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So I really like playing Pathfinder, but there are a massive amounts of problems with the system. I'm really excited for Pathfinder 2 as an update, so I'm really hoping the dev team gets PF2 right.

The most powerful abilities in pathfinder usually revolve around a couple of key concepts:
1. Action Ecnomy

2. Controlling Space

Even from level 1, this is readily apparent. A wizard walks up to some goblins and functionally kills them all with a color spray, but a fighter has to hack and risk injury one at a time. A levels 10+, it becomes absurd. A wizard can throw save or die fireball with dazing spell, and be protected from attacks with emergency force sphere. Or if you want to win immediately, you can cheat out a geas with limited wish, maybe without even paying with blood money!

I understand that combos are going to exist that are powerful, and because of Paizo's business of releasing books monthly, it's going to be hard to keep control of everything. It's the same problem MTG has, they print so many cards that infinite combos sneak through all the time. I really want to want to stress that right now Pathfinder is (I know this is thrown around a lot for minor balance issues but it is really true here) broken as written. Anzyr has what a high level wizard looks like in one of his posts and it is use the rules of Pathfinder as written, and pretty much as intended.

Spells like limited wish and wish that let you cheat out very long cast time spells are too good. I am kind of horrified that there will be a 10th level of spells because of how crazy the 7 8 and 9 spells already are.

Metamagic is too powerful in Pathfinder currently. Quicken is incredible action economy and Dazing spell turns you in a save or die machine.

Many status effects are essentially a save or die. If you nauseate someone, they are basically dead because they only have move actions. Stunned is the same thing, blind for many creatures makes them worthless, exhausted is brutal, dazed might as well be dead. The powerful status effects are functionally the same as having your character just be dead. Please be careful!

If you put an ability on an outsider, such as wish, that also means you are giving it to wizards. If you leave planar binding in the game, any time you print an outsider you are giving wizards access to a new body with spells. If you give the outsider a spell above their caster level, like wish, you are letting wizards get wish a lot earlier in the game than generally intended.

There is a lot of minutiae about why spells are too good so I tried to cut it down a bit. I did a re balance on my own for my games but I am worried for PF2. I'm not even getting into the issue wizards have with class identity and flavor. If you have an questions you can ask me and I can get into a bit more. Hopefully all these issues are addressed in PF2 and I can feel happy picking a wizard!

Hello, I thought I had natural attack rules down, but I couldnt find the answer to a couple questions.

Can you have multiple natural attacks per limb?

If you get claws from 2 different sources, can you put claws on your feet?

Hey guys, I was thinking about this so I decided to pose the question to the forum: How many spells could a level 20 spellcaster have running on them at once, using their "own" power?

No consumable items

level 20, standard money, 20 pb, wish, limited wish, miracle, blood money, and simulacrum banned

Any class combo.

7 day window to prepare, spell count taken at the end of day 7.

My guess is 150 total

Hello forum!

I feel out of the pathfinder loop for over a year. I'm getting back into it soonish, what sweet builds, feats, and spells have been released?

Is sacred geometry still the best feat?

Hey forum!

I was having this discussion earlier, and I was wondering: Are there any fighter or rogue BBEG? Or are BBEG generally wizards or clerics?

For the purposes of this, if you are a demon or outsider who casts a bunch of spells, then you count as a wizard or whatever. you're just a wizard on a full bab chassis. I know its more like a sorcerer please dont be pedantic.

Here are the aps I know a bit about:

AP Bosses:

RotRL: Karzoug, a wizard

Shattered Star: Xin, a robot wizard

Wrath of the Righteous: Deskari I think?? Its kind of a weird ending but its a demon lord so functionally a wizard

Serpent's Skull: A demigod

Way of the Wicked (3p): A dragon, a half dragon sorc, and a Solar

These are the ones I remember off the top of my head. To clarify further, I mean the big boss at the end, not like, a book 1 boss or something

I've been thinking about this for a bit.

I have noticed that guides on how to okay spellcasters don't mention casting defensively whenever you cast a spell. Once you auto make the dc, there is no reason not to defensively cast, correct?
For reference, the hardest DC is 33, for level 9 spells

It says it adds a luck bonus to saves, ability checks, and skill checks.

Are attacks an ability check?

Hey, I have a level 16 cleric in mummy's mask. We are level 16 and almost done the campaign. I was planning on buying a ring of continuation but I never noticed the faqratta for it, oops!

What item would be good, also a level 17 feat? Here is a link to my character.

I have a 20% discount, and can probably pull together 50k gold before the final battle.
Edit: I just noticed that is level 15. It isn't really a big difference, I took moment of clarity as my rage power.

What if we took the best combat style, and doubled the amount of shots you could take?

Jimmy the kasatha:

Kasatha fighter (weapon master) 9/ranger (bow nomad) 1 (Pathfinder Player Companion: People of the Stars, Pathfinder RPG Advanced Player's Guide 109, Pathfinder RPG Bestiary 4 174)
NG Medium humanoid (kasatha)
Init +9; Senses Perception +17
AC 26, touch 19, flat-footed 18 (+6 armor, +1 deflection, +6 Dex, +2 dodge, +1 natural)
hp 93 (10d10+29)
Fort +13 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +15, Will +10; +2 bonus vs. effects targetting a Longbow held by you
Speed 30 ft.
Melee mwk heavy pick +10/+5 (1d6+3/×4)
Ranged +1 adaptive composite longbow +17/+17/+12 (1d8+6/19-20/×3) or
+3 adaptive composite longbow +19/+19/+14 (1d8+8/19-20/×3)
Special Attacks favored enemy (humans +2), reliable strike, weapon training
Str 16, Dex 24, Con 14, Int 10, Wis 12, Cha 7
Base Atk +10; CMB +9; CMD 33 (35 vs. disarm, 35 vs. sunder)
Feats Clustered Shots[UC], Greater Weapon Focus (longbow), Improved Two-weapon Fighting, Iron Will, Manyshot, Point-blank Shot, Precise Shot, Rapid Shot, Two-weapon Fighting, Weapon Focus (longbow)
Traits indomitable faith, reactionary
Skills Acrobatics +14, Climb +7, Perception +17, Spellcraft +6, Stealth +11, Survival +5, Swim +7
Languages Common, Kasatha
SQ desert runner, desert stride, jumper, multi-armed, stalker, track +1, twin bows, weapon guard
Other Gear +1 mithral kikko armor, +1 adaptive composite longbow, +3 adaptive composite longbow, mwk heavy pick, amulet of natural armor +1, belt of physical perfection +2, bracers of falcon's aim, cloak of resistance +3, ring of protection +1, 862 gp
Special Abilities
Clustered Shots Total damage from full-round ranged attacks before applying DR
Desert Runner (Ex) +4 to Fort saves & Con checks to avoid fatigue/exhaust or other ill effects from exertion, deprivation, and temp.
Desert Stride (Ex) Not slowed by non-magic difficult terrain in desert environments.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Jumper (Ex) Always has a running start when using Acrobatics to jump.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Multi-Armed (Ex) Has one primary and 3 off hands.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Reliable Strike: Longbow (1/day) (Ex) Reroll attack roll, critical confirmation, miss chance or damage roll for your chosen weapon
Track +1 Add the listed bonus to survival checks made to track.
Twin Bows (Ex) You can wiled two bows at once.
Weapon Guard +2: Longbow (Ex) +2 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +2: Longbow (Ex) +2 to hit and damage with your chosen weapon.

