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Generally speaking I know staffs aren't that great to craft. However, I'm playing a wizard who is about to be level 15. I'm strongly considering taking staff-like wand, which as you probably know requires craft staff as a prerequisite. I already have craft wand. Though not a prerequisite it's generally useful. I'm playing Reign of Winter if that makes any difference. No spoilers please.
Anyway, instead of having craft staff and never using it I thought I'd do a little crowd sourcing. In a similar situation what do you think is the best, most generally cost efficient, staff to craft? It can be custom and probably will be. Basically something that's not obscenely expensive, but will give a good bang for buck.
I'm looking for feedback on a spell i'd like to research in game.
Basically, it's tiny hut except instead of an opaque sphere everything inside the area is hidden/invisible. If anyone plays WOW the Kirin Tor have something remarkably similar. When you cross the threshold you can see everything inside. When you're outside though it looks like nothing is there.
I'm not quite sure how to properly word that or what level it should be. At least 4. Maybe 5. However, i'd like to balance that against other, better, camping spells. Rope Trick, for example, is almost too good not to use and it's lower level.
Maybe something like, "Any creature or effect viewing the area from the outside, the area appears as an untouched version of the area before the spell was cast. Effectively hiding creatures and objects."
School evocation [force]; Level bard 3, sorcerer/wizard 3
This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.
The temperature inside the hut is 70° F if the exterior temperature is between 0° and 100° F. An exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.
The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment).
I'm looking for advice about my dragon disciple character. The idea of this game is that we're all holy warriors, though not necessarily paladins. I also have 2 mythic tiers.
I've not got a lot of experience with martial or even Gish characters. I'd appreciate any feedback to make this better.
I was even thinking about making the race Asimar.
I'm going for a demon touched thing with the eldritch heritage, plus it's a strength boost.
Human dragon disciple 4/paladin 5/sorcerer 1/Guardian 2
LG Medium humanoid (human)
Hero Points 1
Init +4; Senses Perception +14
Aura courage (10 ft.)
AC 28, touch 14, flat-footed 24 (+11 armor, +2 Dex, +2 dodge, +3 natural)
hp 92 (10 HD; 1d6+5d10+4d12+35)
Fort +10, Ref +6, Will +10
Defensive Abilities hard to kill; Immune disease, fear
Speed 30 ft. (20 ft. in armor)
Melee Legendary adamantine scimitar +15/+10 (1d6+6/18-20) or
bite +9 (1d6+9), 2 claws +14 (1d4+8)
Special Attacks breath weapon, channel positive energy 2/day (DC 14, 3d6), claws (2, 1d4, treated as magic weapons, 5 rounds/day), claws (2, 1d6, treated as magic weapons, 5 rounds/day), dragon bite, mythic power (7/day, surge +1d6), smite evil 2/day (+2 attack and AC, +5 damage)
Paladin Spell-Like Abilities (CL 5th; concentration +7)
At will—detect evil
Sorcerer Spells Known (CL 4th; concentration +6)
2nd (4/day)—false life, resist energy, rope trick
1st (7/day)—enlarge person (DC 13), feather fall[M], mage armor, true strike[M]
0 (at will)—detect magic, disrupt undead, mending, message, open/close (DC 12), prestidigitation
Bloodline Abyssal, Draconic
Paladin Spells Prepared (CL 2nd; concentration +4)
1st—divine favor, weapons against evil
M mythic spell
Str 23, Dex 14, Con 14, Int 14, Wis 10, Cha 15
Base Atk +8; CMB +14; CMD 28
Feats Arcane Armor Training, Dodge[M], Eldritch Heritage[UM], Eschew Materials, Mobility, Power Attack, Skill Focus (Knowledge [planes]), Spring Attack
Traits armor expert, seeker
Skills Acrobatics +0 (-4 to jump), Appraise +6, Bluff +6, Diplomacy +6, Escape Artist +4, Fly +4, Handle Animal +6, Heal +4, Intimidate +6, Knowledge (arcana) +10, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +11, Knowledge (religion) +6, Perception +14, Ride +8, Sense Motive +13, Spellcraft +6
Languages Common, Draconic, Elven
SQ amazing initiative, bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), divine bond (mount), hero points, lay on hands 4/day (2d6), legendary item[MA], legendary power, legendary surge, mercy (fatigued), mythic bond, mythic spellcasting[MA], sudden block[MA], undetectable, unyielding
Combat Gear ring of invisibility; Other Gear +2 restful mithral full plate, Legendary adamantine scimitar, page of spell knowledge (rope trick)[UE], 150 gp
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Breath Weapon (1/day, DC 14) (Su) 1/day, Breath Weapon deals 4d6 (energy) damage, DC 14.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Dodge [Mythic] Use 1 power to gain a +10 dodge bonus against one attack.
