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Lini

The Golux's page

RPG Superstar 2014 Star Voter, 2015 Marathon Voter. 777 posts. No reviews. 1 list. 2 wishlists.


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Nicos wrote:
The Golux wrote:
That alternate dungeons looks interesting and might be useful for the game I'm running. I'm not sure how the raffle works, though?

Well, unfortunately Xethik already requested that one.

Oh, sorry, I missed that post. Thanks anyway!


1 person marked this as a favorite.
James Jacobs wrote:
You don't hear it, no. No more so than you "hear" your own thoughts.

I dunno, I think my thoughts have different voices.

Anyway, James, do you know if there are male Shae as well as females? All of the examples so far are female, but I don't think it's ever been specifically stated that they're one sex. As outsiders, though, it's certainly more plausible than with most material races. Actually even for other outsiders it's easier for me to picture a female Bralani or Shield Archon or Astral Deva than a male Peri, Brijidine, or Lillend... I'm sure the former three exist, but not about the latter.


I would probably do -4 STR +2 Dex in addition to the existing modifiers if using them among normal-sized beings. They're also definitely very close to diminutive. Also, as Tiny, they should only be able to carry half of what a medium character with the same strength can.

EDIT: According to the monster advancement table, a monster increased from Diminutive to Tiny should get +2 STR -2 DEX, Tiny to Small should get +4 STR -2 DEX, and Small to Medium should get +4 STR, +2 CON, -2 DEX, which adds together for multiple size changes. That is all intended to make the monster stronger overall, but I think -4 STR +2 DEX is fairly reasonable for tiny, and -6 STR +4 DEX would make sense for diminutive I guess. Weights of items and carrying capacity change a lot too...


So from what I see here, the goal is basically to make a Fighter that gets Tactician, Banner, and Order?


That alternate dungeons looks interesting and might be useful for the game I'm running. I'm not sure how the raffle works, though?


Casting an evil-descriptor spell is an evil act. A Cleric MIGHT get away with it, a paladin would not. But why would a cleric who can channel positive or a paladin who can lay on hands need to cast Infernal Healing?


Imbicatus wrote:
An Oread Invulnerable Rager with Implanted Fleshgem Spikes. He once killed a beloved Aasimar hero who was later raised.

Doomsday... though I don't know if Aasimar is the best race for Superman.


I dunno, free actions can normally be taken only on your turn, so there's a fair question if he can reload after an attack of opportunity.

Then again, I think bowmen with combat reflexes and snap shot can draw arrows after AoOs, is that a free action? That'd be all the precedent we need I think.


Arbane the Terrible wrote:

(Probably easy)

A Human Cleric,
A Orc Fighter,
An Undine Rogue,
And the biggest multiclass munchkin the Vanara species has ever produced.

This may be Journey to the West?


The Lady's Spiral from the Undead Slayer's Handbook is pretty close to what you're looking for I think, though it's an expensive magical weapon.


Out of curiosity, for those who think this is overpowered, how would you feel if it was not compatible with Power AttacK? Since, you know, you're not getting your damage from power.


James,

1) If Apsu and Dahak have breath weapons, what kind are they most likely to be (besides "whatever kind they want because they're gods")? I have suppositions, but am interested in what you have to say.

2) What is it that Aroden was supposed to be "returning" from when he died instead? Was he missing, or had he just not interacted with the material plane in a while?

3) If the goddess from your setting that inspired Pharasma was Lawful neutral, are you surprised if Pharasma seems more lawful than most other alignments to me and some of my friends?

4) In your setting, does that goddess (Turthonir if I recall the name) have Paladins that worship her?


icehawk333 wrote:
Zaister wrote:
If a player asked me that, I'd say you can fly underwater, as long as you can also swim in the air.

There's a spell for that.

It's the same level as freedom of movement.

Sky Swim is a level 3 spell...


I believe a demiplane can exist in almost any plane. A Demiplane inside the Abyss would by default be entirely inside the Abyss, and none of those other planes overlap with the Abyss. the Astral plane I think borders the abyss, so there could be a demiplane that is accessible from both, I think.


So it makes it easier to get to 0, but doesn't make it any easier to get to any kind of strength bonus to damage.