This is level 10 with average WBL and a 20 point buy

Full attack with main bow: 45.95 dpr
Full attack with offhand bow 28.98 dpr

Total dpr: 74.93.

If you ever get the chance to play an alien, this is the best archer around

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So I ran way of the wicked, and one of my players went shadowdancer and had seemingly unbeatable stealth, even vs many high level celestials

I never saw his character sheet but it should be this approximately, I knew roughly his stats and what feats he had.


Human fighter 6/shadowdancer 10
LE Medium humanoid (human)
Init +13; Senses darkvision 60 ft.; Perception +18
AC 34, touch 19, flat-footed 28 (+12 armor, +3 deflection, +5 Dex, +1 dodge, +3 natural)
hp 176 (16 HD; 10d8+6d10+86)
Fort +18, Ref +21, Will +9 (+3 vs. fear); +4 vs. effects that cause you to lose your grip on weapons, +2 Luck bonus when in dim light
Defensive Abilities defensive roll, improved uncanny dodge, shadow master
Speed 30 ft.
Melee +3 sawtooth sabre +20/+15/+10 (1d8+20/17-20) or
+3 sawtooth sabre +20/+15/+10 (1d8+16/17-20)
Ranged +1 adaptive composite longbow +23/+18/+13 (1d8+7/×3)
Special Attacks shadow master, weapon training (heavy blades +3)
Shadowdancer Spell-Like Abilities (CL 0th; concentration +0)
4/day—greater shadow conjuration, silent image (DC 10)
2/day—shadow evocation (DC 14)
Str 22, Dex 28, Con 20, Int 12, Wis 8, Cha 8
Base Atk +13; CMB +15; CMD 42 (46 vs. disarm, 46 vs. sunder)
Feats Combat Reflexes, Dodge, Double Slice, Exotic Weapon Proficiency (sawtooth sabre), Greater Two-weapon Fighting, Hellcat Stealth, Improved Critical (sawtooth sabre), Improved Initiative, Improved Two-weapon Fighting, Mobility, Power Attack, Skill Focus (Stealth), Stealthy, Two-weapon Fighting, Weapon Finesse, Weapon Focus (sawtooth sabre)
Traits armor expert, bandit (river kingdoms)
Skills Acrobatics +28, Bluff +18, Climb +10, Escape Artist +11, Knowledge (dungeoneering) +20, Knowledge (engineering) +20, Perception +18, Perform (dance) +4, Stealth +54, Survival +6, Swim +10
Languages Common
SQ armor training 2, hide in plain sight, rogue talents (combat trick, fast stealth, weapon training), shadow jump, slippery mind, summon shadow
Other Gear +3 shadow, greater mithral full plate, +1 adaptive composite longbow, +3 sawtooth sabre, +3 sawtooth sabre, amulet of natural armor +3, belt of physical perfection +4, boots of speed, cloak of resistance +5, gloves of dueling, ring of protection +3, sash of the war champion, 150 gp
Special Abilities
Armor Expert -1 Armor check penalty.
Bandit (River Kingdoms, Stealth) +1 to Stealth checks, Stealth is always a class skill for you.
Boots of speed (10 rounds/day) Affected by haste
Combat Reflexes (10 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Roll (1/day) (Ex) When reduced below 0 Hp by an attack, can attempt to halve dam with Reflex save.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.

Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Hellcat Stealth You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty.
Hide in Plain Sight (Su) You can use Stealth even while observed, as long as there is a shadow within 10'
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Sash of the war champion This bright red strip of cloth, stitched with images of a cheering crowd throwing garlands toward a chariot, fits across the wearer’s shoulders and then diagonally down his chest to reach his opposite hip. The wearer treats his fighter level as 4 higher than normal for the purpose of the armor training and bravery class features.

Requirements Craft Wondrous Item, cat’s grace, remove fear; Cost 2,000 gp
Shadow Jump (32 10-ft inc/day) (Su) Travel between shadows as dimension door, but must start and end in dim light.
Shadow Master (Su) In dim light, gain DR 10/–, +2 to saves, and critical hit blinds foe 1d6 rds.
Slippery Mind (Ex) If you fail a save vs an Enchantment spell/effect, can re-save next rd.
Summon Shadow (Su) Summon a Shadow to serve as your companion.
Weapon Training (Blades, Heavy) +3 (Ex) +3 Attack, Damage, CMB, CMD with Heavy Blades

I know he has one extra feat, I gave everyone weapon finesse for free as a houserule.

His average stealth roll is roughly 64, and because of hellcat stealth and the shadowdancer hide in plain sight, he can roll it basically at any time. For example, full attack, five foot step, as part of the five foot step, stealth.

He wasn't the most powerful character in the group (That will save lol) but there are lot of monsters in the bestiary and character classes that just scoop to this. Maybe I was running it incorrectly, but I don't think so

Hi, I am reading the automatic bonus progression. I was really excited when I first heard about it, because buying the big six every game is pretty boring!

Unfortunately, it doesn't seem to actually replace them? The bonuses accumulate a lot slower than you could afford to buy the items in question.

Also, you lose magic item slots for some reason? I thought the point was to open up the belt slot so you could wear fun belts, not straight up remove the belt slot.


Finesse Training (Ex): At 1st level, a rogue gains Weapon

Finesse as a bonus feat. In addition, starting at 3rd level,
she can select any one type of weapon that can be used with
Weapon Finesse (such as rapiers or daggers). Once this
choice is made, it cannot be changed.

Why. Why can rogues not change their weapon they focus in? Are they slabs of stone that are etched permanently at creation?

Casters can change what spell they specialize in every time they level, it seems pretty unfair that unchained rogues are stuck from level 1.

EDIT: Wow this is worded badly, but I was wrong, oops!


Crippling Blow (Ex): Once per day when the barbarian hits

with an attack, she can deal 1 point of ability damage to the
target’s Strength or Dexterity score. This damage increases
by 1 point for every 4 levels the barbarian has. A barbarian
must be at least 8th level to select this rage power

Once per day when you get the power, you can give a minus 1 penalty to something seems pretty sad

If this was once per round, it would be usable, but once per day is straight in the trash

How do you generate treasure for an encounter that is above cr 20, for example, a solar?

2 people marked this as FAQ candidate.

What happens when I maximize and empower embrace destiny?


Embrace Destiny

School divination; Level oracle 1, sorcerer/wizard 2, witch 2


Casting Time 1 standard action
Components V, S


Range personal
Target you
Duration 1 round/level (see text)

Upon completing this spell, roll a single d20 and record the result. At any point during the duration of this spell, you may use that roll for a single ability check, attack roll, initiative check, saving throw, or skill check, using the recorded result in place of a roll. This spell cannot be used to replace a roll that has already been made; the recorded result must be used instead of a roll. Once you have used this recorded result or the duration of the spell ends, the spell's effect ends. You can't have more than one instance of embrace destiny active on you at the same time.

