Atendri

Payne Mykonos's page

Organized Play Member. 44 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


RSS


Thanks guys. My take away is that I can't stack bonus of the same type, armor just does not apply & I can't use gears that require hands. (

I guess my Eidolon "reaches into itself" to get gear...kinda weird :-/


From text " While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor."

My GM is unsure how me using potions (or read scrolls or wands) would work without hands per-se.
The Eidolon is basically a dragon with claws, not hands. And can he/I/we reach into my backpack and retrieve any gear?

Does amulet of natural armor stack? Does a ring of protection? If armor does not work, do I lose my arcane spell failure?


Mysterious Stranger wrote:

I am not sure what bonus you are getting from Oracle, and if it actually increases the caster level when not casting spells. As far as I can see your caster level is +2 higher than your class level, maybe +3.

There is the Revelation.

Craft Juju Fetish (Ex): You can craft juju fetishes as if you possessed the Craft Wondrous Item feat. All juju fetishes you create are treated as being CL +1. If you possess this revelation and Craft Wondrous Item, all juju fetishes you create are treated as being CL +2.

http://www.d20pfsrd.com/classes/base-classes/oracle/mysteries/paizo---oracl e-mysteries/juju


Brother Fen wrote:
Payne Mykonos wrote:
Mythic surge allows to spend a Mythic Point to increase spell effect +2CL.
Do you mind citing your source for this? I am not familiar with this particular mythic usage and spending a mythic point on crafting sounds like a non-cost. I don't think this is correct.

http://www.d20pfsrd.com/mythic/mythic-heroes/mythic-paths-paizo-inc/hieroph ant/

inspired Spell (Su)

(See FAQ below) You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don’t need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.

My mistake on the name.


GM Rednal wrote:
When crafting, an item's set CL is its set CL. If you make a scroll of CL 5 Fireball, it's a CL 5 Fireball. If you make it CL 7 instead, then its power - and price - are appropriate for a CL 7 scroll. The fact that you COULD cast higher, yourself, does not affect the item. It's what the item is created as that matters.

It makes sense that my *effective* caster level is what counts.

I can accept that, but it affects other game effects if that's the case.

By that logic would you say that I should use my effective level when someone tries to dispel it?


There are several items I plan to make.
The spells involved;
Resist Energy
Animate Dead
Burning Hands

If CL boost don't affect items the cost, then you have to decide what is the caster level I am; my real level or my *effective* level. (Actually this last sentence kind of pushes towards paying an item as of your effective level, since you can lower your caster level when making an item.)

I have Craft Wondrous items with an effective CL +1 from Oracle.
Mythic surge allows to spend a Mythic Point to increase spell effect +2CL.
I have a Sorcerer bloodline sanguine (3rd party allowed by DM) that gives +1CL for necromancy.
I have a feat to offset my split levels from multi-classing. [+2cl]

So I can make a magic item with +6CL necromantic spell.

You are right there is no rule that I know on how mythic feats affect item creation.
Since the +2CL surge is a basic ability for mythic; that rises questions for item creation.
I figured the rule would be the same for CL bonus from items such as Ioun Stone or class abilities.

But even the basic rules do not say if I use my real CL or my effective CL.


The problem is; there is no explanation why/how the caster level influences the cost to you, the caster.
If I make a item where level has no impact on duration/damage/effect etc it would cost more for me just because I'm higher level. Which makes no sense and has no benefits. (except maybe for dispeling I guess).

Because; if I cast say burning hands at level 2 it does 5d4 dam if I spend a MP.
Or Ray of enfeeblement cast at level 3 would do 1d8+2 as if it was a level 4 caster.

I cast spells into items I make; why would they be de-powered when used?

Sure this is a way to reduce cost. But this seems a legit side-effect of these elements.


GM Rednal wrote:

In general, mythic abilities should not be seen as a way to get around the normal costs and limitations of crafting items.

I would probably allow you to create an item with a CL of 10 if you're Level 8 and using an appropriate ability, but it would be priced as a CL 10 item, and the MP would only be spent when building.

Do you feel this should also apply to other bonus on CL?

Like my bloodline ability that allows to cast necromantic spells at +1CL?
I would agree if using an item like an Ioun stone.
How about when, my level 8 multi-class character Sorcerer 4/Oracle4 gets the feat Magical knack? (that allows him a +2CL on a sub class as long as it is the total level of the PC or under).
Quote:


I would not permit things like Mythic Eschew Materials allowing you to create a spell-in-a-can item at a lower price.

Wouldn't that mean you negate a sorcerer's base eschew material as well? Would you require a sorcerer to get *spell* components to make an item altough he's never had to use one before?