Alternately if a tiny creature had a reach of 2 1/2 feat (rounded to zero), reach weapons double to 5, and whips triple, then we have a case for whips for tiny creatures being 7 1/2 feet, rounded to 5 also.


Honestly, I'd see about asking your DM if you can enhance your built-in "Chain Shirt." I've heard people argue about magically enhancing the armor oracles get from some of their revelations (or at least using magic vestment on them), which are only hours/level; this seems to be permanent, so you'd have an even better case.


It's kind of the difference between a baby lion growing up into an adult lion versus being magically enlarged into a giant lion cub.


I am pretty sure it would only change exactly the things the spell says, and natural weapon dice size if that isn't stated. The wing attacks are a MAYBE and it shouldn't affect fly speed or breath weapon size.


The law of weapon dice states that as most weapons grow larger, their damage dice approach a fireball.


Further elaboration on the question, Do you thing I should pick ones that make thematic sense, or just ones that the powers kind of make sense? Or would it be better to just ignore bloodline effects or make something that makes sense up?


This came up because I have a gremlin-related (along with other evil fey) plot going in a game I'm running. The bestiary recommends for Jinkin, Monaciello, and Vexgit gremlins in large enough groups to include trained animals and rogues, which is easy, but also to include some sorcerers. What bloodlines seem most appropriate for this? Fey doesn't seem right to me. They only need to be level 3 at most so it's mostly the bloodline arcana, the first level bloodline spell, and the first and second bloodline powers.

I'm also thinking of just making one up, with I'm not sure exactly what powers or spells.

Star Voter 2014, Marathon Voter 2015

Steven Helt wrote:
So if you specifically want me to critique your item, say so here and I'll try to get to it. But remember, the judges' comments are key: those were the guys deciding who enters the contest past the open call, so they are the most important people to understand.

Steven: I know you're busy, but whenever you have some time, I'd like any feedback you can offer on the Staff of entwined elements.


I believe it was ruled that Fast Learner only lets you choose "One hit point and one skill point" OR any other racial favored class bonus. You can't even take one hit point and the elf favored class bonus, never mind both the elf and human favored class bonuses.

Star Voter 2014, Marathon Voter 2015

Thanks a lot for the critique and edit! Actually, there was another reason I had the charge costs low: So that you could more easily elementally assess an enemy and then have charges left to blast them a couple times. Making the assessor ability a lesser, non-charge-based version makes having the spells at higher charge costs more viable.

I strongly considered fireball on the spell list as well, but I actually wanted a single/selective targeting spell in addition to the area effects, and I was trying to balance levels of spells as well (I couldn't find a very iconic 4th-level one, though). I had several other spells as candidates for greater or lesser versions of the staff, which I might have used if there were a lesser elemental assessor spell (or if I had thought of a non-spell ray). Some of the other considered spells, like acid arrow, freezing sphere, and ice storm, presented challenges in exactly how they would work as different elements as well.

The additional recharge mechanic was something I noticed in the ACG; the spark staff and monstrification staff both have alternate ways to regain additional charges, the monstrification staff perhaps excessively so. I figured an additional way to gain charges would make any staff more attractive to actually use, and that was especially important with my staff as written, since it was rather charge-hungry. It seemed like a better choice at the time than another idea I had, of giving charge discounts on the metaelemental effect for a specific element while an enemy was under the effect of elemental assessor. I did specify a normal or greater rod for the recharge though, since that's what it would take to affect the spells the staff can cast.

The continual flame of elemental energy was part of a visual that really grabbed me that I had a lot of trouble putting into words and mechanics. The idea of diagnosing an enemy's weakness, the staff clearly indicating what it was, and then using the staff to beat on them was one of the things I started with. I had a thought earlier today of making a rod that functioned as a mace, could cast elemental assessor 3/day and became flaming/shocking/frost/corrosive based on the results until next time the spell was used with the colored light effect, but that is a little spell-in-a-can-y. It could be used more easily by the kind of character than wants to hit people with an elemental weapon than the staff is, though.

I also considered, many different ways, having the staff function as a general elemental metamagic rod and/or be able use an elemental assessor cast by the wielder instead of just from the spell, but that would be too expensive and probably too versatile.