3 people marked this as a favorite.

"Alright guys, we have a problem. Wizards have weaknesses! We need a spell that rectifies this issue at higher levels"

"What if we made a spell like antimagic field, BUT without any of the drawbacks of antimagic field?"

"Seems great, but how long should it last? Maybe a round per level for such a powerful effect?"

"How about an hour per level instead, so that the wizard never has to worry about these spells ever"

"Wow great! What about spells that don't work in antimagic field, or antimagic field itself?"

"We'll just have it be way more powerful than antimagic field, so it turns off anything you want!"

"Should it have a powerful material component, so you have to carefully think and plan when to cast it?"

"Of course not! Lets just make it a one time fee of, oh, lets say, 2/1000th of their expected WBL. We wouldn't want wizards to have to spend any money to protect themselves!"

"Well, I think there is only one thing left. Casting time. For such a game warping spell, it should probably have a long, ritual like casting time, so that you can't use it in an emergency, right?"

"Nah, one standard action!"

"Well I think this solves the problem of the wizard having any weakness, lets ship it!"

If I am a barbarian 2, oracle 4, rage prophet 4, when I cast a spell while raging during moment of clarity, do I add 2 to my caster level, or 6?


Savage Seer

A rage prophet’s class level stacks with barbarian levels for determining the effect of his rage powers, oracle revelations, and his oracle’s curse. This does not grant additional abilities.


Ragecaster (Su)

Starting at 4th level, a rage prophet’s spells grow more potent when he rages. When using moment of clarity, he adds his barbarian level to his caster level. At 7th level, he adds his Constitution bonus to the save DC of any spells cast while raging.

It seems to me it would change moment of clarity, therefore the barbarian and rage prophet levels would stack, but it is pretty unclear


Friendly Fire Maneuvers (Combat, Teamwork)

You and your teammates can anticipate one another's ranged attacks and stay out of each others' way.

Wow sounds awesome for my melee fight-


Prerequisite(s): Point-Blank Shot, Precise Shot.

o-oh, nevermind then...

1 person marked this as FAQ candidate.

Prerequisite(s): Con 15, Corrupted Flesh, 6 HD, ogre.

Benefit(s): You can exhale a 30-foot cone of vile-smelling, moist air mixed with phlegm and remnants of old meals.

Creatures in the area must succeed at a Fortitude save (DC = 10 + 1/2 your Hit Dice + your Constitution modifier) or they are nauseated for 1d6 minutes. Affected creatures that spend a full-round action gasping for fresh air and scraping off your oral debris may attempt another save to overcome the effect. You can use this breath weapon twice per day, plus one additional time per day for every 6 HD you possess beyond 6.

Can you ever attempt a 2nd save to this effect? Nauseated means you are limited to one move action per turn. You can't do full round actions while nauseated.

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Hey guys! I am working on a doc for reasonable spell nerfs in pathfinder! Many times it gets talked about that magic needs nerfing, but actual suggestions are pretty rare!

I have been writing my nerfs down for little while. I am not really far in, but I will continually be updating the google document. If you have any comments or questions, let me know!

Spell Nerfs

While there are some pretty good feats there, wow are there some feats that must have just been printed to get a laugh!


Counter Reflexes: Your opponent's advanced training is only surpassed by your readiness for it

Reqs: Anticipate Dodge, Dodge, Mobility; BAB+9, bralwer 6 or monk 6

Benefit: Opponents with the mobility feat do not gain the dodge bonus granted by the feat when they provoke attacks of opportunity by moving out of or within your threatened area

I don't know who wouldn't want to take this feat and its 3 pre reqs.

This is basically a must have for all classes, too bad wizards have to wait until level 19(!!!) to get it. Could you imagine if they could get it earlier! I don't often like feat chains, but this one here is required or else the game would be broken

I have been thinking about this for a while now, and I would say that yes, it is. For many levels, the game is one shot and dead until the mid levels where you get some play, and then it is back to being very quick.

It seems like everything that does damage should be toned down, to allow combats to have more events happen. I am noticing in my games it is very much rocket tag, and it is rarely longer than 2 rounds of combat

Hey guys! I am gming a game where the PC's are holding a base against adventurers.

There is one final group they must fight, and currently in that party is a twf sword and board paladin, archer cleric, and admixture evoker wizard. I am looking to fill up that last slot, but I am not sure what to send at my players. I want something "different" than what I have sent at them already, but with the current limitations it is kind of annoying.

So far they have fought multiple barbarians, twf fighter, a rogue using vanishing trick and hellcat stealth, a group of tripping lore wardens with an archer inquisitor as backup, and a reach fighter with a naginata.

Limitations: 25 pb, level 10, Heroic NPC wealth, must be human, no ACG classes since they are still beta, preferably lawful good. No arcane, because in the setting arcane casters are mistrusted at best.

TBH it seems to me a barbarian would fit best but throwing another barbarian at them seems lame. I am also hesitant about an oracle considering I have 2 divine in there already. Any ideas you guys have would be great!

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Hi! I have been posting on the paizo forums for a few years now, and while it has its ups and downs, it is mostly ok.

My problem right now is the rules forum. There is a chilling effect in my opinion for people who post there, and there is a very toxic discourse happening daily. A growing number of people are being very insulting when basic questions are asked, or when there is disagreement on what rules mean.

For example: 44 e-Them-All#60

These are just recent, there are more and it has been going on for some time.

I am pleading with the community team, please post community guidelines for all of us to follow, it is obvious to me that currently the situation is a disaster. The chilling effect has been driving posters away, and I can't imagine a new player coming to the forums now to ask a question, or even reading through through the general discussion forums.

The amount of vitriol is too much! Please, please, make a change!

Topic title. I sort of understand undead and evil outsiders, but why dragons?

So I was perusing some feats and came across this one:


Banner of Doom (Combat)

The mere sight of your fiendish banner is enough to send ripples of fear through your enemies.

Prerequisites: Base attack bonus +8, banner class feature, tiefling.

Benefit: As long your banner is clearly visible, all enemies within 60 feet take a –2 penalty on saving throws against fear. This penalty does not stack with other effects that provide enemies with penalties on saving throws against fear.

It sounds good from the description, and then you read what it does. It doesn't actually cause any fear at all!

If anything else scary shows up though, they are slightly scarier around the banner. Luckily, if they have their own scary increasing benefits, the banner goes back to being not scary at all again.

Anyone else have more feats like this?

Spoilers ahead probably.

So my party just finished book 5. We are a party of 4, using the 15 point buy.

We are a Cavalier 8/Dragoon Fighter 1/Mammoth Rider 9, Fighter 17/Barbarian 1, Wizard 18, Oracle 18 (I'm playing the cavalier, and I am human and wanted a huge mount. I barely ride it, but I do over 1000 damage on a mounted charge)

All the fights that have happened in the last few books have been mostly jokes they are so easy. The last fight in book 5 lasted maybe 2 rounds. our gm is doubling hp for all monsters and giving them advanced and it doesn't seem to matter. With titan rage and mythic lunge our fighter explodes everything with his naginata that auto-confirms with a x5 critical. I thought balors and demon lords were supposed to be tough?

