Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
About Paizo   Messageboards   News   Paizo Blog   Help/FAQ  
Search

Links
Shop
Recent Reviews

Pathfinder Adventure Path #58: Island of Empty Eyes (Skull & Shackles 4 of 6) (PFRPG)
***** by Talyseon

Swordmaster (PFRPG)
****( ) by DungeonmasterCal

Pathfinder Roleplaying Game: Ultimate Campaign (OGL)
***** by Rysky

Pathfinder Campaign Setting: Shattered Star Poster Map Folio
***** by Jurgen Dark

Pathfinder Society Scenario #39: The Citadel of Flame (PFRPG) PDF
***( )( ) by incantor98

Paizo People
RSS RSS RSS RSS Facebook Twitter Email

ujjjjjjjjjj's page

35 posts. No reviews. No lists. No wishlists.

RSS

Search Posts
Search ujjjjjjjjjj's posts:


fictionfan wrote:

Might be able to make communal shrink item. Have the wizard on the ship to recasting. Of course that wizards is also going to be using all his 3rd level spell slots on normal shrink item. Anyone want to run the numbers on how much more cargo this would allow a ship to carry? Wonder if the increase carry is worth the wizards fee.

Elves have their own Military Mages that work for them, they got them by the ears and work for them. And on huge ships like the Armadas (Check out the setting. Its worth your time. There are even a few easy to access 3e conversions that are easy as pie to convert too PF) have many Wizards working on it at a time.

5th level ones are even likely to be flunkies.

And thing is: GM powers. Im a firm believer in GM powers. In that what I say smashes what the rules say.

And I say that "Nakadoroms Improved Shrink Item" was made possible by a discovery of a rare material component (expensive/prohibitive for everybody else. Cheap for the Elven Military as they have the lone location of the component). It allows a much improved version of the spell be available as a 4th level spell.

Im the GM. And I have the bloody say in the game. Not whats written on the paper.


OK. I just use this mainly as a backup forum. Giantitp is down and Im unfamiliar with the layout of these messageboards.

Would put into homebrew If I knew.


Thanks for the help but disagree on the permanency. Im certain that skill and knowledge can replace just spending lots of money on a project.


What would be a reasonable way to make a 4th level version of Shrink Item spell?

Thing Is, im playing a SpellJammer Campaign (In case you never played it before: Do so. Probably the best high adventure campaign setting ever made) and I realized that with the spell, I could very reasonably Allow for an insane level of storage of ships inside another ship.

A 1 ton ship called the flitter, could be carried by the hundred thousands using the spell. But this had me thinking of other ways to use this spell:

It could be used to shrink all the parts needed to assemble a ship, and assemble it inside a smaller area, then released and then enlarged.

But anyway back to the question at hand:

How much would the level increase be for:

A Mass version of the spell?
A Version that effects more cubic meters of stuff?
One that could be permanent without the expense of permanency?

Or is there any way to combine multiple castings (From multiple people) into a singular object?


Thanks guys. What I also asked him what I could do to come up with challenges.

We decided that his character concept will be "Solution" based. He can bypass most stuff, but not do that much damage himself.

Also, can't blind him. He has that other spell that makes him immune to blindness.

And yes I am planning to have a BBEG and they will start to catch on.

I especially like the idea of mobility guys.


I messed up as a GM and I should have put more thought into reviewing a players character.

In general, I KNOW how to deal with Arcane characters, but I have a MUCH bigger issue with Psionic ones.

Before you start spamming the same info about how Psionic's is balanced: I know. In terms of spells I consider them balanced. Because whilst a wizard has total more power, a Psions power is generally more powerful always. A Wizard is eventually forced to cast a 1st level spell. But a Psion can instead cast a second level spell with no augmentation. It does less damage (But the same as a 1st level spell), but is more effective. Thats balanced and OK.

My issue is with everything else. The Guy specialized in Psychoportation (I SHOULD have caught it, but didn't).

My issue with Psionics is MUCH more effective feats. Arcane feats are generally meh. Oh sure there are a few like Summoning augmentation. But most just give minor +1s or +2s, or maybe cast a spell at +1 caster level. Or require allot of feats or levels to get to the BEST ones.

Psionic feats are all about Bypassing any weaknesses or drawbacks the class has.

