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By whatever means you've created or found a private demiplane with the timeless trait. All other options are up to you.
Lets make a list of shenanigans that one could get up to.
Some guidelines: Consider they "why" and not just the "what." There are a lot of spells that can be made effectively permanent, but what's the end goal? Sure, you can make a permanent wall of fire, but what's its permanency going to do for you? Also, keep in mind spells that "wing out" if you leave the range.
On planes with this trait, time still passes, but the effects of time are diminished. How the timeless trait affects certain activities or conditions such as hunger, thirst, aging, the effects of poison, and healing varies from plane to plane. The danger of a timeless plane is that once an individual leaves such a plane for one where time flows normally, conditions such as hunger and aging occur retroactively. If a plane is timeless with respect to magic, any spell cast with a noninstantaneous duration is permanent until dispelled.
1) Simulacrum, Lesser : instant loyal servants / guards/ etc. They're cheaper than simulacrum plus they cant leave the demiplane or they "die."
2) Summon Monster 1-9: Permanent powerful utterly loyal extraplanar minions! I'd primarly use these as guards, but keep them hidden. Such as there are actually 100 Greater earth elementals hiding below the meadow in case you need them to help defend.
3) Calling creatures: Buy yourself some more time with your summoning circles as they basically no longer have a duration. Not to mention you can be fully buffed just in case the creature breaks loose.
4) Twine double: Set up multiple of these doing various things. If someone tries to scry you they're 50% likely per double to scry one of these. Not sure how the math works out with multiple castings, but even just 50% is pretty good.
5) Unseen servants cast by your lesser simulacrum. Not so useful if you cast them because they wink out, but any permanent resident can have a lot of basic work happening at any given time.
I'm mostly looking for RAW, but if none exists I'd be curious about what people think RAI is. Either way please clarify which you're using.
I've had a concept for awhile though I've only used it sparingly.
Marty the Mage gets high-ish level and decides to create an intelligent ring of telekinesis.
Base item Ring of Telekinesis named Ricky. Assuming no other Intelligent Item add-ons can the ring use telekinesis at will?
For example Marty is standing in a picturesque meadow when a goblin with a horse cutter comes out of the treeline headed toward Marty. Round 1:
Marty casts Mage armor (standard) and moves away (move).
Ricky, having his own action economy, hurls a nearby unattended greatsword at an incoming Goblin. (standard)
Is that valid? Presumably they both couldn't use telekinesis in the same round. I'm not aware of a rule, but it just makes sense.
Lets say Marty the absurdly wealthy adds a dedicated power, Item can use a 5th-level spell at will. Marty Chooses Telekinesis during construction. And the special purpose is to defend Marty.
Again Goblin attacks: Round 1:
Marty uses the base ring telekinesis power to throw a greatsword at the poor goblin.
Ricky uses the dedicated power to throw a nearby boulder at the same goblin.
Valid or no?
You're one of two groups. You're either attacking or defending a city.
Attacking: you're a small adventuring group. 4-6 powerful individuals. The details are at your discretion, but lean toward the "realistic." You're resources are vast as is fitting your group, but not endless. The end goal would be to get some specific treasure or conquer the city for yourself. Killing the ruling body (see "defending") would be required for that. You know as much about the city as the common people know and perhaps just a touch more as would come from a high gather info check + a few divinations.
Defending: you're a standard 4-6 adventuring group who years ago conquered and setted a now thriving city. You have a reasonable standing army and base of operations. Your resources are vast, but you still have a kingdom worth of upkeep. Be creative, but consider the cost/benefit ratios.
For both groups the details are up to you, but please consider what a "reasonable" dm would allow. Custom items, sure. Snow cone wish machines, probably not.
Feel free to reply to other posters with countermeasures. "Cities probably have lots of archers to counter flyers," for example.
Based on my reading of the Secret chest spell you can use a magic chest. See below. I think the "and so on" covers whatever magical additions you'd like to add to your chest.
1) do you agree and if not why?
School conjuration (summoning); Level sorcerer/wizard 5
Casting Time 10 minutes
Components V, S, F (the chest and its replica)
Range see text
Target one chest and up to 1 cu. ft. of goods/caster level
Duration 60 days or until discharged
Saving Throw none; Spell Resistance no
You hide a chest on the Ethereal Plane for as long as 60 days and can retrieve it at will. The chest can contain up to 1 cubic foot of material per caster level (regardless of the chest's actual size, which is about 3 feet by 2 feet by 2 feet). If any living creatures are in the chest, there is a 75% chance that the spell simply fails. Once the chest is hidden, you can retrieve it by concentrating (a standard action), and it appears next to you.
The chest must be exceptionally well crafted and expensive, constructed for you by master crafters. The cost of such a chest is never less than 5,000 gp. Once it is constructed, you must make a tiny replica (of the same materials and perfect in every detail) so that the miniature of the chest appears to be a perfect copy. (The replica costs 50 gp.) The chests are nonmagical and can be fitted with locks, wards, and so on, just as any normal chest can be.
To hide the chest, you cast the spell while touching both the chest and the replica. The chest vanishes into the Ethereal Plane. You need the replica to recall the chest. After 60 days, there is a cumulative chance of 5% per day that the chest is irretrievably lost. If the miniature of the chest is lost or destroyed, there is no way, even with a wish spell, that the large chest can be summoned back, although an extraplanar expedition might be mounted to find it.
Living things in the chest eat, sleep, and age normally, and they die if they run out of food, air, water, or whatever they need to survive.
Beyond mundane stuff, like being a good and noble king, what methods have you seen/used to ensure loyalty of a populous?
I ask because I had an idea.
