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Galenna Icethrone

Brehna's page

248 posts. Alias of wesF.



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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?
Maybe increase the casting time to 10 minutes?

School transmutation;

Level sorcerer/wizard ???
Casting Time 1 standard action
Components V, S, F (a leather loop or golden wire bent into a cup shape)
Range close (25 ft. + 5 ft./2 levels)
Target a 5-foot cube of rock
Duration Permanent (D)
Saving Throw none (Harmless); Spell Resistance no (harmless)

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.


3 people marked this as a favorite.

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.

Another idea,
Create an intelligent magic item that can create lesser spawn of itself. Like a big construct that can create smaller constructs (perhaps with a cost involved) that are all "telepathically linked." The lesser all have some SLA at will (such as fireball) that they can use from the towers.

Permanent animated objects such as Balista would also get the job done.

Any other fun/flavorful ideas?


Hi all,

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 playing a powerful Mystic Theurge. I'm contemplating making a weapon of some kind. Most likely this will take the form of some @ will spell that I can spam. Ideally i'd like something that remains useful for many levels.

Any ideas?


I'm a mythic theurge with access to wiz 7 as well as cleric 6 and below.

I have to go into an anti magic zone. I'd like to prep as much as possible. I was thinking calling some outsiders to act as bodyguards.

Any thoughts on what outsider or other strategies?


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?
What Magics are on it?

It's in advice because I'm thinking about stuff to add to a kingmaker game.


I'm a caster who can make golems. What's the best one to create for a ship?


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:
12 HD or less
18 HD or less

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.

Ideas:
If you bind an efritte you could get wishes. Sounds like a dangerous, but potentially fantastic use. DM discretion of course.

Lantern Archon: Teleporter/Scout/Endless continual flame

Succubus/Incubus: Ultimate information gatherer/spy/diplomat.

What else can you think of?


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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?


Is there a pathfinder resource that says how certain spells affect ships, specifically which ones do and don't move with the ship? I know Shipwrecked 3.5 had a list, but I was hoping for a Pathfinder specific resource.


Basically low level wands that are good when you automatically have a higher caster level.
Anything with a DC based off level

1) Magic Missile
2) Fireball
3) Lightning bolt
4) Acid arrow
...

What else.


What do you say when you hand someone an explosive rune or what does the paper say?

1) Said: "Sir, I have a warrant for your arrest."
2) Written: I prepared explosive runes today. (a classic)
3) Said: Please sign for this package.
...

What else?


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
-upgrade possibility: a Ring of the ram effect. Probably limited to times per day.
-Upgrade possibility: Chain of perdition effect. Probably limited to times per day.

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.
Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells.

For example:

I want to make a mystic theurge.
Assimar with the daylight SLA
3 ranks in both Arcana and religion
Wiz 2 / Clr 1/ MT 1+

Daylight covering the requirements for a divine spell level 2+ and Arcane spell level 2+. Is that actually valid or am I missing something?


I remember seeing somewhere a flying tower created by a sorceress that had a troll bound to it. It was somewhere in a frozen mountain range.

Anyone know what I'm talking about or where to find it?

Thanks in advance,

TCG


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
--------------------
Defense
--------------------
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
--------------------
Offense
--------------------
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)
--------------------
Statistics
--------------------
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
--------------------
TRACKED RESOURCES
--------------------
Stalker's mask (1/day) - 0/1
Versatile Evocation (9/day) (Su) - 0/9
--------------------
Special Abilities
--------------------
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.

Cooperative Casting
Your assistance makes item crafting f
Admixture Associated School: Evocation
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Breath Mastery At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constituti
Cognatogen (DC 16) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.

This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).
Darksire amulet +4 on Diplomacy checks to influence evil outsiders.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Fiendish Heritage You possess a strong tie to your fiendish ancestors, granting you favorable abilities.

Prerequisite: Tiefling, must be taken at 1st level.

Benefit: Your fiendish bloodline proves particularly strong, being tied to a specific race
Heavyload belt This wide leather is held together with two strands of oxen skin threaded through holes on each end. The belt’s wearer is affected as though subject to a permanent ant haul spell (Advanced Player’s Guide).