I have a logistic problem.
How do I determine cost and CL of items when I can spend mythic power to increase the caster level by 2?

Does that mean I can build an item costing, say, as cast by level 8 but effective as level 10?
Do I lose my mythic point permanently or just when building the item?

Can I use eschew material, say for animate dead, for [Mythic level 3], spend 2 points for a 100gp Eschew material and get an item that has no additional material casting cost.
(effectively an animate dead item that can animate 4HD for free)?


addendum; considering my mythic Oracle 4/Sorcerer 4 can now control 92HD worth of undead, I have my candy!
C8


:B consult your GM before selecting third-party content.

He knows and uses it; as we are playing evil characters, there's a lot of devils/daemons/demons around.

I am seeing the short end of the stick with this, but its all fun. :D


Cavall wrote:
The only thing that would continue to grow outside of spells is your curse at a slower rate, as detailed in Oracle's curses

whaaa? That's surprising, but I won't complain since;

"At 5th level, you have no alignment. You can become a member of any class, even one with an alignment requirement, and can never lose your membership because of a change in alignment. If you violate the code of ethics of any of your classes, you might still lose access to certain features of such classes, subject to GM discretion. Attempts to detect your alignment don’t return any results."

:B


Shisumo wrote:
It's not a pre-req though. Per this FAQ question, the caster level for magic items is not a construction requirement and need not be met in order to make the item in question.

Wow, I guess I got that wrong for a long time. Thanks ^_^;


MageHunter wrote:
I believe robe of arcane heritage can boost your bloodline.

Very interesting; I could make one.

The pre-req is CL9; if I am multi-class Oracle/Sorcerer, do my levels stack when creating items?


Well I understand for the power, feats. But there's so few known spells already, and it robs of the bloodline flavor. :(
I guess I'll have to spend some extra on wands and extra spell feats.


If my arcane class is sorcerer, what do I not gain as "other benefits"?
Do I not gain any progress on my bloodline powers AND bloodline bonus spells?


Can someone tell me if I get a +1 Caster level to necromancy spells; does that also apply to my divine Necromantic spells?


ryric wrote:
You might look at taking the Wildblooded archetype and using the variant Undead bloodline, Sanguine. It adds +1 caster level to all necromancy spells, which means more undead per casting of animate dead.

Awesome! Exactly what I was looking for. A +1Cl to Necromancy is pure gold.


Chromantic Durgon <3 wrote:
could you not just make it so only one Mr Meeseeks can complete each task, thus one could not aid another in completing a task infinitely.

The aid another rule is broken; as can attest anyone who's GM'd a big group (or a Duplicator-powered superhero in M&M).

Keeping it at a wand-like maximum of 50 charges helps motivate players to spend it wisely. IMO
Besides there so many skills they can't aid another with (Knowledge, Stealth). I would personally reduce the bonus for aid to +1 with a cap of some kind.


I would handle it like a Summon monster 1, caster level 20 + extended feat, 1/4 price because (only lvl2 expert for the skills) and the drawback (dissapears when task finished).
You can assign ranks and feats according to task when summoned.
This allows aiding another up to 50, the max charge.
Spell required include Command and Quest.
A flavor drawback is that beyond normal duration and task finished the Quest changes to homicidal insanity (thus canceling the benefits).

Simpler, yet close enough.


ryric wrote:
Are you looking for a fun RP mix, or mechanical synergy, or a mix of both?

My aim is for something that increases my Necromancy powers/spells or my survivability.

Themathic a close second.

For example a boost to Charisma may be boring in the flavor department but would increase my save DC.
A undead familiar looks cool but unless he can fight he adds nothing.

Java Man wrote:
Daemon or pestilence

Daemon bloodline is very good at murderin' Love it Thanks


I am playing a Sorcerer with the aim of animating massive army of undead. (Charisma class Arcane with Oracle, also based on CH kicks ass.)

However I am not too impressed with the Undead bloodline.
Any alternative suggestions? (and why)
Thanks


Drahliana Moonrunner wrote:
Payne Mykonos wrote:

Thanks guys.

Can anyone tell me if Eschew Material (Mythic) and Component Freedom (Archmage Mythic) feat tier 3 stack?
They overlap.

Yessss!

Gracias!


Thanks guys.
Can anyone tell me if Eschew Material (Mythic) and Component Freedom (Archmage Mythic) feat tier 3 stack?


Viliym wrote:

They're in the Bestiaries, under the individual undead entries.

