Clerics, with suppplementary material, can make VERY strong summoners. Sacred Summons, Summon Good Monster are huge, and add the usual SF Conj, Augment Summonming (and maybe Superior Summoning), they may well be more potent summoners than wizards...
Also, Clerics are not like most Paizo classes - they really do reward Prestige Classing. They don't have capstone abilities, and usually get their 2nd set of domain powers at 8th...
Hellknight Enforcer is awesome, losing literally NOTHING from cleric progression - check out the Catechesis ability.
Wizard and Sorceror are out. Bard out by your own choice...
But this party needs someone who can throw a haste spell.
They are suprisingly effective battlefield support and control casters. Max UMD and you can back up healing. The eidolon becomes a skill monkey. (the reason you are not a regular summoner is that the Eidolon would be pretty redundant with all the other melee in the party).
James Jacobs wrote:
I'm guessing you're going to say go bug Erik again, but how does a Ghoran's self reincarnate ability (Ghorus Seed) interact with it's lifespan? Does it start again every re-planting?
James Jacobs wrote:
Can we have some Ghoran love as well? And some fluff to go with our crunch for both? Like how long each race lives? Are both effectively immortal?
I would hesitate to assume an single school of Azlanti fashion (even though this kind of thing is so common in fantasy - 1 race, 1 culture and no variance... Can you say cookie-cutter caricature?). Azlant had at least 1 continents worth of space and thousands of years. They probably had hundreds of fashion trends...
Just as a note, there is at least another spell that share the Chill Touch multiple touch attack mechanic: Frostbite. If you interpret these spells as unleashing the multiple Touch Attacks, beyond those allowed by BAB, the effect is horrifically powerful. A first level spell that delivers CL x (D6+CL) is well in violation of the spell damage caps, and with no save and a rider effect, is obviously broken. To add more limburger, garnish with the Reach Spell metamagic, making it ranged touch attacks, as a lvl 2 spell
In contrast, there is another spell, Calcific Touch, which has a very similar mechanic: Generate CL Touch Attacks. It's wording: "Once per round, you may deliver a touch attack that ... ". I believe that this language was specifically chosen as a limiting factor on wizards sharing this spell with familiars who have multiple attacks (eg. cats). Multiple touch attacks is bad enough with Chill Touch/Frostbite...
In response to the original poster, who was looking for a good Magus spell, Frostbite, IMO, is better than Chill Touch: More Damage that rises quite quickly, and the Fatigued rider is 2 points of strength loss, and 2 points of dex loss, and can't run or charge, and doesn't allow a saving throw.
IIRC one of Elvanna`s daughters has already been statted up here:
and is in the D20pfsrd`s NPC Database
Presumably Elvanna is worse news...
BTW if they have killed Karzoug “quite easily“, they are likely going to eat your version of Elvanna for breakfast, due to the gimpness of the witch spell list (ie. no Time Stop for example). And Karzoug had a buttload of DM additions for a 20th level special NPC - 200? bonus HP from implanted Ioun Stones, immunity to a bunch of mind affecting effects, multiple artifacts, REALLY high stats...
PS are you sure you have figured Elvanna`s hex DC`s right? DC 27 seems low for a 34 int = +12 to DC, and 20 levels of effective hexing (as Witch and Winter Witch are supposed to stack) ... should be 32 I think.
Vulpinals are an alternate. Check out a pretty good guide here:https://docs.google.com/document/d/1iJ3uBI7QuRjwRQvLYuNBsdqNPxmM9ZZ2Jky4Zx2 ELTg/edit
One major thing he missed though was Inner Sea Magic, pg 20 - Summoning Specialization, which is just awesome...
Well thats just terrible. One of the major good points about summoning is typically getting a bunch of lower level critters - brute combatants pretty much top out in Summon Monster VI with the Dire Tiger, for example... Not to mention summoning clusters of Bralanis for lightning bolt support, or Vulpinals for Healing (18d6 lay on hands per Vulpinal and SM 6 can get pretty damn close to a Heal!)
