137) for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. Any special abilities are set at the time of creation. A bodywrap of mighty strikes cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +7. Unlike an amulet of mighty fists, a bodywrap needs to have a +1 enhancement bonus to grant a melee weapon special ability.
Note: Turning this item's effects on will add its effects to the unarmed strike and all natural attacks. Remember that you may only use this for a small number of those attacks in a round, and you should be careful to turn this item's effects on only while making those improved attacks.
Associated Bloodline: Celestial.
Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m
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With an arcane bond you can have either a familiar or an object. This decision must be made at first level and cannot be changed.
I'm curious what the justification behind this is. If you had a familiar, then it died and you decided to bond a ring instead what would be the harm?
Clearly you should only have one bond at a time, but why set the Familiar or item limitation at first level?
Effectively I'd like to create a spell that mimics the augmented version of of the Mythic Levitate spell.
My main question is what level should this be?
Also, please critique the write up, though it's a copy/paste from the mythic version + non-mythic version.
Should I add a material component cost?
Level sorcerer/wizard ???
You permanently levitate a 5-foot cube of rock, which you can move 20 feet vertically or horizontally as a move action.
If you have created multiple cubes and they are physically touching each other, you can direct them all as a single move action (as if they were one object), even if some of them are out of range. Each levitating cube can support approximately 1,000 pounds of weight, allowing you to use it as a portion of the foundation for a bridge, floating castle, or similar construction project.
Basically i'm curious about the little tricks and things that PC's did during a kingmaker game.
1) Mint Copper coins with the face of one of the PC's. Then cast continual flame on as many as possible. Lots of different ways to do this cheaply. Spread these coins far and wide. Then that PC can use the Enter image spell to see a great many things that are viewed by "candle" light. Spellbooks being studied, general Intel gathering, etc.
Basically what if there were enough satellites that the entirety of the globe could be covered simultaneously and it was in real time.
Basically Google earth, but in real time. The assumption is that the technology exists and the servers can more or less handle it.
Just like the current Google earth the places that are blacked out by government will continue to be.
What do you think the good and bad consequences of this would be?
One could crowd source major search operations. For example someone is lost in the desert. News story goes out and urges people to log on and help look for the missing hikers.
Lets say you're a big powerful spell caster, probably a wizard. You've been charged with creating some sort of defensive tower network to protect a city. How would you do it exactly.
My thought is to abuse the trap mechanic and create a spot where Mnemonic enhancer automatically renews any spells less than 3rd level. Then all you need are some loyal apprentices (Preferably 5th level) to fire off spells every round at an invading army. Fireballs would be popular, but one could get creative.
Of course the trick then is to make sure the apprentices are loyal and only the select people can use the "traps." There's 101 ways to do this. The easiest to me would be to set the traps to only work for those who bear the correct arcane mark. Those loyal would be marked once per month just before they're loyalty is magically verified.
Permanent animated objects such as Balista would also get the job done.
Any other fun/flavorful ideas?
In the interest of full disclosure I don't normally play enchanters. As a matter of fact I normally choose enchantment as my forbidden school when playing a specialist.
However, I'm thinking about making an enchanter. Not just any enchanter though. The best enchanter. Ever (if possible).
This is for a PC.
Off the top of my head I'm thinking Kitsune. Apparently they're the best, though I'm not sure why. Never played one.
Also, I'd probably want to at least dip into dual bloodline sorcerer so I can enchant things not normally susceptible. Undead and whichever one lets you enchant animals comes to mind. Plus the high charisma is bound to come in handy.
Anyone have any general thoughts on how to best max out my ability to make other things my willing thralls? I'm totally new at enchanting so any and all advice is welcome. Thanks in advance.
I'm a Mystic Theurge. i have access to 7th level wizard spells and 6th level cleric spells. Unfortunately, I'm about to have to go through the mana wastes.
I know about Supress Primal Magic, but it's usefulness is limited.
Are there any other spells or tactics to deal with the mana wastes?
Is there any precedence for flying above it out of the primal magic stuff? I can fly up as far as I need.
Theoretically lets say you rule a kingdom and have access to nigh-infinite wealth (but don't get crazy) from your large prosperous kingdom. You decide you need a chair to express the proper sentiment to the masses who will see you sit upon it be they one of your people making a request of some kind, a foreign diplomat, a neighboring ruler, or simply our "court." . It needs to simultaneously say I'm someone you want to deal with, but at the same time let them know you can crush them like a bug if you wanted.
