Katapesh Sailor

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Scarab Sages

Mental stats would increase, physical stats are still replaced by the eidolon.

Eidolon temp hp are determined by CON, character hp are determined by CHA

Character abilities are still usable, just as they were before becoming a vampire. Weaknesses, like sunlight vulnerability, also apply while fused.

Your fast healing will not recover your eidolon’s temp hp.

Scarab Sages

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swoosh wrote:
Snowlilly wrote:
Arcane Addict wrote:
Of course... I play an Arcanist with 1 lvl of Sorcerer with Wizard VMC sooo.... Really?! Don't choose, have it all! Thats what real Gods... I mean... Mages do!

Real gods don't give up access to Immortality.

Real gods play the long game. And by long, I mean eons.

The wizard discovery doesn't actually prevent you from dying of old age tho.
Immortality
Sean K Reynolds wrote:
Artanthos wrote:


Notice any difference in the wording?
A wizard's immortality is just that. The chance to live forever. With appropriate secondary precautions, a wizard becomes effectively unkillable.

Correct.

Scarab Sages 1/5

Jiggy wrote:
It's okay for tactical use of actions to be worth doing. It really is.

Have the NPC's use the same tactics.

See how loudly the same players scream when their charge fails.

Scarab Sages

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Shasfowd wrote:
So I run a roll20 campaign that allows players to make max level characters and fight high teir monsters. Needless to say, the tarrasque is in a Gem owned by a wizard. I want this to be a fun experience for everyone, and that is NOT winning in 2 seconds. I'd like to know some spells and any other thing overpowered like Trap the Soul.

Any long duration spell that can be cast prior to the scenario without resource expenditure or that bypasses resource expenditure.

Any spell or spell combo that could be argued to grant the caster infinite resources (Time Stop + Fast time demi-plane).

If players want to expend spell slots + resources for a Planer Binding after entering the scenario, go for it.

Scarab Sages

FrodoOf9Fingers wrote:
I vote for the option to make identifying creatures a free action. This makes Kirin Strike available in round 2, and makes Kirin Style actually work with the normal rules for identfying creatures.

I agree.

Usage of knowledge skills should be a non-action.

Scarab Sages

BaconBastard wrote:

Currently in pfs the gm is ruling that a swarm that consists of creatures that are too small to take weapon damage cannot take energy damage from weapons (such as flame weapons). It was also determined that acid splash, and any other spell that makes an attack roll doesn't effect swarms, because single target spells don't effect it.

I don't believe either of these things to be true, swarms still have an AC so they should be subject to these attacks and take damage accordingly, right?

If not then are splash weapons and spells that cover an area the only things that effect swarms of this size?

Use a Swarmbane Clasp and a greataxe.

Scarab Sages

A second relationship that has yet to arise in this thread: increased education results in decreased birth rates. The most highly educated societies are experiencing a natural population decrease.

It takes an average of 2.1 children per female to maintain a stable population in a developed country. Japan has a birth rate of 1.37 children per female. Italy has an average birth rate of 1.41 children per female.

The reduced crime rates in Europe are due less to legalized abortion and most likely more closely linked to decreased conception rates. Unfortunately, natural population decreases can have their own severe economic impact.

Scarab Sages

Irontruth wrote:
The drop in the crime rate is much more closely linked with the legalization of abortion.

High poverty rates to tend to result in a low education level. High poverty + low education tends to result in a larger population of poor single mothers, perpetuating the cycle.

Legalized abortion is an option exercised most frequently within this same population, and breaks the cycle.

It may not be pretty, or socially acceptable, to link the two concepts, but the relationship is present. The fact that the idea is socially reprehensible prevents further research into the area, leaving the exact extent of the relationship behind legalized abortion and reduced crime unknown.

Scarab Sages

Anzyr wrote:
They are Paizo rules for D&D 3.5, not the Pathfinder Roleplaying Game.

They are from a published Pathfinder AP.

Are you stating that material from AP's is not always available to players?

Scarab Sages

Anzyr wrote:
Artanthos wrote:
Uwotm8 wrote:
Pun-Pun required infinite stats for infinite DCs, sight range, etc. The self granting abilities were just a way to achieve that.

