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Crystal Figurine

Tiny Coffee Golem's page

8,454 posts. Alias of wesF.


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Randarak wrote:
Werewolves were said in European folklore to bear tell-tale physical traits even in their human form. These included the meeting of both eyebrows at the bridge of the nose, curved fingernails, low-set ears and a swinging stride. One method of identifying a werewolf in its human form was to cut the flesh of the accused, under the pretense that fur would be seen within the wound. A Russian superstition recalls a werewolf can be recognized by bristles under the tongue. The appearance of a werewolf in its animal form varies from culture to culture, though it is most commonly portrayed as being indistinguishable from ordinary wolves save for the fact that it has no tail (a trait thought characteristic of witches in animal form), is often larger, and retains human eyes and voice. According to some Swedish accounts, the werewolf could be distinguished from a regular wolf by the fact that it would run on three legs, stretching the fourth one backwards to look like a tail. After returning to their human forms, werewolves are usually documented as becoming weak, debilitated and undergoing painful nervous depression. One universally reviled trait in medieval Europe was the werewolf's habit of devouring recently buried corpses, a trait that is documented extensively, particularly in the Annales Medico-psychologiques in the 19th century. Fennoscandian werewolves were usually old women who possessed poison-coated claws and had the ability to paralyze cattle and children with their gaze.

The thing I love most about this story is the equal value put on both cattle and children.


Claxon wrote:
With the proper resources you can live indefinitely in your timeless plane until immortality can be achieved. Or at least hide out and affect the world through intermediaries. Magic jar or astral projection can allow you to leave your "cage" to affect the outside world for a limited amount of time. Theoretically, you could bind or create enough agents for yourself to continually increase your world plane until you effectively have a city. Or a continent. Or a planet.

There's a thread around here somewhere wherein someone did the math about building earth via create demiplane.


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Klaus van der Kroft wrote:
Tiny Coffee Golem wrote:
A giraffes coffee would be cold by the time it reached the bottom of its throat. Ever think of that? No. You only think about yourself.

Well maybe it would arrive faster if certain tiny golems would assist the process.

Din'n think 'bout that, did 'cha?

I've got a team of highly dedicated researchers working on the problem.


avr wrote:
17) Use the plane as the ultimate beer fridge/wine cellar, on the basis that objects there won't age.

Don't you want wine to age?


La'Vantis Tuen wrote:
Randarak wrote:
It didn't die, its just in a timeless state.
ba dum tss

Groan.


Well, that died quicker than I expected.


Basically you take a feat instead of paying 1 skill point per level for a maxed skill. It's probably fine.


Just get a +2 Int item with the associate skill and call it a day.


The Paizo Golem


Moto Muck wrote:

other spells i'd prob allow

detect charm, metal, radiation, undead
endure elements
floating disc
ant haul
rope trick
jump (might cost more than 2500 gp)
youthful appearance
silk to steel
fins to feet
darkness/daylight (on area only)
web shelter
magic circle against (area only)
tiny hut
wind wall -really prob any of the wall spells

possibles- these might cost more than the usual price maybe?:
detect secret doors
mage armor (prob cost more)
animate rope
levitate
spider climb
water breathing

and thats just a quick partial run through levels 1-3

Floating disk could be tricky. if you move to fast it'll wink out of existence.

the Jump spell scales pretty hard. You may need to level the cost based on caster level.


The Indescribable wrote:
Nope. I'd rule you have to research a new version of the spell you want to make permanent and add at least a level depending on how nasty a permanent version would be.

So if I wanted permanent Burning Gaze (Wiz 2) permanent I could research a "new version" as a 3rd level spell that was Permanency-able?

Fyi: Burning Gaze was just the first to come to mind and would probably be a bad idea to have permanent. The spell itself it not the point. I'm just asking about the method.


DungeonmasterCal wrote:
I've always wondered what the criteria for a spell to be made permanent are.

Me too. Seems pretty arbitrary.


I know there's no rule. I was wondering what DM's have allowed and how.


bump


bump


ErisAcolyte-Chaos jester wrote:

For a Vampire, Being Buried alive in a locked Iron Maiden, with a small amount of blood being given before entering. the key element is that they will be starved to near death, but never allowed to die of starvation. They go Mad in there.

Beheading and then being preserved and reanimated in a jar, with the lips stitched up and the tongue cut out. Your existence is condemned to being a head in a jar for all time.

In pathfinder vampires dont actually need blood. They just crave it. "Good" idea though.


There's a thread around her about creative use of curses. Start there.


Faelyn wrote:
Otherwise you now have a teenaged mentality running around for 60+ years. Essentially your great-great nieces and nephews are caring for you until you reach "maturity".

If this was the case it could account for why there are so few assimars. It's a multi-generational commitment.


LazarX wrote:
Tiny Coffee Golem wrote:

Is there any way to get early access to wizard discoveries or one specifically?

