Frqazzikal

Zotpox's page

Organized Play Member. 578 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


RSS

1 to 50 of 578 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

1 person marked this as a favorite.

I have found that Adhesive Spittle a.k.a. the tanglefoot bag spell works best as a wand used by a hench/critter or as a SLA on your Homonculus.

Euwwwww.... Becky!
That thing of yours just barbed up another hairball!


127. A poppet token.


1 person marked this as a favorite.

I allways limit my players in game options along the lines of the campaign setting's in game starting location. If the players don't like the options in one location they can start somewhere else in the setting, create a nonredicolus backstory or we can have a conversation about how an uber out of place race/class combo ended up in that locale.


91. Tabard of spell storing

A Light gray in color with blaze yellow trim and a rubber ducky print on the front and "Wake up the Ducks samurai! We have a city to burn!" printed on the back in common


1 person marked this as a favorite.

You can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains.

I believe this will allow you to grant clerical spellcasting ability to any class of follower that falls under your leadership.


1 person marked this as a favorite.

I was just showing that all Divine Sources are not divine in nature.


1 person marked this as a favorite.

The Mythic ability "Divine Source (Su)" allows a PC to be such a source.

Divine Source (Su)
You can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains. Select two domains upon taking this ability. These domains must be alignment domains matching your alignment if possible, unless your alignment is neutral. You grant access to these domains as if you were a deity. Creatures that gain spells from you don’t receive any spells per day of levels higher than your tier; they lose those spell slots. In addition, you can cast spells from domains you grant as long as their level is equal to or less than your tier. Each day as a spell-like ability, you can cast one spell of each level equal to or less than your tier (selecting from those available to you from your divine source domains). If you’re a cleric or you venerate a deity, you may change your spell domains to those you grant others. At 6th tier and 9th tier, you can select this ability again, adding one domain and two subdomains to your list each time and adding their spells to the list of those that you can cast.


Thanks Senko!

That is much more flexible, and useful than Eschew Materials. Mythic or otherwise.


There are 4 component freedom's.

Focus
Material
Verbal
Somatic


Animated object plushies with the ability to Familiar bond with a non spellcaster.

Poppets of unusual shape and size.

Adventurer's plates: A 3" by 4" metallic plate that display's in common the effects of a status spell on the holder.


"The Holy Order of the Prolific Wand's" strikes again!


Eberron has a wand bracelet that I think might be what your looking for.


1 person marked this as a favorite.

This should do the trick
*
*
*
*
880,000
- 278,650 custom Ioun Immunitys / Abilitys
- 360,000 custom Headband +6 all Stats
- 131,250 Stat tome +5 Int
- 12,150 custom Anklet Shape Change Tiny to Huge Humanoid
= 79,950 cash to start your empire

**************

[choose a color and shape] Ioun Stone
Aura strong varied
CL 15th
Slot —
Price varies
Weight —

Combined Item effects on single Ioun stone for implantation at base of skull (have greator restoration cast on you before implantation)

92,400 Truesight goggles (True Sight)
45,000 Ring of Regeneration (regen 1 hp per round, immune bleed) + 22,500 = 67,500
20,000 Ring of Freedom of Movement + 10,000 = 30,000
16,000 Winged Boots (Fly) + 8,000 = 24,000
13,500 Periapt of Proof against Poison (immune poison) + 6,625 = 14,125
9,000 Iridescent Spindle (without air) + 4,500 = 13,500
7,500 Tongues + 3,750 = 11,250
5,000 Nacreous Gray Sphere (wont age) + 2,500 = 7,500
3,750 Periapt of Health (immune/cured of all diseases) + 1,875 = 5,625
3,000 Spectacles of Understanding + 1,500 = 4,500
2,500 Comprehend languages + 1,250 = 3,750
2,000 Clear Spindle (without food or water) + 1,000 = 3,000
1,000 Endure Elements (comfort -50 to 140 degrees F) + 500 = 1,500

92,400
67,500
30,000
24,000
14,125
13,500
11,250
7,500
5,625
4,500
3,750
3,000
1,500

