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Been working on a playlist for some background music/sound effects and I'd like to share some real gems I've found so far. Scary Haunted House this one is long, but it's got tons of great sound effects. The only real downside I found in the entire thing, was sounds of a chainsaw in the background. Still, 26 minutes of pure horror sound effects. Creepy Organ Music I've always thought of the pipe organ as the instrument that personifies evil or gloomy music, this song just fits the bill. In my search, I happened across a group called Nox Arcana... let me just say, wow. Their entire theme is gothic/horror and they make amazingly dark and creepy songs. Some of my favorite I'll list below. Castle Dracula This song is just beautiful. I plan on playing it when my party enters the Bishop's area. Nevermore My god, does this song put chills in my spine. When I heard this song, the most demented look of evil glee crossed my face as I pictured my players' reactions to this playlist, and this song specifically. Hidden Horrors The deep laugh in this song really just sets the tone. I plan on playing it up as Mithrodar's voice echoing through the halls. These are just some of the songs I've found and thought I'd share with others looking to set the mood.
I rebuilt Ileosa for my group as I felt the Ileosa in the module was too weak to face off with a 6 - 8 man party. But, I am a little concerned I may have overbuilt her for the party and was wondering if any GMs out there could take a look and tell me what they think. Now, I actually built Ileosa just before Christmas, but at around the same time, my computer took a dive and I've been without one since then. I managed to recover the entirety of the hard drive, so nothing was lost, but I can't open the Hero Labs folder as I don't currently have access to it, so I can't tell you exactly what I did to get her to where she's at. What I do recall, though, is that I rebuilt the devil-bound template for Hero Labs, used the Human favored class bonus to give her more spells, built her on a 32 point buy as outlined in the module, and gave her the gear from the module. I envision her as a caster bard, not a warrior bard as is very commonly played now days, because Ileosa quite simply has the stats and ability to play such a caster. With the change of vanilla bard to Sound Striker, I feel this gives her more of the kick she needs to stay a relevant threat to the party. She will have Simulacrums of herself, which are also Sound Strikers, that can use their weird words to wittle down the parties health while she rains spells down upon them, or taunts them as need be. To give the players a little heads up, I plan on setting up a scene where the party either hears about, or witness (via scrying or other methods) Ileosa subjugating the remaining nobles of Korvosa, and executing some people she claims to be Traitors to the Crown by simply using her voice (Weird Words). After the display of her power, she'll use Overwhelming Presence to force the Nobles to begin worshiping her. I'm hoping that the small glimpse into her abilities will allow them to adequately prepare for her. Currently my party consists of a Mystic Theurge, an Arcane Archer, an Archer Bard, a Cleric/Paladin, a Paladin, a Rogue/Duelist, a Rogue, and a Greatsword Fighter. We may be picking up another player when an old friend moves back into town in a few months. I will say that challenging this party has been, well, a challenge. Having the right mix of minions, mooks, brute strength, and magical might to properly challenge them with foes is a tough endeavor, especially when you don't want a TPK on your hands. The party is on the verge of entering Scarwall (which will take place this Sunday), so I have quite some time to nail down Ileosa before they even get to her. Any feedback or advice from anyone would be of great help.
Been away for awhile (various reasons) and I hope I get to come back on a more permanent basis. I saw this thread and had an idea that's just half formed. How about the Monk gains his Wisdom bonus to hit and damage with a limit of 2x his Monk AC bonus? For example, at 4th level the Monk gains a +1 AC bonus, making his maximum Wisdom bonus to hit and damage +2. Every time the AC bonus increases, the maximum Wisdom bonus increases. This stops other classes from multi-classing Monk for the Wisdom bonus, because the Wisdom bonus would only increase with Monk levels. It could eventually result in +10 attack and damage bonus by 20th level. I have yet to play with the new changes myself as I am currently play testing my own changes to the Monk in Legacy of Fire. They've been working pretty well. No one else I know has opted to play the Monk, so I have no input about the changes.
