I'm playing kingmaker and I've been assigned the spymaster role. I'm planning on taking leadership and get a cohort to help me with my task.
1) I'm looking at making my cohort a master spy (the PRC). What's the best way to optimize this? Race/class/items/etc. Keeping in mind it's a cohort and not a PC.
2) is there a better way to accomplish my goal without the master spy PRC? A diviner wizard or something?
Lets say my base speed is 30. I cast floating disk. After directing it to stay 1 foot away I move 30 feet. Clearly it can keep up.
However, if I double move in consecutive rounds can it keep up? (effectively moving 60 feet in a full round.)
Lets say I have a level barbarian. My base speed is now 40. Same questions.
Ok, my base speed is 30, but I take fleet four times. My base speed is not 50. Same questions.
Now I'm a high level monk with a base movement of 60. How fast can the disk move?
Floating Disk bolded for emphasis:
School evocation [force]; Level magus 1, sorcerer/wizard 1; Domain trade 1
To be clear i'm not complaining. It may appear that way, but I'm legitimately astounded at my own lack of motivation. The purpose of this thread is to get some ideas about how other people overcame such things and incorporate some version of that into my life.
I find it difficult to motivate myself lately, though i've had periods like this before. My question is have any of you had the time, energy, and ability to better yourselves in some way but for no obvious reason just completely lacked motivation to do so? If yes, how did you motivate yourself? I know I should, I know I need to, I even want to, but for some reason I am having a hard time making myself.
wall of details:
Some personal details:
I'm not depressed or anything like it. There's room for improvement, but I generally like my life and am quite happy. I'm not overly worried about anything. Though I have a ton of debt that causes me stress i'm dealing with it progressively. I have a good job that occasionally lends me a lot of free time. Right now, for example I'm working from home, but I have no specific tasks to complete so it's basically free time.
I want to do the below, but I hard time making myself do them because of lack of motivation.
- I've been teaching myself the basics of programming with the long term goal of being able to program an app that i've got in my head. In theory this could fix my relatively minor financial issues.
- Gym. I'm a fit guy (6'1'' 195 lbs mostly muscle) and I know I need to go to the gym to improve/maintain, but I get bored.
- Portuguese. I'm learning Portuguese. My husband is from Brazil and his mother may be moving in with us soon. I'm good with her living with us. I like her and she'll have her own space. She speaks english, but not very well. I'll need to learn Portuguese to better communicate with her. Plus there are good neurological reasons to to be bilingual. Also it makes you look smarter. Also if I can get fluent it could be very helpful for my job. Basically it's a good thing all around.
Anyway, if anyone has any good tips/tricks to motivate oneself I'd appreciate hearing them. Thank you, Paizonians.
No. Seriously. It rains diamonds on Uranus.
Step 1) Get access to interplanetary teleport, some protection spells, and the biggest open mouthed bucket you can carry.
Step 2) Interplanetary teleport to Uranus
Step 3) Hold bucket up until full.
Step 4) interplanetary Teleport back before your protection spells run out.
Step 5) Repeat as necessary
Step 6) Profit.
If I were an enterprising archamge I'd create a souped up Ring gate that works over any distance. Set it up on Uranus to catch the "rain." Have the other end over the portal to a demiplane created for this purpose. Cover the Uranus side of the ring gate when your demplane is full. Uncover as necessary.
Also, try not to flood the market or their value will go down and you'll need more of them for your spellcasting than you used to .
Lets say your party has a wagon that they're using for long distance travel. The wagon is important and the group has reasons.
Now this wagon is slow 30 feet per round, but has the means to not ever have to stop. Also it leaves no trail. So 30 feet per round, every round, 24/7. The ride is smooth ans its basically a mobile campsite. Again, don't worry about the specifics of how.
How would you protect it on the road:
1) mundane methods:
2) magic methods: the party is limited to third level spells from the wizard and cleric list. Also they could theoretically buy higher level scrolls.
I know this is a little cheesy and a manipulation of RAW, but I'm curious if it works.
I saw someone mention a detailed plan of how to legally (RAW) get 8hrs of crafting even while adventuring. I can't find it anywhere, but I'm wondering if anyone else knows of this.