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Magic Claws & Bite (5 rounds/day) (Ex) As a free action, gain 2 claw attacks. Bite attack deals 1d6 damage.
Magic Claws (5 rounds/day) (Ex) As a free action, gain 2 claw attacks that bypass DR as magic weapons.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
You, right now, in your real life on earth are approached in private by someone who does something to convince you beyond all doubt that he's legit. This stranger offers you a choice without any repercussions beyond the terms of the agreement. It's not a devils bargain wherein you get what you want, but they keep your soul or any such shenanigans.
You're given an amulet. Press your palm to it and you're given a suite of things.
1) You become a lich instantly, though the specifics are up to you. Preservation, appearance, etc. Also, you have the added ability to suppress/resume any inherently dangerous abilities, such as fear aura and negative energy touch. The amulet transforms into your Phylactery, but you can transmogrify it to fit your personal preference. Note: I don't care for alignment requirements in general, so lets say your personality doesn't inherently shift to evil. After you're free to behave as you wish.
2)You're instantly granted 11th level casting and craft wondrous item, the other specifics of which are up to you. If your casting class has a book you're granted one with an appropriate amount and type of spells in it.
Think about it a moment and be honest with yourself.
Do you do it?
Once you have completed your initial transformation what do you do initially then in the long term?
The question is pretty straight forward. Is straight up in the air a valid direction for mythic floating disks ability to travel in any direction?
Relevant excerpt :
"The disk accompanies you regardless of your speed, always catching up no matter how far you move. If you stand or sit on the disk, as a move action you can direct it to travel up to 30 feet in any direction."
Ast He thread suggests I'm considering playing a kineticist Jedi build.
Upon Initial examination it looks like air then aether are the best elements. Kinetic blade naturally. Past that I'm not sure.
Elemental Ascetic looks promising, but I don't love the idea of giving up elemental overflow and defense. Plus one level monk dip will give the vast majority of those things. Though with the monk your BAB suffers.
Race wise I suppose anything with a con bonus or wis if you got Elemwnral Asceric (leaning toward human). Any others with nice benefits?
What are other build considerations? Thoughts?
I'm playing one of the Star Wars games and there was an option to reprogram a medical droid to follow you around and heal you. This got me thinking if there was an analogous thing I could do in Pathfinder.
For example a construct that has healing ability or maybe some outsider that I could just bind for such a purpose.
Basically I'm playing an evil theurge drow. Plus I have a small mansion/fortress.
I'm creating a series of defensive structures to prevent unwanted mass-combat pillaging of my mansion. For the living it's pretty straight forward. Various symbols and clouds + permanency.
Anything thoughts on keeping out unfriendly undead?
1) Any thoughts on the mechanics of making a construct or animated object large and strong enough to carry a ship,crew,and cargo? Plus it should fly. My plan is to use it as the core of the ship and build the ship around it.
2) Any thoughts on additional features like long range weapons or a sensor array? How would one do these things staying as close to RAW as possible?
I'm watching Avatar and had a thought. In the show there's this air bender game which is a reasonable facsimile of a combat situation. At the very least I imagine it's good practice for combat. In real life and non-magic situations there's all kinds of analogues to this. Sparing rings, etc.