Also, as a follow up, assuming Human bonus spells come as spells, a look at what spells & words I would be considering
Words 9th : Control Time, Servitor IX, Dimensional Gate
Spells 9th: Bloodline
Question, given a bloodline's bonus spells come as actual spells, not WOP words, why do you think that Human bonus spells become WOP words? As a player, I'd certainly take the bonus spells; there are some effects that are nearly impossible with WOP eg. Planar Binding, Limited Wish, Dimensional Anchor, Polymorph any Object...Not to mention some dominant save or Die effects (Suffocate, Icy Prison).
I'm surprised that you have rated Metaword Mastery Green - I would think blue. Using Boost is sooooo commmon, you need every use of metawords you can get. Also as a rules question, does a given spell count for more than one use of metawords. Eg does a Burst (boosted) Acid Wave (Mind Warp) count as 1 use of metawords or 2?
Summon Servitor 2 is blue - it will devastate fights with boost...1d4+1 blocks of hp and attacks (giant frog/Giant Spider/Hyena) turns outnumbered and outflanked around very effectively at 3ed level...
Regarding Unfetter, falling damage caps at 20d6.
I would encourage you to continue with the higher level words, and looking further into combinations.
Did pathfinder make an error when they created/adopted/converted the Vulpinal Agathion to Pathfinder?
A quick cross-check. The Sacred Summons feat requires the " Aura class feature". I am I correct that this means no one but Clerics (ie Not Oracles) ca use it.
Part II. Would the Sacred Summons feat (and Augment Summoning, etc) work with a staff that casts Summon Monster X? I don't think so, I think that only the save DC's are affected by the user's feats, but I figure I will check...
Pearl of Power? Why do you say that - as I read it, it's another version of a metamagic rod.
Using a focus is a free action and the Cauldron is called out as a focus. What you get is Player A casts Summon Monster V, and gets the initial spell (1 monster from Summon Monster V/1d3 Monsters from Summon Monster IV/1d4+1 Monsters from Summon Monster III) and 1d3 Monsters from Summon Monster IV...
Yes, only works for Summon Monster/Nature's Ally spells and only once per day, but it works for levels 1-9, and Twin Spell was a +4 level metamagic. A greater quicken rod (+4 level metamagic, works levels 1-9, 3 times a day) costs 170,000gp... Divide by 3 to equalize the uses per day, and you're left with 56666gp. Twelve and half times the cost of the Cauldron (4500gp). Is it really that much of a limitation that it only applies to Summmon Monster Spells?
Does anyone else find this thing incredibly powerful?
It's Twin spell for a Summon Monster spell (any level), once per day...For 4500 GP?!? Twin spell is almost as potent as quicken...
Suggestion: Armor up. Either Silken Ceremonial Armor, or a Haramaki, and/or an Armored Kilt.
Utterly disagree. Nice to read though that someone can see several hundred miles over two mountain ranges. Shall simply cease to argue against stupidity.
Alzrius, if you really want Middle Earth Geography lessons, ie how far it is to Rivendell from the attempt at Caradhras pass,
Let's not and go back to the original quote:"I have written Gandalf is here in signs that all can read from Rivendell to the mouths of Anduin.".
It is not a line of sight issue with the firelight; the Anduin is on the other side of the Mountains of Moria... which they are well below in elevation, having not attempted the pass yet.
What levels are you working at? Core only, I think your group needs a) a stealthy type b) a trap finder c) a ranged combatant. They could also stand d)another meat-shield and e) a skill character.
My suggestion, core only would be :
Ranger X/Rogue 3 or 4... (4 gets you an extra rogue talent, but sacrifices a ranger level. Both get you trap-finding, 2d6 of sneak, and evasion...)
No, Celestial and Mithral are 2 different things. Mithral counts as 1 level lighter for everything but proficiency: "This decrease does not apply to proficiency in wearing the armor". Celestial Armor on the other hand, does not have that qualifier; it counts as light armor for proficiency.