278,650

********************************

360,000 (Scrimshaw [yes etching into the skull bone]), Headband of Mental Superiority and Physical Perfection +6 all stats (know: engineering, diplomacy, sense motive)

Combined item
144,000 Headband of Mental Superiority +6 (know: engineering, diplomacy, sense motive)
144,000 Belt of Physical Perfection +6 + 72,000 + 216,000
0 (scrimshaw)

360,000

*******************************

12,150 (Tattoo) Anklet of [Greater, Hat of Disguise], Enlarge Person, Reduce Person, and Sleeves of many garments

Combined item
6,000 Greater, Hat of Disguise
2,000 Enlarge Person + 1,000 = 3,000
2,000 Reduce Person + 1,000 = 3,000
100 Sleeves of many garments + 50 = 150

6,000
3,000
3,000
150

12,150

********************************


1 person marked this as a favorite.

The pathfinder item creation rules allow for combining the effects of multiple items into a single item.

The competition for item slots is almost meaningless.

Crafting your own combined effect items is the way to go.

For example the

Make up your own color and shape Ioun Stone
Aura strong varied
CL 15th
Slot —
Price varies
Weight —

Combined Item effects on single Ioun stone for implantation [Good implant sites are, under sternum, base of skull] (be sure to have greator restoration cast on you before you use this)

45,000 Ring of Regeneration (regen 1 hp per round, immune bleed)
13,500 Periapt of Proof against Poison (immune poison) + 6,625 = 14,125
9,000 Iridescent Spindle (without air) + 4,500 = 13,500
5,000 Nacreous Gray Sphere (wont age) + 2,500 = 7,500
3,750 Periapt of Health (immune/cured of all diseases) + 1,875 = 5,625
2,000 Clear Spindle (without food or water) + 1,000 = 3,000
1,000 Endure Elements + 500 = 1,500

45,000
14,125
13,500
7,500
5,625
3,000
1,500

90,250


I don't know if we each have a destiny, or if we're all just floatin' around accidental-like on a breeze, but I, I think maybe it's all of them. Maybe it's all of them happenin' at the same time.
Forrest Gump


They sound ideal for a Amanusya, Rakshasa.


1 person marked this as a favorite.

For funzies please see the "COLD STEEL, ICICLE'S, AND A DREAM" thread.
I believe that it will be amusing and informative.


Have you ever managed to make the proverbial "all bard group" we always talk about? And if so, how did you manage to herd those cats and pull it off?

In the initial game/campaign de/re/pre brief inform the players that this will be an all [insert class here] game/campaign, and depending on the results from this run an alternate class's will be considered.

Be prepared for much wailing and gnashing of teeth.

They will sort out the rest.


1 person marked this as a favorite.

Living construct Poppets


Sysryke is right in that with that much lead time and easy access to AP's, it is impossible not to meta game.

Audio record the sessions (cellphone works) and have a computer transcribe them into txt later.


"If the only tool you have is a hammer, you will start treating all your problems like a nail.”

Adaptation is a key skill and a primary challenge in the game.


Two week reminders via email. Once a month GM strat meeting via group chat. Two weeks out I send a leadup from where we left off.

The guys have their [expletive] together and plenty of time to plan.

The prebrief and set rules are explicit and the players well aware of time sucks and plan accordingly.

No AP's can be used as they allow to much pre prep.

I run a very sandboxy game and coGM's allow for party splits and active subplots.

As to the balance question. Don't bite off more than you can chew and running is a required tactical/survival choice.


I've found that any more than 8 pc's requires coGM's usually in charge of one aspect of the game eg combat, enviroment/weather, magic, plot/npc's etc...

ATM I'm running a group of 12 with one coGM for combat that meets for two days about once every 3 months that so far works well.

Communication is key!


The addition of Traits and flaws come to mind, coupled with the clever use of nonmagical equipment you should get the desired result.


I can appreciate the use of uninterpilated RAW for the avoidance of shenanigans.

I'm Just saying keep a weather eye out for The Holy Order of the Prolific Wand's super good deals.


1 person marked this as a favorite.

So...
Me and wands have a history and I hold certain opinions.