Anyway, I was considering how one could do a similar thing for the various pathfinder classes. Something that allows them to practice, but minimize friendly fire.
Some random thoughts on the matter:
Druids - I imagine they just go feral tooth and claw on each other healing when necessary.
Martial - Same as it is IRL
Casters - This gets tricky. I imagine they need a special sparing area and/or a well designed game to keep them from accidentally or intentionally killing each other.
What do you think?
I'm playing a Mystic Theurge with cleric and Wizard 9th level casting. He's a big powerful character and it would make sense that he's got a number of spells he created. I need assistance finding such spells.
I'm personally a big fan of Servant Horde, which was technically 3.5, but for the sake of Pathfinder it's spell researched.
What other spells do you know of that might be a good fit for my Theurge?
Here's the gist.
I'm playing a level 25 gestalt game. Ive got 20 levels of cleric / Wizard casting. That's a crap ton of spells. I thought perhaps the community can help me come up with some cool spell combos and such.
The numbers are broken down below, but here are the highlights.
Thanks all. I look forward to your thoughts.
Imbue Arrow (Su)::
At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. A spell cast in this way uses its standard casting time and the arcane archer can fire the arrow as part of the casting. The arrow must be fired during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted.
Spell list and other info:
Wizard CL23 (20+2 Trait+1 AA)
0- (4) DC=26
Cleric CL 20
0- (4+1 Domain) DC =19
Wild Arcana & Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Planeshift @ will (Amulet)
Contingency – Heal on self if fall unconscious due to HP loss
Fire Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).
Here's the scenario. You're a powerful person, both magically and politically. You like your privacy so you've built two fortress retreats. One is on a remote mountain the other an island. Both of your fortresses would fill James Bond villain with envy and rage. I know demiplanes are the best option, but lets say you still needed a home base on the prime for whatever reason.
In the real world water, earth, and height (air) are significant barriers to intrusion. However, in a magical world you've got Sahugin and earth elementals, air elementals. Not to mention various spells and powers to bypass such mundane defenses.
In a magical world what additional protections can you put in and around your fortresses to keep them from getting invaded.
Off the top of my head:
Earth: Bound earth elemental patrols?
Air: Lots of patrols with ranged weapons. Put lot of symbols above the second floor so that anyone climbing is likely to set it off.
Water: permanent strong currents to keep all but the largest creatures from being able to approach. Is there a spell for that?
Overall, I prefer permanent spell effects that don't require maintenance, but I'll consider any options.
I'm considering options for playing a caster who specializes in combat. Doesn't necessarily have to be a Wizard, but I do prefer arcane casters.
Basically what's the best build to be generally badass as a caster in combat? I know it's a broad question, but that's intentional. Maybe post some of your builds or build advice.
I prefer something that scales well and is effective at the key levels (5, 10, 15, 18).
Thoughts, tips, tricks, considerations?
I need a cool name / flavor text for an intelligent ring of telekinesis whose purpose is to "watch your back."
I need a cool name / flavor text for an intelligent ring of telekinesis whose purpose is to "watch your back."
Though not fully fleshed out the basics are as follows, though I'd be willing to add stuff if it's cool.
Intelligent ring of Telekinesis
Stats: all 10. I may increase int and maybe wis if I have sufficient funds
Special purpose: Something to the effects of aid/protect the creator who will be wearing it. Need to word this carefully as to minimize the DM screwing with me
use of 4th level spell: Emergency force sphere
Perhaps an extra dimensional space just big enough to hold a few books/spellbooks
Essentially I've done the math on a once per day item that casts mind blank. Now I just need good flavor ideas about what to put it on. It doesn't need to be a slotted item because i'll put it away after I use it. Maybe a small statue of a particularly mysterious or mentally fortitude historic figure. Thoughts?
Essentially a 6 sided (or circular, but same idea) object with arrows slits so that the wizard can have improved cover while maintaining line of sight for any spells he wants of fire off.
1) Large size or smaller. Medium sized is preferred since the wizard is small sized.