I am also curious if you, or anyone really, thought much about the symbolism of the materials. There is one each of plant, animal, mineral, and metal origins, and each was associated with an element: Ivory with cold (walrus ivory, not elephant, but I didn't have room to specify), Basalt with fire (since it's solid lava), Copper with acid (partly because it tarnishes and partly because copper dragons use acid; one thing I considered was using gold, silver, copper, and bronze as the materials of good-aligned metallic dragons to tie in with the celestial origin of elemental assessor), and Oak with electricity (A few thunder gods are associated with oak specifically, and trees get struck by lightning often). I bet if they thought about it most people assumed oak and copper were the other way around, but my reason for copper isn't that great anyway when compared to reality...

Sorry for the super long-winded response but I really appreciate your insight and that you appreciated the item a lot better than I think a lot of people did. I was worried that it was too long and if not too bland at least that I didn't get the part that I thought was cool across very well, and I think those were to some extent borne out.

Star Voter 2014, Marathon Voter 2015

I'm curious to see what you'd come up with for the

Staff of Entwined Elements:
Staff of entwined elements
Aura moderate conjuration and evocation; CL 11th
Slot none; Price 98,550 gp; Weight 5 lbs.

Description
Formed from lengths of ivory, oak, copper, and basalt, braided together by craft and magic, the staff of entwined elements is topped with a crystal orb containing a white continual flame. It functions as a +1 quarterstaff, enhanced only on the orb end, and allows the use of the following spells:

  • Lightning bolt (1 charge)
  • Scorching ray (1 charge)
  • Acid fog (2 charges)
  • Cone of cold (2 charges)
  • Elemental assessor (Chronicle of the Righteous)(2 charges)

While a target is under the effect of the staff's elemental assessor, the continual flame on the staff's head changes color based on the element of the ongoing damage (red for fire, yellow for electricity, green for acid, or blue for cold), and attacks with the staff's enhanced end deal an additional 1d6 damage of that type. While this effect is ongoing, the duration can be extended by expending charges from the staff (a swift action) at a rate of one minute per charge.
When casting any spell besides elemental assessor from the staff, an additional charge can be expended to change the spell's descriptor and damage type to any one of fire, electricity, acid, or cold. This does not change the spell's casting time.
In addition to the normal method of recharging a staff, the user can restore one charge per day to this staff by expending one use of an elemental metamagic rod or greater elemental metamagic rod.

Construction
Requirements Craft Magic Arms and Armor, Craft Staff, Elemental Spell, acid fog, cone of cold, continual flame, elemental assessor, lightning bolt, scorching ray, the creator must either have the admixture arcane school or have Elemental Spell at least twice; Cost 49,450 gp

(CL 11 cost: 39600 spells)
(CL 12 cost: 43200 spells)
8300 gp +1 Elemental Quarterstaff price, 4300 cost
11000 gp elemental metamagic rod price, 5500 cost
50 gp continual flame
(((CL 11 cost: 40700 spells, 42900 intensified lightning bolt) -5500 cone of cold 2 charges, +4400 elemental assessor 2 charges)((CL 12 cost: 44400 spells, 46800 intensified lightning bolt) -6000 cone of cold 2 charges, +4800 elemental assessor 2 charges))

since it's a somewhat utilitarian item. Then again, maybe not. Elemental assessor does have some flavor written into it, which could be taken or left...

Star Voter 2014, Marathon Voter 2015

GM_Solspiral wrote:

60) Staff of entwined elements

The Good: There's an inherent cool factor to shifting damage elements of spells and I actually made something like this back in 2nd ed as a character kit for my homebrew. That was a rambling way of saying you were on to something.
The Bad: I see no reason for this to be a +1 quarterstaff
The Ugly: Staff was the misstep... You should have gone with a Rod and made it do something in addition to simply swapping elements... that would have been the way to make your idea a winner for me.
Overall: 3 stars as is I didn't have strong feelings in either direction. The name didn't land but the description was pretty good which is a bonus good and bad for you!

The reason it's a magical weapon is that it's supposed to basically be a +1 [elemental] quarterstaff, with the continual flame on the end taking on the element determined to be most effective against the target of the staff's elemental assessor so that melee follow-ups/attacks of opportunity are also effective. The spells were also picked for, in addition to the elemental variety, utility of different kinds of attacks to be effective against different kinds of opposition: acid fog for control, cone of cold for large numbers or widely-spread weaker foes, lightning bolt for line formations or long range, and scorching ray for individual targets.

