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Organized Play Member. 292 posts (298 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 5 aliases.


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  Signifer's Rally
School: Conjuration
Subschool: Teleportation
Spell Level: cleric/oracle 7, sorcerer/wizard 7
Casting Time: 1 standard action
Components: V, S, M (100 gp worth of bloodstone for every ally teleported)
Range: medium (100 ft. + 10 ft./level)
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
Targets: one willing ally/5 levels
Source: Cheliax, Empire Of Devils
You teleport up to one ally per five caster levels to your location.

You determine which allies you want to teleport at the time of casting; these allies have 1 round to decide to allow or refuse your spell, and they teleport immediately upon accepting. Allies are teleported as if you had cast teleport on them (your current location is at least "studied carefully" for this purpose), appearing in a puff of brimstone in a space adjacent to you. If you are in combat and your allies were not, your allies may roll initiative upon arrival but are not considered flat-footed even though they have not taken any actions. The spell does not function in areas warded against intrusion by evil creatures (such as a magic circle against evil effect).
Edit: just noticed how short the range is...


interested...no equip or background yet..

listegn:

Human Sorcerer 1
N Medium Humanoid (human)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 6 (1d6)
Fort +0, Ref +1, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks heavenly fire (8/day)
Sorcerer Spells Known (CL 1):
1 (5/day) Magic Missile, Sleep (DC 16), Grease (DC 16), True Strike
0 (at will) Disrupt Undead, Daze (DC 15), Detect Magic, Mending, Light
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 10, Int 10, Wis 10, Cha 20
Base Atk +0; CMB +0; CMD 11
Feats Eschew Materials, Expanded Arcana (Sorcerer), Expanded Arcana (Sorcerer)
Traits Inspired by Greatness (Magic Missile), Magical Lineage (Magic Missile)
Skills Knowledge (religion) +1, Perception +1, Use Magic Device +9
Languages Common
SQ bloodlines (celestial)
Other Gear You have no money!
--------------------
Special Abilities
--------------------
Celestial Summoned creatures gain DR 1/evil.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Heavenly Fire (8/day) (Sp) Ranged touch attack deals 1d4 divine damage/healing
Inspired by Greatness (Magic Missile) Whether you knew Professor Lorrimor well or only in passing, as a colleague or competitor, his career and lifetime of discovery inspired you to be better at what you do. As you honed your craft, you and the professor corresponded, and he was delighte
Magical Lineage (Magic Missile) A chosen spell counts as 1 level lower when metamagic feats are applied to it.


male human universalist

skrahen wrote:

no experience playing PBP or CotCT, but I am very interested. I have much experience playing live.

5d6=12
5d6=13
5d6=10
5d6=15
5d6=11
5d6=17

Guerado:

Male Human Wizard 1
NE Medium Humanoid (human)
Init +2; Senses Perception +2
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee Club +0 (1d6/x2) and
Dagger +0 (1d4/19-20/x2) and
Quarterstaff +0 (1d6/x2)
Wizard Spells Prepared (CL 1):
1 (2/day) Color Spray (DC 15), Grease (DC 15)
0 (at will) Disrupt Undead, Daze (DC 14), Detect Magic
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 19, Wis 13, Cha 11
Base Atk +0; CMB +0; CMD 13
Feats Dodge, Scribe Scroll, Throw Anything
Traits Framed (Dropout), Hedge Magician
Skills Craft (alchemy) +8, Craft (ships) +6, Knowledge (arcana) +8, Knowledge (local) +8, Knowledge (planes) +8, Perception +2, Spellcraft +10
Languages Common, Daemonic, Draconic, Gnoll, Infernal
SQ arcane bonds (object [amulet] [1/day]), hand of the apprentice (7/day), specialized schools (universalist)
Combat Gear Tanglefoot bag; Other Gear Club, Dagger, Quarterstaff, Amulet, Backpack (10 @ 13.32 lbs), Bedroll, Trail rations (7), Travelling spellbook, 12 GP, 4 SP
--------------------
Special Abilities
--------------------
Arcane Bond (Amulet) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Hand of the Apprentice (7/day) (Su) Throw the melee weapon you are holding 7/day.
Hedge Magician Magic item gp costs -5%.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