Construction
Requirements Craft Wondrous Item, ant haul; Cost 1,000 gp
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Magical Knack (Wizard) +2 CL for a specific class, to a max of your HD.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Stalker's mask (1/day) Take the face of one target in 60 ft, +10 to disguise as them, +2 to weapon att/dam vs them.
Versatile Evocation (9/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

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

Huck
Male Raven (Valet)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +13
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 13 (1d8-1)
Fort +1, Ref +7, Will +6
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite +5 (1d3-4) and
unarmed strike +5 (1-4 nonlethal)
Space 2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 1st; concentration -1)
—prestidigitation
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +1; CMB +1; CMD 7
Feats Skill Focus (Perception), Weapon Finesse
Skills Acrobatics +6 (-2 jump), Appraise -1, Bluff -1, Climb +6, Diplomacy -1, Disable Device +6, Disguise +3, Escape Artist +6, Fly +6, Intimidate -1, Linguistics +0, Perception +13, Sense Motive +3, Sleight of Hand +6, Spellcraft +3, Stealth +18, Survival +3
Languages Common
SQ able assistant, hero points, improved evasion, teammate
--------------------
TRACKED RESOURCES
--------------------
-none-
--------------------
Special Abilities
--------------------
Able Assistant (Ex) (Valet) 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.

Cooperative Casting
Your assistance makes item crafting f
Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (Sp) (Valet) A valet can use prestidigitation once per hour.
Teammate (Ex) (Valet) A valet is considered to have all the teamwork feats its master has.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Thoughts?


What feats, tricks, features, etcetera can I add to telekinesis to maximize the spells usefulness?


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?


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My list is short, but growing.
Beginning with something I heard today.

-Effervescent s+!#stain

If I ever start a garage band that's going to be the name.


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.


Are there any tools where you can plug in what you want and it'll output stat blocks?

For example: wolf + fast zombie template


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.

Cost breakdown:

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.

Thank you.

Beaker:

Beaker
Male Gnome Alchemist (Trap Breaker) 1
CN Tiny humanoid (gnome)
Hero Points 1
Init +3; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 7 (1d8-1)
Fort +1, Ref +5, Will +0
--------------------
Offense
--------------------
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
Spell-Like Abilities
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)
--------------------
Statistics
--------------------
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
--------------------
TRACKED RESOURCES
--------------------
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
--------------------
Special Abilities
--------------------
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.

Rodam -

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


I'm actually most interested in the top 10 favorite epic Wizard spells as that's what I'll be using.

However I assume people may want to bring up other classes. So Please list your top 10 per class favorite mythic spells and why concentrating mostly on the best wizard mythic spells. Thank you.


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
they may do him a solid. Maybe.

Any other or more detailed ideas?

Riddle just before death:

Obviously he has none of his gear, but otherwise here he is.