So Nomads step is an at will teleportation effect that can be used as much as he wants. And with a feat it now can essentially replace his movement with teleportation that will become more and more powerful with every level. And now with ANOTHER feat he can regain focus as a move action. And he can store an EXTRA Psionic focus in his familiar.

So now hes mister teleport.

Also with Share pain, Psycrystal spell sharing and vigor he can effectively DOUBLE the amount of HP he gets with every casting.

And before you go nuts YES there are plenty of arcane exploits. But I know how to deal with them beforehand, and Im knowledgeable with them.

Also he used a Ion stone and old age (As an Elan) to give himself an ability score boost in a game where I disallowed ability score boosting items. Again, its totes my fault. And I only noticed it late game, and its part of his character concept so doing anything about it would just be jerkish.

My issue is how do I challenge the guy without specifically targeting him to shut him down.

Oh sure I can create some crack squad of casters and Melee people all specializing in shutting him down and dealing massive damage, but I consider that just cheating.

How do I challenge him, without having to create challenges that are unrealistic (Whoops, I guess that Orc just HAPPENED to know that you like to teleport and just HAPPENED To carry around dimensional anchor Rods), and would destroy the rest of the group.

And I like creative places to fight, and creative approaches to attacking. Such ease in teleportation just bypasses all of them with incredible ease.

Its not too late, and Im probably going to ban any Large distance teleportation spells, but im just asking for help.


Meh. The book wasn't that good anyway.


I realy don't get the 3rd world summer. You get an expanded summoning list (Yay) but in return your eidelon is heavily crushed in nearly every way. Even darkvision!

I suggest giving some free evolutions to go along with it.


And lets not forget the polymourph effects!

You don't even get CLAW attacks for free!


Sorcerers have ADHD?


1 person marked this as a favorite.

Everything else was great, but here are the disapointments:

The Dragon Druid.

My Reaction: Oh my god awseome!...Wait...Lizard?....Thats it?

Dragon is something you do not throw around willy nilly, if you give an option for dragons, saying "Lizard" is the degrading term dragons hate. How about Replacing Beast Shape 3 with Dragon Shape 1 with rechargable breath? Its just lame. It should be called "Reptile" Druid.

Undead Mastery (Or however its called):

Its decent but I wish there was a more powerfull version of the feat. Its usefull, but the title is too big.


Drejk wrote:


Except succubi can sense any fetishes and get +20 bonus to their seduction check for it and additional +10 bonus for every adjective applied to it... Stacking with each other. So you just granted her a grand total of +50 bonus to seduction.

That was my gambit! Now, I release my spell making me disgusted with my previous actions, giving me automatic 20 in the save department.


This is my opinion:

The Epic Players handbook? Pure Compressed GARBAGE.
I have never seen a more LAZY and CARELESS addition to a game in my life!
The Spell creation system was clunky, with spells mostly comprised of "Add 100 extra dice and call it a day"
The Classes where just continuations, with no effort whatsoever.
The feats where just "Improved this"
As where the Monsters
I hope Piazo does NOT fall into this trap.

At 20-25 there should not be much difference in the characters.
I hope that at Lv25+ the characters begin to become simply too powerful for the earth (Like effects that effect the environment whether they like it or not). The Dragonblood becomes an overgrowing dragon, the Archmage warps reality just by sitting on the plane.

So Epic adventures would be much slower, with armies, battles, worshipers, and would take place on other planes.

How about this idea?


Kthulhu wrote:
Dark_Mistress wrote:
If you had ever been to my layer you wouldn't be so depressed about it spreading. In fact you would be encouraging it to spread. :)

I cast apon myself a spell of "creepy disgusting obscure fetish" giving myself a +20 to resist your seduction.


I like Prestige Classes, but 3-3.5e just overdid it. There where SO many of them that where merely variant classes and thied occupy 1/5th of each book.

When adding a prestigie class make it count.

And WE ray, if you dont want assasins, or hell knights just tell them No. Dont remove the option altogether.


Il just houserule that without demonic intervention the realm remains as it is.

In addition most of the Abyss is uninhabited because it in itself is very dangerous even to the demons that inhabit it. The lower you go the more corrupt it becomes until even the Q-berts cannot even stand it.

While the Nine hells are MADE to work with the Devils that it holds. While Perilous, at the very least it doesn't really effect the Devils living there.


The thought that the abyss IS expanding that its INFINITE in its size while nearly every other plane is finite makes me somewhat depressed.

Whats the point of fighting the abyss if its expanding and there is nothing I can do to stop it?