Actually, you don't have an ACP in Celestial Armor. Last sentence of the description: "It is considered light armor and allows the wearer to use fly on command (as the spell) once per day". As a bard you have light armor proficiency.
For futher entertainment, I believe that you can in fact change the armor type from Chainmail; one of the AP's introduced Celestial Plate Armor. Presumably therefore you could have a Celestial Breastplate... which would further improve you max dex...
Do you know what the player is proposing to get by way of eldritch heritages (ie what bloodline and the powers he will get) and added spells (expanded arcana)?
As a guideline, a wish can give you at least 25000gp in value... (the material component cost).
Expanded Arcana gives a 13th level sorcerer 1 6th or 2 5th or less level spells...If you got that using Pages of Spell Knowledge, that would 36000 for the 6th level spells (2 fifth level spells would be 50000). So expanded Arcana might be a bit much for one wish, but it's not hugely out of scale.
It should also be noted that there are items out there that grant feats. For examples, consider Ioun Stones: Dark Blue Rhomboid = Alertness = 10000 gp; Opalescent White Pyramid = Weapon Proficiency = 10000 gp; Scarlet and Green Cabochon = Endurance = 10000 gp.
I will note that all feats are not equal, and you can steal a Ioun Stone or Page of Spell Knowledge. You cannot steal a feat... but nor can you sell one.
I would be tempted to give the player the pages of spell knowledge and/or some sort of custom magic item, on the theory that if the results are a problem in game, you (as DM) can get rid of the item, through theft or destruction.
Your argument seems a might circular.
"That still wouldn’t be that much to go on – except that we’ve got a reasonable conversion for Gandalf to refer to."
Gandalf isn't that impressive, because what he does isn't that impressive, so if Gandalf kills a balrog 1 on 1, well then killing a balrog isn't that impressive, so Gandalf's not that impressive...
I will note that said Balrog, without minions, chased an entire dwarven nation out of Moria.
What you just described gets settled by a patrol of 30 odd dwarven warriors with heavy crossbows, armor piercing quarrels and two-handed axes... Or if worst comes to worst, you trap it with a deliberate cave-in or two.
You might also remember said dwarven nation was led by Durin, reincarnation of the legendary dwarven leader, and his line was known to hold a major artifact (one of the seven dwarven rings).
For another comparison, consider that Sauron, the 2nd biggest bad-guy in Tolkien's mythos, was another fallen Maiar: "In his beginning he was of the Maiar of Aulë".
No, I think balrogs, and Durin's Bane in particular, were pretty big bad-asses.
Yes, let's keep consistency. The Balrog is a Maiar . Fallen but a Maiar. A being of DIVINE origin that in Tolkien's mythos participated in the creation of the world. As I said, winning a fight with a Balrog is a big deal.
I'm of the opinion that Gandalf is not a seventh level character. He gets into a one on one fight with a Balrog (which is a fallen Maiar in Tolkein's mythos - anything from an angel to a demigod, but definitely a being who existed before the creation of the world...). He then shatters the bridge they are both standing on, falls god knows how far into deep, cold water (deep and cold enough to extinguish the balrog's flame). He then pursues said Balrog from the deepest hole in the mountains heart to the peak, fighting all the way. Whereupon the Balrog re-ignites it's flame, but he beats it to death anyways...This does not strike me as the actions of a seventh level anything...
Ok, so they introduced the Ghoran. race in Pathfinder Campaign Setting: Inner Sea Bestiary. Great, cool, all that...Plant guys. They left some stuff out though:
Do Ghoran's have age categories? If so, what are they?
Does the Ghorus Seed ability get rid of things like a) diseases, b) long term poisons c) old age d) crippling injuries/lost limbs ?
Regarding "exposure to sunlight" are there magical lights that could replace sunlight (eg a Sunbeam spell... a Daylight spell ... a Sunburst spell).