I actually don't like this item and I saw it twice while voting and voted against it both times. While the map does some cool things, and is neat, I dislike that it is, essentially, a 30,000 gp 1-shot consumable. By the time most people can afford this item, they could probably repair/feed a ship in a much more efficient manner. The other thing I dislike, is the DC 40 Perception check to find the item. For one, it's really high, for another, it's practically worthless. Locate Object is a 2nd/3rd level spell for nearly all the casting classes and it would quite easily mitigate the need for a Perception check. The earliest access to the spell is a Wizard at 3rd level which gives the radius of the spell 520 ft or a 1,040 ft diameter circle. That's going to make finding the map ridiculously easy for anyone smart enough to prepare the right spell, or have it on a scroll for just such a use. As the other classes gain access to the spell, or the party grows higher level, the ease of which the map will be fine just increases, basically to the point where it comes a non-entity and the DC 40 Perception check becomes just a bump in the road for the item. The only real drawback to the map is the 1/month useage, which is, consequently, the only real aspect of the item I agreed with. This map also doesn't address things like, how do spells like Purify Food and Water work with the fruits gathered from the island? Will Purify extend the duration of the fruits? Or do the fruits go bad regardless of the methods of preservation? Also, what's to stop someone from simply cutting down huge swathes of trees, floating them in the water, then recovering them to repair multiple ships with ease? Same thing with water? Honestly, I think this item works better as a lesser artifact than it does as a wondrous item. You have one spell (Major Creation) that is doing a huge amount of work. A half-square mile island is a phenomenal amount of material to create, and that's just the dry surface! Not only does it create a half-square mile of land to walk upon, but it also creates enough land to allow ships to berth in the shallow shores of the island, which means huge amounts of material are needed to create and disperse that much water. Then, you have all the water, wood and food created by the item as well. Wish and Miracle, two of the most powerful spells in the game, can't do what this item does using a much lower-level spell. This really bothers me because both spells can be used to mimic Major Creation, but neither spell can compete with this item, and Wish even comes with a material component cost almost as expensive as this item is. All in all, I really did not like this item and I'm surprised it made it into the top 32. I guess people liked the Cool! factor of the item so much they were willing to disregard the other aspects of this item.
I have to say, I don't like this item, largely because of the potential for abuse. Casters could almost indefinitely keep certain spell effects active upon themselves at all times, without actually needing to sacrifice spells each day. For instance, Mind Blank is a pretty common upkeep spell, yet, with the watch, a Wizard need only prepare it once, and then each day he just winds the watch and gaining his spell slot back. At the same time, someone could keep someone under spell effects like Charm Person or Dominate Person indefinitely by forcing them to wind the watch. The above are relatively minor abuses one could do, and the first that popped into my head, but they are examples of how the watch could be used. Anyway, you made it to the top 32, so congratulations on your achievement. I hope your further submissions are better received by myself than this one was.
Frankly, I think it's odd that people are so against the Monk gaining automatic proficiency with Monk weapons, claiming it's a power-up (disregarding any other proposed changes). No one complains that Rangers, Barbarians, Paladins, Cavaliers, or Fighters get automatic power-ups each time a new martial or simple weapon comes out with each splat-book. All of the above classes are far more powerful than the Monk as-is, yet no one complains about them. If the above classes don't have to pay a feat simply to use a new weapon that wasn't included in the Core Rule Book, then why is it that the Monk does? The weapons are all specifically designed with the Monk in mind, yet, he can't use them without paying a feat to use a single weapon. When you pay a feat to get a weapon proficiency, you gain access to a single weapon, so anyone that gains automatic proficiency with all martial weapons gains some 80-odd feats for free. Not to mention, it boggles my mind that a guy who was trained in longswordss, bows, and axes, automatically knows how to throw a frisbee-of-death (Chakram) simply because he has martial weapon proficiency. The actual Chakram was mainly only used in the region of what is today India, yet, according to 3rd edition rules an Pathfinder, those English knights know how to use them just as well as Rajput warriors of which the Chakram was a cultural weapon invented by their ancestors and the English Knight had never-before-seen such a thing, but, magically, knows how to use it. The above Rajput and English Knight would probably hail from Vudran and Lastwall respectively in Golarion. Two completely alien and different peoples will know how to use each others weapons because they are in the same category of 'Martial weapons'. When you take all this into account, I think it's h&~*@*#@+ that the monk isn't proficient with his own brand of weapons. That's like saying a blacksmith doesn't know how to use a blacksmiths tools. Or a painter can't use a paintbrush and easel. It's stupid and annoying and makes absolutely no sense what-so-ever.