See the "Cold Steel, icicle's, and a dream" thread.


1 person marked this as a favorite.

Dubiously Legal Shenanigans

The humble mount spell used in a dungeon setting and intentionally spooked towards the oncoming monsters is outright chaos in a hallway. The casting of Grease and the application of a torch will earn you a stern glare and require a humble promise to the GM to never do that again.


How about the spells Sleet Storm, Ash Storm, and Conjure Carriage which can be used as hard cover and breaks LOE and LOS. no saves

Meanwhile back in save or suck land

Agonizing Rebuke (will)
Bestow Curse (will)
Irregular Size (fort)
Howling Agony (fort)

are all excellent choices.


Look into the witch spell list

Adhesive Spittle
Forced Quiet
Itching Curse
Lock Gaze
Shadow Trap
Web Bolt

should all be good choices


Who said anything about summons?

Angels visit the prime all the time.

I'm fairly certain that they don't send out a US Marine style kill squad for every single harry hard luck and sally sob story that manages to get their halo in a pinch.


2cp

There are plenty of angels and they get offed all the time, and they are always making more of them.

This stuff should be dirt cheap!


This thing alters and warps reality like a deck of many things, rod of wonder, or harrow deck.

This is Wild Magic aka. "DM deus ex machina" at it's finest your simply using a handy crib sheet with numbers for the die roll's.

Everything used in "whatever way you choose" is reversible.

That said DM responsibly, and don't DM and drive.


Shock value is just that a shock.

Warn the PC's that this thing alters and warps reality like a deck of many things, rod of wonder, or harrow deck, and not all results are beneficial and they are putting their character in the hands of the fickle dice gods.

Please make sure that the players are making an informed choice with their PC! Lay it on THICK!

In the case of a egregious roll

1. Have them slowly revert back.
2. At the whim and will of a die roll change him/her/it back.
3. Warn them first and work out options.
4. Remove that option beforehand.
5. Fudge the roll.

Pay your money and take your chances!


33: A parchment playing card flutters into the bin it appears to be blank on one side. When the card is thrown to the ground, a creature is gated to the cards location. The creature cannot move more than 30 feet away from the cards user. At all times it obeys the desires of the character who used the card. If the card is picked up, the creature is gated away. Use a random pull from the Deck of Illusions each time the card is used. (Thie's are real npc's/monsters and for good or ill may come looking for the user)

34: A piece of vellum flutters into the bin. Oops! is printed in common on one side. Appon reading the player drops to the ground and reincarnates as a monster with HD equal to His/her/It's level, an opposing alignment, and 0 class levels.

35: An Unholy symbol of Doloras drops into the bin. The Pc has gained the attention of Doloras for good or ill. The feat Believer’s Boon (Caina’s Cold Logic (Sp) forbid action 3/day, owl’s wisdom 2/day, or dispel magic 1/day) is granted as long as the unholy symbol is worn openly. If the symbol is rejected otherworldly chains forged in the infernal morass of Hell itself latch on to your feet, rooting you in place for a number of rounds equal to your Hit Dice. You cannot damage the hellish chains nor magically escape them; if you attempt to use teleportation magic or a similar ability to circumvent the chains, the spell or ability fails and is wasted. While you are rooted, you take 2d6 points of piercing damage and 4d6 points of fire damage per round as blazing, hellish needles stab into the exposed portions of your body (you begin taking damage as soon as you are under this ability’s effects). If you succeed at a Reflex saving throw you are only held in place for half the number of rounds and take the listed damage only once.

36: A roughly carved wooden figurine of an indeterminate animal drops into the bin. While carried the pc gains the trait Fate's Favored.


Google contractor nightmares to get a rough idea of what the pc faces when trying to hire that many teams.

Usually a construction company is hired and their in house contractors and sub contractors are the teams.


29: A random Ioun stone drops into the bin. When used for more than 1d6 hours the stone embeds itself, fusing to the users skull.

30: A piece of vellum flutters into the bin. I.O.U. is printed in common on one side and 36,000 gp and (signature of local baron) is written on the other. The voucher is legitimate.

