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Frqazzikal

Zotpox's page

Pathfinder Society Member. 404 posts. No reviews. No lists. No wishlists. 1 Pathfinder Society character.




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So I just finished reading the tale of Joe Wood (google the commoner campaign) and I find myself thinking that among the plethora of concepts presented the one that sticks out in my mind is this. All people specialize, now don’t get me wrong everyone has a smattering of odd skills (licking your own eyebrow for example) but I’m talking about niches. For example the level 1 through 3 niche or the level 4 through 6 niche.

It strikes me that just like there are people that never go more than 50 miles from their homes in their entire lives that there might also be people that only ever take on level 1 through 3 quests or level 3 through 6 quests. I mean after all how many adventurers can there be, much less the ones that make it to or past 3rd level?

So now I’m thinking that people like Joe fill the gaps where adventurers are a bit thin on the ground so to speak. They are not adventurers per say just simple folk that fell or landed (or maybe were pushed) into a niche and either struggle to escape or embrace their lot.

Either way the concept of niches needs to be expanded and extrapolated upon with great pomp and the vigorous punching of keyboards!


For example
A maximum enchantment of
+1 for a lesser simulacrum (single use items only aka potions and scrolls)
+5 for a simulacrum (wondrous, weapons, armor, rings)
+10 for a greater simulacrum (no artifact)

Intelligent and cursed items will ruin the creation process destroying the work.

So thoughts, ideas, rants?


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I'll Kick this (hopefully) increadably usefull and hellairous beast off.

1. The Zeldon's Ferry branch of The Devilsquid Slaughterpunch Memorial Life Insurance, Hogbreeding and Asset Seizure Limited Liability Guild.


Seeking advice/recomendations on balance and stat adjustments.

The Item in Question:
Maul of the Titans (Tiny)
Two-Handed Melee Weapon (Martial)
Aura: Strong Evocation; CL 15th; Slot —; Price 5580 gp; Weight 2.67 lbs.
Damage (S) 4d2; (M) 6d2 (17-20 x2)
Range 0 ft.
Type B
Special: Deals triple damage against inanimate objects. The wielder must have a Str of at least 14 to wield it. Otherwise, he takes a –4 penalty on attack rolls.
Description: A maul resembles a mace or war hammer with an elongated handle and a larger, more powerful striking head, making it a two-handed weapon.
This two and a half feet long maul is covered in runes cast of a single piece of adamantine.
Construction Requirements: Craft Wondrous Item, Craft Magic Arms and Armor, clenched fist; Cost 2,790 gp

Thanks for your help!


I had a wild hare recently and the end result was a modified soulbound doll. I am soliciting advice on a name and plot hooks for use.

critter:
SOULBOUND DOLL (CLERIC)
This doll appears to be a cleric wearing half plate with a white tabard depicting a green hammer and wields a war maul made of a single piece of greyish green metal.
SOULBOUND DOLL CR 2
XP 600
NG Tiny construct
Init +6; Senses darkvision 60 ft., low-light vision; Perception +3
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
Hp 30 (3d10)  takes into account the integrated masterwork half plate which does not adjust AC
Fort +1, Ref +3, Will +3
DR 2/magic; Immune construct traits
Weaknesses susceptible to mind-affecting effects
OFFENSE
Speed 20 ft.
Melee Maul +4 (1d4)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 3rd, concentration +2)
4/day—disrupt undead (1d6), mending (1d4), prestidigitation
1/day—make whole (3d6), cure serious wounds (3d8+3)
Str 10, Dex 14, Con —, Int 10, Wis 10, Cha 10
Base Atk +3; CMB +3; CMD 11
Feats Improved Initiative, Iron Will
Skills Perception +3, Stealth +10, Knowledge: Religion +3
Languages Common
SQ soul focus, susceptible to mind-affecting effects
ECOLOGY
Environment any
Organization solitary
Treasure Soul focus, Adamantine Maul (tiny), Clockwork Hound (mount)
SPECIAL ABILITIES
Susceptible to Mind-Affecting Effects (Ex) The weakened conviction of a soulbound doll's soul makes it susceptible to mind-affecting effects, despite the fact that it is a construct.
Soul Focus (Su) The soul shred bound to this doll lives within a focus integrated into the doll’s chest, an emerald set in a silver hammer holy symbol is used as the soul focus. As long as this soul focus remains intact, it can be used to animate another doll. Once bound into the soul focus, the soul continues to learn, and so the soul retains its personality and memories from its previous body or bodies. A soul focus has hardness 8, 12 hit points, and a break DC of 20.
This sentient doll contains the shred of a NG cleric’s soul. The binding process stripped most of the individuality from the soul shred, making the new soulbound doll an almost blank slate. Despite this process, fragments of the cleric’s personality remain.