Me? I'm using the Sound Striker archetype. When the players walk in and a room full of Bards that can all use the Weird Words ability to send cutting blades of sonic energy, it'll be interesting. [Edit] Here's Ileosa's Tactics: Tactics: When Ileosa detects the PCs presence, she first casts Freedom Of Movement, followed by Extended Shadowbard (which begins using Inspire Courage), then Mind Fog at the entrance to her chambers and an Extended Virtuoso Performance. When the PCs all enter the Mind Fog, she activates Inspire Heroics on herself and orders them to "Kneel and worship your Queen" while casting Overwhelming Presence. If there are any PCs that aren't affected, she will also use Quickened Charm Monster on them. On her next turns she maintains Inspire Heroics via Virtuoso Performance while using Weird Words to target the non-grovelling, uncharmed PCs (so will any remaining Simulacrums). Ileosa tries to make use of the Mind Fog to target PCs with spells like Song of Discord or Irresistible Dance, Hold Monster or Charm Person. If there are any archers in the party that Ileosa is aware of, she uses Wall of Sound to shield her from the attacks of such characters, forming a curving protective shield. It sounds a little brutal, but the PCs will get a hint of what she is capable of when they encounter her. Btw, my Ileosa will be a full Lvl 20 Bard when the party faces her. I plan of having the Party witness a meeting between Ileosa and some of the Nobles that are opposing her. She will have captured some allied with the Resistance and will use Weird Words to execute 10 of them all at the same time. Then, she will using Overwhelming Presence to have as many Nobles as possible start worshiping. After this point, she will look directly at the scrying sensor and smirk at the party, before everything goes blank.
agirlnamedbob wrote: Sometimes you have to call a spade a spade. I don't necessarily think a Carpet of Flying would be somehow better or more interesting if it was called a Floor Runner of Amazing Aeronautical Ability. Especially because I'd still just call it a Flying Carpet. How about... Aerial Area Rug?
Not sure if this would qualify for a build as it really only comes into it's own at level 12, but reaches unbelievable power at level 20, but I give you Captain Falcon. This was originally a theory craft to break Vital Strike using the Monk of the Four Winds archetype. I believe I succeeded.
Given a little more thought, I think maybe there should be a High - Medium - Low Mythic setting. Just like there is the various Point Buys for more powerful characters, maybe the should be more Mythic Power choices for more or less Mythic Power games. Maybe 3 + 2xTier for Low Mythic Power games, 3 + Half CL + Tier for Mythic Campaigns, and 3 + Half CL + 2xTier for High Mythic campaigns.