If you're asking for PFS (since I see you're registered), Variant Undead aren't called out as legal via the Additional Resources document.

Thanks for the info; will look into.!


How can I use undead variants (like Bloody Skeleton or an Awakened Undead) to corpses I animate with 'Animate dead' spell?
And what would be the HD adjustment when calculating maximum created/controlled?
I just can't find the rules about this anywhere.


MageHunter wrote:
It think there's a mythic power that can do that.

Got it!

A Archmage path tier 3 ability.

Component Freedom (Ex)

When you cast an arcane spell, you can ignore one component of the spell: focus, material, somatic, or verbal. You can ignore a focus or material component only if its total value is equal to or less than 100 gp × your tier. You can select this ability more than once; each time you take this ability, the number of components you may ignore for each spell you cast increases by 1.

Not great; unless taking this multiple times can be retrofitted and accepted by my GM to, say, double the cost (instead of the number of components).

A minimum casting of animate dead (Wizard lvl 7 x Spell level 4= 28HD) requires 700gp...


MageHunter wrote:
It think there's a mythic power that can do that.

Looking into it right now. By pure chance my gm just turned our game mythic.


avr wrote:
The Blood Money spell or the False Focus feat have you covered. The latter is associated with worship of Razmir.

Blood Money seems perfect! As a Necromancer who does *not* want to become an undead; this suits me fine.

But as a sorcerer I am limited in the known spell area. I might just craft/buy an item for that spell.
Thanks for pointing that spell out to me.


Any feat/item etc out there (even 3rd party source) that can reduce material cost for spells?

Specifically 'Animate Dead' but if it applies to others, good too.
Thanks


I have not considered also all the boosts I can give to undead (desecrate, corpse craft etc). Thanks for reminding me some class also boost the vanilla skeleton. The variant cleric with a skeleton companion is also good.
I want to remain classic and go *lightly* with the ghouls, mummy and vampires addition, if at all.

Any level 1-5 spells suggestion to boost undead?

I may have to make him take over a onyx gem mine to ignore cost. hah!

Mergy
I wanted to use a Sorcerer because of high CH (& Leadership) but a Oracle would get 'animate dead' faster I guess.
Damn that slow spell gain progression...


ha this one
http://www.freewebs.com/bensewahsulixtreme/True%20Necromancer.jpg

I was thinking of this one from Tome and Blood:
http://www.worldofazolin.com/wiki/images/thumb/e/e9/Truenecromancer2.jpg/18 0px-Truenecromancer2.jpg


I wonder if a feats & items that boosts effective level for undead control would apply to 2 classes at the same time or I would need to take the feat/item twice? IMO I would allow it.

EDIT: My math-fu is bad. Correction.
Cleric 5 Sorcerer 8 (ouch, my CR)
Undead master (Cle & Sor +4Lvl HD)

21x4HD= 84HD (better)
New total= 172HD

Silent Saturn
I plan to make a keep full of buffer zones with undead for sure.
Maybe letting some free undead roam the country side to spread fear (and encounters).
But I also need agents (Necromancers) with well-controlled units/troops alongside them to impose order (and taxes in the form of onyx gems hehe).

Friendly sentient undead is very attractive, and makes for good roleplaying. (Maybe they can be persuaded to abandon the NPC. They may plot against him or want to make him an undead under their control. Perhaps they don't get along. etc)
They tend to be powerful however and I mainly want to see HOW big of a legion can be built with the lowest level possible

Ashiel
Mystic theurge is good. I forgot about him. Although it reminds me I wish I could really make a good, full arcane necromancer. :(

Ravingdork: Spell Specialization is nice thanks. But not may metamagic feat can be applied to animate dead. (unless actually *rolling* HD for every undead :p hugh!) What interesting metamagic would you apply to 'animate dead' for Spell Perfection?

Luna
I remember that guy from the 3.0 splat book. It inspired me to make a very interesting, yet balanced, prestige class. The necromancer slowly being imbued with negative energy, gaining undead immunities and eventually becoming undead.
Not a Lich, with all the tropes, just undead.


Ravingdork
An Oracle hm? Interesting.

Rynjin
Glad you like it; I wanted to start a back-to-basic campaign with simple stuff. It seems a undead general is NOT a rules-friendly concept. (Sure, as NPC the GM can cook anything, but I like to be fair.)

A couple of things I plan;
-Immersed corridors with undead pulling PCs under. (Gotta love all their nice immunities. Poison gas room is nice too.)
-Diseased Zombies, Skeleton rogue hidden among normal skeleton (surprises)
-Animated objects on corpses to drain the cleric, and Wiz damage poison/curses etc

Caderyn
If I can find this; i'm in business

edit I would gain +8hd of undead .