Ultimately I'd like my small teleport wizard have a box he can teleport into and protect himself while he fires spells outside of it. He intends to move around via Imbue with Flight spell. I may even make the thing invisible to really confuse my enemies. I'd like this to be a reasonably inexpensive mundane object so that if I need to abandon it I can without losing obscene amounts of money.
Edit: Oh, I need stats like L/W/H and weight for the various spell requirement calculations. Thanks in advance.
Wally the human wizard think's its cool to be small sized. So he casts Reduce Person + Permanency on himself.
Wally's mother doesn't know about this and sends him a new hat for a medium sized creature. Wally would like to be able to wear the hat.
Therefore he casts Enlarge person on himself so that he can wear the hat.
1) Has wally permanently countered Reduce person or is he only medium sized for the duration of the enlarge person spell? (1 min/level)
2) Assuming the permanent reduce isn't dispelled Once the magic reinitiates itself will the hat shrink to small sized as long as it's in Wally's possession?
I'm not sure where to put this thread, but I figured General was sufficient.
My question about the Simulacrum spell is specifically regarding this line:
A simulacrum has no ability to become more powerful. It cannot increase its level or abilities.
What does that mean exactly? I get that it can't gain class levels to include improving skill points, but how does that play out in your games? Do Simulacrum have no short term memories or do they simply never choose to improve themselves.
What happens if they read a self-help book? Do they completely forget the contents or are they simply incapable of incorporating a new way of thinking.
Lets say you make Sally the Simulacrum. She was specifically created because you found the best receptionist ever when you were on holiday in Rio and you wanted a Sally of very own for use in this little B&B you opened last year. (Or whatever.)
Is sally capable of remembering people? repeat customers? who tipped her the best? Or is every interaction as if she's never seen you before in her life?
I'm new to Kineticists, as is most everyone else.
Question 1: What's the "best" overall build for a Telekineticist? I'd like them to basically be a telekinetic rogue that's got a decent punch in battle.
Question 2: I'm considering a Undine Hydrokineticist for Skulls and Shackles. I'm not entirely sure what direction to go with her. Any thoughts on making the best Hydrokineticist? Essentially being as good at whatever a hydrokineticist is best at as possible.
Is there a way to either:
- pick what species you turn into via reincarnate? Perhaps through some other magic or ability.
- is there a way to legitimately change oneself from one species to another? Poly any object won't work because it only changes the superficial. Wish would probably do it, but anything else? Limited wish maybe?
The general idea of this is to reincarnate, but into a species you want to be.
What happens when you're a wizard with the Multimorph discovery and you cast polymorph any object on yourselfin regard to duration?
Suppose you're human and you polymorph into an elf. Duration = permanent.
Can you them change into a dragon (for instance)? The duration is shorter than permanent. Something like 10 min per Level.
You finish fighting then polymorph back into an elf. With at least 2 minutes left on the duration.
Is the duration now permanent again?
Rinse repeat. Is this an effective way to essentially have shape change abilities, subject to good timing and lack of dispel?
I like stuff that you can throw out and automatically fires upon the enemy. My go-to summon are Lantern Archons.
Anyway, I'd like to branstorm/crowdsource ideas. There are two related, but seperate instances of auto-turrets I'm interested in.
First is mobile. Spells are an excellent example, but this is pretty well covered under Summon Monster. Though if there are other such set and forget spells I'd be curious about that. Also, in this category are items or other such things you could pull out of your pocket and then run away while they fire upon the enemy. In a sci-fi game this would be something like a portable laser turret.
Stationary has more options, I think. This would include something that sits on a tower or city wall that automatically fires upon anything that gets too close. Animated siege crossbow comes to mind, though expensive. Perhaps also undead archers in a stone tower with only one window facing the direction you want them to fire. If they are capable of using a bow and cant otherwise escape you'd just have to supply them with arrows. Though I dont think mindless undead are capable of using a bow.
In this case it's a telekinetic grapple.