There is a concern I have due to the inclusion of crowdsourcing the Wondrous Item entries. Something that I fear may happen, and have seen hints of in a couple threads, is the mocking of items once discussion is opened after the top 32 have been announced. There are many people that are entering this competition, some are just kids, some don't have English as a first, second or even third language, some are simply brand new players. For whatever reason, some entries by hopeful contestants will be seen as outstandingly horrible. It is my hope that no one discusses any of the items outside of the competition, short of the author of the item himself asking for help and criticism. I, personally, do not want to see people bringing up items without the author's consent, and then harshly criticizing the item. While you may mean nothing by the criticism, some of the people entering could be nothing more than young children. Some could be people who are extremely proud of their item, only for a messageboard of anonymous faces slamming the item, and by extension, the author. I say the author, because many people take criticism of their work as criticism of the self. Please, don't mock any entries you've come across. Don't bring them up in conversations as examples of scorn and derision. People have feelings attached to these entries, and if you're anything like me, I'd hate to be the cause of some player leaving the hobby we all love. While this is the internet, and the internet can be full of cruel people that could careless about the actions they make, this is still a community. You wouldn't go to a place like a beach, enter a sandcastle competition, and then walk around mocking young children, old people, foreigners or any competitor just because you deemed their sandcastle unworthy. Just because you could be 10,000 miles away from the person, doesn't mean the things you do and say don't have consequences. I know many people may think things like, "If they can't handle it, tough" but I don't think that is an attitude that we, as a community, should tolerate. We want to encourage people, to help them improve, and better the community as a whole. Insulting entries, and by extension the author, will only serve to hurt our community, and insure a smaller competition the next time around. Our words and discussions on this board are representations of the people who play this game. If some parent interested in buying Pathfinder for their child were to come visit the site, and see the competition, only to find insults and mockery being made about entries, do you think the parent would be inclined to include their child into a community of bullies? I know I wouldn't want any of my nephews entering such a world where those who aren't up to snuff, are mocked, insulted, and held up as examples of what shouldn't be done. Just be careful what you say about any of the items you read about while voting. Your words can have consequences well above and beyond what you intend them to have.
DrDeth wrote:
Or come to Alaska and try some fishing in the Kenai River. Basically the best place to fish for King Salmon in the world.
The show, Avatar: The Last Airbender uses animals that are often mixes of two or more animals. They have things like wolf-bats, tiger-dillos, and one that shows up fairly often in the show, is the playtpus-bear.
I'm rather disappointed by the Amazing Initiative change. I was hoping you'd keep it balanced between martial and caster classes, but as it stands, you just gave a major boost to casters who get more use out of standard actions than martials do. There will, of course, be exceptions, like a Vital Strike character could now make 2 Vital Strikes in a round. I also pity the GM that has a 19th level Two-Handed Fighter Archetype in his party. But other than those two, you'll be seeing casters firing off two spells a around, and 3 spells a round at higher levels. Just for example, a Quickened Mythic Fireball followed by a Chain Lightning and another Chain Lightning just for kicks could easily demoralize or possibly even kill a party or BBEG and his minions.
The key to making money as a caster are down to features of the game: the feat False Focus from Inner Sea Magic, and the spell Blood Money from RotRL: AE. Use Blood Money for more expensive spells, like making Simulacrums of creatures for free and powerful labor, or casting Limited Wish without need for the diamond, but charging customers for the price of the diamond anyway. Use False Focus for cheap things, like casting Continual Flame for free, which means selling Everburning Torches for 100% profit. Blood Money is the best bet because it contains the text: "Material components created by blood money transform back into blood at the end of the round if they have not been used as a material component. This is key, because when you use the material components of Blood Money, they stick around. Normally, material components are consumed in the casting of the spell, but then you have Fabricate which uses the material components as the target of the spell as well. Because of the text in Blood Money, you could cast Blood Money and create 2,000 gp of raw Mithril (for 4 points of strength damage) and then cast Fabricate to create weapons/armor. Since the Blood Mithril was used as material components, they don't fade away, and are now real. So you just created Mithril items for free. Take 4 days and regain your strength, and do it again. Getting into some hazy grounds, you could use Blood Money to make Simlacrums of yourself. Then, you have the Simulacrums use Blood Money, while you cast Fabricate multiple times in a day. Nothing in the text of Blood Money says you have to use the material components yourself. The hazy part is whether or not Simulacrums can take strength damage, and whether or not they can bleed. That's up to the GM to decide, but I'm tossing it out as a possibility. Eventually, the Simulacrums will die because each casting of Blood Money deals 1d6 points of damage. With Blood Money, it's cheaper to just create new Simulacrums, than to repair the damaged ones.