What does it look like?
It's in advice because I'm thinking about stuff to add to a kingmaker game.
As indicated I'm looking for some interesting ways to use the Truename Wizard discovery.
Assuming you're game will continue to level I'm confident that getting a brute of any kind will eventually not be useful. Well, not for anyone in your current weight class. So what other uses can you come up with?
The two main categories are:
However, I can think of some other "uses"
-Low level brute: Meaning you know it's not going to scale, but you can still use it to keep minions in line.
- Teleport: Something with Teleport without error can move people or stuff.
- Utility: A lot of variety here, but basically anything non-combat. Useful SLA's, teleporting scout, Message carrier, something with telepathy, etc.
Lantern Archon: Teleporter/Scout/Endless continual flame
Succubus/Incubus: Ultimate information gatherer/spy/diplomat.
What else can you think of?
By Zombieland I mean undead everywhere, not necessarily all zombies.
I know all the reasons this is unlikely, but the question is what series of events would it take for zombieland to become a Golarion (or whatever fantasy setting) reality?
I envision a setting where the living and undead percentages effectively swap. Making far more undead than living. I picture high level casters who were able to save a percentage of the living population, but not everyone. It all happened too fast.
Perhaps there would be a few bastions of humanoids left ranging from necromancers to holy churches that were consecrated fast enough to provide protection or had been so before the change.
My thought is that something happens. The heroes' didn't save the day and "X" occurred. Epic spell, reawaken demigod, whatever. At that moment things changed.
Here's the list of things that changed i've compiled so far:
1) For whatever cosmic law the gods cannot overtly prevent it. Gods skew this too much. For whatever reason the goodly gods can't make sweeping gestures directly. They must act through their mortal agents. Besides, I hate cosmic hand-waving.
2) Everyone who dies is auto-raised as undead. This should scale with HD. Basically the more levels you have the more likely you'll raise as a more powerful and/or intelligent undead. Most people are low level and most will simply raise as zombies/skeletons. Could be a fun chart to make. The exception being spells that specifically prevent it, being buried on holy ground, or completely destroying a corpse
3) All currently dead bodies with sufficient remains auto-res into undead per #2
4) The planet becomes mildly negatively aligned. Not strictly necessary, but it adds the right vibe. Either the alignment came because of the undead or the undead came because of the alignment. Either way it's flavorful.
Can you think of anything else that may need to be added?
I'm currently in a high level game. I went the Mystic Theurge route. Essentially I'm going to max out my Cleric and Wizard casting soon with 9th level spells in each and I'm not sure what to take next.
If you were playing a character with 9th level Cleric and Wizard spells what class(es) would you take next and why?
I'm looking for ideas for low level (<5) "weapons" to use with a wizard.
Bows/crossbows/other mundanes - Not a ban back up if you have very little money and the proficiencies. However, it's only going to work until about level 5 if you're lucky. Also a crossbow doesn't scream "magic" to me.
Wands - Useful for awhile, but ultimately non-renewable.
Wondrous items- A world of possibilities, more-so if your DM is lenient.
Cantrips - Definitely useful, but only very little based on average damage.
Price is an object as low level characters have few resources. However, spending gold on something that's upgradable is a bonus.
My initial though is some sort of custom first level spell at will. Reasonably cheap with a fair dm. Reusable, etc.
What are some low level wizard weapons you've used and how effective were they? I'm just generally looking for ideas. Consider it an open forum on the subject.
Here is my quasi-formed idea:
A gauntlet/glove (wondrous item craft able at lvl 3) with a telekinesis theme. eventually upgrading to a ring of telekinesis equivalent as money becomes available. The beauty being that the money you put into it will eventually go towards the telekinesis effect, but you'll be able to use it in the mean time.
-Start with something like force punch
Once you put enough into it "upgrade" to have a telekinesis effect at will thereby overshadowing the former abilities.
If a spell like ability (such as Daylight and Darkness) is both arcane and divine does it count as both for the purpose of meeting prerequisites?
MT Requirements for reference
To qualify to become a mystic theurge, a character must fulfill all the following criteria.