It started by doing nothing for 24 hrs then something using rope trick. There were more steps, but I forget what they were.
Is anyone familiar with this plan and does it actually work by RAW?
So lets say I wanted to make the most Bada** necromancer possible using the Pathfinder rules.
This will most likely be for Skulls and Shackles.
Thoughts? Builds? Strategies?
I've played casters quite a bit, but never played anything like a necromancer. I'm not sure I really know how.
Also, where are the rules for how many undead you can control?
Hypothetically lets say technology has evolved to the point where humans can cheaply, easily, and safely modify their bodies in any number of ways. Would you and how? How do you think it would affect our world society?
Obviously people even now undergo a lot of body modifications. Transgender people being some of the more extreme cases I can think of. In this scenario with this hypothetically technology If a man wanted to become a woman they'd go into a clinic, get a shot of nanites (for example), and over the course of Minutes/Hours/Days (whatever) their body would superficially change to that of a woman. In this scenario i'm not sure if changing testes to ovaries with the physical ability to have children would be reasonable, but with sufficient advances who knows what might be possible.
Less extreme body modifications may be also possible and probably a lot more common, such as change in skin tone and features. I'm a tall white guy. Personally, If it were cheap, safe, and easy i'd like to have a more olive skin tone less prone to acne, blonder hair, bluer eyes, and generally more muscular.
Less human looking modifications would probably be relatively easy, such as horns or claws for those who are interested.
Regarding societal changes: In a world where a person could change their superficial racial features like they change their clothes I imagine racism/sexism/etc. would quickly become a thing of the past.
On the subject of wings, because I know someone will bring it up: Functional wings on a human body are probably not possible without severe modifications, such as severe modifications to the chest to add necessary musculature, etc. I assess that the necessary physical changes would leave a person looking far from human and definitely not like an angel. I suspect not many people would want to make that change, but who knows. There are all kinds of people in the world.
On the other hand non-functional wings (meaning they move, but don't actually allow flight) would be relatively easy. They'd look cool, but not actually allow you to fly.
Round 2: cast SDF (standard)
Obviously quickened spell would help, but I didn't want that to add that complication to a rules question.
The spell stares you can send one firework off per round, but is that per casting of just ever?
Per Raw can I cast permanency with gust of wind on an object (inside of the box or some item that is then put in a box)? It should probably be difficult to close the lid, but otherwise imagine a metal box that can be opened and closed.
Would you allow/disallow this as a DM, why or why not?
I think yes because GOW eminates from the caster and is under the can be cast on objects or areas section. By logical extension you should be able to make or eminates from an object.
Gust of Wind:
This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. All flying creatures in this area take a -4 penalty on Fly skill checks. Tiny or smaller flying creatures must make a DC 25 Fly skill check or be blown back 2d6 x 10 feet and take 2d6 points of damage. Small or smaller flying creatures must make a DC 20 Fly skill check to move against the force of the wind.
A Tiny or smaller creature on the ground is knocked down and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet.
Small creatures are knocked prone by the force of the wind.
Medium or smaller creatures are unable to move forward against the force of the wind unless they succeed at a DC 15 Strength check.
Large or larger creatures may move normally within a gust of wind effect.
This spell can't move a creature beyond the limit of it's range.
Any creature, regardless of size, takes a -4 penalty on ranged attacks and Perception checks in the area of a gust of wind.
The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights.
In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.
Gust of wind can be made permanent with a permanency spell.
School universal; Level sorcerer/wizard 5
Casting Time 2 rounds
Components V, S, M (see tables below)
Range see text
Target see text
Duration permanent; see text
Saving Throw none; Spell Resistance no
This spell makes the duration of certain other spells permanent. You first cast the desired spell and then follow it with the permanency spell.
Depending on the spell, you must be of a minimum caster level and must expend a specific gp value of diamond dust as a material component.
You can make the following spells permanent in regard to yourself.