Riddle
Male Elf Arcane Trickster 2/Rogue (Cutpurse) 3/Wizard 3
CN Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +15
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 16 (+4 armor, +3 Dex, +2 deflection, +1 dodge)
hp 57 (3d8+5d6+11)
Fort +6, Ref +10, Will +7; +2 vs. enchantments
Defensive Abilities evasion; Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 sawtooth sabre +6 (1d8+1/19-20/×2) and
dagger+2 (lump) +10 (1d4+2/19-20/×2) and
light mace +8 (1d6/×2) and
rapier +3 (lump) +11 (1d6+3/18-20/×2) and
unarmed strike +8 (1d3/×2)
Ranged longbow +8 (1d8/×3)
Special Attacks hand of the apprentice (7/day), sneak attack +3d6, stab and grab
Wizard Spells Prepared (CL 7th; concentration +11):
3rd (2/day)—summon monster iii (x2)
2nd (3/day)—rope trick, invisibility, elemental touch
1st (4/day)—shield, mage armor, grease (DC 15), feather fall (DC 15)
0 (at will)—disrupt undead, ghost sound (DC 14), prestidigitation (DC 14), message, detect magic
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 12, Int 19, Wis 10, Cha 14
Base Atk +4; CMB +5; CMD 20
Feats Craft Wand, Craft Wondrous Item, Dodge, Mobility, Scribe Scroll, Weapon Finesse
Traits greater adept of the society, magical knack
Skills Acrobatics +14, Appraise +12, Bluff +7, Climb +5, Craft (cloth) +11, Craft (traps) +11, Diplomacy +7, Disable Device +16, Disguise +19, Escape Artist +11, Fly +8, Heal +1, Intimidate +3, Knowledge (arcana) +12, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +11, Perception +15, Ride +4, Sense Motive +7, Sleight of Hand +14, Spellcraft +12 (+14 to determine the properties of a magic item), Stealth +14, Survival +1, Swim +5, Use Magic Device +7; Racial Modifiers +2 Perception, measure the mark
Languages Aquan, Auran, Common, Draconic, Dwarven, Elven, Ignan, Infernal, Terran
SQ able assistant, arcane bonds (molly, raven [valet]), elven magic, ranged legerdemain, rogue talents (combat trick), specialized schools (universalist)
Combat Gear Origami swarm, Pearl of power (1st level) (1/day), Pearl of power (1st level) (1/day), Pearl of power (1st level) (1/day), Potion of cure light wounds (9), Potion of cure moderate wounds (4), Potion of remove disease (2), Potion of See Invisibility, Scroll of Teleport, Dimension Door, Darkvision, Staff of fire, Wand of Decompose Corpse, Wand of Endure Elements, Wand of Endure Elements, Wand of Expeditious Retreat, Wand of Fireball, Wand of Infernal Healing, Wand of Infernal Healing, Wand of Jump, Wand of Minor Image, Wand of Scorching Ray, Wand of Shocking Grasp (CL 5), Wand of summon monster II, Holy water (5), Itching powder (4), Pellet grenade, adamantine (3), Scent cloak, Smoke pellet (4), Sunrod (9), Tanglefoot bag (2); Other Gear +1 Sawtooth sabre, Dagger+2 (lump), Rapier +3 (Lump), Light mace, Longbow, Bag of holding I (69 @ 122 lbs), Boots of levitation, Chime of opening (10 uses), Chime of opening (10 uses), Cloak of resistance +1, Hat of disguise, Muleback cords, Pathfinder pouch (empty), Ring of feather falling, Ring of protection +2, Ring of sustenance, -Baslisk blook (stone to flesh effect) X2, -Nanet icor (blood), Arcane locked MW Manacles (DC 35), Argus WIvels Spellbook (Arctic Call), Artisan's tools, masterwork (Craft [cloth]), Artisan's tools, masterwork (Craft [traps]), Badrum poison X3 (con), Book of Araxis, Book of Harms, Chaos wyrm egg, Climber's kit, Disguise kit (10 uses), Everburning torch (3), Grappling hook (2), Silk rope (2), Spell component pouch, Spellbook (3), Tent, hanging, Thieves' tools, masterwork, Trail rations (30), 272 GP, 7 SP
--------------------
TRACKED RESOURCES
--------------------
Burning Hands - 0/10
Chime of opening (10 uses) - 3/10
Chime of opening (10 uses) - 1/10
Dagger+2 (lump) - 0/1
Disguise kit (10 uses) - 0/10
Disguise Self (At will) - 0/0
Feather Fall (Constant) - 0/0
Fireball - 0/5
Hand of the Apprentice (7/day) (Su) - 0/7
Holy water - 0/5
Itching powder - 0/4
Levitate (At will) - 0/0
Origami swarm - 0/1
Pearl of power (1st level) (1/day) - 0/1
Pearl of power (1st level) (1/day) - 0/1
Pearl of power (1st level) (1/day) - 0/1
Pellet grenade, adamantine - 0/3
Potion of cure light wounds - 0/9
Potion of cure moderate wounds - 0/4
Potion of remove disease - 0/2
Potion of See Invisibility - 0/1
Scent cloak - 0/0
Smoke pellet - 0/4
Staff of fire - 0/10
Sunrod - 0/9
Tanglefoot bag - 0/2
Trail rations - 0/30
Wall of Fire - 0/3
Wand of Decompose Corpse - 1/50
Wand of Endure Elements - 0/50
Wand of Endure Elements - 0/50
Wand of Expeditious Retreat - 0/45
Wand of Fireball - 4/50
Wand of Infernal Healing - 6/50
Wand of Infernal Healing - 0/35
Wand of Minor Image - 0/30
Wand of Scorching Ray - 4/50
Wand of Shocking Grasp (CL 5) - 0/43
Wand of summon monster II - 0/50
--------------------
Special Abilities
--------------------
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.