I considered fireball, acid arrow, flaming sphere, chain lightning, and freezing sphere, among some others, as possible other forms, but couldn't get everything to line up by elements, spell levels, iconicness of the spells, or simplicity of mechanical adaptation (fireball was the closest, but I couldn't find a good electric alternate).

If there was a lesser elemental assessor, I probably would have used it, fireball, acid arrow, ice storm, and lightning bolt , shocking grasp, or aggressive thundercloud for a lesser version of the staff.

One of my initial ideas was to use elementally-variable spells like dragon breath but I thought picking iconic elemental spells would be more interesting.

Star Voter 2014, Marathon Voter 2015

Thunderfrog wrote:
Staff of Entwined Elements: The wall o’ text with bad formatting kept me from really paying the attention to this item I should have. It was mechanically sound, but a bother on the eyes after hours of voting. The effect was also not terribly exciting, as the author suggests. Lower tier.

Hey, my formatting was perfect! Word choice maybe not so much! And it was probably too long!

Star Voter 2014, Marathon Voter 2015

1 person marked this as a favorite.

Half-original-half-new-element is actually an option with the feat Elemental Spell. Simply allowing the feat to be applied with a charge could have worked and saved some words, but in that case, the spell's descriptors wouldn't change. Also, that wouldn't allow for an acid/cold version of scorching ray, which I would have liked to have available (possibly for an extra charge) if I was going to go into the mixing.

(I also considered other things like having the metamagic function discounted while the elemental flame was in effect if applied for that element, but I didn't want to make it more complicated even if I had more words)

Star Voter 2014, Marathon Voter 2015

Feros wrote:

Staff of Entwined Elements:

Not a bad staff, but once again we are dealing with imagery that isn’t inspiring. There has to be a cool visual for me to really like an item and this one falls a little short.

Ironically, imagery was one of the things I really thought about here, with the symbolism of the materials and the color-changing elemental flame. I even tried to pick spells that were iconic enough but also would look cool in different forms and function in different enough ways to make it cool and useful, but I kind of ran out of room for flavor text...

Star Voter 2014, Marathon Voter 2015

1 person marked this as a favorite.
Lucus Palosaari wrote:
Staff of the Entwined Elements - Filler - As written, I see this item as being a solid example of an obvious staff. I was hoping for something that allowed for admixtures of the elements, not just simply "you can do all of them different ways!" and then I would question your specific spell list choices. The special powers finally of the staff starts to run long as well, so that it feels like you were really trying to make a Swiss Army Staff or soemthing. Its a solid design though and well executed, but "one staff that does many elements" is only just barely more original than "one staff that does a single element".

Do you have any details on what you mean by allowing admixtures of the elements? And what would you question or suggest about the spell list?

I agree that the elemental enhancement power at the least took up more words than I wanted it too; I pictured it very clearly and it seemed like a simple idea, but when describing it it got more complicated than I wanted.

Star Voter 2014, Marathon Voter 2015

Thomas LeBlanc wrote:
The Golux wrote:
You don't get a discount on continual flame, 50 gp of ruby dust is 50 gp of ruby dust. The continual flame is the spell for all purposes (honestly I might even say it comes back if dispelled) and is costed as such.
I stand corrected. I was looking at the liberator's rod and didn't see the 50 gp figured in. But an ioun torch does. Teach me to research a bit more.

I suspect the Liberator's Rod is somewhat rounded to a nice even number, which I considered but decided against.

Star Voter 2014, Marathon Voter 2015

1 person marked this as a favorite.
Thomas LeBlanc wrote:
The Golux wrote:
Thomas LeBlanc wrote:


Staff of entwined elements - Didn't like additional recharge mechanic. Odd requirements. Price/cost incorrect.

I was very careful on the price/cost:

8,300 gp price/4,300 gp cost for a +2-equivalent quarterstaff; I figured the fact that it can be shock, corrosive, flaming, or frost and is guaranteed to be a useful one when the ability is active balances out the fact that sometimes it isn't any of them.

11,000 gp price/ 5,500 gp cost for an elemental metamagic rod, for the metaelemental ability, potentially more times per day balanced by only usable on the staff's spells (I considered making it a full-use elemental metamagic rod but decided to limit it.

