GM-Foxy's Homebrew Land

Game Master Foxy Quickpaw

Abadon - Home of scheming misfits between groups struggling for power.

Maps


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Kitsune Game Master

So the scrolls weren't on top o f that spell, but only spelling it out?


M Dusk Elf Evoker 5| HP: 27/27 | AC: 18/14 T: 13 FF: 11 | Fort: +2 | Ref: +4 | Will: +4 | Perc: +9| Init: +13 |

Spell gauge was prepared and cast. Shield and PFE communal were scrolls and were read.


Female Human Oracle(5) - HP37 AC19/11/18 - F2/R2/W5 - Ini+6 - perc+1

You're aware that's like taking your spell book without asking to check what you've written in there.

Will Save: 1d20 + 5 ⇒ (6) + 5 = 11


M Dusk Elf Evoker 5| HP: 27/27 | AC: 18/14 T: 13 FF: 11 | Fort: +2 | Ref: +4 | Will: +4 | Perc: +9| Init: +13 |

Yep. Intentional. Interesting spell list.


Kitsune Game Master

You only get to know four out of six spells.

2d6 ⇒ (6, 3) = 9
decompose corpse, murderous command, obscuring mist, shield of faith, cause fear, cure light wounds


Kitsune Game Master

All red framed are dead and can be walked over.


Kitsune Game Master

And you can walk through fields where allies stand.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

Ah the red frames!


Kitsune Game Master

They beat you on the initiative. No surprise round here, as that only applies if one party is aware of the other, while the other is oblivious. Here both parties spend the surprise round being surprised.

Of course you can also cancel your spell and do something different.


M Dusk Elf Evoker 5| HP: 27/27 | AC: 18/14 T: 13 FF: 11 | Fort: +2 | Ref: +4 | Will: +4 | Perc: +9| Init: +13 |

I believe that is a correct ruling. Thank you.


Kitsune Game Master

I don't think windy escape works in this case. You got some fancy wording, but mechanically you get DR10/magic. Which doesn't help any against an incorporeal creature touching you. You might have noticed that I didn't roll any damage either. So I see not how you'd get out of this will save.


M Dusk Elf Evoker 5| HP: 27/27 | AC: 18/14 T: 13 FF: 11 | Fort: +2 | Ref: +4 | Will: +4 | Perc: +9| Init: +13 |

You respond to an attack by briefly becoming vaporous and insubstantial, allowing the attack to pass harmlessly through you.

That sounds pretty straight forward to me which is in addition to the DR stuff for magical stuff imo.

Being incorporeal would stop an incorporeal touch?


M Dusk Elf Evoker 5| HP: 27/27 | AC: 18/14 T: 13 FF: 11 | Fort: +2 | Ref: +4 | Will: +4 | Perc: +9| Init: +13 |

Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures are immune to all nonmagical attack forms. Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all force effects.


Kitsune Game Master

DR10/magic means you get DR10 against attacks with a weapon (not energy attacks, not magical attacks*). Which can be negated with a magical weapon.

The effect of the spell is very similar to gaseous form: ... The subject gains DR 10/magic and becomes immune to poison, sneak attacks, and critical hits. ... It is not incorporeal, which would mean immunity to non magical weapon damage.

If I take the first sentence of windy escape as written and not just as a fancy introduction for the mechanics, then the rest of the paragraph is useless. No attack can hit you. End of discussion.

But then there follows: You gain DR 10/magic against this attack and are immune to any poison, sneak attacks, or critical hit effect from that attack. Why bother? The attack misses always. A miss never deals damage, never crits, never applies poison, never causes sneak attack damage.

*spells like ice storm are an exceptions as the hail part deals bludgeoning damage


M Dusk Elf Evoker 5| HP: 27/27 | AC: 18/14 T: 13 FF: 11 | Fort: +2 | Ref: +4 | Will: +4 | Perc: +9| Init: +13 |

Also interesting if I read it correctly PFE states "If successful, such effects are suppressed for the duration of this spell."


M Dusk Elf Evoker 5| HP: 27/27 | AC: 18/14 T: 13 FF: 11 | Fort: +2 | Ref: +4 | Will: +4 | Perc: +9| Init: +13 |

I read it as the first sentence applies to things that do not affect incorporeal. If they use a magic weapon, move on to the second statement. Once again we are agreeing on the rules :-)

Another synchronized postings just happened.