I like the idea of the worldwound-because it has the potential to be stopped.
hbb
But if the Abyss is infinite then how is it even comparable to the Nine hells (Which are just a Slight bump in reality in comparison)?
Or the Material Plane?

I understand if there was a possibility of beating it BACK but the Infernal codex states that it can just be contained: So it will just claim ground until it consumes everything.

I knew it was infinite but I thought that it couldn't really exit through. Now I know that it already is.

Depressing really.


Why are the dragons so week? They dont even get wing/tail attacks.


Thraxus wrote:
Cinderfist wrote:

Nice I like that,

here is another. It might be a little open to abuse though, i'm not sure.

Plinth of Earth

So what happens if the Plinth smashes someone into the ceiling?

Here is a rough spell:

Air Blast

Hyperchanneled air gives you the ability to push enemies with a very strong force (Your Bullrush +3/4/5 per caster level). If the enemy is pushed into a wall it takes 1d6 damage per every 3/4/5 unused bull rush points

Im still balancing out the glitches.

Plus a Metamagic Feat:

Move wall +2/+3 to level

When this metamagic feat is used with a wall spell you may move 1 square per caster level as long as it contingues to be 1 wall.

This gives you an attack, allowing you to crush enmies. (Il figure the stats behind it later)

And Be free to hyjack my thread anytime you want.

I also tried to make alternate Caps for Oracles. Here is a rough Idea:

You can choose to permanentify some one of your chosen abilities. Im still not finished though.

Hell thats why I need harworking people like you to do the work for me. Thank you =)


Look thats the thing I DONT want to just slap on a rock bomb, its too easy and boring.

all I wanted to do was inspire somebody.

Personaly I homebrewed that wall of Ice does peircing damage and made a new(Silly) spell: wall of Freezing water. People passing through that get stuck inside may suffocate.

And yeah your Spells are AWSEOME! (God bless thee Avatar for bieng a risky show and giving us realy cool ideas.

Thants for the link.

PS: The spells arent considered magic in terms of DR


First of all I would like to state that I love spellcasters and elemental spells. But the wind/Water/Rock spells suck or the lack therought of them.

Water: I noticed that water spells are mostly ice spells which I find disapointing, Ice shouldnt do "Ice damage" Unless its cold water or freezing blizzard. Icicles should do piercing, water can do slashing and Minimal Blundgeoning but you do a bull rush with the blundeoning damage with a +5 per 5 levels to check. Cold water can do cold.

Rock: Acid spells are fine but Rocks would be more awesome. Piercing and blundeoning damage to the win. Plus alot of defencive spells, some immobilization spells, even some sand spells would be cool.

Air: Ah air what can we do with you you poor element. You cannot cut, cannot hurt and mostly used for flight spells. But you can push. Gust of wind is a good begining but immagin that X 20. You slam everybody to a wall (Blundg damage) lift stuff in the air and drop them. In a way your natures psionic lifting power. Wirlwhinds, tornadoes and sometimes slashing damage and suffocation becuase of the lack of air.

Conclusion: Its not Hard Piazo, make some elemental spells. or I will have to do it for you.


Here, Made an update:

Current update

Armour: Can use all light

HD: 1d6

Skills: Bluff, Craft, Stealth, Linguistics’, Profession, spell craft, use magic device, Intimidate, knowledge arcane, knowledge religion. 2+Int modifier skill points.

Saves: As per sorcerer

Spells: As shown

BAB; as per sorcerer

Lv1: Charnel Touch, Spells, Negative energy Channeling (As per cleric)

Lv2: Craft wondrous Item

Lv3: Advanced Learning, +1 natural amour, DR2 Nonlethal damage/ Slashing or Bludgeoning.

Lv4: Resist 2 Electricity and cold.

Lv5: Advanced Learning, Fear aura

Lv6: DR2 Nonlethal damage/ Slashing or Bludgeoning.

Lv7: Advanced Learning, Summon Familiar

Lv8: Scabrous Touch 1/day

Lv9: Advanced Learning, +3 natural amour.

Lv10: Enervating Touch

Lv11: Advanced Learning,

Lv12: Scabrous Touch 3/day

Lv13: Advanced Learning,

Lv14: Resist 4 Electricity and cold.