Thus the "not quite"

Fleshcrafting provides a loophole to make characters immune to just about everything + tarasque regeneration.

If you mean Fleshcrafting Poisons from Endless Night those are 3.5 rules.

They are Pathfinder rules.

Scarab Sages

Uwotm8 wrote:
Pun-Pun required infinite stats for infinite DCs, sight range, etc. The self granting abilities were just a way to achieve that.

Thus the "not quite"

Feats and abilities already allow a character to act normally at negative hit points. Fleshcrafting provides a loophole to make characters immune to just about everything + tarasque regeneration.

Scarab Sages

As an aside, I've found rules for Pathfinder that, while not quite the level of Pun-Pun, come close.

Fleshcrafting explicitly allows a character to permanently grant himself any creature ability, and make up his own abilities.

Scarab Sages

Anzyr wrote:
Artanthos wrote:
Uwotm8 wrote:
Artanthos wrote:

Lich does not make you unkillable, just more difficult to kill.

There are at least two mythic abilities that would allow a character to track down a lich's phylactery.

Those same abilities would allow a mythic character to track down clones.

Just curious. What are they? I don't recall any mythic abilities that let you do this. They're probably just not coming to me.
Flash of Omniscience and Supreme Tracker both provide methods to locate an individual across the planes during the time their new body is forming/awakening.
The clone awakening is essentially the instant you die. Sure you'll need to have one of your Simulacrums remove the negative levels, but no reason not to have one on standby for that.

Ungeared with no buffs and no spells memorized.

Quote:
Though I'd be genuinely impressed if the Mythic Fighter could even properly kill the Wizard. More then likely all they'll get is a Projected Image or Astral Projection.

With Project Image, you are standing within 300' of an illusion your Mind Blank won't protect. While still unaware of my presence. Astral Projection may allow you to enter the material plane, but again, how do you find me before I find you.

Scarab Sages

Uwotm8 wrote:
Artanthos wrote:

Lich does not make you unkillable, just more difficult to kill.

There are at least two mythic abilities that would allow a character to track down a lich's phylactery.

Those same abilities would allow a mythic character to track down clones.

Just curious. What are they? I don't recall any mythic abilities that let you do this. They're probably just not coming to me.

Flash of Omniscience and Supreme Tracker both provide methods to locate an individual across the planes during the time their new body is forming/awakening.

Anzyr wrote:
Only 1 Wish per day? That's only 1 Simulacrum versus the 20(+/-) a day a Wizard can make for free. Thus the Wizards army will always be larger then yours. And using Wish SLA you have no way to make Fast Time Demiplanes? Or make them permanent? Color me unimpressed.

Flash of Omniscience: "Where can I find a Fast Time demi-plane with residents incapable of opposing my taking up residence?"

Scarab Sages

Marroar Gellantara wrote:
Not sure how your wizard is undefeatable without being a lich. Clone slowly eats away at your WBL. Of course you are still using non-PRD sources. Care to mention why your wizard isn't using sacred geometry?

Lich does not make you unkillable, just more difficult to kill.

There are at least two mythic abilities that would allow a character to track down a lich's phylactery.

Those same abilities would allow a mythic character to track down clones.

Scarab Sages

Adept_Woodwright wrote:
Ultimate Campaign is in the Core Rulebook line, and tells us that 1 crafting feat means +25% to WBL, and 2 feats gives +50%. Further crafting feats confer no benefit in character generation. All items are counted against this increased WBL by it's listed price, not cost to craft.

Works for me.

Scarab Sages

Senko wrote:
Look we have people volunteering to be GMs submit your builds to them and let's see this fight otherwise it's "oh did I say x well I really meant Y because I forgot to account for your ability T but if this was real I would have." as people keep shifting builds to counter new tactics they wouldn't have known for going in.

Still working on a build, and still need a baseline ruling on WBL with crafting.

Demigod fighter can craft literally everything via Master Craftsman, doubling his WBL.

Scarab Sages

Roan wrote:
Admittedly Divine Source has some problems with it (what’s the caster level or save DCs of those spell-like abilities?). Even assuming worst case scenario based on the wording of other abilities (CL=Mythic Tier and DC=10+Tier+Cha) that still means you get Wish for free once per day. And that is nothing to sneeze at. You can enter the domain of GM arbitration by getting Miracle as a SLA and asking for big stuff from gods like “Kill that dumb wizard over who’s trying to kill me” as soon as your daily mythic commune ability lets you know someone is out to get you.