Our spellcasters have access to buffs that last all day that shuts down most of the nasty spells bad guys can throw at as. Protection from Evil turns out to be the best spell in the game, ha. All day life bubble, death ward, mythic mage armor, etc.

I think the CR of the encounters in this book are kind of out of whack, I think we should be fighting cr 25 encounters every fight, especially with 8 mythic tiers. Our party apl is like, 25, right? with our 8 mythic tiers and 18 levels it seems we are way tougher than everything we fight. Has anyone else had this kind of experience?


You are a master of stage and nonlethal combats

Prerequisites: Weapon Focus, base attack bonus +5

Benefit: When you make an attack with a weapon that you have Weapon Focus in, you take no penalty on the attack roll when you are attempting to make an attack that deals no damage or nonlethal damage.

Normal: When making attacks that deal no damage or nonlethal damage, you take a –4 penalty on attack rolls.

Does this apply to things like power attack and two weapon fighting?

I have a sap master rogue with weapon focus sap, so all his attacks attempt to deal non lethal damage, so it seems like this feat would affect the two weapon fighting penalties.

Unless I am reading it wrong, and it is supposed to only apply to weapons that deal lethal damage doing nonlethal damage

I have a grappler character who likes to tie monsters up in chains. I was wondering if there is a way to up the break dc on them? I was thinking adamantine chains, but I don't think that actually changes the dc of the strength check

A merfolk base land speed is 5. If you make a merfolk oracle, and pick the lame curse, is your base speed 0?

Mounted marshal says:

Whenever you're riding on a bonded mount or animal companion, you and your mount are each treated as flanking any opponent you both threaten. Whenever you use your surge ability while mounted, your mount heals a number of hit points equal to your surge result plus your tier. You can expend one use of mythic power while charging with your mount to deal double damage to the target of your charge (or triple damage if you're wielding a lance).

Spirited charge says:

Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

What happens when you have both? Do you do triple triple damage with a charging lance?

2 people marked this as FAQ candidate.
Weapons Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.

If I have an object with a hardness of 20 or more, does sundering with adamantine have any effect?

1 person marked this as FAQ candidate.

So I made a thread with a Standard Wizard and some issues came up from a few people.

There were a couple posters who claimed that my wealth was way wrong, and that I can only have an 880000g value total of things, no matter what. I thought the 880000g for a level 20 character was just the coin value, spent however you want.

This actually seems like a huge problem, considering that the spell Blood Money exists. If a wizard takes blood money, they would never be allowed any more equipment, because the amount of wealth you can create with it is basically unlimited. This is almost a similar situation with crafting, since it basically doubles your wealth, do you just not find any more items?

Question: Is the WBL value a maximum value any character can have, or is it a gold piece allotment? Is it affected by crafting and spells like Blood Money

4 people marked this as a favorite.

Hey guys, I have been working on a level 20 wizard for about a week, and I feel what I have so far is pretty standard for a wizard.

Izzy Done Yet:

Izzy Done Yet
Male Elf Wizard 20
NG Medium Humanoid (elf)
Init +25; Senses blindsense 60 ft., darkvision 120 ft.; Perception +35
AC 15, touch 15, flat-footed 10 (+5 Dex)
hp 242 (20d6+160)
Fort +20, Ref +17, Will +31; +2 vs. enchantments
Immune magic sleep; Resist fire 30, elven immunities
Weakness light sensitivity
Speed 30 ft.
Spell-Like Abilities
Constant—detect scrying
Wizard Spells Prepared (CL 20):
9 (5/day) Foresight
8 (6/day) Prying Eyes, Greater
7 (6/day) Arcane Sight, Greater
6 (6/day) True Seeing
5 (6/day) Prying Eyes
4 (7/day) Scrying (DC 27)
3 (7/day) Arcane Sight
2 (7/day) Detect Thoughts (DC 25)
1 (7/day) Identify
0 (at will) Detect Magic, Read Magic
Str 18, Dex 20, Con 22, Int 34, Wis 25, Cha 21
Base Atk +10; CMB +16; CMD 29
Feats Arcane Builder (Wondrous Items), Craft Magic Arms & Armor, Craft Rod, Craft Wondrous Item, Forge Ring, Great Fortitude, Immortality, Improved Initiative, Iron Will, Persistent Spell, Scribe Scroll, Silent Spell, Still Spell, Toughness, True Name, Greater (Jake)
Traits Hedge Magician, Magic is Life, Reactionary
Skills Acrobatics +7, Appraise +14, Bluff +7, Climb +6, Craft (armor) +37, Craft (weapons) +37, Diplomacy +27 (+22 to improve other creatures' attitudes towards you), Disguise +7, Escape Artist +7, Fly +30, Heal +9, Intimidate +7 (+2 to improve other creatures' attitudes towards you), Knowledge (arcana) +37, Knowledge (dungeoneering) +36, Knowledge (engineering) +25, Knowledge (geography) +24, Knowledge (history) +24, Knowledge (local) +24, Knowledge (nature) +37, Knowledge (nobility) +24, Knowledge (planes) +37, Knowledge (religion) +37, Linguistics +37, Perception +35, Ride +7, Sense Motive +16, Spellcraft +37 (+39 to determine the properties of a magic item), Stealth +7, Survival +9, Swim +6; Racial Modifiers +2 Perception
Languages Aboleth, Abyssal, Aklo, Azlanti, Celestial, Common, Cyclops, Daemonic, Dark Folk, Draconic, Dtang, Dwarven, Elven, Giant, Gnome, Goblin, Ignan, Infernal, Kuru, Nagaji, Orc, Sahaugin, Shadowtongue, Sylvan, Terran, Thassilonian, Triaxian, Varisian, Wayang
SQ +4 to initiative checks, arcane bonds (flappy, dinosaur, compsognathus), arcane focus, condescending, deliver touch spells through familiar, diviner's fortune +10 (15/day), elven magic, empathic link with familiar, forewarned +10, opposition schools (enchantment, necromancy), scry on familiar (1/day), scrying adept, share spells with familiar, speak with animals, speak with familiar, specialized schools (divination)
Combat Gear Otherworldly kimono (1/day), Pearl of power (7th level) (1/day), Pearl of power (7th level) (1/day), Pearl of power (8th level) (1/day), Pearl of power (9th level) (1/day), Persistent metamagic rod (greater) (3/day), Quicken metamagic rod (greater) (3/day), Quicken metamagic rod (greater) (3/day), Scroll of Time Stop, Scroll of Time Stop, Scroll of Time Stop, Time Stop, Time Stop, Time St; Other Gear Bag of holding IV (empty), Belt of physical perfection +6, Blessed book, Blessed book, Blessed book, Eyes of the dragon, Handy haversack (3 @ 15 lbs), Headband of mental superiority +6 (Craft [armor], , Ring of fire resistance (greater), Ring of spell turning (3/day), 197714 GP
Special Abilities
+4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Arcane Builder (Wondrous Items) You have an exceptional understanding of the theory behind creating magical items. Select one type of magic item (potions, wondrous items, and so on). You create items of this type 25% faster than normal, and gain a +4 bonus on Spellcraft checks (or
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Condescending -5 to Diplomacy and Intimidate checks to improve others' attitudes toward you.
Damage Resistance, Fire (30) You have the specified Damage Resistance against Fire attacks.
Darkvision (120 feet) (Darkvision) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +10 (15/day) (Sp) Creature touched gains +10 to attack rolls, skill checks, ability checks, and saving throws for 1r.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Eyes of the dragon See four times as well as a human in dim light, and twice as well in normal light.
Forewarned +10 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20.
Hedge Magician Magic item gp costs -5%.
Immortality You discover a cure for aging, and from this point forward you take no penalty to your physical ability scores from advanced age. If you are already taking such penalties, they are removed at this time. You must be at least a 20th-level wizard to sel
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Magic is Life While under the effects of a spell, gain +2 to save vs. death effects, and automatically stabilize bleeding.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Quicken metamagic rod (greater) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat. Greater metamagic rods can be used with spells of 9th level or lower.