Kitsune Game Master

The paragraph you quote relates to compulsion effects. For that you should have quoted the next sentence While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target.

It's a pity we are not sitting at a table, so I could see your reaction.
A little tension/anxiety in such dire situations is intended. But not that you're gnawing off your fingernails, and fight me tooth and nails with the rule book to get out of the effect you don't yet know.

I can assure you, I'm not after you to cripple or kill Menan.

For that the 7d6 negative energy damage would have been a much easier way.


M Dusk Elf Evoker 5| HP: 27/27 | AC: 18/14 T: 13 FF: 11 | Fort: +2 | Ref: +4 | Will: +4 | Perc: +9| Init: +13 |

ROTFL


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

Huge day tomorrow irl. May get to fire one off my morning, your afternoon and may get one in at your late night. May not get any in. We shall see. BTW, Menan is still on the floor complaining of his ribs.


Female Human Oracle(5) - HP37 AC19/11/18 - F2/R2/W5 - Ini+6 - perc+1

Have you ever built an oracle? I'm kind of stuck what to put behind Persephone for combat abilities.

Some of the stuff I have will probably need retraining, as it is more or less worthless garbage. Like the bleeding stuff. Sounds cool, but the only place to make that work, would be an animal in nature with no way of healing.

Some suggest summoning. Maybe there is even a way to make backup melee fighter work. But at the moment she is not really good at anything. It's mostly buffing and lucky rolls.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

I have not, nor have I played with one. Menan could burn through his spells pretty quickly so he could use some help there. You seem to do pretty well up front. Without looking atm I would bet they are similar to clerics in that there are many options.

I have actually learned some pretty good things by looking at the prebuilt npcs available at paizo

Pathfinder NPC codex free at paizo as pdf.:


Kitsune Game Master

cursive text is for thoughts. You might be able to get a hint at them with a goo sense motive roll, but you don't know them in character.


M Dusk Elf Evoker 5| HP: 27/27 | AC: 18/14 T: 13 FF: 11 | Fort: +2 | Ref: +4 | Will: +4 | Perc: +9| Init: +13 |

I did not notice the cursive until after I posted :-)


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

NPC codex is not what I intended to point you at and does not have an oracle. CommunityUsePackagePathfinderSocietyPregeneratedCharacters.zip is what I intended to point you toward. Next post is a level 4 oracle from that file. Will look into this with you. Murderous command is quite powerful. Menan plans to stay on her good side if for no other reason. Pretty sure I could take him.

I must say that Persephone has been quite mysterious so far and do not wish to break that theme. Game play will reveal that Menan is disturbed by the spells he gauged. He will spend the next day researching those spells and the possible caster class that can cast them. Two of them lead to the only possible conclusion which is cleric or oracle. He never felt his investigation of the step mother was complete and never bought that she killed herself. He suspected the half naked elf witch (cleric) but dropped it. Now will he suspect Persephone? Gameplay shall determine.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