2x Mythic Tier

Scarab Sages

Anzyr wrote:
Trimalchio wrote:

some other rules I would suggest:

please provide buff order and list duration in rounds.

wish cannot be used for anything greater then listed in the spell. Limited wish (or any spell for that matter) cannot target the opponent until the match begins.

Do we allow leadership? I say no, we can always change our minds but this keeps builds easier to manage. I would also suggest either no simulacrums or a limit to them that isn't purely wealth based (such as no more than 7 as that's the limit to planeshift), do the same with planar ally/binding spells. Allow Gate but must be cast during the match and not before. I would also ban blood money.

Standard WBL, wizards must calculate spellbook cost, crafting can give 25% increase in WBL.

So... nerf all caster stuff. Lets ban Spell Parry and Power Attack while we are at it. And a limit to crafting!? Blasphemy. I want my massive bonus wealth out of Craft Wondrous Item thank you very much.

Leadership ban is a good idea though. We want to compare one class against another. Not two classes.

Trust me Anzy, limiting crafting is very much in your favor. The build I was working on had ALL item crafting feats, effectively doubling WBL. Not a bad trick for a tier 1 ability.

Scarab Sages

Trimalchio wrote:
it seems like the best way to adjudicate this would be for people to post stat sheets, clarify obvious rule concerns, then have someone GM a play by post.

Always more than willing.

Scarab Sages

andreww wrote:
Provide a RAW saying that the spell ends your turn. As it stands it takes a standard action to cast and gives you 1d4+1 rounds of apparent time. That's it. In the absence of anything saying that you lose the rest of your turn you don't. Anything else is you adding stuff to the spell which isn't there.

Pathfinder is a game where if it is not in the rules, it does not happen. Nothing in the rules states your turn continues after the spell duration ends.

Also: the wizard does not know the spell duration. He has to guess when the spell will end.

Scarab Sages

Anzyr wrote:
Artanthos wrote:
Anzyr wrote:
I still haven't seen a counter to Explosive Runes either.

We have not resolved how you are detecting an Undetectable opponent.

You still have no idea where to place the Explosive Runes or when to detonate them.

I'll play 20 questions with the Universe until I narrow it down to a small country. Then raze the entire the small country at once.

And I have yet to see any holes poked in Explosive Runes. Please do tell BigDTBone.

You have access to infinite parchment? Parchment does have a listed price. 2 silver per sheet.

Your Dispel can target an entire country? I would like to see this spell.

Scarab Sages

andreww wrote:


Timestop says nothing about losing the rest of your turn and therefore you don't. The burden of proof is on you.

The magic rules don't state spell durations end mid-turn and the Time Stop spell cannot be dismissed by the caster. You don't get to choose when it ends.

Provide RAW stating the spell ends mid-turn or its not happening.

Scarab Sages

Anzyr wrote:
I still haven't seen a counter to Explosive Runes either.

We have not resolved how you are detecting an Undetectable opponent.

You still have no idea where to place the Explosive Runes or when to detonate them.

Scarab Sages

Anzyr wrote:
Citation needed. It says nothing of the sort in the spell. I will absolutely still have my move action, thank you very much.

Please provide a citation stating Timestop ends mid-turn, leaving actions available.

Scarab Sages

Anzyr wrote:
Each Explosive Rune is a separate souse so Absorb Blow will not help. Also Explosive Runes does Force damage, so I have no idea what Fire resistance is supposed to do.
Absorb Blow (Su): wrote:
As an immediate action, whenever you take hit point damage from a single source (such as a dragon's breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.

Emphasis Mine.

After you absorb the first attack, fire resistance blocks all damage from each subsequent rune.

Scarab Sages

Anzyr wrote:
wraithstrike wrote:
Just to make sure I am not misunderstanding anything the caster summoned/called/etc his buddy during the time stop?
I was using one I brought with me on the premise that actions can be readied out of combat. The debate could be solved simply by casting Summon Monster IX while in the Time Stop, as Summoned Monsters can act immediately. Thus a summoned Nalfeshnee can cast Greater Dispel Magic on my turn and trigger the runes once the Time Stop effect ends.