Requirements: Craft Rod, Quicken Spell feat; Cost 85,000 gp
Ring of spell turning (3/day) Reflects next nine levels of spells cast on wearer.
Scroll of Time Stop Add this item to create a scroll with spells on it.
Scroll of Time Stop Add this item to create a scroll with spells on it.
Scroll of Time Stop, Time Stop, Time Stop, Time Stop, Time Stop Add this item to create a scroll with spells on it.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Scrying Adept (Su) At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a -
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Silent Spell Cast a spell with no verbal components. +1 Level.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Still Spell You can cast a spell with no somatic components. +1 Level.


Dinosaur, Compsognathus
N Tiny Magical Beast ((animal))
Init +6; Senses low-light vision, scent; Perception +23
AC 25, touch 14, flat-footed 23 (+2 Dex, +2 size, +11 natural)
hp 121 (1d8+2)
Fort +8, Ref +8, Will +12
SR 25
Speed 40 ft., swimming (20 feet)
Melee Bite (Dinosaur, Compsognathus) +11 (1d3-1/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison (dc 12)
Str 8, Dex 15, Con 14, Int 15, Wis 11, Cha 5
Base Atk +10; CMB +10; CMD 19
Feats Improved Initiative
Skills Acrobatics +6 (+10 jump), Diplomacy +17, Fly +30, Linguistics +22, Perception +23, Sense Motive +5, Spellcraft +22, Stealth +14, Swim +10
Languages Abyssal, Common
SQ improved evasion
Other Gear You have no money!
Special Abilities
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison (DC 12) (Ex) Poison—Injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spell Resistance (25) You have Spell Resistance.
Swimming (20 feet) You have a Swim speed.


Here is my planetar buddy, Jake! He follows me around on my adventures, writing wrongs and fighting evil!


Jake CR 16
XP 76800
Male Angel, Planetar
NG Large Outsider (angel, extraplanar, good)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +27
Aura protective aura +4 (20 feet)
AC 36, touch 17, flat-footed 32 (+4 Dex, -1 size, +19 natural, +4 deflection)
hp 229 (17d10+136); regeneration 10 (evil weapons and effects)
Fort +23, Ref +15, Will +23; +4 bonus vs. poison
DR 10/evil; Immune acid, cold, petrification; Resist electricity 10, fire 10, poison resistance +4; SR 27
Speed 30 ft., flight (90 feet, good)
Melee +3 Holy Greatsword +22/+17/+12/+7 (3d6+30+2d6 vs. Evil/19-20/x2) and
Slam (Angel, Planetar) +14 (2d8+9/x2)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities
Constant—detect evil, detect snares and pits, discern lies (DC 20), true seeing
At will—continual flame, dispel magic, holy smite (DC 21), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, speak with dead (DC 20)
3/day—blade barrier (DC 23), flame strike (DC 21), power word stun, raise dead, waves of fatigue
1/day—earthquake (DC 24), greater restoration, mass charm monster (DC 23), waves of exhaustion
Cleric Spells Prepared (CL 16):
8 (2/day) Holy Aura, Stormbolts (DC 25)
7 (4/day) Destruction (DC 24), Restoration, Greater, Hymn of Peace (DC 24), Signifer’s Rally
6 (4/day) Heal, Heal, Heal, Dispel Magic, Greater
5 (5/day) Righteous Might, Cure Light Wounds, Mass, Breath of Life (DC 22), True Seeing, Air Walk, Communal
4 (5/day) Blessing of Fervor (DC 21), Holy Smite (DC 21), Divine Power, Restoration, Restoration
3 (6/day) Remove Blindness/Deafness, Remove Disease, Remove Curse, Magic Circle against Evil, Magic Vestment, Protection from Energy
2 (6/day) Restoration, Lesser, Restoration, Lesser, Restoration, Lesser, Restoration, Lesser, Restoration, Lesser, Protection from Evil, Communal
1 (6/day) Liberating Command, Protection from Evil, Shield of Faith, Divine Favor, Sanctuary (DC 18), Know the Enemy
0 (at will) Stabilize, Detect Magic, Create Water, Guidance
Str 27, Dex 19, Con 24, Int 22, Wis 25, Cha 24
Base Atk +17; CMB +21 (+23 Sundering); CMD 44 (46 vs. Sunder)
Feats Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack -5/+10, Toughness
Skills Acrobatics +24, Craft (Enter Choice) +24, Diplomacy +27, Fly +26, Heal +24, Intimidate +27, Knowledge (history) +23, Knowledge (planes) +26, Knowledge (religion) +26, Perception +27, Sense Motive +27, Stealth +20
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (alter self)
Other Gear +3 Holy Greatsword, You have no money!
Special Abilities
Blind-Fight Re-roll misses because of concealment, other benefits.
Change Shape (alter self) (Su) You can change your form.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (90 feet, Good) You can fly!
Immunity to Acid You are immune to acid damage.
Immunity to Cold You are immune to cold damage.
Immunity to Petrification You are immune to Petrification.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Protective Aura +4 (20 feet) (Su) Defense against evil creatures and lesser globe of invulnerability.
Regeneration 10 (evil weapons and effects) Heal HP quickly and cannot die.
Spell Resistance (27) You have Spell Resistance.
Truespeech (Su) Speak with any creature that has a language.

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I have my own personal demiplane, where magic is the same, time stands still, and is fire attuned. Roughly right now, it is 20,000 squares big, but that's ok because all my simulacrum need a place to roam.

I have a large castle made out of adamantine, and most of the plane is adamantine as well, which I think will be pretty useful.

Here are some of the simulacrums I have:
1000 of these:

Apostate devil:

Devil, Apostate Devil (Deimauigga)
Armored in the ceremonial garb of some grim knight, this figure stands unnaturally still, though the intricate metalwork patterns of its sculpted mantle writhe and shift as if alive. Claws the length of longswords extend from its armored fingers in razor-sharp fans, and no head or helm rests upon its ironclad shoulders. Instead, there hovers only a plain mask, an unnatural facade devoid of all empathy, emotion, or mercy.