First Batch
Additional Info for Araonna Chorster (First Batch)
Remember, with Endless Power, you can't take it till Tier 6. At 1 Tier per 2 levels, that means you won't be Tier 6 until 12th level. He can't even get Endless 3rd level spells until Tier 8, which would put him at 16th level. By that point, a Wizard will already be able to take out, or at least seriously injure, a full on army. The things a Wizard could do to an army with 8th level spells is astronomical. I mean, fur the lulz, an Augment/Superior Summon Monster XIII could get you 1d3+1 Celstial/Fiendish Tryanosaurus' or 1d4+2 Celestial/Fiendish Triceratops (I like Dinosaurs). Hell, things like Wind Wall, Fly, and a Wand of Fireball would allow him to take on legions of basic troops. He doesn't need to be Mythic to do that. By the time things like Endless Power are made available, things like armies are naught but a nuisance to a Wizard. As for curing a plague? What's your point? That's what the stories of heroes and legends are made of. A story of a devout man that single-handedly cured an entire city by channeling the power of his god, personally attending to the wounds of every person in town? That sounds suitably Mythic to me. Hell, it's downright inspirational!
Lumiere, be cautious, you're getting into the Schrodinger party mindset. Any monster can be good if played to their strength. Admittedly, some are more powerful for their CRs than others, but that doesn't change the fact that they can be good. A Raskshasha is a Caster monster and should be played as such. Take a Wizard of a level equal to the Rakshasha, and put him against a CR appropriate party, and the Wizard will have just as much trouble as the Rakshasha does, especially if you want to play the Wizard/Rakshasha as in your face brutes like some people wish. A Rakshasha is a boss-type creature. They shouldn't be played as minions, as that isn't their role.
Foolish mortals! The Great Lord Ashiel has, in his infinite whimsy, graced you with the creation of a deity. The All Mighty Lord Ashiel may spawn such powerful beings into the world with but a thought, and with but a thought, he may take them away. BOW BEFORE THE GLORY THAT IS THE LORD ASHIEL!
LazarX wrote:
I chuckled. I chuckled long and hard.
What about.... Amazing Initiative (Ex): You gain a bonus equal to twice your Mythic Tier on your initiative. In addition, a number times per day equal to your Mythic Tier, you may spend 1 point of Mythic Power to go again in the initiative order at half your rolled initiative. My reason why I suggest the above is that being able to go twice is a very attractive ability for me both as a player and GM, but more so as a GM. Being able to get an extra attack routine out for Mythic Monsters is important to me, because it really lets those monsters feel terrifying and powerful, without having huge numbers. The +20 to initiative has always bugged me because you move from something like +6 to +26 at the drop of a hat. I like seeing the bonus grow organically as the player grows in power. It also limits how often the Mythic creature can take advantage of going twice, forcing him or her to really make a choice as whether or not those goblins are worth it.
DragonBringerX wrote:
If Power Attack isn't supposed to be multiplied on a crit, then I'd feel pretty safe saying every player in every group the world over has been doing it wrong. Kind of like Flurry of Blows...
Azaelas Fayth wrote:
I meant simply they touch things, and it's full of Win!
TheWarriorPoet519 wrote:
He gets threatened with regular sharks in Jumper.
Nosforontu wrote:
From a purely optimizing point of view, sure. But I don't expect every player to be choosing the most advantageous Flaw in the game. I actually expect many GMs that use Mythic to choose the flaw themselves, truthfully, and keep it hidden from the players until they can figure it out.
BigNorseWolf wrote:
"There's only one God, ma'am, and I'm pretty sure he doesn't dress like that."
Slaunyeh wrote:
If there is a creature out there that can sunder a +5 Greatsword with a spoon... Well, then, damnit, I should count myself lucky he wasn't attacking me!