Cooperative Casting
Your assistance makes item crafting f
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Greater Adept of the Society You gain one additional 0-level spell slot.
Hand of the Apprentice (7/day) (Su) Throw the melee weapon you are holding 7/day.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Wizard) +2 CL for a specific class, to a max of your HD.
Measure the Mark (Ex) Learn target's Perception result before pick pocket. Bluff check to go undetected if back out.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Muleback cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.

Construction
Requirements Craft Wondrous Item, bull’s strength; Cost 500 gp
Pathfinder pouch (empty) This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials. Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet).

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.

Construction
Requirements Craft Wondrous Item, magic aura, secret chest; Cost 500 gp
Potion of See Invisibility Add this item to create a potion of a chosen spell.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Scroll of Teleport, Dimension Door, Darkvision Add this item to create a scroll with spells on it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Stab and Grab (Ex) Full rd action, make sneak attack, if hit gain free attempt to steal item and foe takes -5 to notice.
Wand of Decompose Corpse Add this item to create a wand of a chosen spell.
Wand of Endure Elements Add this item to create a wand of a chosen spell.
Wand of Endure Elements Add this item to create a wand of a chosen spell.
Wand of Expeditious Retreat Add this item to create a wand of a chosen spell.
Wand of Fireball Add this item to create a wand of a chosen spell.
Wand of Infernal Healing Add this item to create a wand of a chosen spell.
Wand of Infernal Healing Add this item to create a wand of a chosen spell.
Wand of Minor Image Add this item to create a wand of a chosen spell.
Wand of Scorching Ray Add this item to create a wand of a chosen spell.
Wand of Shocking Grasp (CL 5) Add this item to create a wand of a chosen spell.
--------------------
Notes:
-Gatkas magical oddities
-Zerathum - Aslanti wizard in cage (get books) and Wall of Stone scroll
-Arcanists guild
-"Ned" Minor noble of the Ardoc family described as a young hothead with sandy hair and a beard.
-Dark book: Treatsies with lower planes
-Book: Draconic anatomy book
-
- Thassolionian artifact tower
-Give mage guild just enough hints that they'll offer assistance.
- Giant slaying stuff
- Ask Zerathum questions
- Research: Giltspur (tower location), fire giants (weaknesses), Lycanthropy (how-to contract; wiling or not)
- Sub-contract research on "Lump."
- Tiefling slaver alter ego; Ignatious Parrish.
- See about scroll of perm and telepathic bond.
- Bear traps
Ideas:
- Upgrade cloak of resist
---Raven cloak (33,834 retail-1000 for using cloak +1 as base)
-----Cloak only functions as Cloak of resist +2 unless wearer has a raven familiar or animal companion
-----Invisiblity as ring of
-----Raven form 10 hr/d (1hr incriments)
-----+5 stealth competence bonus
-----+2 cloak of resist
- Create Pearl of Power 1
- Sell Extra spellbook
- Make basic 101 spellbook for Zerathum
- Spell Pugwampi's grace
- Invisibillity sphere
- Animate dead, Lesser (for horses)
- Phantom Steed
-Blindness/Deafness
-Limp Lash
-Frigid touch
Wish List:
- Robe of endless rope
- spyglass
-grease wand
-adamantine tipped drill
-True Strike Wand
-Book on orcish language.
-Create Treasure Map
-Mount Communal