For argument sake lets say I want to get Immortality early. Is there any combination of class features, feats, traits, etc that might allow this?

No there isn't. They're specifically designed to have hard coded requirements. Wizard 5, Wizard 20, etc. Not caster level, not being able to cast certain spells, no SLA cheeese, specific class/level requirements.

You're probably right, but that's why I asked.


Samasboy1 wrote:
Buy a Polymorph any Other into a Shabti?

Interesting, but I'm not quite getting what this thing is. Powerful noble makes a statue of themselves then basically posses it when they die?


Cast alter self on a valet familiar to make it humanoid.


Charon's Little Helper wrote:
SmiloDan wrote:
Bison are endangered? They serve them up in burger form all over around here....

The best way to make something NOT endangered is to let people know that it's delicious and not freakishly hard to keep as livestock.

No one thinks that cows, pigs, chickens, goats, or sheep are anything like endangered.

lol. Best way to keep a species propogated: Make it delicious.


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Corvino wrote:
This week the party are in a six-hour committee meeting. They must elect a new treasurer and draw up a policy on NPC hireling employment, holiday, benefits and statutory sick pay. Then there is mandatory sexual harassment and fire safety training because of recent incidents with the Bard and Sorcerer respectively. The Barbarian is taking minutes. Halfway through there will be a coffee break, but the only beverage available is instant decaf.

I don't want to be there as a non-adventurer.


Is there any way to get early access to wizard discoveries or one specifically?

For argument sake lets say I want to get Immortality early. Is there any combination of class features, feats, traits, etc that might allow this?


Basically, a wizard wants to expand the list of things that can be made permanent.
Anyone have any experience with this?
Reasonable? What cost(s) would you require? Would it be like memorizing a new spell?


9) Immortality: As long as you don't leave the plane you don't grow old. Of course until you get an actual means of immortality, such as the 20th level discovery, you're effectively trapped.

10) Greater scrying TV!: Cast greater scrying once. Return to watch/change it whenever you want. You can even have minions use it when you're away. (Pretty sure that works)


8) mages private sanctum spells EVERYWHERE


The Indescribable wrote:
Tiny Coffee Golem wrote:
The Indescribable wrote:
Bacon666 wrote:
Summon wart elementals to clean up, then wall of stone/iron/force to buil up...
What elemental?
Probably meat "Earth," but a wart elemental would just be nasty.
Also could have been water.

True, but we're moving rubble. That leads me to believe earth, but mechanically either would work.


Onyxlion wrote:
But you can't make craft checks as no time passes :(.

I don't know if you're being sarcastic or not, but you bring up a good point. I need to make sure everyone in on the same page with the definition of Timeless. I added it to the original post also.

Timeless: On planes with this trait, time still passes, but the effects of time are diminished. How the timeless trait affects certain activities or conditions such as hunger, thirst, aging, the effects of poison, and healing varies from plane to plane. The danger of a timeless plane is that once an individual leaves such a plane for one where time flows normally, conditions such as hunger and aging occur retroactively. If a plane is timeless with respect to magic, any spell cast with a noninstantaneous duration is permanent until dispelled.


dot


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By whatever means you've created or found a private demiplane with the timeless trait. All other options are up to you.

Lets make a list of shenanigans that one could get up to.

Some guidelines: Consider they "why" and not just the "what." There are a lot of spells that can be made effectively permanent, but what's the end goal? Sure, you can make a permanent wall of fire, but what's its permanency going to do for you? Also, keep in mind spells that "wing out" if you leave the range.

Timeless reference::
On planes with this trait, time still passes, but the effects of time are diminished. How the timeless trait affects certain activities or conditions such as hunger, thirst, aging, the effects of poison, and healing varies from plane to plane. The danger of a timeless plane is that once an individual leaves such a plane for one where time flows normally, conditions such as hunger and aging occur retroactively. If a plane is timeless with respect to magic, any spell cast with a noninstantaneous duration is permanent until dispelled.

1) Simulacrum, Lesser : instant loyal servants / guards/ etc. They're cheaper than simulacrum plus they cant leave the demiplane or they "die."

2) Summon Monster 1-9: Permanent powerful utterly loyal extraplanar minions! I'd primarly use these as guards, but keep them hidden. Such as there are actually 100 Greater earth elementals hiding below the meadow in case you need them to help defend.

3) Calling creatures: Buy yourself some more time with your summoning circles as they basically no longer have a duration. Not to mention you can be fully buffed just in case the creature breaks loose.

4) Twine double: Set up multiple of these doing various things. If someone tries to scry you they're 50% likely per double to scry one of these. Not sure how the math works out with multiple castings, but even just 50% is pretty good.

5) Unseen servants cast by your lesser simulacrum. Not so useful if you cast them because they wink out, but any permanent resident can have a lot of basic work happening at any given time.

...