Apostate Devil (Deimauigga)

Source Book of the Damned - Volume 1: Princes of Darkness pg. 54
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +14; Senses darkvision 60 ft., see in darkness; Perception +19
AC 46, touch 20, flat-footed 36 (+14 armor, +10 Dex, +12 natural)
hp 212 (9d10+162); regeneration 5
Fort +12, Ref +8, Will +12
DR 10/good and silver; Immune fire, poison; Resist acid 10, cold 10; SR 18
Speed 30 ft., fly 30 ft. (perfect)
Melee 2 claws +19 (1d8+9/19-20 plus 1d6 Wisdom drain)
Space 5 ft., Reach 10 ft.
Special Attacks boundless reach, ohrwurm, summon devil
Spell-Like Abilities (CL 9th)
At will — alter self (DC 20), Dream (DC 24), teleport (self plus 50 lbs. of objects only), major image (DC 22), mirage arcana (DC 24)
3/day — dominate person (DC 24), hold monster (DC 22), touch of idiocy
1/day — mind fog (DC 24)
Str 28, Dex 31, Con 28, Int 21, Wis 24, Cha 28
Base Atk +9; CMB +19; CMD 38
Feats Spell Penetration Greater Spell Penetration, Improved Initiative, Iron Will, Weapon Focus (claw)
Skills Acrobatics +19, Bluff +21, Diplomacy +25, Disguise +18, Fly +9, Intimidate +25, Knowledge (history) +17, Knowledge (planes) +17, Knowledge (religion) +17, Perception +19, Sense Motive +19, Stealth +19
Languages Abyssal, Celestial, Common, Draconic, Infernal; indomitable oration, telepathy 100 ft.
SQ evangelization, indomitable oration, malleable form
Environment Hell
Organization solitary

Special Abilities
Boundless Reach (Su) A deimavigga’s claws slice through reality, allowing it to make melee attacks against any creature it is aware of—typically meaning creatures within 100 feet. The devil still only threatens the 10-foot area around it and it cannot make attacks of opportunity against creatures farther away. This ability can span vast distances, allowing a deimavigga making use of divination magic to detect distant creatures and attack foes separated by miles or even planes. Spells like forbiddance, which prevent planar travel, also protect against a deimavigga’s claws. The spell dimensional anchor also prevents a deimavigga from using this ability for the duration of that spell. An attacked creature can retaliate that round, striking at the devil’s claws with weapons or spells as if its entire body were present, but cannot grapple or otherwise prevent the claws from vanishing out of reach at the end of the round.

Evangelization (Su) The words of deimaviggas are poison to the mind. Every round a deimavigga speaks (a free action), all non-devils with an Intelligence score of 3 or higher within 30 feet must make a DC 24 Will save or become vulnerable to its blasphemous discourse. The DC of this Will save increases by +1 for each consecutive round a creature has listened to the same deimavigga speak. Creatures must be listening to a deimavigga to be affected by its oration. Deafened creatures and those in combat—either with the deimavigga or other creatures—are not considered to be listening. Victims cannot simply declare they are not listening without taking steps to impede their hearing.

Upon failing this save, a victim can be affected by the heretical power of a deimavigga’s words. The devil may use its speech to affect a listener in ways that mimic any of the following spells: calm emotions (DC 21), charm monster (DC 23), command (DC 20), confusion (DC 23), crushing despair (DC 23), deep slumber (DC 22), enthrall (DC 21), modify memory (DC 23), rage (DC 22), or suggestion (DC 22). Victims still receive saving throws against these spell effects, but if they fail their saves they are not aware the devil is working its power upon them. A deimavigga can affect multiple victims with different spell effects in the same round.

A creature that makes its save against this ability is immune to that particular devil’s evangelization for the next 24 hours. This is a sonic mind-affecting effect. The base save DC is Charisma-based.

Indomitable Oration (Su) A deimavigga’s speech is always perfectly clear and cannot be silenced or warped. In areas of incredible noise, through water or airless voids, even in areas of magical silence, these devil’s voices can still be heard normally. All beings understand deimaviggas, as if these devils constantly spoke in all tongues at once.

Malleable Form (Su) A deimavigga has complete control over its physical form, and if transformed into another shape against its will, it can revert to its own form as a free action.

Ohrwurm (Ex) As a standard action, three times per day, a deimavigga can whisper a fundamental and terrifying multiversal truth to one creature within 5 feet. The target must make a DC 24 Will save or have the devil’s words take root in its psyche. Outsiders and elementals have a +2 bonus on their saves to resist this ability. Initially, the deimavigga’s words seem to have no effect. Anytime the victim tries to rest, though, he must make an additional DC 24 Will save or be affected as per the spell nightmare (even if the victim doesn’t technically sleep). After a night of suffering vivid dreams and wrestling with the devil’s words, the victim must make yet another DC 24 Will save or have its alignment shift one step toward lawful evil. Only by unlearning what the deimavigga told it can a victim be free of this effect, requiring a spell such as miracle, modify memory, or wish.

Summon Devil (Sp) Once per day a deimavigga can attempt to summon 1d6 osyluths or 2d4 barbazu with a 50% chance of success, or 1 gelugon with a 20% chance of success. This ability is the equivalent of an 8th-level spell.

Wisdom Drain (Su) A deimavigga drains 1d6 points of Wisdom each time it hits with its claw attack. (A deimavigga does not heal any damage when it uses its Wisdom drain.)

They are pretty nice, because if I am on some other plane, they can hang around and wait for my call before they all attack a creature with their claws, or do a touch attack with touch of idiocy.

I only have a couple contract devils, but they are pretty nice:

Contract Devil:

ntract Devil (Phistophilus) CR 10
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +11; Senses darkvision 60 ft., see in darkness; Perception +26


AC 24, touch 17, flat-footed 17 (+7 Dex, +7 natural)
hp 76 (7d10+38)
Fort +7, Ref +12, Will +13
DR 10/good; Immune fire, mind-affecting effects, poison; Resist acid 10, cold 10; SR 15


Speed 30 ft.
Melee binding contract (whip) +14/+9/+4 (1d4+7 plus bleed), gore +11 (2d6+3)
Space 5 ft.; Reach 5 ft. (10 ft. with binding contract)
Special Attacks binding contract, bleed (1d6), impale (2d8+4)
Spell-Like Abilities (CL 7th; concentration +13)

At will—bestow curse (DC 20), detect thoughts (DC 18), dimension door, erase, identify, major image

(DC 19), produce flame, sending
3/day—arcane eye, break enchantment, greater teleport (self plus 50 lbs. of objects only), hold

person (DC 18), locate creature, scorching ray, silence (DC 18),
1/day—contact other plane,


Str 17, Dex 25, Con 20, Int 24, Wis 23, Cha 22
Base Atk +7; CMB +10; CMD 28
Feats Alertness, Deceitful, Improved Initiative, Iron Will
Skills Bluff +20, Diplomacy +20, Disguise +8, Intimidate +20, Knowledge (arcana) +17, Knowledge

(nobility) +17, Knowledge (planes) +17, Knowledge (religion) +17, Linguistics +14, Perception +20,

Profession (scribe) +13, Sense Motive +20, Sleight of Hand +14, Spellcraft +14
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome,

Goblin, Gnoll, Halfling, Ignan, Infernal, Sylvan, Terran, Undercommon; telepathy 100 ft., tongues
SQ infernal contract, infernal investment


Binding Contract (Su)

All contract devils carry numerous lengthy contracts draped over their horns or within their numerous

carrying cases. They can wield these contracts like whips, but deal lethal damage regardless of the

armor bonus of their target. A contract devil modifies attack and damage rolls when using a binding

contract by its Intelligence modifier, not its Strength modifier (this equates to a +7 bonus for most

contract devils). Wounds created by a binding contract resemble horrifically deep paper cuts and

cause 1d6 points of bleed damage. A contract devil can use its binding contract to disarm and trip

foes as if the contract were a whip. If it is itself disarmed of the contract, the devil can rearm

itself with a new contract as an immediate action.