50 gp price/cost for continual flame

(400 x 6 x 11)/2 = 13,200 gp cost/26,400 gp price for elemental assessor
(300 x 6 x 11)/2 = 9,900 gp cost/19,800 gp price for acid fog
(200 x 5 x 11)/2 = 5,500 gp cost/11,000 gp price for cone of cold
(200 x 3 x 11) = 6,600 gp cost/13,200 gp price for lightning bolt
(200 x 2 x 11) = 4,400 gp cost/8,800 gp price for scorching ray

for a price of 98,550 gp and a cost of 49,450 gp.

(Staff-crafting is calculated by cost first, then the price is double that.)

Item price - masterwork armor/weapon = 2(item cost - masterwork armor weapon)

98,550 - 300 = 2(49,450 - 300)
98,250 = 2(49,150)
98,250 not equal to 98,300

You don't get a discount on continual flame, 50 gp of ruby dust is 50 gp of ruby dust. The continual flame is the spell for all purposes (honestly I might even say it comes back if dispelled) and is costed as such. (Reference the Ioun torch)

Star Voter 2014, Marathon Voter 2015

1 person marked this as a favorite.
Thomas LeBlanc wrote:


Staff of entwined elements - Didn't like additional recharge mechanic. Odd requirements. Price/cost incorrect.

I was very careful on the price/cost:

8,300 gp price/4,300 gp cost for a +2-equivalent quarterstaff; I figured the fact that it can be shock, corrosive, flaming, or frost and is guaranteed to be a useful one when the ability is active balances out the fact that sometimes it isn't any of them.

11,000 gp price/ 5,500 gp cost for an elemental metamagic rod, for the metaelemental ability, potentially more times per day balanced by only usable on the staff's spells (I considered making it a full-use elemental metamagic rod but decided to limit it.

50 gp price/cost for continual flame

(400 x 6 x 11)/2 = 13,200 gp cost/26,400 gp price for elemental assessor
(300 x 6 x 11)/2 = 9,900 gp cost/19,800 gp price for acid fog
(200 x 5 x 11)/2 = 5,500 gp cost/11,000 gp price for cone of cold
(200 x 3 x 11) = 6,600 gp cost/13,200 gp price for lightning bolt
(200 x 2 x 11) = 4,400 gp cost/8,800 gp price for scorching ray

for a price of 98,550 gp and a cost of 49,450 gp.

(Staff-crafting is calculated by cost first, then the price is double that.)

The additional recharge was based on the staves in the ACG that can do it; it's to hopefully make the staff a more attractive option since staves are usually terrible.

The requirements picked as odd I assume are the "Elemental Spell taken twice OR Admixture Evocation Arcane School." I spent a good amount of time on that as well; Elemental Spell is a basic requirement for the staff because of what it does, but Elemental Spell can only change to one element. To grasp the idea of entwined elements, it normally requires two instances of the feat, such as both Elemental Spell (Cold) and Elemental Spell (Acid); this is way more reasonable than requiring all four. I considered making the Admixture Evocation Arcane School a requirement for the staff, but I didn't want to make a focused arcane school (a slightly more advanced mechanic choice) required, so I allowed it to substitute for the second instance of the Elemental Spell feat. Even with the school, though, you still need Elemental Spell, because Versatile Evocation only works on Evocation spells, and one of the spells in the staff (acid fog) belongs to the conjuration school instead. The feat then represents the ability to transfer the elemental admixture to other schools of magic.

Star Voter 2014, Marathon Voter 2015

Mark Seifter wrote:
The Golux wrote:
Mark Seifter wrote:
The Golux wrote:
Staff of entwined elements
*When it says "additional," does it mean its another option or that the staff can gain 2 charges per day by using the rod in tandem with a spellcaster?

Yes, it can gain a maximum of two charges a day. I was going based on some of the ACG Staves being able to gain two charges in a day as a way to try to make staves more convenient.

Quote:

*Wording issues, passive voice.

*I'm torn on this one between neutral and weak reject.

Yeah... I don't have a problem with passive voice, so I have a harder time noticing it to remove to please other people. And after thinking for a while I kind of expected the reception of this to be blah... It's more found-in-book-quality than superstar, I think.

So, Owen mentioned how this is similar to technical writing. That's why passive here is not just for feel or "pleasing other people." It can actually create ambiguities because of the lack of subject.