As a note, stealth, the mundane skill works just fine on True Sight. It also works fine on Devil' Sight (actually See In Darkness (SU), which is unlimited range Darkvision - even in magical darkness), provided of course, that you have something more than darkness for cover... (or Hide in Plain Sight of course).
Heck, to add to the list - what about a gentle repose spell? Does it preserve enough that time spent under it does not count for Blood Transcription's 24hr time limit?
One thing you have done in your campaign set up is give fighters 4 skill points. This is infringing on the ranger "game space", as it makes fighters much more versatile (doubling their skills available).
Also, don't underestimate the animal companion (hunters bond). In the level range you are looking at, with the Boon Companion feat, Action economy alone makes it a win; add the hit sponge effect and flanking... Heck just trained animals can be really effective. The 2nd level ranger who shows up with 3 trained war-hounds, each with studded leather barding, just wins a lot of fights.
A wizard can cast Dominate Monster as a 9th level spell. A summoner can also cast Dominate Monster as a 6th level spell.
A Wizard/Pathfinder Savant can use the Esoteric Magic ability to cast Dominate Monster from one of his 6th level spell slots - potentially 5 or so character levels earlier than he could normally cast it...
Just to knock this argument on the head, I, the OP, said:"I have read several people's opinion on here that the "orb" spells were broken in 3.5", I am personally not at all sure that the 3.5 orb spells were broken. At five pages of discussion though, it is an issue.
James Jacobs wrote:
1) Burn the HERETIC!!! You've missed a bunch of good stuff man. You might want to put Barbara (and a few others - Glen Cook anyone?) on your to read list.
2) Regarding the proficiency thing - weren't the runelords all major Ioun Stone freaks (including Implantation if Karzoug is any guide). What do the words opalescent white pyramid say to you?
OK, I have read several people's opinion on here that the "orb" spells were broken in 3.5. With that in mind, please consider the new spell introduced in "People of the North":
Note that this is better in many ways than the classic orb spells. 1) It's available to more casters (Druids and Witches stick out). 2) Intensify metamagic makes the full 10d6 is available from a 2nd level spell slot...rather than 4th. 3) It still has a secondary effect (staggering), even from the 1st level slot (unlike the lesser orb spells).
To start off, the spells Icy Prison and Suffocation are clearly better save or lose spells than anything in core (at that level, of course).
Assuming playing in Golarion, there is an actual not painful way. I am surprised that it has not been mentioned in this thread yet :
No setting things on fire outside the fireplace. Uncontrolled fire BAD!
No calling outsiders w/o informing & discussing with all party members before hand.
No criminal activity w/o informing & discussing with all party members before hand.
No magical experimentation w/o informing & discussing with all party members before hand.
Anything not labelled in the pantry is fair game...
As a further suggestion, I would simplify the harvesting of reliquary levels mechanic to be just the former CR of the target corpse. With your current rules, consider the case of Vormaloth (Ancient Red Dragon, Sorceror 3 = CR 22). Who's vestige is currently worth 3 reliquary levels; "a number of reliquary levels equal to the character level (if the corpse possessed levels in a standard class) or the challenge rating of the corpse (if it possessed racial Hit Dice or levels in an NPC class)". Making it purely CR : "a number of reliquary levels equal to the challenge rating of the corpse ", simplifies the mechanic.
You could further extend this to the 1/2 the CL HD limit; "A creature that has fewer Hit Dice than half the binder’s character level cannot provide a suitable vestige." would become "A creature that has fewer CR than half the binder’s character level cannot provide a suitable vestige." There are a number of low CR, high HD creatures, which could be abused with the current phrasing.
For Harvest Vestige : Corpses are objects. They don't normally get will saves. As such, what is the will save modifier for a corpse? I'm guessing you mean the former critters will save, but clarification would be good...Also this affects Speak with Dead, what about Raise Dead/Resurrection effects, Clone, Create Undead, etc...