It does not matter. Explosive Runes cannot harm a 10th tier mythic character with Absorb Blow and fire resistance.

Scarab Sages

wraithstrike wrote:
Uwotm8 wrote:
So, only children of gods or beings of inherent divine nature can ever possibly take a potshot at someone starting to cast a spell to initiate combat even if the caster is quite obviously hostile. That's a tad ridiculous in a RAI sense of things.

In most games declaration of a hostile act gets a call for initiative, not a free spell. That mythic ability cited above just gives an AoO when you would not normally get one for those specific situations.

Agreed

Mythic Spell Breaker + Combat Reflexes do not replace an initiative roll. They allow an AoO, at range, if the caster has a higher initiative, manages to surprise you, or uses a quickened spell.

Scarab Sages

Buy a couple of potions and use PP to get a wand. Hand the wand to someone who can use it. Reserve the potions unless needed.

Scarab Sages

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Uwotm8 wrote:
So, only children of gods or beings of inherent divine nature can ever possibly take a potshot at someone starting to cast a spell to initiate combat even if the caster is quite obviously hostile. That's a tad ridiculous in a RAI sense of things.

No

Most GM's have players roll initiative with a surprise round. Those who pass a perception or sense motive check can act, in initiative order.

Scarab Sages

Uwotm8 wrote:
That's only if you threaten and they fail to cast defensively. All ranged options simply don't exist, and only fighters can do it (or a class ability that grants it). Swift action casts are completely immune. That right?
Mythic Spellbreaker wrote:


Benefit: Any non-mythic creature you threaten provokes an attack of opportunity from you whenever it uses a spell or spell-like ability, even when casting defensively or casting a quickened spell.

If a non-mythic creature within 30 feet of you uses a spell or spell-like ability, you can expend one use of mythic power to make a ranged attack against that creature as an attack of opportunity (even if the creature wouldn't normally provoke attacks of opportunity). You must have a ranged weapon in hand or have a free hand and the non-mythic Quick Draw feat to use this ability. You can use this ability against a mythic creature by expending two uses of mythic power.

Scarab Sages

Charon's Little Helper wrote:
Just curious - past the first 2-4 levels where a caster has a decent AC just by casting mage armor - how many people worry much about AC with their wizards/sorcerors etc? Or do you just rely upon mirror image/displacement etc along with allies keeping them off you? Instead you might focus your wealth on more offensive/utility gear.

I do.

Surprises happen.

Scarab Sages

Uwotm8 wrote:
Charon's Little Helper wrote:

You'd have to have an initiative in the first place before you can take an action which, as part of the cost, changes your initiative.

Basically think of it as an out of combat readied action as being what a surprise round is.

So, it's utterly impossible to attack someone right when they start casting a spell? There's no counter to that?

Spellbreaker.

But most DM's make players roll initiative when anyone declares they are casting. At best, the caster gets a surprise round if the opponents fail their perception or sense motive checks.

Scarab Sages

Imbicatus wrote:
The katana still doesn't work without a Swashbuckler dip. Katana isn't finessable, so Slashing Grace will give you Dex to damage, but still use STR to hit.

Swashbuckler can finesse any piercing weapon.

Slashing Grace allows weapons to count as piercing.

Scarab Sages

With Fencing Grace published, rapier is the weapon of choice for the kensai. The 1 point damage gain from a katana or rhoka is just not worth any price.*

*Unless you are just going for the cool factor, in which case; go for it.

Scarab Sages

Shisumo wrote:
I'm just satisfied with "whatever the answer is, one-sided it ain't."

Agreed.

It all comes down to build and the scenario.

Scarab Sages

Robert Carter 58 wrote:

You guys argue and argue and argue. The only way to prove anything is to actually do a rumble with a Mythic Fighter vs. a Wizard. Set parameters for builds. Set terrain. Someone GM. Make sure builds are fair and reasonable. We all watch. I'll get the popcorn. Otherwise it's all theory and theory and theory and blah blah blah blah blah. Because, I can do this. Well this counters this. Oh yeah, well how about this. But I got this. And rock beats scissors. Well paper beats rock.

