Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Galenna Icethrone

Brehna's page

248 posts. Alias of wesF.

1 to 50 of 341 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

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 problem is "Bigimpressivespell" has a material component of 1000GP. Clearly you have to pay that cost when you make the item, but does it add to the time to craft.

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
Permanency [Spell level 5 X Caster Level 17 (which is probably required, but is debatable) X 50 GP (One time use: use activated)]/2 Trap = 4250 + Component cost of 22500

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:
Crafting DC= 32 (5+ Caster level 17 +5 for being too low to cast greater demiplane +5 for not having the spell available) Lets assume our theoretical wizard can take 10 and make this check. (Class skill 3 +10 ranks+ skill focus 6 + 6 Int)

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:
"You can make this spell permanent with the permanency spell, at a cost of (Varies by spell)gp. If you have cast create demiplane multiple times to enlarge the demiplane, each casting’s area requires its own permanency spell."

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.

I'm looking for any and all ways to meet the minimum caster level requirements for Permanency. Preferably multiple ways that all stack.

I know there's a Ioun stone that adds +1 overall CL

There's also a trait where you pick three spells to get a +1 CL. I forget the name.

Any other ways?

What are some of the best combinations of protections on a wizard tower have you seen? This can be permanency combinations, traps, general trickery, etc.

I know you can walk through it without a problem, but can you teleport or is that blocked for the caster as it is for everyone else?

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

Casting Time 1 standard action
Components V, S

Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 day/level
Saving Throw Will negates; Spell Resistance yes

You fill your target with feelings of intense infatuation for a specific individual known to the target. At the time of the casting, you designate a single creature as the focus of the target’s desire. Thereafter, the target does all it can to remain within 30 feet of the object of its desire. If the target moves outside this range, it gains the staggered condition until it is again near the focus of its desire. If remaining within 30 feet of the focus of its affection would place the target in obvious physical danger, the target can attempt a second save to break the spell’s effect.

Reckless infatuation counters unadulterated loathing.

... Or are you just an invisible spot outlined by water rendering it functionally useless?

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?

Scrivener's Chant:

School transmutation; Level bard 0, cleric/oracle 0, sorcerer/wizard 0

Casting Time 1 standard action
Components V, S, M (fine sand and a vial of ink)

Range 5 ft.
Target one or more written objects
Duration concentration, up to 1 minute/level
Saving Throw Will (harmless, object); Spell Resistance yes

This spell imbues a quill with animate energy and rapidly transcribes words from one page to another. The quill copies a written work at the rate of one normal-sized page per minute. The Linguistics skill can be used to make a convincing copy, but otherwise the reproduction is written in the hand of the caster. You must concentrate upon the material being duplicated for the spell's duration and provide new blank pages as required. The scrivener's chant requires blank paper and a quill or other writing materials, in addition to the material components.

1 person marked this as a favorite.

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.

Low end:

Functional: as floating disk or Permanent animated object legs (via scroll or hiring a caster)
Defensive: Null (too expensive and unnecessary)
Offensive: Null (too expensive and unnecessary)/ Just the wizard sitting in it.

High end:

Functional: as flying carpet (perhaps faster) and perhaps teleport X/d
Defensive: Deflection bonus or X/d emergency force shield.
Offensive: Scorching ray firing auto turret dragon heads.

Perhaps even an intelligent item that can move and take action without you.

What do you think?

As the title says. I'll start to give an example.

1) Being an immortal with an eidetic memory. Imagine having perfect recall of centuries upon centuries of life.

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?

What if says on the tin.

As the subject says. If so what's the best way to optimize this?

If you could have a single spell with a duration of 1 min per level or greater last all day what would it be?

You can have only one spell.

It needs to be drawn from the druid or Wizard list.

any spell level 1-9 is game.

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.

I know artifacts are invaluable. However, has anyone attempted to price them anyway based on powers? If so I'd be curious as to what they think they're "worth."

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.