Impale (Ex)

As a swift action, a contract devil can impale an opponent grappled by its binding contract, dealing

2d8+4 points of piercing damage.

Infernal Contract (Su)

As a full-round action, a contract devil can produce an infernal contract for a single living mortal

creature. This contract can grant a wide range of abilities and effects, as detailed on the following

page. To receive any of these bonuses, however, the mortal must sign its true name to the document of

its own free will. Upon doing so, that mortal's soul is sworn to the contract devil, condemning the

soul to an eternity of servitude in Hell rather than whatever fate would naturally befall it upon the

mortal's death. Breaking a contract with a contract devil is difficult and dangerous; as long as the

infernal contract remains in effect, the victim cannot be restored to life after death save by a

miracle or a wish. If a mortal is restored to life in this way, the contract devil immediately senses

the development—it not only knows which soul has been restored to life, but also gains the benefits

of a discern location spell targeted on the character or creature that restored the damned soul to


Infernal Investment (Su)

As a subclause of all infernal contracts, a contract devil can use greater scrying at will upon any

creature it has a contract with. The target creature always fails its save against the devil's

scrying attempt—this ability otherwise functions at caster level 20th.

Basically how they work is that I sign a contract for wishes, and the contract is "You give me wishes and I give you nothing". Also, I tell them no messing around with the wishes, making them evil or whatever, good only (some people will get mad about this, but tbh the wishes are pretty unrelated).

I have every spell from level 6 down prepared because of my next simulacrum, and I also cast at +1 caster level:


Devil, Cabal Devil (Uniila)
The curves of a shapely maiden define the outline of a mysterious figure wrapped in mist and strips of ancient robes. From beneath the rune-embroidered tatters stretch four, corpse-pale arms, each bearing either a blade or some mysterious arcane device. Hidden within the cowl of its hood shimmer the faintest outlines of a veiled face and a pair of eyes flickering with barely restrained energy.
Cabal Devil (Uniila)

Source Pathfinder #28: The Infernal Syndrome pg. 86

LE Medium outsider (devil, evil, extraplanar, incorporeal, lawful)
Init +6; Senses darkvision 60 ft., see in darkness; Perception +17
AC 22, touch 22, flat-footed 15 (+5 deflection, +6 Dex, +1 dodge)
hp 43 (5d10+20)
Fort +8, Ref +12, Will +7
DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 16
Speed fly 40 ft. (perfect)
Melee ???
Ranged ???
Special Attacks dread magic
Spell-Like Abilities (CL 5th)
At will — augury, greater teleport (self plus 50 lbs. of objects only), true seeing, unseen servant
3/day — blink, detect thoughts (DC 17), dispel magic, invisibility

Spells Known (CL 5th)
3rd (5/day) — fireball (DC 18), gaseous form
2nd (6/day) — fog cloud, glitterdust (DC 17), mirror image (DC 17)
1st (6/day) — disguise self, identify, magic missile, ray of enfeeblement (DC 16), shield
0 — arcane mark, bleed (DC 15), dancing lights, detect magic, disrupt undead, mage hand, prestidigitation, touch of fatigue (DC 15)
Str 11, Dex 22, Con 19, Int 22, Wis 18, Cha 21
Base Atk +5; CMB +5; CMD 27
Feats Dodge, Lightning Reflexes, Mobility, Scribe ScrollB, Weapon Finesse,
Skills Appraise +11, Bluff +13, Diplomacy +13, Disguise +13, Fly +9, Knowledge (arcana) +14, Knowledge (planes) +14, Knowledge (religion) +14, Perception +12, Sense Motive +12, Sleight of Hand +11, Spellcraft +11, Stealth +14
Languages Aklo, Celestial, Common, Draconic, Infernal, Undercommon; telepathy 100 ft.
SQ infernal arcana, scroll mastery, witch token
Environment any (Hell)

Special Abilities
Dread Magic (Su) All spells an uniila casts draw upon terrible infernal eddies and the torment of damned souls. As such, all of an uniila’s spells (not her spell-like abilities) are strange and terrible to behold. This increases the Spellcraft DC required to identify an uniila’s spell as it is being cast by +5. In addition, at will, an uniila can choose to make a spell she casts particularly frightening. Any creature forced to make a saving throw to resist a spell cast by an uniila must make an additional Will save at the same DC or be shaken for 1 round. This effect can potentially increase the severity of other fear effects. This is a mind-affecting fear effect.

Infernal Arcana (Su) Once per day, after spending a minute whispering strange formulas and cosmic truths, an uniila can grant an adjacent mortal spellcaster additional profane insight into the ways of magic. This counts as a bonus spell prepared or spell per day of 6th level or lower, which is immediately accessible by the target in addition to all its regular spells. The uniila chooses what spell to grant the target. It need not be a spell already known by the target, though it must be of 6th level or lower and of a level he can cast or from his class’s spell list. This spell remains available to the target for 24 hours. The spell can be any arcane or divine spell. An uniila can never use this ability on herself or non-mortal targets.

Once a target chooses to make use of this spell, it is cast at the uniila’s caster level (typically 5th) and is treated as having the evil subtype. In addition, as the uniila chooses, she may spontaneously add the effects of any metamagic feat to the spell (without the spell being treated as though it were of an increased spell level). Typically, uniilas use this ability to compel magic users to rely on them for more powerful magic, though they might also use effects like Widen Spell to affect unintended targets.

Scroll Mastery (Su) All uniilas possess Scribe Scroll as a bonus feat. An uniila is treated as knowing all spells of 6th level or lower in the Pathfinder RPG Core Rulebook and can create scrolls of any of those spells. Whether an uniila knows rarer magic is decided by the GM.

Witch Token (Su) By spending an hour in concentration, an uniila can create a token of arcane power. This token may take any form that takes up an item slot, and typically appears as a subtly fiendish ring, amulet, or similar piece of jewelry. While it is worn by a mortal, all of the DCs of any spells the wearer casts increase by +1 (this effect stacks with Spell Focus). However, while wearing a witch token, the bearer takes a –5 penalty on all saves made to resist spells and effects cast by the token’s creation. Also, while the token is being worn, the uniila can effectively scry through the token at will and without the wearer’s knowledge as long as he remains on the same plane. Spells and effects that typically bar or confound scry also affect the witch token.