The opposed CMB makes spell casting next to impossible.
I can't think of anything else that might be relevant. Basically if you're a wizard in a grapple what are the best strategies for getting away?
Thanks in advance.
"Nice" is relative since to my knowledge all hags are evil aligned. However i'm basically trying to figure out how theoretically a PC could get "access" to a Hag for purposes of his/her coven.
Lets assume the PC witch is question is Neutral to good. They may walk an ethically grey line, but they'd rather not go outright evil. Keeping an evil creature from doing evil while simultaneously using them for your own benefit is the kind of ethically grey area in question.
The only thing that comes to mind is some kind of long-term mind control. I imagine this would be in the form of a dominate monster item.
Any other ideas or experience with something like this?
1) For sake of argument can an unseen servant hold a tower shield vertical out of combat?
2) If Yes, what if any changes occur during combat?
I don't believe the shield would provide any ac bonus as it is not wielded by a person. A melee person could easily push it aside, probably any bow composite bow with a strength bonus also.
It would probably provide cover though for ranged weapons.
Given the above what difference, if any, would it make if the unseen servant held up a piece of wood the approximate size instead of a shield?
By whatever means you've created or found a private demiplane with the timeless trait. All other options are up to you.
Lets make a list of shenanigans that one could get up to.
Some guidelines: Consider they "why" and not just the "what." There are a lot of spells that can be made effectively permanent, but what's the end goal? Sure, you can make a permanent wall of fire, but what's its permanency going to do for you? Also, keep in mind spells that "wing out" if you leave the range.
On planes with this trait, time still passes, but the effects of time are diminished. How the timeless trait affects certain activities or conditions such as hunger, thirst, aging, the effects of poison, and healing varies from plane to plane. The danger of a timeless plane is that once an individual leaves such a plane for one where time flows normally, conditions such as hunger and aging occur retroactively. If a plane is timeless with respect to magic, any spell cast with a noninstantaneous duration is permanent until dispelled.
1) Simulacrum, Lesser : instant loyal servants / guards/ etc. They're cheaper than simulacrum plus they cant leave the demiplane or they "die."
2) Summon Monster 1-9: Permanent powerful utterly loyal extraplanar minions! I'd primarly use these as guards, but keep them hidden. Such as there are actually 100 Greater earth elementals hiding below the meadow in case you need them to help defend.
3) Calling creatures: Buy yourself some more time with your summoning circles as they basically no longer have a duration. Not to mention you can be fully buffed just in case the creature breaks loose.
4) Twine double: Set up multiple of these doing various things. If someone tries to scry you they're 50% likely per double to scry one of these. Not sure how the math works out with multiple castings, but even just 50% is pretty good.
5) Unseen servants cast by your lesser simulacrum. Not so useful if you cast them because they wink out, but any permanent resident can have a lot of basic work happening at any given time.
I'm mostly looking for RAW, but if none exists I'd be curious about what people think RAI is. Either way please clarify which you're using.
I've had a concept for awhile though I've only used it sparingly.
Marty the Mage gets high-ish level and decides to create an intelligent ring of telekinesis.
Base item Ring of Telekinesis named Ricky. Assuming no other Intelligent Item add-ons can the ring use telekinesis at will?
For example Marty is standing in a picturesque meadow when a goblin with a horse cutter comes out of the treeline headed toward Marty. Round 1:
Marty casts Mage armor (standard) and moves away (move).
Ricky, having his own action economy, hurls a nearby unattended greatsword at an incoming Goblin. (standard)
Is that valid? Presumably they both couldn't use telekinesis in the same round. I'm not aware of a rule, but it just makes sense.
Lets say Marty the absurdly wealthy adds a dedicated power, Item can use a 5th-level spell at will. Marty Chooses Telekinesis during construction. And the special purpose is to defend Marty.
Again Goblin attacks: Round 1:
Marty uses the base ring telekinesis power to throw a greatsword at the poor goblin.
Ricky uses the dedicated power to throw a nearby boulder at the same goblin.
Valid or no?