Construction
This soulbound doll's body is made with bones of polished granite, muscle of Iron wood and sinew of soar wood, joints coated in the finest porcelain, skin of the tightest duct canvas dyed pitch black, eyes of polished quartz, and for a face; the finest and most detailed of porcelain masques. A masterwork set of half plate (Tiny/integrated), a white tabard depicting a green hammer and a masterwork adamantine war maul (tiny) complete the ensemble. The soul focus was created using a soul shred from a dying and willing good aligned cleric, who was later raised from the dead.

Clockwork Riding Hound
This black mechanical wolf keeps its nose to the ground collecting scents. Gleaming teeth fill its metal mouth.
CLOCKWORK HOUND CR 3
XP 800
N Medium construct
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +6
DEFENSE
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 50 (3d10+20)
Fort +1, Ref +3, Will +1
Immune construct traits
OFFENSE
Speed 50 ft.
Melee bite +7 (1d6+3) or slam +6 (1d4+3)
STATISTICS
Str 16, Dex 15, Con —, Int 2, Wis 10, Cha 1
Base Atk +3; CMB +6; CMD 18 (22 vs. trip)
Feats Skill Focus (Survival), Weapon Focus (bite), Run
Skills Perception +6, Survival +5 (+9 when tracking); Racial Modifiers Acrobatics (+8 when jumping), +5 Perception, +4 Survival when tracking
Languages understands Common
SQ diligent tracker
SPECIAL ABILITIES
Diligent Tracker (Ex)
Clockwork hounds are designed to guard areas and track prey. They gain a +5 racial bonus to Perception checks and Survival checks when tracking.

Once Partner to a clockwork huntsmen, this modified clockwork hound now serves as the mount for a Soulbound doll. The hound’s whip tongue was lost when this once destroyed clockwork was reconstituted. Cosmetic modifications were made to this hound to make it appear as a wolf.


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The Zotpox Iron mage Challenge

To play a Wizard form 1st level to 6th with not a single spell cast.

You have to rely on your high intelligence and low cunning to survive. Forethought, preplanning, preparedness, and the willingness to do whatever it takes to survive are the hallmarks of the iron mage.

The idea for this challenge springs from my experience with an AD&D wizard whose spell book was destroyed on his first adventure and lacked the funds for either training or a new book until reaching level six.


We all have those little niggeling thoughts.
what if?
how dose that?
do they really?

Please ask those questions here. You might just be suprised at the result.

For example: What happens when my female catfolk PC goes into heat? How do i roleplay that?


Feedback would be much appreciated.

Counterfeit humanoid

School necromancy; Level sorcerer/wizard 6

Casting Time 12 hours

Components V, S, M (laboratory supplies worth 5,000 gp), F (special laboratory equipment costing 2,500 gp)

Range 0 ft.

Effect one duplicate creature

Duration instantaneous

Saving Throw none; Spell Resistance no

This spell makes a duplicate of any humanoid/monstrous humanoid. The duplicated creature appears to be the same as the original, but it has only half of the original creature's levels or HD (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD) and lacks any scars, tattoo's or other identifying marks of the original. You can't create a duplicate of a creature who’s HD or levels exceed your caster level.

The duplicate possesses the same personality and memories as the original with the full realization of the fact that it is a duplicate created by the caster, this inevitably leads to a shift in personality and alignment (to mach the caster) over the course of 1d4 months. At all times, the duplicate remains under the caster's absolute command. No special telepathic link exists, so command must be exercised in some other manner. A duplicate has no ability to become more powerful. It cannot increase its level, HD, or abilities but it may retrain its skill ranks, languages, and feats.

To create the duplicate, you must have a pieces of flesh, hair, nails, scales, blood, or some combination of the like with a volume of at least 1 lb. that was taken from the original creature's living body. The flesh needs to be fresh. Once the spell is cast, the duplicate must be grown in a laboratory for 3d4 months.


One of my players cooked this up to prevent the barb from missing 2/3 of the encounters in which he is knocked KO in the first 3 rounds (still trying to figure out how he dose this).