So, say Cleric 5 Sorcerer 8 (ouch, my CR)
Undead master (Sor +4Lvl for max total undead HD)

10+24=34Hd of Skeletons (meh!)

Leadership Feat (assume max Lead score, say 16 due to ability bonus items)
Say..
1 Awakened Skeleton, Lvl10 Fighter
1 Necromancer* Lvl3 (1 skeleton companion, +1 skeleton commanded by item)
2 Necromancer* Lvl2 (1 skeleton companion, +1 skeleton commanded by item)
25 Skeletons

* Using "animate undead" scrolls & Hide from undead they could travel with 24 additional skeletons each (free-willed).

So potentially I can reasonably generate 122HD worth of skeletons.
not too shabby.

Rynjin
I was planning to have my head Necromancer animate back ups in his dungeon. When the first bunches get killed...open the gates.
Heck; he could also become invisible to them and only keep the controlled ones near him.


1 person marked this as a favorite.

Tar-Tar
True; bolstered undead give more 'humph' to the troops and increase challenge. They can also be kept close the the main guy so to make a nice surprise at the end.
Good point.
I wonder about other way to protect them from clerics. I plan to trick the cleric into wasting his burst onto skeleton enchanted with "animate object".

Increasing the Necromancer's level unfortunately means 2 problems;
1-Skeletons, even bolstered, are no longer a threat.
2-Access to badder undead (ghouls, vampires etc) and I want to use as few as possible. I want mass combat with traditional undead.

Jaxtile
Tried it; didn't work. Can't talk about it. Court case pending.

Nicos
Where are those traits listed?
Can I get an official ruling that casting a divine spell and a arcane spell would stack?

O.O
How could I have been so blind???
This rocks!


1 person marked this as FAQ candidate.

ha!, yeah thread necromancy. I know.

Any suggestion on how to increase the # of undead controlled by a caster?


I like Undead Lord, but the only thing it adds is a Skeleton companion. Just the leadership feat itself could give access to a slew of (sentient) undead companion. (Not too much of a twist on the feat for this situation IMHO).

To be more precise; how can I, within the rules, have a arcane caster lead as much undead as possible. Preferably skeletons & ZOmbies.

Ryinjin: this seems to be a thread on asking for a lite Pathfinder book. ...don't get it. :/


I'd like to build a necromancer villain.
I'm looking for a undead army leader (okay maybe a big band) perhaps CR 8-10.
Skeletons and zombies, without immunity to crits are not very powerful and limit this villain type unless I pepper some heavy hitters like Vampires. (And I don't want this to be Ravenloft; more like mass undead combat.)
And I want him built within the rules for PC.

The best I could come up with is a charisma-heavy Sorcerer with craft wand and 'Undead master' feat. This way he could have a Skeleton warrior cohort and a plethora of low-level Wizards who could run around the country side looting cemeteries and controlling/capturing undead stocked in carts. (Picture the robot troop carriers from Star Wars.)
He would equip them with either command undead wands or hide from undead rings so they can threaten and release undead on commoners.

Any suggestion of class, feats I should use for a leader of undead armies? Item suggestions are welcomed but mostly it's about a NPC built I am looking for.

Thanks


got approval by my gm to have a mushroom companion; woot!


Kirth Gersen wrote:
Payne Mykonos wrote:
[Because I'm broke?
All the crunchy bits are on line as open content -- the Plant Companion rules were on the Paizo blog some months ago, and are also on the PFSRD site.

I didn't even think of checking the SRD; I was too sure no such thing existed.

Shows what I know. :p


Kirth Gersen wrote:
Why not just use the Plant Companion rules from the Advanced Race Guide?

Because I'm broke? :(

Kidding: I didn't know there was such a thing it it.
Another party member just got one. I'll look into that. kudos!


Wolfgang Baur wrote:
Kobold Quarterly #20

Awesome I like that! Thanks

Any idea how to build a mobile Myconid that is balanced as a companion?


Inspired by the old 3.5 “Ooze master” and the excellent Galeena character (of Tony Moseley’s “Mount Zogonia” fame), I’d like to include either a small ooze or a animated mushroom as an animal companion.

Oozes with no anatomy, lack of intelligence and ability to squeeze anywhere may be a tad too much. I need to know what would be the stats for an animated mushroom companion for my cave druid? Perhaps a small myconid? Have those been included in any Pathfinder beastiary yet? I know if it comes from Paizo it would give some weight to my case to my GM.

Anyone up to stating this in a balanced way?