While her detractors call her cold, in battle Alahazra’s rage—especially
toward injustice and intolerance—flares out in a wall of divine flame.
ALAHAZRA
Female human oracle 4 (Pathfinder RPG Advanced Player’s Guide 42)
LG Medium humanoid (human)
Init +2; Senses darkvision 30 ft.; Perception +1
DEFENSE
AC 14, touch 14, flat-footed 11 (+1 deflection, +2 Dex, +1 dodge)
hp 31 (4d8+8)
Fort +3, Ref +4, Will +6
OFFENSE
Speed 40 ft.
Melee mwk quarterstaff +4 (1d6)
Ranged mwk light crossbow +6 (1d8/19–20)
Oracle Spells Known (CL 4th; concentration +8)
2nd (4/day)—cure moderate wounds, resist energy, sound burst (DC 17)
1st (7/day)—bless, burning hands (DC 16), command (DC 15), cure
light wounds, obscuring mist
0 (at will)—create water, detect magic, guidance, light, spark APG
(DC 15), stabilize
Mystery Flame
STATISTICS
Str 10, Dex 14, Con 12, Int 10, Wis 13, Cha 19
Base Atk +3; CMB +3; CMD 17
Feats Dodge*, Extra Revelation APG, *, Spell Focus (evocation)*
Traits Dangerously Curious APG , Tongue of Many Towns HOG
Skills Acrobatics +7 (+11 to jump), Diplomacy +12, Heal +7, Knowledge
(history) +4, Knowledge (planes) +4, Knowledge (religion) +4,
Linguistics +2, Sense Motive +5, Spellcraft +7, Use Magic Device +12
Languages Common, Osiriani, Polyglot
SQ oracle’s curse (clouded vision), revelations (cinder dance*, fire
breath, heat aura)
Combat Gear potion of mage armor, scroll of daylight, scroll of
invisibility purge, scroll of lesser restoration, wand of cure light
wounds (15 charges), wand of mage armor (12 charges), wand of
scorching ray (5 charges), alchemist’s fire, antitoxin (2), healer’s kit;
Other Gear mwk light crossbow with 10 bolts, mwk quarterstaff,
cloak of resistance +1, ring of protection +1, backpack, scroll case,
spell component pouch, trail rations (4), waterskin, 78 gp
*The effects of this ability are included in Alahazra’s statistics.
SPECIAL ABILITIES
Clouded Vision Alahazra cannot see anything beyond 30 feet, but she
has darkvision within 30 feet.
HOG: Pathfinder Player Companion: Humans of Golarion
Fire Breath Once per day as a standard action, Alahazra can unleash a
15-foot cone of flame that deals 4d4 points of fire damage (Reflex
DC 16 half).
Heat Aura Once per day as a swift action, Alahazra can surround
herself in an aura of heat that deals 2d4 points of fire damage to all
creatures within 10 feet (Reflex DC 16 half). The aura also grants her
20% concealment until the beginning of her next turn.
Spells and Gear Alahazra has access to the following spells and gear.
Bless Alahazra can give all allies in a 50-foot-radius burst a +1 morale
bonus to attack rolls and saves against fear for 4 minutes.
Burning Hands Alahazra creates a 15-foot cone of fire that deals 4d4
points of fire damage to all creatures in the area (Reflex DC 16 half).
Command One creature within 30 feet must succeed at a DC 15 Will
saving throw or perform Alahazra’s choice of the following actions:
approach, drop an object, fall prone, run away, or stand in place.
Create Water Alahazra creates 8 gallons of water within 35 feet. It lasts
a day if no one drinks it.
Cure Light Wounds Alahazra’s wand heals a touched target for 1d8+1
points of damage. If she casts the spell, it heals 1d8+4 points instead.
Cure Moderate Wounds Alahazra heals a touched target for 2d8+4 points
of damage.
Daylight Alahazra’s scroll creates bright light for 60 feet, increasing
the light level by one for the next 60 feet for 50 minutes. If there is
magic darkness in that area, the overlapping area is unaffected by
either spell.
Detect Magic Alahazra can notice magic in a 60-foot cone. If she
concentrates, she can determine how many magic auras there are
on the next round. On the round after that, she can try to learn
more about one aura.
Guidance Alahazra can give a touched target a +1 competence bonus
that the target can use on any attack roll, saving throw, or skill
check in the next minute.
Invisibility Purge Alahazra’s scroll negates all invisibility within 25 feet of
the caster. The effect moves along with the caster for 5 minutes.
Lesser Restoration After 3 full rounds of casting, Alahazra’s scroll cures a
touched target of 1d4 points of damage to any ability score or causes
it to lose most magical effects reducing its ability scores. The target is
no longer fatigued, and the scroll reduces exhausted to fatigued.
Light An object Alahazra touches sheds light for 40 minutes. She can’t
have more than one copy of this spell active at once.
Mage Armor Alahazra’s wand and potion grant a touched target a
+4 armor bonus to AC for 1 hour. She must succeed at a DC 20 Use
Magic Device check to activate her wand.
Obscuring Mist Alahazra calls forth a mist in a 20-foot-radius spread


