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An hour per spell level to copy into his own book. Maybe its because I learn differently but writing something in a book doesn't mean I learned it fully. I have to try something multiple times before I learn it. So I suppose this is a difference in learning.
However my question is answered and I thank you. Thread over.
Okay I understand that Druids, Wizards, Clerics, etc... prepare their daily allotment of spells after 8 hours of rest and then 1 hour of prayer/study. I also know that they have a daily spell limit and bonus spells per day that are added via their spellcasting stat.
My question is how many spells can they prepare in that one hour allotment? I haven't been able to locate a chart or anything on this. I would find it hard to believe that they can prepare all their spells in that short amount of time.
Okay including the Inner Sea Regions and the Dragon Empires of Tian Xia what countries would have the most 'liquid' wealth in your guys opinions? (Anyone that doesn't know the term; it means wealth that could be quickly and easily converted into hard currency such as coin.)
(Reason for asking: I plan on having Razmirian agents in the upper levels of banks/governments siphoning off large sums to help fund the Living God's decadency. Examples of Ramzir's Usages: Sun Orchid Elixir purchases, buying off a massive hobgoblin army from Kaoling, bribing Chromatic Dragons, etc... )
I was planning on giving him Madness Bombs to simulate the fear effect Scarecrow's canisters have.
As for the actual lead up to him I was figuring on have several rooms where the 'gas' is being leaked into, doing subtle perception and fort checks as it begins to bend the parties minds and start manifesting their characters deepest fears. Each check getting progressively harder as the nightmares get worse. As long as they keep making their saves they advance through the rooms easily but each trap releases a cloud of the gas with a harder DC.
At the very worst I figured I'd have the characters go unconscious and be trapped in a horrific nightmare, until one of the other PCs shakes off the fear affect and does a heal check to wake the other. Though I am pretty sure I need more then this to make this encounter worthwhile.
As for the boss fight I figured on having effigies of the boss himself as well as important people in the characters life. But I am not 100% on how the boss fight should go down.
I am trying to make this a truly unique encounter, as this is something my group has never dealt with before, a psychological challenge for their characters, beyond simple morality based decisions.
Alright my campaign is focused around bringing down Razmir the False Living God. At around level 15 the party, 5 players Magus, Rogue, Monk, Alchemist, and a Cleric/Witch/Mystic Threuge, will be sent to Thuvia to stop Razmir's supply of Sun Orchid Elixir. Well I was planning on having poor old Artokus Kirran the creator of the Elixir dead and Razmir's own personal alchemist running the show.
Now I know its an idea rip but I have recently been getting really into Batman in particular the villain Scarecrow. I want to ask you fine folks for ideas on how to flesh out the concept both in fluff and raw wise. I figure he would work well with Razmir as fear would be a powerful tool to keep people oppressed. As the basis for the Fear Toxin I was thinking about using "Insanity Mist" poison as the base for it. What else would you GMs do to make it into a truly disturbing, frightening, and challenging encounter?
James Jacobs wrote:
Finally a section with some bits of Norgorber info! With aphorisms I am hoping, though by my count that leaves Torag and Desna without aphorisms. (Desna had a section in RotRL but didn't get aphorisms, unless it was updated in the anniversary release.)
According to the Chart in APG he only gets 3 ability increases from levels, and then I boost it by 4 with the evolutions. 11 (Base for Quad) + 3 + 4 = 15. Edit: OMG my brain fried on math >.< 18
Misread on breath weapon and Wing Buffet my bad. So only 15d6 for breath and 1d6 for Wing Buffet.
I apparently couldn't add the night I wrote this up! XD lol 30 STR
From the APG "An eidolon cannot wear armor of any kind, as the armor
I am attempting to make a character for a future game, the character its self I already know what I am doing its the eidolon giving me issue and I want opinions on it. It is meant to be designed almost exactly like a Copper Dragon in stats.
Also according according to my count the max evolution points is 35 (correct me if I messed up) with feats and favored class bonus. This is what it should look like at level 20, want to see if you agree with the choices think something should be changed and maybe an order of what evolutions to get when, as well as skills.
AC: 34 = 10 Base + 5 Dex + 16 Armor Bonus +4 Natural Armor - 1 Size
BAB: +15 - 1 Size
Alright so what now have figured is Aioran's stats and magic items for Razmir figuring the items would bump his CR up to maybe a CR 21. Making sure he has all buffs in place and prepared to throw plenty of summoned minions between himself and the party.
Allowing the Golem, Dragon, Kyton, and other minions to eat at them slowly. I see him as being the cowardly type to hide behind his minions unless forced to do otherwise.
I plan on upgrading the Ancient White Dragon to a Great Wyrm bumping his CR up to 18 using him to harry the foes as they attempt to advance toward Razmir. Maybe using Ice Tomb to trap the Cleric to hinder the party's healing abilities, if not them then the Wizard to help slow their damage output.