--------------------
background:
Guerado was raised on stories of Charon the boatman and idealizes his qualities. He is exceptionally patient, views his goals in the long term, willing to sacrifice immediate gains for guaranteed eventual victory. He is also secretive. His gift for the arcane began when he found some arcane tombs mixed in with his fathers shipbuilding manuals, his father stole much of his library and was self taught as a shipbuilder, the books were part of the haul.
Guerado self taught for much of his youth, but when things got too difficult he was enrolled in academy by his parents, his father took some risky jobs on the open sea to help pay for Guerado's education and was tragically killed in a seafaring accident. His mother blamed him for the death of his father and left. Guerado tried to make the best of his fathers sacrifice, but was thrown out of school on moral grounds after being accused of murder at the docks. Even after being cleared of the crime the taint remained, and Guerado was unable to reenter school. Angry, he vowed to do better than all of his classmates, at whatever costs, and to take revenge on his accusers. He can be a bit of a coward on occasion and often prays that he gets old before he dies.


no experience playing PBP or CotCT, but I am very interested. I have much experience playing live.

5d6 ⇒ (4, 3, 5, 2, 1) = 15=12
5d6 ⇒ (5, 4, 1, 3, 4) = 17=13
5d6 ⇒ (2, 3, 4, 2, 3) = 14=10
5d6 ⇒ (5, 4, 5, 5, 2) = 21=15
5d6 ⇒ (1, 4, 4, 3, 3) = 15=11
5d6 ⇒ (1, 1, 6, 5, 6) = 19=17


When a new mystic theurge level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain other benefits a character of that class would have gained.
doesn't this nerf the oracular stuff, and the bloodline abilities?


dc20+ spell level knowledge arcana to notice in place spell effect.


load up a henchling or bystander with treasure then baleful polymorph. small turtle probably best choice. Then put in other container(cage/bowl/etc). Remove effect when you want your loot back.


By any chance could you be specific about the situation? As in how long the dormancy what trigger, what action etc.


Contingency only a day per level though I missed that... Hmmm


How about magic jar them... Cast a contingency then attach either modify memory, suggestion, malicious spite or geas, using the contingency as the long term trigger.
You won't web need to modify their memory after the initial programming since they would be under the effects of the magic jar and thus not aware what was happening to "themselves"...


In FG you just need any image open. And you can right click to bring up layer and add a grid or hex of whatever scale you want.


Magic jar. No line of sight or effect. You sense life forces and can attack, and it works on undead.


Force works.


Same source penalties shouldn't stack, just like bonuses, you take the higher, so the double casting of touch of gracelessness is no go.


Also summon monster 6 let's you summon shadow demons. Fight fire with fire.


If you know where they are in the ground.
Any of the pit spells with the ectoplasmic metamagic feat or rod applied would open them up for some pain.
A horizontal wall of stone... Also cast with above ecto meta would at least protect you.

Basically you need to get creative and that ectoplasmic feat will let you bring forth you plans.


Looks about right.
Costs about 50gp per hd to animate them.
Plus a little bit extra for materials, and corpses.

Scroll of animate dead that duplicates the 14 hd amulet costs 1225 for the cleric version
And has the same effect without taking up a slot. The amulet costs 1400 and it has it's own built in conveniences... So it looks right to me at least. What seems unbalanced to you?


jackspeed wrote:
the spell is useless

You also need to know your GM. If they are wizard phobic they might make new spells nearly impossible to acquire, this is not theory, I have played in these types of games and if you look around the boards enough you will find others either playing in or running these types, in such situations where spells are incredibly hard to come by it is often worth giving up the extra hp...just know what you are getting into.


For a wizard
Fabricate cuts down ungodly craft times to mere moments for your base items.

For the staple party items
Resistance
All the animal named ability buff spells(bulls str etc.)
Secret chest
Jump
Resist energy
And some cleric/Druid/ranger spells


Buy cows and lead them onto the battlefield...although you can get five sheep for the price of one cow and a bunch of 2gp sheep bleating and running around a battle field some flaming some not, some tied together some not... That would definitely change the course of a battle and is within a first level budget...