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

centered on her for 4 minutes or until a moderate or strong wind
blows it away or a fire spell burns it away. Until then, the mist
blocks vision (even darkvision). Attacks against adjacent creatures in
the mist suffer a 20% miss chance from concealment, and creatures
farther into the mist have total concealment (50% miss chance, and
they can’t be targeted by sight).
Resist Energy For 40 minutes, a target Alahazra touches gains 10
resistance to her choice of acid, cold, electricity, fire, or sonic.
Scorching Ray Alahazra’s wand can blast an enemy with a searing
beam of fire that deals 4d6 points of fire damage. She can fire the
ray up to 30 feet (+5 ranged touch to hit). She must succeed at a DC
20 Use Magic Device check to activate her wand.
Sound Burst Alahazra sends a 10-foot-radius blast of sound to a location
within 35 feet. All creatures in the area take 1d8 points of sonic
damage and must succeed a DC 17 Fortitude save or be stunned for
1 round.
Spark Alahazra can catch an unattended object within 35 feet on fire.
The object must be Fine (roughly the size of a coin).
Stabilize Alahazra can stabilize any target within 35 feet. The target
stops dying but remains unconscious.
Alahazra was born in a small Rahadoumi town east of Manaket.
Her hometown is one of the many way stations on the caravan
route known as the Path of Salt, which leads from Azir to distant
Sothis and takes its name from the waves of the Inner Sea and the
dried tears of the slave chains that march along it. The daughter of
a wealthy and widowed wainwright, Alahazra wanted for nothing
growing up. She had the best tutors money could buy, all the time
being groomed for a lucrative marriage or, potentially, induction
into the Occularium, Manaket’s prestigious wizard’s college.
All of that changed the day when 16-year-old Alahazra woke to
find herself suddenly and inexplicably blind, her eyes clouded by a
white mist that gave her only vague outlines of her surroundings.
Her father called in the best healers in the godless land, only to
discover that the situation was worse than he could have imagined.
For when the bards with the healing touch reached out to the fevered
child, they were suddenly cast back by a blast of flames that burned
the girl’s sickbed but left her unharmed. Yet, even this might have
been bearable had the fleeing bards not revealed the rest of their
discovery: the girl’s flames bore no hint of sorcery or arcana. Though
Alahazra’s staunchly atheist father could scarcely believe it, his proper
Rahadoumi household harbored a burgeoning cleric.
Confronted by her enraged father and frightened by the new
abilities that she felt burning inside her skin, Alahazra protested her
HOG: Pathfinder Player Companion: Humans of Golarion
innocence loud and long, but to no avail. Sickened by what he saw as
a betrayal of both his trust and his national pride, Alahazra’s father
did his daughter a final kindness and cast her out with no more
than the clothes on her back, instructing her to run before the Pure
Legion arrived to take her into custody—and let her gods be her new
family, for she no longer had one in Rahadoum.
Blind, weak, and weeping with frustration and rage, Alahazra
stumbled southeast into the desert, seeking what meager shade and
water the badlands had to offer. For days she wandered, desiring only
to put distance between herself and any pursuers who might still
want revenge for her presumed heresy until at last she collapsed in
the lee of a dune, dehydrated and dying.
Staring up through milky cataracts at the burning ball of the
sun and letting the wind slowly bury her in the hot sand of the
dunes, Alahazra had her first revelation. Behind her ruined eyes, a
vision of debilitating color suddenly exploded. In it, Alahazra saw
herself not as she was, but as she one day would be—strong, proud,
and fierce. In that moment, Alahazra understood that she was more
than just a girl. She was a force of the desert—a voice of sun, sand,
and flame—and she would bring its truth to the people, whether
they were ready for it or not. Baking slowly in the hot coals of the
great Garundi desert, Alahazra came to know herself, and in doing
so harnessed the magical flames that had been building inside her.
With the aid of her newfound abilities, Alahazra moved steadily
east, crossing into Thuvia and following the Path of Salt until she
finally came to Osirion. There she roamed as she willed through the
great cities and barren plains, offering wisdom and healing to the
righteous and cleansing fire to the wicked. In time, her notoriety
grew, affording her access to higher social circles, and it’s whispered
that she made consorts and admirers of powerful men, possibly
even among the court of the Ruby Prince. Alahazra herself, however,
speaks little of her past. Only the future concerns her, and her duty is
to defend it with a clarity of vision that disdains sight.
Now a grown woman of arresting beauty, Alahazra is kind but
distant, often letting conversation drop in favor of taking in the
sounds and smells of her environment. When she does speak, in
her low, throaty voice, her words have the weight of command.
Though she maintains that she has never worshiped a god—the
cornerstone of her bitterness toward both her father and her
homeland—she has come to respect a wide variety of deities, whom
she refers to as “powerful and strategic allies.” Alahazra has little
patience for fools, but has a soft spot for orphans and victims of
injustice and in her own stern way, considers herself a mother
figure to her adventuring companions.