For instance, just to make a quick example, consider this item:

I Just Made This Up wrote:

Rod of Stone Block

The wielder of this rod can make a stone block blocking a corridor. The stone block can be removed from the corridor as a standard action.
Who can remove the stone block? The wielder, using magic? Anybody by grabbing it?

...Good point. I think some of it is that (as you can see) I was up hard against the word limit, but the elemental enhancement power and metaelemental power would be better phrased as "the wielder can expend an additional charge" rather than "an additional charge can be expended."

Star Voter 2014, Marathon Voter 2015

Mark Seifter wrote:
The Golux wrote:
Staff of entwined elements
*When it says "additional," does it mean its another option or that the staff can gain 2 charges per day by using the rod in tandem with a spellcaster?

Yes, it can gain a maximum of two charges a day, one by each method. I was going based on some of the ACG Staves being able to gain two charges in a day as a way to try to make staves more convenient.

Quote:

*Wording issues, passive voice.

*I'm torn on this one between neutral and weak reject.

Yeah... I don't have a problem with passive voice, so I have a harder time noticing it to remove to please other people. And after thinking for a while I kind of expected the reception of this to be blah... It's more found-in-book-quality than superstar, I think.

Star Voter 2014, Marathon Voter 2015

Mark Seifter wrote:
Mikael Sebag wrote:
Enlightened Jian

Collected Judge comments (typing this slows me down, so from now on, all these bulleted lists are always collected judge comments):

*Why is this a longsword instead of a temple sword? Monks aren't proficient in longsword and take the –4 despite the item's abilities, and temple sword is otherwise equivalent to longsword while doing what the author wanted (being a monk weapon for flurry, etc).

A Jian is a specific Chinese style of longsword; I'm sure the type of weapon was chosen to be accurate to the intended visual (a temple sword is a very different thing apparently based on a weapon from India). The Blade of the Sword-Saint is similarly a weapon with special powers for Monks that does not give Monks proficiency in its use.

Star Voter 2014, Marathon Voter 2015

2 people marked this as a favorite.

GM_Solspiral: One big thing that bugged me about your item: a Compound Bow is not the same as a Composite Bow. Compound Bows have wheels and use mechanical principles to change it so that the bow is harder to draw back but easier to hold, and also increase the possible strength. Composite bows are still simply bow-shaped without wheels and stuff, but are made from layers of different materials to increase their force without any mechanical redirection (as far as I know, anyway). So the mention of wheels in your item derailed me immediately. Also, Ram Horns are a hell of a curve for a bow.

Star Voter 2014, Marathon Voter 2015

I posted in the official critique thread, but I'm curious what you'd do with this as well:

Staff of entwined elements:
Staff of entwined elements
Aura moderate conjuration and evocation; CL 11th
Slot none; Price 98,550 gp; Weight 5 lbs.

Description
Formed from lengths of ivory, oak, copper, and basalt, braided together by craft and magic, the staff of entwined elements is topped with a crystal orb containing a white continual flame. It functions as a +1 quarterstaff, enhanced only on the orb end, and allows the use of the following spells:

  • Lightning bolt (1 charge)
  • Scorching ray (1 charge)
  • Acid fog (2 charges)
  • Cone of cold (2 charges)
  • Elemental assessor (Chronicle of the Righteous)(2 charges)

While a target is under the effect of the staff's elemental assessor, the continual flame on the staff's head changes color based on the element of the ongoing damage (red for fire, yellow for electricity, green for acid, or blue for cold), and attacks with the staff's enhanced end deal an additional 1d6 damage of that type. While this effect is ongoing, the duration can be extended by expending charges from the staff (a swift action) at a rate of one minute per charge.
When casting any spell besides elemental assessor from the staff, an additional charge can be expended to change the spell's descriptor and damage type to any one of fire, electricity, acid, or cold. This does not change the spell's casting time.
In addition to the normal method of recharging a staff, the user can restore one charge per day to this staff by expending one use of an elemental metamagic rod or greater elemental metamagic rod.

Construction
Requirements Craft Magic Arms and Armor, Craft Staff, Elemental Spell, acid fog, cone of cold, continual flame, elemental assessor, lightning bolt, scorching ray, the creator must either have the admixture arcane school or have Elemental Spell at least twice; Cost 49,450 gp

Star Voter 2014, Marathon Voter 2015

1 person marked this as a favorite.