The Golem, a fluff altered Adamantine Golem CR 19, I am thinking he will bull rush and trample the Fighter to lock him into combat and force him away from Razmir. I want to keep him and the Fighter engaged for as long as possible, as I am sure a stiff strike on Razmir from a Fighter would take a good chunck of his HP out.
The last one is a Kyton Eremite CR 20 that has been brainwashed into following Razmir, using him to blitz the party in fast full round attacks. though being the "strongest" using him as cannon fodder allowing him to take full round attack so he may in turn gain a grapple and eviscerate them with his claws.
Or did I just over do it with the Kyton. o.o lol XD then again I've been low balling it this entire time.
Well they are near the Starstone Cathedral so I could easily produce any type of terrain imaginable as they attempt to stop him from ascending to Godhood. What spells should I have Razmir already cast such as Shield or Mage Armor etc... Since Razmir will know they are coming he should be fully prepared, if not also having his minions ready to ambush.
At the end of my next campaign I want a epic brutal end battle. The party will be level 20 Fighter, Cleric, Wizard, and Rogue. This will bring them to the steps of the Starstone Cathedral facing off against Razmir and a couple of servants.
Now my question is first off what equipment should Razmir have on him? I am figuring him to be a venerable Human level 19 Wizard. A stat tree for him would also would be cool to include if you wish.
As for one of his two minions I am thinking about a Masked Golem increased size and abilities, maybe bumping him up to a CR 15. What abilities would you suggest adding to it to powering him up?
The other minion is a mind controlled Ancient White Dragon with Gold Trimmed Scales CR 15. Or would the dragon, the golem, and Razmir be to much for a level 20 standard adventuring party to handle?
Son of the Veterinarian wrote:
I could certainly see your point fully for the magician removing his scales or a birth defect, however when I said "born with it" I was referring to a natural adaption which means usually that he lost the scales but gained something that evolution thought would give him a better chance at survival.
Which as many people have been giving great ideas, maybe the scaleless dragon won better hunting grounds over his scaled brethren because of being more magically inclined, being much faster and a better flier(I'm sorry but the lack of weight added by scales would make him faster and make flying a bit easier.), or having some enhanced stealth abilities.
As for the addition of minions if I did lower his CR as SoV suggested, by how much though, what minions would you add to keep the CR of the encounter in line, Kobolds had been mentioned but at a CR 1/3 it would take a few I would think. XD
Well I was bouncing between the idea of him being born with it, in similar line of E. E. Knights Dragon Champion as Hgsolo mentioned, and the other idea was he was captured by a magic user who used his scales to fuel his magic and finally escaped but lacking all his scales.
Using the magic user line could also explain any extra magical powers he might gain in lieu of losing his armor. I had a durp moment and forgot dragons had DR as well thanks for mentioning that Blue_the_Wolf. How much would one of you boost his dex, or his skills such as fly etc...
What spells would recommend adding as well. As a reference I want to try and keep his CR in line with other true dragons so 15-20 at Ancient.
I am thinking of adding a scaleless dragon as an enemy in my next campaign, how would the rules for one work? I am assuming a massive drop in natural armor and an equal increase in DEX with an increase in movement speed and flying capabilities? How would you handle this creature and the roles you would use them in?
Well the reason I said aberration as well as it used some DNA found on the Silver Mount (I am using the idea it was a crashed ship) and using magic and tech to enhance and fill in the holes that the DNA had in it. So that's maybe why I see it as possibly all three of those types. So its a constructed alien biology and intellect infused with magic?
I am getting ready to GM a group in August so I am doing the base line work. I currently have the games major plot devices set up, and the games 5 major bosses. One of these is an Elven Alchemist, with ties to the Technic League in Numeria who has been using a combination of tech, alchemy, and magic to create a savage new monster, known by the codename "The Beast", I realize that's a lame name and will most likely to change later on. My issue is what would he be considered Magical Beast, Construct, or Aberration? With my idea the Beast would fit all three types extremely well since he is of alien thought and biology, was constructed, and infused with magic. Just looking for ideas, and thoughts. He is meant to be one of the games higher end bosses pushing CR 19-21.
I have to disagree with these two honestly, while a rat's tail is partially prehensile they have very limited grip with it and mainly use it for balance. This is of course coming from a person who fancies rat and is talking from a completely scientific place and using its rules in a fantasy setting.
Mirrel the Marvelous wrote:
He will be a second class citizen, no doubt about it. Not because he's a tiefling or a Witch, but because he's alive!
Today the undead essentially are Gebbite society, with the remaining humans and other living creatures growing more and more marginalized with each year that passes.
Mortal necromancers remain an important exception to this dynamic, guarded as they are by spells, amulets, and rituals that grant protection from the undead, if not outright control of them.
(Copied from the Inner Sea World Guide. They would be exempt due to being a Necromancer if I am reading it right.)
Alright I am currently writing up a character for a standard Pathfinder game. I am aware of Tieflings tend to be almost second class citizens in every nation (notably worse in Cheliax. However how would Geb feel if one of the Blood Lords birthed a Tiefling "Necromancer" (Playing a Witch with the Gravewalker archetype)? Just looking for thoughts and advice.