31: A worn looking tin ring drops into the bin. The ring functions as a ring of Ring of Djinni Calling which instead calls A succubus, erinyes, Rakshasa-Amanusya, Daemon-Erodaemon, and A Div-Pairaka once each for one hour per day. The ring requires a DC 30 caster level check remove curse to remove it.

32: A tiny bag of seeds drops into the bin. The bag contains 3d10 seeds. When planted a Wyrwood tree grows to full size in 1d3 hours. Three days after full growth a Wyrwood NPC steps forth from the tree ready to serve the planter.


25: A wooden token drops into the bin. 2d6 awakened poppets arrive within 1d12 hours and declare the tokens holder their new patron and proceed to follow the PC and stage puppet shows wherever the party stops.


2 people marked this as a favorite.

Did someone say shenanigans?


1 person marked this as a favorite.

Greater Restoration or Reincarnation your call.


Your a day late for the really big show Meirril.
Go read the posts above.


1 person marked this as a favorite.

XD

Force jokes aren't all ways hilarious. But when they are.

Do..do.do.do...Do.da.Do.da.Do.da..Do


1 person marked this as a favorite.

Opening a portal/gate/rift to a hostile to prime material lifeforms inner/outer/hell plane.

Yah know
One of those planes where a slight breeze shreds +5 Impervious adamantine full plate of Invulnerability like tinfoil.


1 person marked this as a favorite.

How much damage dose opening a void rift cause?


1 person marked this as a favorite.

It was modeled after a flame tongue, not a wand at all.

I was told in no uncertain terms that "force tongue" had unfortunate connotations and was not to be used.

I eventually settled on the Hi'lan blade moniker as a nod to a great link in roleplaying evolution.


1 person marked this as a favorite.

Is this a wand?

Hi'lan blade

AC 7, HP 5, hardness 5, Break DC 16
Activation spell trigger
This item requires no charges and may be activated once per round.
This item may only be activated if the character is at full HP.

DESCRIPTION

This wooden item is shaped like a short sword and may be used as a club. "It is dangerous to go alone. Take this." is scribed in elven along the blade.

EFFECT

Range medium 110 ft.
Targets one creature
Duration instantaneous
Saving Throw none; Spell Resistance yes

A short sword blade shaped missile of magical energy darts forth from the wand and strikes its target, dealing 1d4+1 points of force damage.
The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell.


1 person marked this as a favorite.
The core rulebook wrote:
If item is continuous or unlimited, not charged, determine cost as if it had 100 charges. If it has some daily limit, determine as if it had 50 charges.

I thought that this was pretty clear as well.

How are wands new?

Comparable magic items price was their bid to reign in the shenanigans and rightfully so as it is impossible to see all of the legal exploits and DM "caus I sed so" ends up sounding like a broken record after a while.

Excelente exercise Tacticslion! +2


1 person marked this as a favorite.

#1 Wand
summoner made

#2 stacked wand and a wondrous magic item
possesses a secondary effect.
"In addition, a wielder may use arboreal hammer once per day as a full-round action."

#3 wand
druid or shaman with something to reduce the spell level


the Staff of Eldritch Sovereignty is an (artifact) because it is a combo staff, wondrous magic item.

Wands cast a specific spell. Set it and forget it.

A staff on the other hand stores the [for lack of a better word "formula"] for multiple generic spells usually in the same school and in a few instances allowing the staff to absorb spell energy recharging the staff, also allowing the activator of the staff to apply his/her/it's own personal spell casting ability's.

The Stone Mark I:
Combined Item effects on single Ioun stone for implantation [Good implant sites are, under sternum, base of skull]

Mark I

13,500 Periapt of Proof against Poison (immune poison)
9,000 Iridescent Spindle (without air) + 4,500 = 13,500
5,000 Nacreous Gray Sphere (wont age) + 2,500 = 7,500
3,750 Periapt of Health (immune/cured of all diseases) + 1,875 = 5,625
2,000 Clear Spindle (without food or water) + 1,000 = 3,000
1,700 Cracked Pearly White Spindle (regeneration) + 800 = 2,500 (regen 1 hp per hour)