Spell Minimum Caster Level GP Cost
Arcane sight 11th 7,500 gp
Comprehend languages 9th 2,500 gp
Darkvision 10th 5,000 gp
Detect magic 9th 2,500 gp
Read magic 9th 2,500 gp
See invisibility 10th 5,000 gp
Tongues 11th 7,500 gp
You cannot cast these spells on other creatures. This application of permanency can be dispelled only by a caster of higher level than you were when you cast the spell.
In addition to personal use, permanency can be used to make the following spells permanent on yourself, another creature, or an object (as appropriate).
Spell Minimum Caster Level GP Cost
Enlarge person 9th 2,500 gp
Magic fang 9th 2,500 gp
Magic fang, greater 11th 7,500 gp
Reduce person 9th 2,500 gp
Resistance 9th 2,500 gp
Telepathic bond * 13th 12,500 gp
*Only bonds two creatures per casting of permanency .
Additionally, the following spells can be cast upon objects or areas only and rendered permanent.
Spell Minimum Caster Level GP Cost
Alarm 9th 2,500 gp
Animate objects 14th 15,000 gp
Dancing lights 9th 2,500 gp
Ghost sound 9th 2,500 gp
Gust of wind 11th 7,500 gp
Invisibility 10th 5,000 gp
Mage’s private sanctum 13th 12,500 gp
Magic mouth 10th 5,000 gp
Phase door 15th 17,500 gp
Prismatic sphere 17th 22,500 gp
Prismatic wall 16th 20,000 gp
Shrink item 11th 7,500 gp
Solid fog 12th 10,000 gp
Stinking cloud 11th 7,500 gp
Symbol of death 16th 20,000 gp
Symbol of fear 14th 15,000 gp
Symbol of insanity 16th 20,000 gp
Symbol of pain 13th 12,500 gp
Symbol of persuasion 14th 15,000 gp
Symbol of sleep 16th 20,000 gp
Symbol of stunning 15th 17,500 gp
Symbol of weakness 15th 17,500 gp
Teleportation circle 17th 22,500 gp
Wall of fire 12th 10,000 gp
Wall of force 13th 7,500 gp
Web 10th 5,000 gp
Spells cast on other targets are vulnerable to dispel magic as normal. The GM may allow other spells to be made permanent.
I heard a song lyric "dancing inside the sun." I'm such a nerd I thought, "how would I do that?"
So far I think:
Fire immunity (clearly)
I'm not sure about the rest because I'm neither a Mage nor physicist.
Necklace of adaptation for the a pressure/ atmosphere and general lack of air.
Would that do it? Why or why not?
Mine was a recurring character in 3.5 names Beau Tosscobble. He was a rogue. Long story short the party found a deck of many things. I drew the one where your body and soul are separated. The party fighter then drew "enmity with an outsider" and "your friend betrays you."
They turned and the halfling body was gone. A short while later the halfling returned as a half demon to murder the fighter with extreme prejudice.
The fighter player was fine with it and for a boon for his next character.
My tiny smarmy half demon was a lot of fun to play.
Are there any meta magic + cantrip combos worthwhile?
Note: the spell will probably take up a higher level and thus not be "infinite." Unless of course you use the trait that reduces the level and its only a +1 metamagic fear for a net +0. Also, you can't reduce 1st level spells to 0-level and cast them at will. Lets please not argue those points. Those particular horses are long dead.
Let me start by saying that I'm not the DM. My group is aware of the existence of the factions, but otherwise are neither pro nor con. The pathfinders pop up occasionally, but mostly as isolate NPC's.
I think I'm going to simply start playing as a member of one other than a pathfinder and see how that works.
So, how else do I get my group interested in incorporating the factions? I think they add depth to the world.
The dm is very lenient as long as the mechanics have flavor
Flavor wise the tattoos are techno magic. They look like circuitboards on my skin.
I'm not great at building blasters and could use some advice. Thank you.
Pulling the idea directly from the Dresden universe. *Yoink*
How do you think it would affect the Pathfinder universe(s) if mundane water acted to break up magic? Clearly the mechanics would need to be fleshed out better, but moving water is more effective and larger volumes the better. Here are a few ideas to start
- Magically created water loses this property, but otherwise functions as water (drinkable, etc)
- Crossing a planar boundary removes this property as well. So no bags of holding full of water to pour over rival spellcasters.