Harrison wrote:
Arazni was a Demigod, not a true Deity. Caderyn wrote: For a gods stats you would have to take several steps up from named demons like Treerazer (CR25) who is just a nascent demon lord, which is defined as weaker than a true demonlord which are basically deity level beings. That's incorrect, Demon Lords are equivalent in power to Demigods. James Jacobs wrote:
If you absolutely feel an urge to stat out a Deity, a good place to start is CR 40. It's more powerful than the range that Demigods or Planar Rules will fall into, and high enough that even a 20th level 10th tier party would get smoked by them. [Edit] Blog post by James Jacobs James Jacobs Blog Post wrote: Oh... hmm. Art. Yeah. Ummm... since this blog post is something of a preview of The Inner Sea World Guide, and since she was once a demigod herself (although not anymore; she lost that status when she died and got turned into a lich), here's Arazni, the Harlot Queen of Geb! It's been mentioned in other places several times, but this is the first one I found without doing a bunch of forum searching.
To be fair, Arazni was a demigod, and with the release of Mythic Rules, one of the goals is to allow PCs to be able to kill Demigods and similar powered beings, like Demon Lords, the Four Horsemen, Archdevils etc. So Arazni wasn't a Deity like Pharasma, she was a Demigod, a very powerful entity, yet one that could still be slain by a mortal. Also, when Mystra went up against Helm in the Time of Troubles, Mystra was, essentially, a mortal with a fraction of a Gods power, while Helm was a full God. Talos raising mortals to divinity to consume them doesn't necessarily mean he was more powerful than Mystra, or Kelemvor or any of the other Greater Deities. Forgotten Realms had the concept of lesser/greater demigods and lesser/greater Gods and the Divine Rank on top of that. I never read the Divine Rank part, but my understanding was that a being with a rank of 5 was a lot more powerful than a being with a rank of 4. So if Talos were to raise a mortal to a rank of 1, he'd have achieved divinity, at which point Talos would consume him. Sometimes, things have to be kept in perspective of what the other beings around you are, and what they are capable of. Heracles, for all his great strength, incredible feats, and battle prowess, would never be able to kill a God like Athena, or Dionysus. But he was able to challenge and beat lesser Gods that he encountered, because he himself was a demigod, and those lesser Gods weren't much more powerful than a demigod if that. Baldur, the most beloved of all the Norse Gods, was absolutely invulnerable to every substance on the planet, except mistletoe. He was killed by a blind god, using a dart of mistletoe in a game that the Gods frequently played. Based on teasers of Mythic Rules, it sounds like maybe Baldur could have been a 10th Tier Mythic being, as one of the hinted abilities is at 10th tier, you become a demigod. Mythic beings, have a weakness though, like Baldur and mistletoe, and Achilles and his heel. Both incredibly powerful beings, defeated by a seemingly harmless blow or item. ==================================== An issue with stating up Gods is whether to make it a System Neutral book, or a Golarion book. Paizo doesn't want to give stats to the Golarion Gods because they really are a 'Gods Win' type of pantheon. So since they can't make it a Golarion book, they have to make it a System Neutral book, but now they don't have any gods to actually stat up. One of the only things that comes to mind to get around this, is, basically, a Divine version of the Core Rule Book. Basically, a 'Build Your Own God' book for GMs. That way, if someone wanted to fight and kill Asmodeus in their home game, they could build an Asmosdeus to use in their game. This would let people who want Gods stats to have them, but also keep Golarion Gods from having stats as well. To get around the Mortal Cap issue, you simply have something like "whatever the mortal cap is, Gods are X higher" and leave it at that. This way, Gods would still be more powerful than any Mortal, but a group of Mortals may find away to challenge a single God. Granted, they could probably only do it once, no retries, but still.