Dracovar wrote:
Dafydd wrote:

Teleportation circle leading to a platform roughly 1000 feet above the ground. Make the platform just a little (inch or 2) bigger then the circle so that people can not use it to get back. Leaves the intruder 2 options, learn to fly or fall 100 stories, ie to their death.

Also, do not make it 1 circle, but lots of circles scattered through out the complex, all linked to the one on the platform.

How about a platform created 1000 feet under water? Get teleported into crushing pressure, pitch black and drowning.

Or a platform created in a sealed underground vault of solid stone - with limited air supply.

Light a small fire just before you teleport out. Next person to get teleported in will start suffocating immediately.


The Indescribable wrote:
Bacon666 wrote:
Summon wart elementals to clean up, then wall of stone/iron/force to buil up...
What elemental?

Probably meat "Earth," but a wart elemental would just be nasty.


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DM frustration usually.


captain yesterday wrote:

Only Summoner I ever made, a Gnome first world summoner with a giant bunny eidalon that would encourage him to do evil things, haven't got to use him yet, my dwarven witch pirate sucks at everything.... except not dying!

But, yeah I'm with Kalindlara, I Luke my summoners to have more mysticism, even if its not "optimal":-)

I understood that reference!


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Create Mr. Pitt wrote:
Archaeologist Bard

I first read this a "apologist bard." lol. He's still useless, but he's super polite about it. lol


Dracovar wrote:

Arcane Mark - Invisible variant - EVERYWHERE (free and easy to cast 0-level spell)

Why? What group of murder hobos wouldn't be prudent enough to at least cast a Detect Magic when trespassing into a wizard's abode? And the second their Detecto scan hits an Arcane Mark - it lights up = nice warning sign (especially if the trespassers are trying to be extra stealthy).

For added fun, Programmed Illusion can be triggered with a visual trigger, so...Detect Magic lights up the Arcane Mark, triggering a nice illusion of a Wall of Fire (or whatever).

I'd make the tower one big annoying trap-fest designed to kill, maim and injure. With a door to my real abode - Create Demiplane made permanent (assuming high enough level, of course) and deftly hidden (with lots of pain waiting on the other side to gank anyone dumb enough to manage to get through it). At lower levels, Magnificent Mansion works well too.

I love the idea, but Check with the DM first. The wording on the visible thing is vague. It could mean visible to everyone or just visible to the person using detect magic.

ARCANE MARK:

School universal; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range touch
Effect one personal rune or mark, all of which must fit within 1 sq. ft.
Duration permanent
Saving Throw none; Spell Resistance no
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.

If an arcane mark is placed on a living being, the effect gradually fades in about a month.

Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).


Dot


1) Nothing comes immediately to mind. Sometimes mundane is the best. If you have a druid friend or a scroll + UMD you can turn it all to clay then smoosh it into one item. Then just disintegrate it. Or just fabricate stones into stone couch/shelves/whatever.

2)Permanency is your friend. Mages private sanctum, symbols, etc. Though secrecy is your best defense. Also you can "abuse" the trap rule and make all kinds of funky stuff. Sky is the limit. Fabricate rubble into stone wall.

3) Permanent mages private sanctum. Or just regularily recast.

4) Fabricate. Fabricate. Fabricate.


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I think you need the rend ability.


Cevah wrote:

The spell starts with level number of 10' squares, in a continuous form. It then grows away from you. If you walk onto the ice, it grows in all directions.

While a widen effect will let you cover more area, there is a better way to extend it: Ring of Continuation. Have it going for 24 hours. :-)

/cevah

Range of creeping Ice is not Personal.


Ravingdork wrote:
Permanency might be a problem, TCG. The spell only lasts tens of minutes, then the whole thing disappears.

an expensive custom magic item then.


Semi-inteligent utterly loyal Nanites. It's ok. I'll be a benevolent dictator.


Oddman80 wrote:

It also says it's a path and a bridge. Or are you ignoring those parts?

Bridge: a structure carrying a pathway or roadway over a depression or obstacle

If it's vertical, it's not a path, and therefore not a bridge.

"Path" to me indicates its something to put between you and the source of gravity. Unless gravity is coming from the wall I dont see how you can make it vertical.


It'd be a horizontal wall of force at best. I dont see how it can be overly useful unless you have someone in a hole or what not.


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Sure, why not?


therealthom wrote:
Tiny Coffee Golem wrote:

.

.
.*SNIP*
...This is terrific! How did you do it?

Google: "ascii it's a trap"


Revolving Door Alternate wrote:
Tiny Coffee Golem wrote:
Clonemaster alchemist is also an option. At 10 you can posses clones of yourself. Just leave your original body in a safe location and live your life through your clones.

Holy crap! How did I forget about this one?

I think I like this best. I will see if he goes for it. Thx for the reminder.

Also makes for a great diplomat. No real fear of death when surrounded by the enemy plus you can quickly get word back to your liege, etc.


Clonemaster alchemist is also an option. At 10 you can posses clones of yourself. Just leave your original body in a safe location and live your life through your clones.

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