Name TBD
Male aasimar eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1 (Pathfinder Campaign Setting: Inner Sea Magic; Pathfinder Player Companion: Animal Archive; Pathfinder RPG Advanced Race Guide 84; Pathfinder RPG Ultimate Combat 60; Pathfinder RPG Ultimate Magic 70)
LN Medium outsider (native)
Hero Points 0
Init +8; Senses darkvision 60 ft.; Perception +24
AC 33, touch 23, flat-footed 27 (+4 armor, +2 deflection, +6 dexterity, +2 natural, +4 shield, +5 untyped bonus)
hp 64 (7d10+1d8+1d6+18)
Fort +8, Ref +10, Will +11; +2 vs. [evil]
Resist acid 5, cold 5, electricity 5
Speed 30 ft.
Melee +1 agile glamered sword cane +15/+10 (1d6+9) or
unarmed strike +13/+8 (1d6)
Special Attacks flurry of blows
Spell-Like Abilities (CL 9th; concentration +9)
3/day—acid splash
Sorcerer Spell-Like Abilities (CL 7th; concentration +12)
8/day—heavenly fire (1d4 divine energy)
Sorcerer (Tattooed Sorcerer, Wildblooded) Spells Known (CL 7th; concentration +12)
3rd (5/day)—fly, haste
2nd (7/day)—aram zey’s focus, mirror image, rope trick, scorching ray
1st (8/day)—ant haul{super}APG{/super} (DC 16), feather fall, mage armor, shield, vanish{super}APG{/super} (DC 16)
0 (at will)—arcane mark, detect magic, detect poison, disrupt undead, mage hand, message, prestidigitation
Bloodline Empyreal
Str 10, Dex 22, Con 14, Int 12, Wis 20, Cha 10
Base Atk +7; CMB +7; CMD 30
Feats Angelic Blood[ARG], Combat Casting, Combat Reflexes, Disruptive, Extend Spell, Improved Unarmed Strike, Varisian Tattoo[ISWG], Weapon Finesse, Weapon Focus (sword cane), Weapon Specialization (sword cane)
Traits criminal, reactionary
Skills Acrobatics +12, Appraise +8, Climb +2, Diplomacy +3, Disable Device +19, Fly +10, Heal +11, Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (religion) +7, Linguistics +5, Perception +24, Sense Motive +9, Spellcraft +5, Stealth +12, Swim +4, Use Magic Device +4; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Draconic, Elven
SQ bloodline tattoos, devoted guardian, familiar tattoo, hero points
Combat Gear cat burglar's boots, elixir of spirit sight, holy weapon balm (6); Other Gear +1 agile glamered sword cane, +1 agile bodywrap of mighty strikes, amulet of natural armor +2, belt of incredible dexterity +4, eyes of the eagle, headband of inspired wisdom +2, page of spell knowledge (rope trick), ring of protection +2, thieves' tools, masterwork, 220 gp
Tracked Resources
+1 agile bodywrap of mighty strikes - 0/2
Acid Splash (3/day) - 0/3
Cat burglar's boots (1/day) - 0/1
Daylight (1/day) - 0/1
Elixir of spirit sight - 0/1
Heavenly Fire (1d4 divine energy, 8/day) (Sp) - 0/8
Holy weapon balm (10 uses) - 0/10
Special Abilities
+1 agile bodywrap of mighty strikes This long cloth is wrapped around the chest multiple times like a bandage. Once per round, the wearer may add an enhancement bonus of +1 to +5 on one attack and damage roll for an unarmed strike or natural attack (for one specific attack, not all attacks made with an unarmed strike that round). The wearer may use this item an additional time per round when his BAB reaches +6, +11, and +16.

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.

Requirements Craft Wondrous Item, greater magic fang, caster level 6th, plus any requirements of the melee weapon special abilities; Cost 6,000 gp

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.
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Cat burglar's boots (1/day) Has pocket to hold thief tools. Reroll a failed Acrobatics/Climb/Stealth check.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devoted Guardian +0 (Ex) At 1st level, a sohei can always act in a surprise round even if he does not notice his enemies, though he remains flat-footed until he acts. In addition, a sohei gains a bonus on initiative rolls equal to 1/2 his monk level. At 20th level, a sohei's
Disruptive +4 DC to cast defensively for those you threaten.
Elixir of spirit sight This elixir seems to be made of thick vapor rather than liquid, and constantly emits soft whispers when uncorked. For 1 minute, the drinker gains the ability to see invisibility (as the spell), and his weapons and armor are treated as if they had the ghost touch special ability.

Requirements Craft Wondrous Item, plane shift, see invisibility; Cost 500 gp
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empyreal Your heavenly power derives from insight rather than force of personality.

Associated Bloodline: Celestial.

Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Flurry of Blows +6/+6/+1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Heavenly Fire (1d4 divine energy, 8/day) (Sp) Ranged touch attack harms evil and heals good. Neutral unaffected.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Page of spell knowledge (rope trick) This page is covered in densely-worded arcane or divine magical runes. It contains the knowledge of a single arcane or divine spell (chosen by the creator when the item is crafted). If the bearer is a spontaneous spellcaster and has that spell on her class spell list, she may use her spell slots to cast that spell as if it were one of her spells known. A page of spell knowledge is priced based on the spell's cleric or sorcerer/wizard spell level, unless the spell doesn't appear on either of those spell lists, in which case it is based on the highest spell level as it appears on any other spell list. For example, a spell that is on the 4th-level inquisitor list and the 2nd-level paladin list is priced as a 4th-level spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Varisian Tattoo (Conjuration) Spells from chosen school gain +1 caster level.


Female raven (infiltrator) (Pathfinder RPG Bestiary 133)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +19
AC 15, touch 14, flat-footed 13 (+2 dexterity, +1 natural, +2 size)
hp 32 (1d8-1)
Fort +5, Ref +6, Will +8
Defensive Abilities uncanny stealth
Speed 10 ft., fly 40 ft. (average)
Melee unarmed strike +11/+6 (1-4 nonlethal) or
bite +11 (1d3-4)
Space 2 ft.; Reach 0 ft.
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +7; CMB +7; CMD 13
Feats Alertness, Skill Focus (Perception), Weapon Finesse[B]
Skills Acrobatics +6, Appraise -1, Diplomacy -1, Disable Device +9, Fly +10, Heal +3, Linguistics -1, Perception +19, Sense Motive +5, Spellcraft -1, Stealth +14, Swim +6, Use Magic Device -1
Languages Common
Tracked Resources
Special Abilities
Flight (40 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Uncanny Stealth (Ex) Retain Dex bonus to AC when flat-footed.

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

Let us give thanks for the mana from heaven that is the lifeblood of the Information Age.

Spread the word.

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?
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.

7 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.

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?

3 people marked this as a favorite.

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,


The goal for this character is super spy, but with some blast ability as well.

He can see at night via see in darkness, which is fun.

I'm not trying to min/max exactly, but I'd like him to be a viable combatant.

Tiefling AT Test:

Male Tiefling Arcane Trickster 1/Alchemist (Internal Alchemist, Mindchemist, Vivisectionist) 1/Ninja 1/Wizard 2
N Medium outsider (native)
Hero Points 1
Init +3; Senses darkvision 60 ft., see in darkness; Perception +8
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 26 (2d8+3d6+5)
Fort +3, Ref +8, Will +4
Resist cold 10, electricity 10, fire 10
Speed 30 ft.
Melee unarmed strike +3 (1d3+2 nonlethal)
Special Attacks sneak attack +2d6
Alchemist (Internal Alchemist, Mindchemist, Vivisectionist) Spells Prepared (CL 1st; concentration +7):
1st—blend (2), expeditious retreat
Wizard Spells Prepared (CL 5th; concentration +11):
2nd—acid arrow (2), burning gaze [S], invisibility
1st—feather fall (DC 17), grease (DC 17), hydraulic push [S], stone shield, vanish
0 (at will)—acid splash, detect magic, message, prestidigitation (DC 16)
Str 10, Dex 16, Con 12, Int 22, Wis 10, Cha 8
Base Atk +1; CMB +3; CMD 14
Feats Brew Potion, Craft Wondrous Item, Fiendish Heritage, Scribe Scroll, Skill Focus (Stealth)
Traits bruising intellect, magical knack
Skills Acrobatics +7, Appraise +13, Bluff +5, Climb +4, Diplomacy +3 (+7 to influence evil outsiders), Disable Device +10, Disguise +7 (+17 to appear as the target creature), Escape Artist +10, Intimidate +10, Knowledge (arcana) +13, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +11, Perception +8, Sense Motive +4, Sleight of Hand +10, Spellcraft +14, Stealth +21, Survival +4; Racial Modifiers +2 Bluff, +2 Stealth, alchemy
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Ignan, Infernal, Sylvan, Terran
SQ able assistant, arcane bonds (arcane bond [familiar]), breath mastery, cognatogen, hero points, intense spells, opposition schools (enchantment, necromancy), poison use, prehensile tail, ranged legerdemain, specialized schools (admixture), versatile evocation
Other Gear darksire amulet, headband of vast intelligence +2, heavyload belt, ring of sustenance, stalker's mask, 150 gp
Stalker's mask (1/day) - 0/1
Versatile Evocation (9/day) (Su) - 0/9
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).

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.


Male Raven (Valet)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +13
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 13 (1d8-1)
Fort +1, Ref +7, Will +6
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)
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
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.

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


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?

1 to 50 of 341 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

©2002–2015 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.