Tequila Sunrise wrote: So, judging by the exclamation-question marks aimed in my direction, and the accusations of 'doing something wrong,' am I to conclude that a PF mended/reforged item does NOT regain whatever magical properties it had before being sundered? Make Whole wrote:
Here's the problem, a +2 Longsword has a Caster Level of 6, so you need to be 12th level to repair it and restore it's magical properties. A +4 sword has a Caster level of 12th, you need to have a caster level of 24th to repair it. When it comes to magical items, you use the highest caster level of whatever property it has. So a +2 Sword of Speed has a Caster Level of 6 from the +2 but Speed requires a Caster Level of 7th. So to repair a +2 Sword of Speed, you need to be Caster Level 14th to do so. A Metropolis sized city (the largest available) has spellcasting services of up to 8th level spells. So you can reasonably find 15th level casters in a Metropolis. Basically, unless your caster level is high enough, you'll have to pay another Caster to repair your magical item, but you can only reliably find repair services of up to 7th level items. A +2 Sword of Speed could easily be repaired in a Metropolis, but a +3 Sword would be a lot harder to repair. The formula to purchase such a spell is Caster Level * Spell Level * 10 gp. So to pay a 14th level caster to repair your +2 Sword of Speed would cost 280 gp.
TriOmegaZero wrote:
My Dice speak louder than my players; I really don't pull punches. I let everyone know when they join my table I play dangerous games and there is always the chance you will die.
shallowsoul wrote:
So now you're using HOUSE RULES to prove RAW RULE incorrect? REALLY? This is just... wow. I mentioned that it was like arguing with a religious fanatic before, but now you've just proven it really is like arguing with a fanatic. I can't prove you wrong by RAW, because you're following the House Rules of your game not the actual rules of the game.
So basically, your entire argument is "I said so" instead of coming up with any facts to prove me wrong? So I'm arguing with a religious fanatic then. Funny thing is, I already gave you a scenario where Paizo put their stamp of approval for a Wizard to have an infinite wish machine. That means, Paizo and the Pathfinder Development Team have already OK'd infinite wishes. So, since Paizo has already OK'd it, and you want to say it's wrong, the Burden of Proof is now on your shoulders to prove me wrong, not on my shoulders to prove Paizo right. RAW allows you to bind Efreet.
You are challenging this claim which is already a fact. Therefore, you must prove that one can't force the Efreet to grant wishes.
Wait, wait, wait, so you're saying then, that an 11th level caster (which Tirana is in the module) that has an Efreet bound to her control, it simply being handwaved even though we have an actual rule mechanic that backs it up? An 11th level Wizard is capable of casting 6th level spells.
Therefore, logically, the Wizard didn't use Planar Binding to force an Efreet under her control, because it's all being handwaved? What kind of delusional world are you living in? I presented to you a Wizard that has an Efreet bound to her service, and there is a viable method using Planar Binding that could accomplish such a thing that she herself can cast, and you're saying such a thing isn't possible and that it instead makes more sense to just handwave it? Not only that, but Tirana also had her stats boosted above where she should? He stats in the 3.5 module are Str 12 Dex 16 Con 14 Int 20 Wis 14 Cha 18 The only gear that boosts an ability score is a Headband of Intellect +4. And even if she put her 2 ability score increases into Cha, her scores are well above where they should be. Hell, in Pathfinder, she'd be playing with a 42 Point Buy. Now let's stop and think about this for a moment. She has an Efreet bound to her services and can giver her a +3 increase to all of her ability scores. Str 9 Dex 13 Con 11 Int 13 Wis 11 Cha 13. Str 9 Dex 13 Con 11 Int 17 (+4 headband) Wis 11 Cha 15 (ability increases). Hmm, starts looking a lot more like an NPCs scores now doesn't it? Fact is, Tirana the Enchantress bound an Efreet under her control and uses it for infinite wishes. Currently, the Efreet is under orders to grant any wish her dragon requires. Tirana the Enchantress is set in Golarion. In Golarion, you can bind a Genie to grant you wishes at 11th level.
beej67 wrote:
Bards with the Summon Instrument Cantrip. EEEEEEL KABONG!
Ashiel wrote:
Thank you my Master. I live to serve in your radiant glory!
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