M Dusk Elf Evoker 5| HP: 27/27 | AC: 18/14 T: 13 FF: 11 | Fort: +2 | Ref: +4 | Will: +4 | Perc: +9| Init: +13 |

That is not Persephone and I did not pick up on anything particularly useful like I did with some of the wizards using spells I never considered. Necro can be powerful stuff and fits her "internal battle" I suspect is going on as well as her mysteriousness. I like that angle.


M Dusk Elf Evoker 5| HP: 27/27 | AC: 18/14 T: 13 FF: 11 | Fort: +2 | Ref: +4 | Will: +4 | Perc: +9| Init: +13 |

https://www.d20pfsrd.com/magic/all-spells/e/enervation/


Kitsune Game Master

I have the NPC codex but it doesn't contain Alahazra. I found it on the internet though. Her specialization on fire makes the example useless.

I found something though that might prove helpful. Words of power. I just have to get a better understanding of how it works and how it could be included into the build.

I'm usually rather flexible about "retraining" stuff. But I try to avoid removing abilities that were already used in the game.


Kitsune Game Master

For a 29 you can look up yourself what a ghost is.


Kitsune Game Master

A ghost is CR7 so at worst the DC is 17 to know something. For 29 you should know a little more. The positive energy thing comes to mind and the rejuvenation.


M Dusk Elf Evoker 5| HP: 27/27 | AC: 18/14 T: 13 FF: 11 | Fort: +2 | Ref: +4 | Will: +4 | Perc: +9| Init: +13 |

That is the one I suspected due to the DC. There is a DC2 :-)

Agreed. I shared the minimum to keep them warned of the true danger and will bring that up and then some when appropriate. Ghost does cover a lot of ground.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

Enervation has no save and sr does not apply. Whew.


Female Human Oracle(5) - HP37 AC19/11/18 - F2/R2/W5 - Ini+6 - perc+1

It is a 4th level spell, and it only is useful vs the big bad evil guys and then you'd have to spam them with that. It is a nice debuff, but you still have to kill the bad guys somehow. Of course, once I got level 7 spells, I could do maximized enervation.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

And there is this
https://www.reddit.com/r/Pathfinder_RPG/comments/7zgx0u/shadow_spells_i_why _i_love_them_so/


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

And there is this

https://www.reddit.com/r/Pathfinder_RPG/comments/7zgx0u/shadow_spells_i_why _i_love_them_so/


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

The reddit guys made that far more complicated than it really is. I am going to try that with Samuel beacuse you get to choose ANY spell third or lower. So many times I need a spell I would never prepare.

This is all there is to all of that:
Shadow Evocation at level 5
Shadow Conjuration level 4


Kitsune Game Master

I read that, but so far it is not convincing. I have to check on evocation spells, but the only thing I found that works without any issues is the daylight spell. Because I can decide not to do a will save and then I get bright light with a shadow evocation! Logic is sitting in the corner crying, but whatever.

I looked into this shortly when my sorcerer got 4th and 5th level spells known. But for everything with damage it is just crap. You might be able to weed out some minions, but casting a normal fireball as 5th level spell is just a waste of resources. Also Oracles don't get Shadow Evocation.

And for the shadow summons they are only 20% real even without making a save.

I'm open to suggestions for good spells to make that worthwhile, but so far I don't see it.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

That was more for Samuel and he will prep it and see how it works. Yeah, lots of moving parts and meant to be situational.

Regarding Persephone, I like the necro angle. Still have to look that over again as I always put it on the opposition list and ignore that school.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

Leveling up to Oracle 5 is basically a feat. I like Divine Interference: Sacrifice a 1st-level spell slot to make an enemy reroll an attack roll. The reroll is much more important than the penalty, especially if the attack is a critical hit.