13,500
13,500
7,500
5,625
3,000
2,500

46,625

The Stone Mark II:
Combined Item effects on single Ioun stone for implantation [Good implant sites are, under sternum, base of skull]

Mark II

13,500 Periapt of Proof against Poison (immune poison)
9,000 Iridescent Spindle (without air) + 4,500 = 13,500
9,000 Flawed Pearly White Spindle (regeneration) + 4,500 = 13,500 (regen 4 hp per hour)
5,000 Nacreous Gray Sphere (wont age) + 2,500 = 7,500
3,750 Periapt of Health (immune/cured of all diseases) + 1,875 = 5,625
2,000 Clear Spindle (without food or water) + 1,000 = 3,000

13,500
13,500
13,500
7,500
5,625
3,000

56,625

The Stone Mark III:
Combined Item effects on single Ioun stone for implantation [Good implant sites are, under sternum, base of skull]

Mark III

13,500 Periapt of Proof against Poison (immune poison)
10,000 Pearly White Spindle (regeneration) + 5,000 = 15,000 (regen 1 hp per 10 min)
9,000 Iridescent Spindle (without air) + 4,500 = 13,500
5,000 Nacreous Gray Sphere (wont age) + 2,500 = 7,500
3,750 Periapt of Health (immune/cured of all diseases) + 1,875 = 5,625
2,000 Clear Spindle (without food or water) + 1,000 = 3,000

13,500
15,000
13,500
7,500
5,625
3,000

57,125

The Stone Mark IV:
Combined Item effects on single Ioun stone for implantation [Good implant sites are, under sternum, base of skull]

Mark IV (be sure to use greator restoration before you use this)

45,000 Ring of Regeneration (regen 1 hp per round, immune bleed)
13,500 Periapt of Proof against Poison (immune poison) + 6,625 = 14,125
9,000 Iridescent Spindle (without air) + 4,500 = 13,500
5,000 Nacreous Gray Sphere (wont age) + 2,500 = 7,500
3,750 Periapt of Health (immune/cured of all diseases) + 1,875 = 5,625
2,000 Clear Spindle (without food or water) + 1,000 = 3,000

45,000
14,125
13,500
7,500
5,625
3,000

88,750


The Stone:
Combined Item effects on single Ioun stone for implantation [Good implant sites are, under sternum, base of skull]

Mark I

13,500 Periapt of Proof against Poison (immune poison)
9,000 Iridescent Spindle (without air) + 4,500 = 13,500
5,000 Nacreous Gray Sphere (wont age) + 2,500 = 7,500
3,750 Periapt of Health (immune/cured of all diseases) + 1,875 = 5,625
2,000 Clear Spindle (without food or water) + 1,000 = 3,000
1,700 Cracked Pearly White Spindle (regeneration) + 800 = 2,500 (regen 1 hp per hour)

13,500
13,500
7,500
5,625
3,000
2,500

46,625


If item is continuous or unlimited, not charged, determine cost as if it had 100 charges. If it has some daily limit, determine as if it had 50 charges.
They had to know this would bite them.

Unlimited cantrip wands If they are just the plain vanilla cantrips they are hardly game breaking and quite handy.

Pathfinder changed the rules a bit for magic item creation in that many more things are now permissible.

Multiple item ability's stacked on a single item for example, just add half the cost of the lower priced item as a tax and poof a stacked doodad.
Beware the Ioun stones

Tacticslion wrote:
b) even if they don’t they will opine that you should look really hard at the “comparable magic items price” guide range for determining the cost of making a given magic item rather than the standard formula (find an item that reliably does 30-80 damage fifty times total, or a near equivalent, and price your thingy off of that); this is a rule noted in the actual crafting rules section and often paired with the true strike spell as a constant spell effect to (incorrectly) suggest that such a thing would be equal in value to a +20 weapon - just so you have a vague idea of the value-judgements used to clarify what you’re working with

Comparable magic items price was their bid to reign in the shenanigans and rightfully so as it is impossible to see all of the legal exploits and DM "caus I sed so" ends up sounding like a broken record after a while.

1 to 50 of 578 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>