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

Molly
Female Raven (Valet)
N Tiny magical beast (animal)
Init -4; Senses low-light vision; Perception +15
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 17 (+4 armor, +2 Dex, +2 size, +2 natural)
hp 28 (1d8-1)
Fort +2, Ref +7, Will +7
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite +8 (1d3-4/×2) and
unarmed strike +8 (1-4/×2)
Space 2 ft.; Reach 0 ft.
Spell-Like Abilities
—prestidigitation
--------------------
Statistics
--------------------
Str 2, Dex 14, Con 8, Int 7, Wis 14, Cha 6
Base Atk +4; CMB +4; CMD 9
Feats Skill Focus (Perception), Skill Focus (Stealth), Spell Sponge, Weapon Finesse
Flaws Unreactive, Vulnerable
Tricks Air Support [Trick], Attack [Trick], Bombard [Trick], Deliver [Trick], Fetch [Trick], Flee [Trick], Sneak [Trick]
Skills Acrobatics +12 (+4 jump), Appraise -1, Bluff -1, Climb +6, Diplomacy -1, Disable Device +11, Disguise -1, Escape Artist +6, Fly +10, Knowledge (arcana) +2, Knowledge (dungeoneering) -1, Knowledge (engineering) -1, Knowledge (geography) -1, Knowledge (history) -1, Knowledge (local) -1, Knowledge (nature) -1, Knowledge (nobility) -1, Knowledge (planes) -1, Knowledge (religion) -1, Linguistics +1, Perception +15, Sense Motive +3, Sleight of Hand +9, Spellcraft +2, Stealth +23, Swim +6, Use Magic Device -1
Languages Common
SQ able assistant, air support, bombard, deliver, fetch, flee, improved evasion, sneak, teammate
Other Gear Masterwork tool (Disable Device)
--------------------
TRACKED RESOURCES
--------------------
-none-
--------------------
Special Abilities
--------------------
Able Assistant (Valet) (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.

Cooperative Casting
Your assistance makes item crafting f
Air Support [Trick] An animal trained in air support knows the attack, bombard, and deliver tricks.
Bombard [Trick] Drops item on designated point or opponent.
Deliver [Trick] Delivers item to indicated point or person.
Fetch [Trick] The animal will get a specific object.
Flee [Trick] Attempts to run away or hide.
Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (Valet) (Sp) A valet can use prestidigitation once per hour.
Sneak [Trick] Creature stays hidden.
Spell Sponge Double duration when master targets you with a harmless spell with a target of "you".
Teammate (Valet) (Ex) A valet is considered to have all the teamwork feats its master has.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


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.


2 people marked this as a favorite.

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.


I'm possibly playing a master summoner in a future campaign and I'm looking for flavor ideas. If you want to throw in some mechanic ideas that's be good too.

I'm leaning toward a lazy halfling who summons things to do his work.

Anyone have anything better?


I haven't got a build in mind or anything, but I was thinking about a winter witch for an Upcoming S&S game.

What do you think? Good idea? Bad idea? Maybe? and why please.


Does anyone know of a minion dice rolling app or website? So lets say i have a bunch of skeletons, or cohorts, or summoned creatures. is there an app or website that lets me input the specifics then just hit a button to roll the multiple dice? I'm thinking of it to save time during combat rounds with a lot of minions.


What's the lowest level spell or spell combination to bring back someone from the dead when you don't have a body?


The character below is for a tabletop game I'm playing. Next game is tomorrow.

I'm looking for feedback on what kind of shenanigans you would pull if you were this guy.

Presently he basically lives in air elemental form, uses Wild shape for utility, and in combat summons stuff. He avoids Melee range for obvious reasons.

Also looking for feedback on how to level him. My "plan" is to just keep taking levels of druid, but I'm not sure beyond that what feats to take, etc.

Thoughts?

Alfred:

Alfred
Male Gnome Druid 8
NG Small Humanoid (gnome)
Init +1; Senses darkvision 60 ft.; Perception +18
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 59 (8d8+8)
Fort +7, Ref +3, Will +13; +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells, +4 vs. death, energy drain, necromancy
Defensive Abilities lightning lord (8/day); Resist cold 3, electricity 4, fire 1
--------------------
Offense
--------------------
Speed 20 ft.
Melee Dagger +6/+1 (1d3-1/19-20/x2) and
Masterwork Quarterstaff +7/+2 (1d4-1/x2) and
Unarmed strike +6/+1 (1d2-1/x2)
Ranged Masterwork Sling +9/+4 (1d3-1/x2) and
Sling +8/+3 (1d3-1/x2)
Special Attacks storm burst (10/day)
Spell-Like Abilities
10/day—Storm Burst (10/day)
8/day—Lightning Lord (8/day)
1/day—arcane mark, comprehend languages, message, read magic
Druid Spells Prepared (CL 8):
4 (3/day) River of Wind (DC 21), Sleet Storm, Grove of Respite, Ancestral Memory
3 (5/day) Sleet Storm, Call Lightning (DC 20), Stone Shape, Hide Campsite (DC 20), Spike Growth (DC 20), Summon Totem Creature
2 (5/day) Stone Call, Barkskin, Soften Earth and Stone, Fog Cloud, Burst of Radiance (DC 19), Web Shelter
1 (6/day) Endure Elements, Obscuring Mist, Commune With Birds, Deadeye's Lore, Mud Ball (DC 19), Snowball (DC 19), Stone Shield
0 (at will) Stabilize, Detect Magic, Create Water, Light
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 12, Int 12, Wis 25, Cha 11
Base Atk +6; CMB +4; CMD 15
Feats Augment Summoning, Natural Spell, Spell Focus (Conjuration), Superior Summoning, Wild Speech
Traits Beast of the Society, Uskwood Hunter (Nidal)
Skills Acrobatics +1 (-3 jump), Bluff +1, Climb +3, Craft (stonemasonry) +7, Diplomacy +1, Fly +7, Handle Animal +4, Heal +11, Intimidate +1, Knowledge (geography) +5, Knowledge (nature) +10, Linguistics +6, Perception +18, Ride +5, Sense Motive +8, Spellcraft +5, Stealth +17, Survival +16, Swim +3
Languages Aquan, Auran, Celestial, Common, Draconic, Druidic, Elven, Giant, Gnome, Ignan, Orc, Osiriani, Ancient, Sylvan, Terran, Undercommon
SQ hero points, magical linguist, many lives, mysterious stranger +4, nature bond abilities (weather), resist death's touch, spontaneous casting, trackless step, wild empathy, wild shape (3/day), wild shape (animal), wild shape (elemental)
Combat Gear Pearl of power (1st level) (1/day), Potion of reduce person (4), Groaning bullets (40), Sling bullets, little starstone (10), Sling bullets, softstone (30); Other Gear Dagger, Groaning bullets (40), Masterwork Quarterstaff, Masterwork Sling, Sling, Sling bullets (70), Sling bullets, little starstone (10), Sling bullets, softstone (30), Druid's vestment, Dust of dryness (2), Heavyload belt, Pathfinder pouch (empty), Ring of sustenance, Shifter's headband (+4 Wis) (1/day), Artisan's tools (Craft [stonemasonry]), Spell component pouch (2), 66 GP, 9 SP, 5 CP
--------------------
TRACKED RESOURCES
--------------------
Arcane Mark (1/day) (Sp) - 0/1
Comprehend Languages (1/day) (Sp) - 0/1
Dagger - 0/1
Dust of dryness - 0/2
Groaning bullets - 0/40
Lightning Lord (8/day) (Sp) - 0/8
Message (1/day) (Sp) - 0/1
Pearl of power (1st level) (1/day) - 0/1
Potion of reduce person - 0/4
Read Magic (1/day) (Sp) - 0/1
Shifter's headband (+4 Wis) (1/day) - 0/1
Sling bullets - 0/70
Sling bullets, little starstone - 0/10
Sling bullets, softstone - 0/30
Storm Burst (1d6+4) (10/day) (Sp) - 0/10
Wild Shape (3/day) (Su) - 0/3
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Beast of the Society Whenever you use your wild shape class ability to turn yourself into a Small or Medium-sized animal, the effect lasts for 2 hours per druid level instead of 1 hour per druid level.
Damage Resistance, Cold (3) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (4) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (1) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Druid Domain (Weather) Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Heavyload belt This wide leather is held together with two strands of oxen skin threaded through holes on each end. The belt’s wearer is affected as though subject to a permanent ant haul spell (Advanced Player’s Guide).

Construction
Requirements Craft Wondrous Item, ant haul; Cost 1,000 gp
Lightning Lord (8/day) (Sp) Call down lightning bolts against your enemies.
Magical Linguist +1 effective level for [language-dependent], glyph, symbol, or writing-related spells. +2 save vs. these spells.
Many Lives (Ex) When killed cannot be raised/resurrected, but auto reincarnate in 1 day.
Mysterious Stranger +4 (Ex) Add to the DC of Diplomacy, Knowledge, and Sense Motive to learn about you.
Natural Spell You can cast spells while in Wild Shape.
Pathfinder pouch (empty) This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials. Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet).

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.