Female Human Oracle(5) - HP37 AC19/11/18 - F2/R2/W5 - Ini+6 - perc+1

For that wordcasting is great. You get the undeath effect word as lvl 2 spell. And as you need no meta word to buff that and the target is close, which has a lvl 0 modifyer too, you get animate dead as a level 2 spell. And as there are no expensive components in word casting, it is for free. So no awkward buying onyx in town.


Kitsune Game Master

Tell me about it. Got saved by that yesterday from a disintegrate. And the malus is important. Evil Worm that Walks shot it at my 14th level Cleric (touch AC12). Rolled a nat one on the save. 151HP damage. Our other cleric sacrificed a 7th lvl spell to make that miss.


Female Human Oracle(5) - HP37 AC19/11/18 - F2/R2/W5 - Ini+6 - perc+1

I got another problem though. My attack rolls are too low. But there is only a very limited amount of feats to help with that. Like Improved Weapon Focus is a fighter feat. It doesn't look too bad at the moment, but it'll take a s$*!load of self buffing to keep it that way.

Any idea how to help with that?


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

I noticed that looking at her a little while ago. Belt of incredible strength? Magical weapon? AC looks good and can be buffed. Bull's strength.


Female Human Oracle(5) - HP37 AC19/11/18 - F2/R2/W5 - Ini+6 - perc+1

Got bulls strength already. As we do no dungeon crawls that should cover her for a while. But the build is made to manage high casting DCs. But with the way she is going now that is BS. Got to put that Power Attack and Furious Focus down I guess.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

Yeah, probably best.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

So I used the file "spell_full - Updated 31Mar2020.ods" and applied a few filters to it and if I did all those maneuvers correctly Shadow Conjuration would allow the following:

Summon Monster III, Mad Monkeys, Rain of Frogs, Summon Totem Creature, Swarm Of Fangs, Fleshwarping Swarm, Secret Coffer, Calistria's Guardian Wasps, Ablative Barrier, Pellet Blast, Phantom Driver, Gloomblind Bolts, Unseen Engineers, Force Anchor, Irradiate, Nauseating Trail, Silver Darts, Sundered Serpent Coil, Grasping Tentacles, Evaluator's Lens, Conjure Carriage, Draconic Ally, Waves Of Blood, Spectral Scout, Iron Stake, Summon Monster II, Summon Swarm, Mount, Communal, Summon Cacodaemon, Whip Of Spiders, Alter Summoned Monster, Ally Across Time, Fiery Shuriken, Reloading Hands, Cloud Of Seasickness, Lead Plating, Storm Of Blades, Euphoric Cloud, River Whip, Stone Discus, Mud Buddy, Blade Tutor's Spirit, Instant Weapon, Garden Of Peril, Rock Whip, Shackle, Vine Strike, Summon Minor Monster, Abundant Ammunition, Murderous Crow, Secluded Grimoire, Web Bolt, Mudball, Stone Shield, Adhesive Spittle, Glue Seal, Arcane Pocket, Expeditious Construction, Desperate Weapon, Burning Sands, Instant Portrait,


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

Filter out summoning and end up with creation giving the true beneficial options for one spell slot gives you:

Ablative Barrier, Pellet Blast, Phantom Driver, Gloomblind Bolts, Unseen Engineers, Force Anchor, Irradiate, Nauseating Trail, Silver Darts, Sundered Serpent Coil, Grasping Tentacles, Evaluator's Lens, Conjure Carriage, Draconic Ally, Waves Of Blood, Spectral Scout, Iron Stake, Fiery Shuriken, Reloading Hands, Cloud Of Seasickness, Lead Plating, Storm Of Blades, Euphoric Cloud, River Whip, Stone Discus, Mud Buddy, Blade Tutor's Spirit, Instant Weapon, Garden Of Peril, Rock Whip, Shackle, Vine Strike, Web Bolt, Mudball, Stone Shield, Adhesive Spittle, Glue Seal, Arcane Pocket, Expeditious Construction, Desperate Weapon, Burning Sands, Instant Portrait,


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

Experiencing way delayed posts over here on all threads.


Kitsune Game Master

It's really annoying when I have to wait Minutes to make sure the order of the posts is not shuffled.

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