Permanent symbols of persuasion somewhere public. Ideally you'd work them into other signage that as many people as possible looked at on the regular, but that's not necessarily important. Having a big magical effect as a kind of art piece could also be sufficient if its true purpose were not common knowledge. Perhaps overlay some illusions to disguise, but not cover, the symbols. People would come to see the wonder and then think highly of you.
Symbol of Persuasion works as charm monster which works as charm person which makes a "creature regard you as its trusted friend and ally (treat the target's attitude as friendly."
Assuming the ruler or at least a major figurehead casts the spell you now have a large percentage of your population that will see your actions in the most favorable light.
As best I can tell this is 100% RAW and rather brilliant.
Thoughts on my idea and/or please share yours.
1) He's just throwing around stuff instead of elemental matter, right? Just use whatever's handy?
2) If you throw a adamantine bowling ball does it bypass DR appropriately?
I'm sure i'll think of more, but that's a decent place to start.
Is there another thread that discusses the telekineticist specifically? My search Fu didn't bring up anything.
For example, I'm making an item which casts "Bigimpressivespell."
The crafting cost minus the material component is 2000 GP.
Would this theoretical item take two days to craft or three?
Please cite sources for a RAW answer. Thank you.
Is the below correct by RAW? That is the question. Opinions on if it should be allowed are welcome, but please keep it to a minimum and be clear when you're stating RAW vs opinion. Naturally some DM's allow custom items and other don't. Thank you in advance.
So I may have figured out a "reasonably" priced way to make a demiplane early. Essentially i'm going to use the create trap game feature to make something useful. Edit: in hindsight you wouldn't even need the trap feature if you simply made a one time use wondrous item. The price difference will change, but only by a few thousand gold. Plus you'd be able to activate the thing anywhere after you made it.
For sake of continuity and my sanity this trap will be placed on a doorway which will be the portal focus for the greater deimplane spell. Going through the doorway activates the trap. Essentially I'm going to make a trap that goes off over the course of two rounds, though if it needs to take longer to activate so be it.
Once the trap activates it creates a greater demiplane effect then casts permanency at an appropriate caster level. All demiplane features would have to be decided upon creating the item/trap.
Ta Da, Over the course of a month of so a lower level caster with a good spell craft could have a greater demiplane available for party use before 17th level.
Here's the math break down. I'm a little unsure on this part, but please let me know what if anything needs correcting.
Greater Demiplane: [Spell level 9 X Caster level 17 X 50gp (one time use; Use activated)] /2 because it's a magic immobile trap = 3825
Total market price = 30,575 (crafting it cost 26,537 because the component cost isn't reduced)
Assuming 10th level wizard is crafting this and has Permanency available:
Am I forgetting anything or is all of this correct by RAW?
If you can cast demiplane early from say a scroll what level do you need to be to make it permanent?
can a 9th level caster who successfully uses a scroll of Greater Demiplane then cast his prepared Permanency and pay the 22,500 GP cost to make it permanent?
The spells all say:
This thread has two purposes, though I suspect the first will be short lived.
1) By RAW are there any things mundane creatures can do to ward off magic. Things include circle of salt as supernatural blockers, powdered ash wood, etc. I suspect alchemical stuff will be in this category and that qualifies as long as it can be made without magic.
2) Are there any rules/systems that can be incorporated which add flavor and perhaps balance magic user's overpowered-ness. (Please don't debate if they are or not. I don't think they are, but for sake of argument lets just say they are.)
Circles of salt in the dresden files are good examples of what I'm talking about. Basically something anyone can do if they know to do it.
Edit: actually white ash wood from the MTV Teen wolf series is a better example. No need to infuse it with a fraction of will and what not.
Basically I'm wondering about an item that combines the features of a flying carpet and folding boat.
Would the price of 67200 be fair for a folding boat that can fly at 40' per a flying carpet? I know the dimensions don't match exactly, but I'm not sure how to otherwise adjust.
for reference 60,000 for the largest (10X10) flying carpet and 7200 for a folding boat.
Follow up question: If yes would the boat be able to go faster with sailor checks and using wind?
When you designate the single creature what are the limits?
Can I recklessly infatuate someone can I indicate someone on another continent? Someone famous, like a world leader or something.
Does the infatuated person need to even know where this person is? Theoretically they'll spend the time looking.
Does the target need to be real if the person believes they are? Can I indicate Mother Goose and have the person spend 1 day per level looking for this fictional character?
Thanks in advance for your input.
Reckless Infatuation REFERENCE:
School enchantment (compulsion) [emotion, mind-affecting]; Level bard 2, sorcerer/wizard 3, witch 3
Reckless infatuation counters unadulterated loathing.
This spell writes stuff down at the cost of a move action every round(aka. Concentration).
If you have to concentrate on the material what's the point? Is it not taking the exact same amount of effort to actually write yourself?
Admittedly, it looks cool and very mage-y. Style points aside, am I missing some aspect of this that makes it worthwhile?
School transmutation; Level bard 0, cleric/oracle 0, sorcerer/wizard 0
Lets say you're a wizard of indeterminate level and wealth. Somehow you are paralyzed from the waist down. You're unable to locate any magic that can fix your condition. You do, however, have craft wondrous item. You decide to build a chair that will move you about.
Like Professor X's chair, but admittedly it would probably look more like this
Lets build this item together. I have no specific budget, but lets keep it as reasonable as possible. Perhaps a low end version and a high end version.
Lets talk features then we'll move to actually starting this item.
Functional: as floating disk or Permanent animated object legs (via scroll or hiring a caster)
Functional: as flying carpet (perhaps faster) and perhaps teleport X/d
Perhaps even an intelligent item that can move and take action without you.
What do you think?
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?