- A few drops splashed don't have a discernible effect. Similarly even the most powerful archmages can drink water without an issue, though I imagine most are careful with that. A bucket thrown at a mage could "wash away" some lesser spell effects and naturally complete submersion in running water would dispel even the most powerful enchantments over time.
- Non-water liquids, such as wine, and highly "muddied" beverages, like coffee, loose enough of this property to be ineffective. Would probably need a chart. For each level away from pure loses potency.
- Any outdoor enchantments would have to be protected from rain.
- Amulets of Adaptation would probably be a lot more popular.
- Underwater civilizations wouldn't have much if any magic. For that matter spells like waterbreathing would be useless.
- A lot fewer casters would be willing to take to the high seas on ships
Thoughts? How do you think this would change Pathfinder or add/subtract from the Pathfinder Universe?
It's the real world and you are yourself even as you read this. You're alone and have an accident which cuts off the top portion of your finger. Right before your eyes the finger grows back in a matter of seconds.
"Holy $***, I have regeneration!"
You don't know how it happened or why. What do you do now?
If you test the theory by cutting yourself more:
You continue to regenerate. It wasn't a one time thing. Now what?
I'm planning my character for a kingmaker game.
I'd like to be a god-like wizard who goes into Pathfinder savant.
Across the career of this character you only get 6 spells to choose from for Esoteric Magic. Which do you choose and why? Specific ideas or strategies are appreciated.
As a total side bar, I'm surprised this PRC doesn't automatically add the Glyph of Warding spells. Seems thematically appropriate.
Follow up question: what metamagic feats and/or item creation and/or Arcane Discoveries would be a good addition to this build. I don't use Metamagic much, but I'm fond of extend spell. For this I'd look for more utility or combat oriented combinations.
I'd like this character to have some druidic flair, but without any actual levels of druid.
Off the top of my head and in no particular order I'm thinking:
1)Glyph of warding (clr 3 becomes wiz 4) - Seems useful to have around in a sandbox where you have a base of operations.
Anyway, what do you think?
This thread serves two purposes.
1) What do you think is the best familiar and why? I think a lot of people are going to say the wand use thing, which is super, but blasé. If you go that route i'd at least like to ask for context or an interesting story about it.
2) Share you stories about things familiars did in your games that were epic and or amusing.
Alright, thats it. Dazzle me. ;-)
I'm submitting a gunslinger wizard for an upcoming campaign. I'm really not interested in spell slingers. They have their place, but not what I'm going for.
20 pt buy
I'm not overly familiar with anything but the overview of gunslingers.
Tricks, thoughts, advice?
First things first: This is NOT a thread about why magic marts are good/bad/etc. please don't go down that road.
In this thread you're building a world. You've decided to include magic mart(s) For whatever reason. How would/did you do it?
Try to stick to rules/items that already exist, but do include custom stuff if you like.
If I were an entreupenurial caster wanting to open a "magic mart" here's how I'd do it.
Have multiple locations, but a centralized "vault" with appropriate security.
Each location has someone/something capable of casting permanent image. Simulacrum would do nicely.
Each location has a ledger with what's available, complete with "picture" and description of effect. The ledgers could be updated magically or mundanely, whatever works.
As often as needed the permanent image is altered to represent the full range of items available. Customers could even interact, though it'd all be illusionary. I'd probably have some of the cheaper more common items on hand. The kind that wouldn't be a devestating loss if they came up stolen.
If you wanted to buy an item you put a portion down (let's say 10%) and showed proof that you had the remainser. then arranged delivery. Depending on the specifics this could take hours minutes or days. Frankly if I had access to the 9th level version of demiplane I'd set up a bunch of portals for just this purpose.
To sell an item it must first be evaluated then upon verification the good is delivered.
Congratulations! For a relatively minimal setup fee you have a global chain of magic marts with a relatively low chance of being robbed. Specifics may vary, but anyone with a halfway decent int could minimize risk.
Edit: I could see the church of Abatar doing something like this.
I know best is relative, but i'm only looking for opinions. Kingmaker is specifically because it has build periods. I haven't played Kingmaker, so no spoilers please. However, i can see how an artifice cleric would fit in well, or a druid, and yes of course wizards would fit well.