Mattock of titans also decent... 4d6 +3 ignores hardness less than 20,also smashes ten foot cube of rock an hour and can be used to loosen and tumble earthen ramparts at the rate of 10 feet per 10 minutes.
Unfortunately you have to figure out how to get huge to use it.


Ehem... Maul of titans
3d10+9 + users str bonusx3 +other bonusesx3. to inanimate objects
That's 25.5 average damage against stuff before user factors are considered.
That's 4.5 points more average damage than a standard catapult. If you have a str bonus of +1 you do more than a heavy catapult....
How much damage to stuff did you need to do?

Edit: you do need minimum str 18 or else you get negatives.


Grave walker witch casts touch spells at range, aberrant sorcerer does it quicker(grave walker touch is full round)
Improved eldritch heritage feat gives you the stretchy touch if you don't like sorcerer touchers. Note it is preq heavy. And wouldn't hit till 11th


There is a general non convenience of transport and setup built in to the traps I can think of, if they can be transported at all. This ring more closely resembles several of the pre-existing "cursed" items than a trap. Without other information and based on that as a GM I would use the magic item creation rules forge ring.
If it was location specific then I would use the trap rules.


Teleport trap is 7th level
Funnels them to wherever you want


Maul of the titans
Does triple damage against inanimate objects.


Anyone say mages private sanctum yet?
It's fifth level and prevents all scrying in. Only need to redecorate/relocate once, and it has a 24 hour duration and can be made perm.


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I like an idea used by an old DM back in 2cnd Ed days... Similar to your ring but it was a place. Fountain of youth style waterfall(small) bodies left overnight under the stream would be raised. The area became a plot point on several occasions, in the end it turned out there was a gate to the positive material plane in the falls. Anyway it was fun.. Racing bbeg minions to the grotto when we found out they had discovered it's secret location... One time we had to fend off a seemingly endless stream of ghouls until sunrise while waiting on our fighter to finish his time under the stream.
I also heard but did not personally experience someone who used a similar method but it was a pet semetery style graveyard brought you back whether you liked it or not, although I do think everyone came back willingly, your character would be an undead(npc) if you weren't willing to return don't think he ever got to use the undead caveat but it was neat flavor.


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And since he's a lich ... Might as well cover his hands in contact poison for even more fun.


The summon monster universal monster rule works like a summon monster spell except the duration is 1hour and whatever other specific differences may be called out. I bring this up because wouldnt that eliminate the summon and teleport away tactic? Each summon has a caster level listed with it, in the case of the nalfeshnee that is 5th, meaning it's summons wink out if more than 35 feet from it.... Am I misinterpreting the rules? Please clarify if I am.


Perm reduce person.
Kill self- have ally cast temporary resurrection, create undead on self use juju zombie option. (GM interpretation/cooperation required) also you are now NE. And you have to be 11th to do, excellent all around defense.


Teleport flying etc, binding/ally spells, fabricate, scrying, arcane sight, charm monster, dominate person, contact other plane, permanency.


The reach metamagic feat, or rod makes communal spells much more useful since almost all of them are touch. A surprise round communal protection from arrows/evil/energy can be awesome.


By raw no.
It specifically calls out the two areas it covers, and that isn't one.


I was under the impression that feat could only be taken once.


I really would prefer if you stuck with the iOS SDK, and didn't bother with this android silliness you speak of.... I have no android platforms and would prefer it if I could use whatever cool things you come up with. : )


i have an acer iconia w500.
i know its the windows version, and the 10.1 inch instead of the 7, but its possible some of the negatives translate. i would definitely try one out before you buy it at least the same form factor. the w500 is insanely top heavy when its connected to the keyboard. a stiff breeze knocks it over and forget using it on a lap the docking connectors dont snap into place they are just sort of pinned in. in tablet form, mine is less responsive than my ipad, but i needed a windows machine. the screen blacks out when it shifts from portrait to landscape which is annoying. also pinch zoom does not work, at least on the w500, this can make things difficult if you are spoiled by the ipads quick zoom in zoom out. buttons can be hard to select without this functionality. once again, i recommend you try one out, also make sure whatever software you need will run on that OS because you cant replace it with windows(the AXXX versions)


Also as a side note from a tech. Check the date when you have an issue. It's truly amazing how many computers need to be fixed after the 11th of every month.(microsoft update day) if your problems are suspiciously timed you might want to rollback whatever drivers were updated or uninstall the update until the knowledge base catches up with the glitches...let those other people be the guinea pigs.