Edit: I for one would be interested in seeing an actual battle play out, and seeing two builds, and seeing the whole deal go down.

Other people, including me, have made the suggestion before.

Anzyr never actually stats his wizards, it would mean no more infinite choices made after the fact.

Scarab Sages

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Trogdar wrote:
You've listed a lot of mythic powers, how many do you get in total again?

Like the wizards in this thread, I don't need to define what I actually have until I use it.

Or is that listed in RAW somewhere as a wizard only ability.

Scarab Sages

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Marroar Gellantara wrote:
It also did not matter who won initiative. I was in teleport range at the start not bow range.
Teleport wrote:
This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level.
Limitless Range (Ex) wrote:


Multiply the range increment on all of your ranged and thrown weapons by 5 feet, and these weapons no longer have a maximum range increment for you. You can throw any melee weapon as if it had a range increment of 20 feet—this increment isn't multiplied by 5, [b]but the weapon doesn't have a maximum range increment.[b]

Emphasis Mine.

Bow range > Teleport range.

Scarab Sages

Undone wrote:

Assuming a 20 in primary stat and spell focus (Both seem reasonable for a 7th level caster) it's DC 20. You're probably level 5 or 6 (since BBEG's tend to be above level) or else you're likely facing two such saves at level 7 or 8. As such your save will likely be +1 Wisdom, +1 or 2 Base, +2 or 3 cloak, and at best +2 from a feat. Meaning you have between +4 and +8. So you have between a 60 and an 80% chance to fail it which leaves you a 18% chance to turn and kill someone.

The high will save cleric and wizard have significantly better than even odds with a +4 wisdom and good will saves or even just good will saves.

Bad will saves are a problem. A fundamental issue which are a problem not because they effect you but because they effect the other players at the table.

My level 6 Paladin/Oracle fails a DC 20 will save 50% of the time. If you are expecting anyone else to pass on a regular basis, you need to reexamine your encounters difficulty levels.

Scarab Sages

Anzyr wrote:
There are many of ways of getting close to you without being detectable after we arrive on the plane.

Every mythic character, at tier 1, has access to Undetectable.

How do you know my location? You don't.
Mind Blank can be bypassed by anything that is not a divination spell. Undetectable is an absolute.

Even if you did manage to teleport in, catch me unaware, and detonate an infinite number of Explosive Runes:
Absorb Blow + an initial 10 points of fire resistance (from an item) grants a total of 40 Fire Resistance. Your Explosive Runes are unable to harm me.

Scarab Sages

Anzyr wrote:
Shisumo wrote:
andreww wrote:


Runes doesnt allow a save to those standing next to them. It's sort of why dropping a billion of them on things can theoretically kill almost anything.

But they have to actually get "next to them" and that's not a trivial requirement.

Also, it isn't guaranteed that the runes will go off. Combat Reflexes[M], Disruptive and Spellbreaker[M] together mean that no nonmythic creature within your reach will ever get a spell or spell-like off, even dispel magic...

The creature casting Greater Dispel Magic isn't anywhere near you. So... none of that actually helps you. And again, since the Greater Dispel Magic user has a readied action, and the runes were placed next to you while time is stopped. You die before you get an action.
Anzyr wrote:
The minion is always readying that action.

You cannot ready actions outside combat.

Scarab Sages

N. Jolly wrote:
People are fighting super hard for the Fighter to have build dependent features to take on a wizard that can literally change their build by the day, as well as can stockpile resources for days/weeks/years.
Ultimate Versatility (Ex) wrote:

Once per day, you can temporarily change one decision made for one of your class features. This change lasts for a number of minutes equal to your tier. During this time, you're treated as if you had always had the new class feature. For example, you could use this ability to change the decision made with the arcane bond class feature, causing your bonded item to disappear (along with all of its bonuses and restrictions) and a familiar to appear in its place. This doesn't affect any prepared spells or spells you have already cast. If the new ability is limited in its uses per day, you receive half the normal number of uses (minimum 1). When this ability ends, your previous choice returns with the same number of uses as before you used this ability. If you use this ability to change a class feature that grants access to spells (such as a bloodline, patron, domain, or school), you lose access to any spells from the old choice but don't gain the ability to cast new spells. When the effect ends, the previous spells return and can be cast again. You can use this ability to change a feat or skill if you receive it from a class feature, but any other abilities that rely on the missing feat or skill as a prerequisite don't function while this ability is in effect.