I have detailed breakdowns on the pricing and some of the other things. I'm pretty sure that aside from the non-caps on the item name the formatting is impeccable... I get the general impression that otherwise it was just too boring for anyone to like.

Staff of entwined elements
Aura moderate conjuration and evocation; CL 11th
Slot none; Price 98,550 gp; Weight 5 lbs.

Description
Formed from lengths of ivory, oak, copper, and basalt, braided together by craft and magic, the staff of entwined elements is topped with a crystal orb containing a white continual flame. It functions as a +1 quarterstaff, enhanced only on the orb end, and allows the use of the following spells:

  • Lightning bolt (1 charge)
  • Scorching ray (1 charge)
  • Acid fog (2 charges)
  • Cone of cold (2 charges)
  • Elemental assessor (Chronicle of the Righteous)(2 charges)

While a target is under the effect of the staff's elemental assessor, the continual flame on the staff's head changes color based on the element of the ongoing damage (red for fire, yellow for electricity, green for acid, or blue for cold), and attacks with the staff's enhanced end deal an additional 1d6 damage of that type. While this effect is ongoing, the duration can be extended by expending charges from the staff (a swift action) at a rate of one minute per charge.
When casting any spell besides elemental assessor from the staff, an additional charge can be expended to change the spell's descriptor and damage type to any one of fire, electricity, acid, or cold. This does not change the spell's casting time.
In addition to the normal method of recharging a staff, the user can restore one charge per day to this staff by expending one use of an elemental metamagic rod or greater elemental metamagic rod.

Construction
Requirements Craft Magic Arms and Armor, Craft Staff, Elemental Spell, acid fog, cone of cold, continual flame, elemental assessor, lightning bolt, scorching ray, the creator must either have the admixture arcane school or have Elemental Spell at least twice; Cost 49,450 gp


Honestly, +4 STR, +2 CON, +2 CHA alone is on the overpowered side. The Draconic Aspect feels like it's dipping too little of a toe into too many pools, with a list of feats to enhance it that seem like they'd take over the entire feat list of some characters, but still no way to get more rounds than con modifier per use.


The group I usually play in has used "reroll lower than your con modifier on Hit Dice Rolls," that has worked pretty well.

Slightly more complicated and less universally successful was the ability for all casting classes to use metamagic feats spontaneously without raising the spell level by taking one additional round to cast for every level it would normally raise the spell. That has some swingy results, so in the next campaign it was used as a feat instead of a default ability.


I can get behind that.


...those are actually both really cool.

Star Voter 2014, Marathon Voter 2015

Brigg wrote:
Garrett Guillotte wrote:
Design a module where the PCs were actually dead the whole time!
Inadvertently giving me this idea...was a very bad idea. >3

I'm currently running a game where the PCs are recruited petitioners...


Shout is probably too high level to be helpful early enough, but if not, Sonic damage is cool.


Antariuk wrote:
Wayang Swashbuckler? Throw pieces of shadow-stuff into your enemies eyes and laugh mockingly. Or use shadow-stuff instead of a buckler in a defensive way. I guess my point is I'd really like to see something with shadows :)

A cape made of shadows to deflect attacks. Could work for a fetchling too, maybe even better.


I'm still pulling for a Grippli Gunslinger that makes sense setting- and flavor-wise. Preferably one that still uses guns.

I know you weren't doing race duplicates, but when you are.

Star Voter 2014, Marathon Voter 2015

yeah, my keep list isn't even exactly the best items that I think will win, it's cool ones that I'd like to use or see used (excluding mine).


James Jacobs wrote:
Kelban Alenark wrote:
Besides synthesist summoner are there any other "broken" classes or combos you've had to ban at your games.
Summoners are pretty much it. Once Unchained is out, I'll be re-allowing them back into my games though, since the Unchained version is MUCH more in line with what I'd wanted for the class all along.

Ooh hints~

James Jacobs wrote:
LazarX wrote:

As I understand it, Geb killed himself, because he was so neurotic about Nex's disappearance.

Does this mean that when the Great Golarion Movie comes out that Geb should be played by Woody Allen or Christopher Wauken?

Nope.

Wasn't Geb dark-skinned?

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