I installed a boxee on my sisters network with a NAS. I liked the boxee better because of the full 1080 and some versatility issues, If I remember roku max's at 720.


Spells- by Scott Seligman best all around pathfinder app. Good for rules, spells etc. Pfr slightly more comprehensive but the wicked awesome speed of the spells app leaves it ahead of the competition. Also better I think at spell book keeping than the above mentioned spell book app but only if you are keeping track of one character. real time searches are wonderful... Especially after you have sat through PFR's long count up searches. All of these apps including good reader have their place, but right now if I had to choose one that actually aided game play by speeding things up for everyone significantly it would be the spells app. I rarely use the others anymore.

I use an iPad, and a windows tablet running hero lab when I play.


Elves get elven weapon proficiencies also.
You can wear any armor you want but spells that have somatic components will be subject to arcane spell failure based on which specific armor you have.
Your GM will specify how he/she wants you to handle starting equipment, headband of vast int boots your primary casting stat making your spells harder to resist and giving you bonus spells per the bonus spells chart. All of the specific items are listed in the core rulebook and also in the pfsrd.
You can use any weapon you want, you would just suffer non proficiency penalties.
The usefulness of crafting feats and permanent spells will be tied to the availability of in game funds and time, as well as personal preference.


Wand of colorspray is cheap


Perm is a popular spell, and given the versatile nature I don't think the diamond dust would be included unless they knew what it would be used for. And, I disagree with you commission pricing. Scroll of perm costs what it costs, if they want the loot they can scribe one(who wouldn't?) but getting any twentieth level anything to do anything for you is likely to cost more than just money anyway...


You could get a scroll of permanency.
Or pay the wizard to magic jar you and then cast the perm.


Current spell with up UM spells also.

http://www.d20pfsrd.com/magic/all-spells/p/permanency


Dark vision works too but you need to get rid of normal vision. If I remember right you can't read with dark vision.


I use several on the ipad, I don't really use my iPhone much for gaming.
Best app so far (for the iPad) is called spells(iPhone version as well). By Scott Seligman. There are others that are good too but that one is just the fastest and easiest to navigate that I have

Edit: I never got the icrit or fumble apps...something about the cards just feels more random...


Jim Mount wrote:
For my gnome alchemist .........there are no drawbacks to my build.

Except at about 18 inches tall your scout can't reach doorknobs without flying...


Ismodai wrote:

well i find it quite odd that they didnt make an item like that, im not looking for power, just flavour, specially with the iconic alchemist having something like that.

i was thinking about something like the syringe spear but dagger sized and ...well, dunno, something like 1d3 dmg or the like

Tiny syringe spear

Class light
Melee:thrown
Range:20'
1d4 damage
Crit 20x3
Cost 50gp
Weight .6 lbs
and it has brace I guess...


For self crafted mechanical traps, perception and/or disable device DC's can be placed in the stratosphere...DC30 or higher is a +3 mod, I personally recommend the "or higher" as it's on special. You could leave the disable DC low and just crank the perception DC. Then pump a few +'s into damage/poison.
Of course with anything like this GM approval is necessary. Usually keeping the CR at 10 makes for a reasonable dc25 craft check.
Razorwire/ guillotine bag trap. CR:10
Type: mechanical; Perception: DC 55; disable device: DC 15
Effects
Trigger: touch. Reset: manual
Effect: never miss, average damage 60( however you go about getting that)

Flavor however you want....small magnet must be removed from book before being moved... Monofilament wire attached imperceptibly...or bag opening zips closed around offending limb(s) abruptly and with force.

If you can make a higher craft check than 25 then you can crank the damage up, I prefer layering, magic, mundane, monstrous, and mind games.

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