Scarab Sages

Lemmy wrote:
Question... Could a 20th level Wizard cast Protection From Energy (fire), Plane Shift to the plane of fire, Gate an opponent in and then simply go away and let their target there to die?
Farwalker (Sp) wrote:

The boundaries of the Material Plane mean little to you. You can plane shift once per day, using double your tier as your caster level. You can take this ability twice. When you take it a second time, you can use this ability three times per day.

Scarab Sages

Trogdar wrote:
Shadowkire wrote:

Oh I agree Trogdar, my mission in this thread is to show how silly most Caster vs. Anything threads get. Because the caster rarely gets stated and has metaknowledge vs a stated opponent.

The method by which I do this is to argue as if running a character with no defined stats, capable of anything and everything within the rules(i.e. a god).

To be fair, full casters are actually capable of accessing meta knowledge, which is one of the reasons they are so powerful.

Mythic Character have access to:

Flash of Omniscience (Ex) wrote:

Your ability to recall information is astounding. When you take 10 on any Intelligence-based skill check, add your tier to the result. As a free action, you can expend one use of mythic power to ask one question as if using divination. The base chance for a correct answer is 70% + your highest arcane caster level + your tier (maximum 100%). The answer doesn't come from a divine agent, but from your own native understanding; therefore, the answer is never cryptic. If you don't get a correct answer, it's like failing a Knowledge check, and you can't use this ability on this question again.

Given any class can obtain caster levels via traits, racial abilities or SLA's, any mythic character can eventually reach 100%

Scarab Sages

Anzyr wrote:


1. Time is Stopped. Why do I need to beat your Perception.

2. Each is a seperate object. They just happen to be in a stack. Hence why I keep saying Explosive Rune Stacks. Thing the IN Box from hell.

3. I already covered that my minion (usually a Nalfeshnee Demon Simulacrum) has Greater Dispel and *cannot* succeed the Dispel Check.

4. No they don't. They have have to be continuously readying an action before the fight even starts.

Today was not that day.

1. How did you know when to stop time? You have to know I am within the area of effect before casting the spell will be effective.

3. A mythic fighter can kill both the wizard and the demon in the same round, with a single attack each, without rolling dice.

4. Readying an Action is a combat action. You cannot ready outside of combat.

Scarab Sages

Anzyr wrote:
Artanthos wrote:
Anzyr wrote:
I picked it as one of my spells during level up. It's really that simple. As per the rules, my research on my new spells per level happened off screen.
He also spent several hundred thousand of his unlimited WBL on strength enhancing items, so he could actually use it without killing himself.
No, no. I only use those to show it can be done (Though I do craft myself the belt of physical perfection regardless as well as get the +5 inherent bonus). Normally I use Marionette Possession/Magic Jar on a high STR target like any sensible person.

So you are assuming access to high power creatures outside the encounter?

Wonderful: with +30 Animal Handling I'll be sure to have a few friends trained. No cost pets that will happily eat your no cost simulacrums.

BigDTBone wrote:


Or magic jar'd a frost gaint...

Since we both have access to outside monsters and unlimited time to prepare, I'll be training Linnorms. Raising them from childhood.

Also: even storm giants lack the 45 points of strength required to cast permanency on a demi-plane.

Scarab Sages

At the level most games take place, there are only a few points difference between the fighter and wizard on Will saves.

Not enough for me to stress over.

Scarab Sages

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Anzyr wrote:
I picked it as one of my spells during level up. It's really that simple. As per the rules, my research on my new spells per level happened off screen.

He also spent several hundred thousand of his unlimited WBL on strength enhancing items, so he could actually use it without killing himself.

Scarab Sages

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Anzyr wrote:
Doing so will blow most of your WBL. And the Wizard is only next to the pile while time is stopped, which is unhelpful for your tactic. If you mean while the Wizard is preparing them on their demiplane, you are out of luck as the area is hallowed to prevent teleportation. This of course costs the Wizard nothing out of their WBL.

While costing far less than all those wishes you've been tossing around to bypass the casting time of Geas. Or spending to make that demi-plane permanent.

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