Skills: Knowledge (arcana) 3 ranks, Knowledge (religion) 3 ranks.
I want to make a mystic theurge.
Daylight covering the requirements for a divine spell level 2+ and Arcane spell level 2+. Is that actually valid or am I missing something?
The goal for this character is super spy, but with some blast ability as well.
He can see at night via see in darkness, which is fun.
I'm not trying to min/max exactly, but I'd like him to be a viable combatant.
Tiefling AT Test:
Male Tiefling Arcane Trickster 1/Alchemist (Internal Alchemist, Mindchemist, Vivisectionist) 1/Ninja 1/Wizard 2
N Medium outsider (native)
Hero Points 1
Init +3; Senses darkvision 60 ft., see in darkness; Perception +8
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 26 (2d8+3d6+5)
Fort +3, Ref +8, Will +4
Resist cold 10, electricity 10, fire 10
Speed 30 ft.
Melee unarmed strike +3 (1d3+2 nonlethal)
Special Attacks sneak attack +2d6
Alchemist (Internal Alchemist, Mindchemist, Vivisectionist) Spells Prepared (CL 1st; concentration +7):
1st—blend (2), expeditious retreat
Wizard Spells Prepared (CL 5th; concentration +11):
2nd—acid arrow (2), burning gaze [S], invisibility
1st—feather fall (DC 17), grease (DC 17), hydraulic push [S], stone shield, vanish
0 (at will)—acid splash, detect magic, message, prestidigitation (DC 16)
Str 10, Dex 16, Con 12, Int 22, Wis 10, Cha 8
Base Atk +1; CMB +3; CMD 14
Feats Brew Potion, Craft Wondrous Item, Fiendish Heritage, Scribe Scroll, Skill Focus (Stealth)
Traits bruising intellect, magical knack
Skills Acrobatics +7, Appraise +13, Bluff +5, Climb +4, Diplomacy +3 (+7 to influence evil outsiders), Disable Device +10, Disguise +7 (+17 to appear as the target creature), Escape Artist +10, Intimidate +10, Knowledge (arcana) +13, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +11, Perception +8, Sense Motive +4, Sleight of Hand +10, Spellcraft +14, Stealth +21, Survival +4; Racial Modifiers +2 Bluff, +2 Stealth, alchemy
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Ignan, Infernal, Sylvan, Terran
SQ able assistant, arcane bonds (arcane bond [familiar]), breath mastery, cognatogen, hero points, intense spells, opposition schools (enchantment, necromancy), poison use, prehensile tail, ranged legerdemain, specialized schools (admixture), versatile evocation
Other Gear darksire amulet, headband of vast intelligence +2, heavyload belt, ring of sustenance, stalker's mask, 150 gp
Stalker's mask (1/day) - 0/1
Versatile Evocation (9/day) (Su) - 0/9
Able Assistant (Ex) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.
This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).
Prerequisite: Tiefling, must be taken at 1st level.
Benefit: Your fiendish bloodline proves particularly strong, being tied to a specific race
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I'm a bit new with animating dead, so bear with me.
I have to explain to my dm that you can create greater than 1HD undead with animate dead. He read the spell and dosen't seem to understand how it works.
Can anyone point me to the specifics on this? I'm not sure how best to prove that you can.
On a related note can only create basic skeletons or zombies, but can they be more than 1 HD?
Long story short my dad gave me a new samsung galaxy tablet. If the thing would function as designed I'd rather like it. However, a couple days ago it started malfunctioning.
Basically it won't go past the samsung screen.
I tried a hard reboot and it still won't work.
I just want the thing to work. Any thoughts?
What stat do you like the best and why? I know their all important in their own way, but which one do you, as a person, like best.
Personally, I'm overly fond of intelligence. Wizards are my favorite, but even when i don't play one I have hating a low Int. Skill points, knowledge checks, and generally Roleplaying that you're not a complete idiot.
I like being able to use my out of game knowledge in character, but that's just me.
I'm only interested in the RAW if this question not house rules or if it should be done. I'm only interested in if it's legal. I'm typing on my phone so I'll keep this first part short.