Construction
Requirements Craft Wondrous Item, magic aura, secret chest; Cost 500 gp
Resist Death's Touch (Ex) +4 to saves vs death, energy drain, and necromancy effects.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Shifter's headband (+4 Wis) (1/day) +1 CL for polymorph spells. Activate to change form while polymorphed.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Storm Burst (1d6+4) (10/day) (Sp) 30' Ranged touch attack deals 1d6+4 nonlethal damage and inflicts a -2 to hit penalty for 1 rd.
Superior Summoning When summoning more than one creature, summon an extra one
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Uskwood Hunter (Nidal) +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (3/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape II: Tiny - Large animal) You may use your Wild Shape ability to become an animal.
Wild Shape (Elemental Body I: Small elemental) You may use your Wild Shape ability to become an elemental.
Wild Speech Speak while in wild shape

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


I'm looking for ideas for lairs to build. Lets say you're a mage, for sake of argument, but one that somehow doesn't have unlimited wealth and power. Odd, I know. Druids have no need for lairs and Clerics would just use their church.

The idea for this lair should be somewhere that could theoretically be anywhere. For example, converting a mountain cave would be fine. However, an active volcano would not. Just as a graveyard would be fine, but an ancient burial site of a long dead civilization cursed to walk the earth as undead would be harder to come by. Get it?

So this is something you'd theoretically build. I'd be interested in mundane ways to maximize strategic protection with just enough magic to make it functional. I'd rather have a bunch of skeletal archers behind arrow slits high up in a wall than a giant magical trap, for example.

Lower level spells preferred. Basically I don't want to spend millions of gold making the place Uber-magic, casting 100 permanent walls of fire, etc. Just keep it reasonable. A couple of big features would be fine, but lets not have bound solars guarding every cupboard.

A quick note on demiplanes: We all know that greater demiplane is the best lair ever, but I'd like to avoid either being an 18th level mage or finding an 18th level mage to make a scroll. What we're making today would be what that 18th level mage uses until he accumulates enough magic power to relocate to his pocket dimension lair. That being said, incorporating the lower level versions is totally cool.

In summary:

- Relocatability (a.k.a. Could theoretically be anywhere.
- Maximize mundane protective features
- Reasonable magic features
- Bonus points if you have maps/diagrams.

Ok, Paizonians, Dazzle me.


So I've created a number of "real life, but with magic" threads. This is another. :-)

So lets say you in real life, as you are now, suddenly get large amounts of magic. Use whatever specifics you want, but archmages are the standard usually.

I think I would maintain a mundane persona as to protect those around me. I would of course, use any number of tricks to disguise myself and go do fantastic things.

Would you keep up mundane appearances or would you not bother? Why or why not? Also, how would you go about it?


Coolest Intelligent magic item you've seen/made?

In game preferably, but in-game items based off of other fiction are more than welcome. Also, post/link stats if you have them.


This is a thought exercise.

You're a high level caster. I prefer wizards, but other casters are fine.

You create a spot with a view of the city, for sake of argument lets say top of a tower. It could just as easily be a centrally located peak in a mountainous city. (think Christ the Redeemer in Rio de Janerio.)

So you have a panoramic view of the city, massive amounts of time, money, and magical power.

You want to create a spot that will allow you to single handedly turn the tide in the chance your city is attacked.

What protections/abilities/etc would you put on your place of power?

I'm thinking you need to keep the enemy from harming you while still giving yourself a super power boost.

This should be RAW, but not necessarily RAI.

Off the top of my head I'm thinking of a stationary "Traps" that gives you various effects

Generally useful:
a Mnemonic enhancer every round effect. Basically never run out of low level spells. 3rd and below if memory serves. This would actually cover a lot. Unlimited fireballs at your caster level for example.

Something for communication with your forces on the ground. Could be as simple as message, but perhaps there's a better answer.

Defense
Wind wall

Blade barrier for good measure in case someone manages to get close

Offense

Summon monster 9 (or the best you have) trap usable at will.

Snapdragon fireworks. I know it's not much damage, but it's long range and is a move action after the initial cast. What else would you do with a move action when you'll be standing in one place?

Any long range evocations would be useful.

What else? The idea is that you're going to be throwing devastating magic while staying in one place.

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