The question is for those who have played and to a lesser extend those that haven't which caster type (s) is (are) best for Kingmaker and why do you think so?
I have an idea for an app I'm going to work on Getting developed. I'm formulating the business plan and other specifics. Here's the catch. In order to get funding and actually get the thing made I'm going to have to tell people about it. I'm concerned that if I don't protect myself legally someone might steal my idea.
So how do I protect my intellectual property before its really created, preferably without costing a small fortune? This is a new venture for me and any advice of input would be appreciated. FYI: I'm US based.
I'm playing the above character in a game. I've expressed some interest in a solo side quest to commit some larceny. I'll post the character I necessary, but the high points are 3rd level spells, monkey familiar, +13 sleight of hand, +14 perception, +13 stealth, +18 disguise (with hat of disguise). Boots of levitation and a couple of other tricks.
Essentially I'm planning a "foolproof" strategy to at minimum evade capture. Ideally to also steal a few expensive things.
My idea so far is to put on a mundane disguise that hides all my features and ideally makes me look as different from myself as possible. Taking 20 with a MW disguise kit I can get that to 30.
Then I'm going to blend with and case/scout some of the parts of town where the wealthy frequent. Using detect magic, perception, and appraisal. I'll also send the monkey to solo scout using my ranks of appraise and perception. He'll have the advantage of climbing around to look into windows and the birds eye view. I'm looking for small expensive things. I'm going for quality, not quantity. Ideally some foolish young noble is carrying around an expensive magic trinket.
Then I'll appear to be one of the more frameable races like a bugbear or halfling to ranged letharian the target possession from them.
If its a high value target I may even cause a distraction first with something like mad monkeys. In the chaos make my move and get away.
I'm immediately putting anything stolen in a bag of holding so that its on another plane. That'll stop most tracking magic. Even if the tracking magic crosses planar boundaries the item will technically be on the astral plane.
Thoughts or additional ideas?
I'm considering taking on a project making an app based game. I'm contemplating what games have been successful and why. I'd like to incorporate as many of these factors into my design as possible.
1) Simplicity - the less complex the better. A lot of the more successful games begin with a very simple premise. For example angry birds is a slingshot combined with Jenga. Words with friends is scrabble, etc. Additionally, this is my first project, so simple is better for that reason. K.I.S.S. is in full effect for this project.
2) Easy to understand. falls directly into line with #1 and for much the same reason. People don't like things that take more than a few seconds to get started with. Also, simple interface.
3) Pictograph's instead of words. The idea of this is to increase market share. You can sell to countries that don't speak english, for example. Plus it's more whimsical.
4) Whimsy. People are willing to pay more for things that amuse them, even if it's amusingly stupid. Angry birds wouldn't be nearly so popular if it was just a slingshot and some blocks. This also carries over to sounds.
5) Mildly addictive. This is a behavioral science thing. I've got that covered. It's my background.
6) Sense of accomplishment. Helps with #5. Even though it's a game people want to feel like they're accomplishing something. Leveling a character, getting points, stuff like that.
Any other thoughts?
This may not be a rules question exactly, but I'm confused about why it's such a high level spell. Effectively it's a long duration summon of a few CR3 flying mounts. By the time you can use it its obsolete. Its higher level than teleport and less effective. Sure they can theoretically fight, but CR3 vs CR 11-ish isn't much of a fight. As much as I love the flavor why is this so special? Did I miss an Errata somewhere?
School: conjuration (summoning) [good]
Level: druid 6, summoner 6
Casting Time: 1 round
Components: V, S, DF
Range: long (400 ft. + 40 ft./level)
Effect: summoned eagles
Duration: 1 hour/level
Saving Throw: none
Spell Resistance: no
You summon a flight of giant eagles (one per three caster levels, maximum of six; Bestiary 118) to ferry you and your allies across the skies. The eagles avoid combat if possible but defend themselves if attacked; if the eagles attack, the remaining duration of the spell changes from 1 hour per level to 1 round per level (so if the spell had 5 full hours left, the eagles remain in combat for 5 rounds before the spell ends).