The situation: you're a wizard with a crap ton of spellcraft. (It's important later). You have craft scroll by default and craft wondrous. You heard of or saw another caster use a particular spell. For sake of easy math it's a 1st level spell and for sake of discussion you cannot buy said scroll. Since you have to have access to a scroll to scribe a spell and access to said spell to create a scroll you think you're stuck. Then you have a very metagame idea. Does this work:
1) create one time use wondrous item that mimics the spell. You'll have to add +5 to the creation DC since you lack the spell. (Repeat as needed until you have enough to cover the days required for a scroll. In this example you only need 1)
2) scribe a scroll using the wondrous item to give you access to the spell.
3) use newly made scroll to scribe said spell to your book.
Wondrous item: spell level (1) x caster level (1) x 25 gp = 25gp and one day to make.
Scroll: same breakdown. 25 gp
Scribe scroll costs.
Clearly this gets more expensive and time consuming as you need higher level spells, but on the surface is it legal by Rules As Written? If no please cite your sources of rules.
So my lvl 2 cleric found a scroll of animate dead (10 HD) and two lesser animate reads (2hd each). FYI this is for Reign of Winter.
Since I won't be able to cast the spell myself for awhile I wanted to get some advice on the best utility for these.
Either I want to do something utility or perhaps a front line damage sponge.
For the utility I was thinking some bloody skeletal horses and maybe a cart or sled to move the party around.
For the front line Fighter I was thinking a bloody skeleton or Bloody zombie for the recycling value. What do you think?
Also, how does on tell in character the HD of a creature?
Bloody skeletons are great! With only a few exceptions their nigh un-kllable. Make one and it comes back again and again. They've got 101 uses.
However, they're dripping with blood and kind of gross. So if I wanted to make a bloody skeleton to use as a pack animal (or whatever) how could I dress it up to make it just a little less disgusting for the Neutral-ish party to deal with?
Throw a sheet on it? Illusions? Cardboard box? How have you done it in the past.
Below is my first Alchemist. He's a bomber mostly. I'm not entirely sure what to do with him. Any advice would be appreciated.
This is the current build, but I can change things if I need to.
Any advice would be appreciated.
Male Gnome Alchemist (Trap Breaker) 1
CN Tiny humanoid (gnome)
Hero Points 1
Init +3; Senses darkvision 60 ft.; Perception +4
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 7 (1d8-1)
Fort +1, Ref +5, Will +0
Speed 15 ft.
Melee dagger +0 (1d2-2/19-20/×2) and
unarmed strike +0 (1-2/×2)
Ranged bomb +7 (1d6+4 Fire/×2) and
light crossbow +6 (1d4+1/19-20/×2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks bomb
1/day—dancing lights, detect poison, flare (DC 10), know direction, prestidigitation (DC 10), produce flame, stabilize
Alchemist (Trap Breaker) Spells Prepared (CL 1st; concentration +5):
1st (2/day)—ant haul (DC 15), reduce person (DC 15)
Str 6, Dex 16, Con 8, Int 18, Wis 11, Cha 11
Base Atk +0; CMB +1; CMD 9
Feats Brew Potion, Point-Blank Shot, Throw Anything
Traits first memories, hedge magician
Skills Bluff +1, Craft (alchemy) +10 (+11 to create alchemical items), Diplomacy +1, Disable Device +4, Knowledge (arcana) +8, Knowledge (nature) +8, Linguistics +5, Perception +4, Spellcraft +8, Survival +4; Racial Modifiers +2 Craft (alchemy), alchemy
Languages Auran, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Orc, Sylvan
SQ hero points, mutagen
Combat Gear Potion of cure light wounds (2), Potion of endure elements; Other Gear Crossbow bolts (30), Dagger, Light crossbow, Alchemist's kit, Formula book, Small Bear Trap, Thieves' tools, 7 GP
Bomb 1d6+4 (5/day) (DC 14) (Su) - 3/5
Crossbow bolts - 0/30
Dagger - 0/1
Dancing Lights (1/day) (Sp) - 0/1
Detect Poison (1/day) (Sp) - 0/1
Flare (1/day) (Sp) - 0/1
Know Direction (First Memories) (1/day) (Sp) - 0/1
Potion of cure light wounds - 0/2
Potion of endure elements - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Produce Flame (1/day) (Sp) - 0/1
Stabilize (First Memories) (1/day) (Sp) - 0/1
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (5/day) (DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Hedge Magician Magic item gp costs -5%.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Know Direction (First Memories) (1/day) (Sp) With Wisdom 11+, cast Know Direction once per day.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Stabilize (First Memories) (1/day) (Sp) With Wisdom 11+, cast Stabilize once per day.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Rats tail - Pickled root. Witch deep in woods named Ulzi Mila. Mean b%&~!. (got it)
Elderwood moss - Grows on old tree in forest. Forest to North. Small vale. Oldest tree in vale.