Lv15: Advanced Learning,

Lv16: DR6 Nonlethal damage/ Slashing or Bludgeoning

Lv17: Advanced Learning,

Lv18: Enervating Touch

Lv19: Advanced Learning,

Lv20: Lich transformation(No +2 to ability scores)

Notes: I houseruled for charms to work on intelligent undead.

As a result the dread necromancer is a very defencive caster with armour bonuses and immunities higher than on the sorcerer but in the end is still quite balanced


I instead made templates for each one.
and I houseruled that undead that you create (Not animate or Control undeadify)recieve no saving throw, and are controled for hours instead of minutes (Except for Intelligent undead who do receive a saving throw.
With an extra feat the control is made permanent and Intelligent undead recieve a throw only every hour.

Plus made a new magic rod that can effects to zombies (Such as haste) but nothing else.


Malisteen wrote:
Ravingdork wrote:
Also, what's wrong with Create Undead?

AAAUGGHHH! The board ate my post!

Original question - re-read the skeleton and zombie entries. Methods for creating bloody skeletons and fast & plague zombies are described.

In general, never create a normal skeleton or zombie, always make on of the special varieties. On first glance I prefer bloody and fast, but I haven't gone in depth enough to say how useful plague may or may not be.

As for Create Undead, it generally produces less powerful undead then those you could create with Animate Dead at the same levels (unless you're in an urban campaign and only have access to humanoid corpses), and you don't automatically control them like you do with Animate Dead, which is a hassle.

Plus it only lasts for minutes at a time. Giving you more creatures to kill after your finished


Ok here is a tip
#1 If you look under skelloten thing it says that when using animate dead you double the hd worth of controling and create that undead creature
#2 Cast hast for fast or contagion for infectors
#3 NEVER USE CREATE UNDEAD


Yessss! Is there a propper encounter table: like 100xp for lv 1 encounter?


Okay ill elaborate on the armour: Full plate grants me +9 and +1 on dex. Im a fighter so eventualy It goes up to +14 total. I have a TOWER shield (which is awkward) and grants me +4 (18 total). then a +5 enchantment bonus (23) That I do not know wether or not stacks with its masterwork quality (24). Pit fiends have 38, thats 14 more yet im stacked up with everything but only end up with 24.
What I meant with the +100 for dragons is that they only have 20 hit dice and not con scores that spans into hundreds, where does this number come from


Koloktroni; Im fine with +2 , you said 1 the first time. Second Question. How do things like dragons get +100 to hp? How come mr pit fiends lv 20 defence is 38 yet my fighters is only 28 with highest possible armour? What is the max number of attacks i can get if I get all the rapidshot feats?
But what about dump stats? So although piazo discoreges it ill still end up wearing a belt of physical prowess?


I understand why its low but if I have a dump stat Ill never recover it, and why even bother writing 30+ modifiers if I in 20 lv only increase like 5 times? Plus Somewhere it says that having a higher dex modifier gives me Extra attacks....Huh


+1? Thats very very low. where does it say? (I do not own 3.5e books except for hero of horror (dread necromancer) and libris mortis)


Cool Great Answer. If only somebody would tell me if I still get a saving throw after spell resistance...And when do I get a boost to my ability scores and how much...


I constantly get confused. If I have 300 secondary weapons (natural) do i attack with one or all of them. How can I as a fighter attack more than once? I know how to attack with a ranged weapon( multi shot feat) but how about a melea?


I am making templates (much like stelloten and Zomb) Any Ieas? Like which powers to choose or to keep?


Il try to alobarate Here.
If for example I kill a dragon and want to animate it as a wraith what happens? If I animate it as a mummy what happens? Please elaborate.
I know i can a animate it as a Zombie but If i want to test out Crate Undead what happens?


Im new, but I love the pathfinder system (but I never read 3.5e before) and I think its pure brilliance.
Especaily Animate the dead. But one thing that I just dont get is Create undead. There are rules for hightening the levels of skellotens and Zombies but not for any other undead. Maybe im just a dumb idiot and to stupid to understand how to breath but, I understand that a devourer is a very powerfull undead at 10-15th level yet I can only summon him at lv 20 with no explanation on how to edit him or what to do. I tried checking and at lv 20 a devourer would nead a crit in order just to score a hit. This goes to other undead including the heucevah (Does it get evil cleric lvs ?).
This also applies to summoning monsters.
I understand I could add things to him on my own but I was afraid it would mess up something in the game.
Finaly does my familair Dragonly get sorcerer levels.



©2002–2013 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.