Sooo... The question is should I alow it or will the little bugger create a huge headake due to unforseen complications?

Jeff's Ring of Consciousness

Aura faint transmutation; CL 6th
Slot ring; Price 2,200 gp; Weight —

Description
This bronze ring is crafted with the number 72 (Jeff's IQ) stamped on it. It prevents the loss of consciousness regardless of the circumstances.

Construction
Requirements Forge Ring, Mending, Resistance, Stabilize; Cost 1,100 gp


Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed.

Speed: Same as the base creature. If the base creature has a swim speed, the vampire is not unduly harmed by running water.

So do PC's have a swim speed or can you smell vampires before you see them? or dose gasous form = stinking cloud?


Masterwork club a Medium Simple two-Handed Melee Weapon
+1 enhancement bonus on attack rolls
cost 300 gp
dmg s 1d4
dmg m 1d6
critical x2
range -
weight 3 lbs
type B
hardness 5
HP 20
break DC 20
special Two handed, Masterwork

A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls

Wielding a Weapon Two-Handed: When you deal damage with a weapon that you are wielding two-handed, you add 1-1/2 times your Strength bonus (Strength penalties are not multiplied).

This two handed masterwork club is a smooth, round stick 2.75 inches in diameter at the thickest part and 42 inches in overall length with a 12 inch barrel and the other 30 inches narowing to form the handle. Is made of one piece of solid ash wood, with a rounded head and knob and given two coats of varnish. It is branded with the craftsman's name, and guild symbol: the brand is applied to the hard side of the club (Over the Sweet Spot), allowing the cluber visual control of the hardness of the surface hitting the victem. The handle is wrapped with a cloth grip and a light coating of pine tar in order to improve grip.


Im hopeing this item will help a low level mage be less squishy.

To be spesific im intrested in the feasibility of this item.

Amulet of the aprentice's reament

Aura faint abjuration; CL 8th

Slot neck; Price 24,000; Weight

Description
This device usually appears to be a clear circular amulet, although any character looking closely at it sees a bright, moving swirl of color.

This amulet grants a single held mele weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.Creates An invisible but tangible field of force surrounds the wearer, providing a +4 armor bonus to AC, this armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since this armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.Creates an invisible shield of force that hovers 4 inches in front of your off hand forearm. It negates magic missile attacks directed at you. The disk also provides a +1 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.

Construction

Requirements Craft Wondrous Item, shield, mage armor, magic weapon, creator must have been struck by a magic missile and a +1 or better mele weapon. Cost 12,000 gp.


If yes dose the bonus only apply to the called or "summoned" creature or is it aney that pass through the gate?


Im thinking it has mineing applications, ane one else have an idea?

Prestidigitation has a 10 ft. range and aney objects moved stay where their left and it can move about 1 lb. per round for an hour.

useing gather in a mine you are traveling through might be a good idea

Spell:
Prestidigitation

School universal; Level bard 0, sorcerer/wizard 0

Casting Time 1 standard action

Components V, S

Range 10 ft.

Target, Effect, or Area see text

Duration 1 hour

Saving Throw see text; Spell Resistance no

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.


It occurs to me that the spells of different specialist's wizards should be harder to get rid of than others, say for example a necromancer vs. a summoner and the Enchanter should trump them all and to that end i submit for your thought process this feat.

Persistent Spell
Your spells are harder to dispel

Prerequisite: Greater Spell Focus (Enchantment), 8th-Level Wizard

Benefit: All of your spells gain +1 to their Difficulty Class to resist Dispelling for every 4 caster levels.


I needed something in my games to explian why the bad guy wizard allway's had that bad@$$ looking armor.

I submit for your consideration

Leather clothing

Cost 5 gp
Armor/Shield Bonus +1
Maximum Dex Bonus +8
Armor Check Penalty 0
Arcane Spell Failure Chance 0%
Speed 30 ft. 20 ft.
Weight 8 lbs.


My personal style is what I like to call the "sandbox of doom".
A map is layed out with preset encounters, adventure path points, and plot hooks. Now thies encounters have wildly varying ECL's so a smart/lucky PC learns to scout ahead and choose his encounters or run for his life.

And so their is no (this is a level appropiate encounter) going on in the back of the players heads.


I was just wondering if aneone considdered converting the minimal mammal from 2e.


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