Ironbloom Mushrooms - Dark place thick with metal. Favorite among dwarves. Way north towards mountain.
Start at consordium lumber camp. to NE before woods.
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So I'm playing a homebrew game set in Kaer Maga. A character I was very fond of died. He's an elven Arcane trickster. I included his pre-death stat block for what it's worth.
Now clearly we're in DM discretion territory, but mostly i'm looking for rule-of-cool ideas that the DM may let me use. Basically if I can make it plausible he may consider letting the character come back. I'm looking for such ideas.
Riddle's death was by an intellect devourer taking over his bran. Upon exiting the body turned to goo. So the character is dead with no body present.
Random thoughts that may help:
-His party can resurrect if they have a body. So all I really need is a way to get a new body. WIsh comes to mind. True res would be ideal, but I'll take what I can get.
- Riddle has died before. He made a deal with an otherworldly entity and came back once. True res is beyond that particular entities ability, so that's right out. However, it shows prescience.
-Riddle is morally ambiguous. CN upon death. He's loyal, but sees it as more of a means to an end. He doesn't generally lie, but is still quite deceptive when he wants to be. He's honest with people simply because he doesn't think he'll believe him anyway.
-Riddle had a raven familiar that still lives. I'm thinking if I can find a way to communicate with or possess the familiar he could speak to the living and arrange for his own resurrection. If Riddle as a raven could steal a ring of wishes somehow (big if) he could get a party member to use it, provided he couldn't use it himself. I think this is the "best" plan at the moment.
- Riddle's in with the local mages guild. Not quite a member, but if he could communicate
Any other or more detailed ideas?
Riddle just before death:
Obviously he has none of his gear, but otherwise here he is.
With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their nonmagical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature.
For a future game I'm contemplating a couple of different character ideas. Nothing is set in stone as the game hasn't even started,but I'm contemplating a ranger of some kind. I'm basically just looking for input.
Zen archer is out as DM has said no lawful alignments in a pirate campaign, which is fair.
Vague ideas looking for input/improvement
-Archer: Ifrit with see in smoke who carries an ever smoking bottle. Basically, open the bottle and fire with impunity as it will block sight for everyone else. This is completely useless underwater. I'll have to pick up a melee weapon.
-Archer: Slyph: Archer feats plus the ability to fly via feats.
- 2WF: This one is a bit feat intensive and I'm not sure if it's even feasible. 2WF style feats combined with the ifrit feats that create fire auras and such. Mechanically it's cool, but flavor it's awesome.
- Ditch it all and be an undine 2WF ninja.
I'm watching a rather interesting vampire movie called Byzantium and like most vampire movies it got me thinking. If you had the choice and all the available information would you choose to be a vampire, assuming it was a legitimate choice of course?
So pick your genre and say yea or nay. Give reasons where appropriate please.
Off the top of my head here are my choices.
- Dresden: Probably not for any of the three. They're societies are too b%$%*y for my liking.
- Byzantium: Probably as the only thing that seems to be a problem is the feeding. They're not even hurt by sunlight. They're not super strong or anything either. As best I can tell is that they're just immortals who have to drink blood every so often. I'd simply stick to violent criminals and/or terminally ill. Though I haven't quite finished the movie, so it's possible i'm missing some information.
- Twilight: yes, but only so I could murder as many of them as possible before they inevitably gang up to take me down. I hate that genre.
- Ann Rice: Maybe, but leaning towards no.
-White Wolf: If I got to be a Tremere with a low gen probably.
What kind of enhancements (magical or otherwise) have you seen in your fantasy cities?
This isn't limited to Kingmaker, but I imagine a lot of the examples will be.
I haven't played kingmaker yet, but I'm thinking decanter of endless water aqueducts, construct driven machinery of some kind for the public good, etc.