Also, you haven't followed this up: "a binder can also add spells found in another binder's grimoire to her own (see Magic)." I'm guessing that you mean to use the standard wizard version.
I'd also be slightly concerned about the power level of the effects - just on paper figuring, I would be hard pressed to call the trade offs from a normal witch worth it...and keeping your vestige count up is going to be very challenging... the most potent effect available is free quicken, but at 20 harvested corpses a shot, that's going to be very expensive. Meanwhile, the loss of a familiars action economy advantage is actually quite significant.
1 Scroll of Planar Ally
Planar Ally = up to 12 HD = Marid = 1 Wish/year...
Why a Marid? I can see a genie owing a god a favor - planar politics can lead to strange bedfellows.
An Efreet could give them 3 wishes.
Note that with a scroll of planar ally, the material component costs (but not the payment to the ally) are already covered - that's why they cost so much relative to other scrolls... (see table 7-38 of UE, pg 381. A scroll of planar Ally costs 2900 gp, regular 6th level spells cost 1650 gp. The material component costs are 1250gp...). 3 Wishes should run them about 80K in other treasure...
A potion of Grace works fine - Emulate a good alignment with UMD
"Emulate an Alignment: Some magic items have positive or negative effects based on the user's alignment. Use Magic Device lets you use these items as if you were of an alignment of your choice. You can emulate only one alignment at a time."
It's a DC 30 check, the dragon has a +38...
If you are using the anti-magic area suggestion, barding could be very good fun... Even if you are not, a Haramaki/Silk Ceremonial Armor barding + a mithril buckler should allow an AC boost of +12 or so...without any spell failure.
I would also purchase a Mnemonic Robe, which would allow the dragon to use texts of wizards spells to his advantage - Simulacrum is way punchy, guards and wards, permanency (for personal spells) are all very punchy...
Further, re-arrange his feat list to include Leadership - Minions are fun! A cleric cohort on your back can be even funner!
Long term buffs would be musts, assuming limited/no magic gear. You might want to save a feat slot for extend. Things like False Life (and possibly replace a higher levels w/ Greater False Life), Eagle's Splendor, Mage Armor ... At higher levels, you would research customized buff spells (eg Superior Eagle's Splendor: A 4th level spell that gives a +6 to Cha for 1 hr/caster level).
Having a large number of spells known would allow room for the Out of Combat power chains : Planar Binding (and associated spells), Simalcrum, Fabricate, etc.
For literary accuracy (although not necessarily game balance), I would suggest that the Dunedain get a +2 to Con and as Zerzix suggests, a significantly greater lifespan (eg use the phb dwarf age tables for middle age and beyond).
I would also be tempted to lump the Southrons and Easterlings in with common men in terms of in-game ability scores, etc. There isn't a literary precedent for them being much other than normal men (of differing cultures).
I think we are having definition problems.
pathfinder wiki wrote:
The Mwangi Expanse (pronounced MWAN-gi) is the catch-all term given to the wild interior of the continent of Garund. It is bordered to the north by the lands of Rahadoum, Thuvia and Osirion, to the east is Katapesh, Nex, Alkenstar and Geb, and to the west by the Sodden Lands, Shackles, and the colony of Sargava. The region extends southwards beyond the scope of current maps.
The former (now independent) Chelaxian colony is Sargava. You can buy land in Sargava, sure. Undeveloped jungle is probably yours for promises (to develop it, to control problems coming from it, to pay taxes, etc.). Something else depends a lot on what the land is (farms vs mithe nes vs urban vs etc.) and where it is - the closer to "civilization" (and protection of the sargavan government), the more expensive the land
Is there any authority to buy the land from? The Mwangi Expanse is "the wild interior of the continent of Garund" ( http://pathfinderwiki.com/wiki/Mwangi_Expanse ) Who are they supposed to be paying? IMO, it would be more of a can you protect/control whatever area you have claimed...