As a standard action, an uniila can cause her witch token to erupt in a burst of destructive magic that deals 10d6 points of damage to the wearer. An uniila can only ever have one witch token in existence at a time and must destroy a previously created token before creating a new one. The damage of this effect is based on the uniila’s Hit Dice.

All witch tokens are also under effects similar to magic aura, and are detected as possessing auras of moderate universal magic. Those who use identify or a similar spell must succeed at a DC 20 Will save to receive correct information (that the token sheds an aura of strong divination). Detect evil reveals no aura from a witch token. The saving throw is Charisma-based.

They just hand around to give me spells, so that's cool. They also enjoy quickening, persisting, extending, what have you, my lower level spells because why not.

I have six succubi giving me their profane gift for stats, thanks guys!



CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 60 ft., detect good; Perception +17

AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
hp 62 (5d10+40)
Fort +4, Ref +6, Will +7
DR 10/cold iron or good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 14

Speed 30 ft., fly 50 ft. (average)
Melee 2 claws +11 (1d6+1)
Special Attacks energy drain, profane gift
Spell-Like Abilities (CL 12th)
Constant—detect good, tongues
At will—charm monster (DC 22), detect thoughts (DC 20), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 21), greater teleport (self plus 50 lbs. of objects only), vampiric touch
1/day—dominate person (DC 23), summon (level 3, 1 babau 50%)

Str 13, Dex 17, Con 20, Int 18, Wis 14, Cha 27
Base Atk +8; CMB +11; CMD 22
Feats Agile Maneuvers, Combat Reflexes, Iron Will, Weapon Finesse
Skills Bluff +27, Diplomacy +19, Disguise +19, Escape Artist +11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21, Sense Motive +13, Stealth +14; Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft.
SQ Change Shape (alter self, Small or Medium humanoid)

Energy Drain (Su)

A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus's kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.

Profane Gift (Su)

Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).

I have roughly 1000 of these guys just wandering around my plane, doing whatever:

Pit Fiend:

Simulacrum Pit Fiend:
LE Large Creature
Pit Fiend CR 10(????)
XP 307,200
LE Large outsider (devil, evil, extraplanar, lawful)
Init +13; Senses darkvision 60 ft., see in darkness; Perception +23
Aura fear (20 ft., DC 18)


AC 38, touch 18, flat-footed 29 (+9 Dex, +20 natural, –1 size) (Maybe their natural armor scales with level?)

hp 295 (10d10+240); regeneration 5 (good weapons, good spells)
Fort +19, Ref +16, Will +14
DR 15/good and silver; Immune fire, poison; Resist acid 10, cold 10; SR 21


Speed 40 ft., fly 60 ft. (average)
Melee 2 claws +22 (2d8+13), 2 wings +20 (2d6+6), bite +22 (4d6+13 plus poison and disease), tail slap +20 (2d8+6 plus grab)
Space 10 ft., Reach 10 ft.
Special Attacks constrict 2d8+19, devil shaping
Spell-Like Abilities (CL 8th)
At will—Fireball(DC21), Wall of Fire, Dispel Magic, Hold Person, Scorching Ray, Invisibility, Magic Circle against Good


Str 36, Dex 28, Con 34, Int 26, Wis 30, Cha 26
Base Atk +10; CMB +24 (+28 grapple); CMD 43
Feats Power Attack, Improved Init, Iron Will, Multiattack, Ability Focus (Poison)
Skills Appraise +7, Bluff +21, Diplomacy +21, Disguise +17, Fly +20, Intimidate +21, Knowledge (arcana) +18, Knowledge (planes) +21, Knowledge (religion) +21, Perception +23, Sense Motive +23, Spellcraft +21, Stealth +18, Survival +12, Use Magic Device +18
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.


Devil Shaping (Su)

Three times per day, a pit fiend can spend a minute to transform nearby lemures into other lesser devils. A pit fiend can transform one lemure for every Hit Die the pit fiend possesses. It can then reshape these lemures into a number of Hit Dice's worth of lesser devils equal to the number of lemures affected. For example, a typical 20 Hit Dice pit fiend could transform 20 lemures into two bone devils (10 HD each), or three bearded devils (6 HD each, leaving two lemures unchanged), or any other combination of lesser devils. Lemures to be reshaped must be within 50 feet of the pit fiend, becoming stationary and unable to move once the shaping begins. After a minute passes, the lemures reform into the shape of a new lesser devil ready to follow the orders of the pit fiend. Although pit fiends can, technically, elevate a mass of 20 lemures into a new pit fiend, most are hesitant to do so since they have no special control over a devil created in this manner.

Disease (Su)

Devil Chills: Bite—injury; save Fort DC 27; onset immediate; frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves. The save DC is Constitution-based.

Poison (Ex)

Bite—injury; save Fort DC 29; frequency 1/round for 10 rounds; effect 1d6 Con damage; cure 3 consecutive saves. The save DC is Constitution-based.

In the non fire areas, called the guest areas, I have two good buddies nymph and hulra who play cards. Also there are some trees in there, its my plane I do what I want:

CR ???
CG Medium fey
Init +5; Senses low-light vision; Perception +1o
Aura blinding beauty (30 ft., DC 19)
AC 22, touch 22, flat-footed 17 (+7 deflection, +5 Dex, )
hp 46 (4d6+32)
Fort +10, Ref +15, Will +13
DR 10/cold iron
Speed 30 ft., swim 20 ft.
Melee mwk dagger +7 (1d4/19–20)
Special Attacks stunning glance
Spell-Like Abilities (CL 4th)
1/day—dimension door
Spells Prepared (CL 3th)
2nd—barkskin, flame blade,
1st—charm animal (DC 14), endure elements, entangle (DC 14), obscuring mist,
0—detect magic, guidance, light, stabilize
Str 10, Dex 20, Con 18, Int 16, Wis 17, Cha 24
Base Atk +2; CMB +7; CMD 27
Feats Combat Casting, Weapon Finesse
Skills Diplomacy +14, Escape Artist +12, Handle Animal +11, Heal +7, Knowledge (nature) +10, Perception +10, Sense Motive +10, Stealth +12, Swim +15
Languages Common, Sylvan
SQ inspiration, unearthly grace, wild empathy +21
Blinding Beauty (Su)

This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 19 Fortitude save or be blinded permanently. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.

Inspiration (Su)

A nymph can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection (typically a lock of her hair). As long as the nymph retains her favor for this creature and as long as the creature carries the nymph's token, the creature gains a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks. A bard who has a nymph for a muse in this way can use his bardic performance for an additional number of rounds per day equal to his nymph muse's Charisma modifier. The nymph retains a link to her token and its carrier as if she had cast a status spell on the carrier. The nymph can end this effect at any time as a free action. A single nymph may only inspire one creature at a time in this manner.

Spells (Su)

A nymph casts spells as a 3rd-level druid, but cannot swap out prepared spells to cast summon spells.

Stunning Glance (Su)

As a standard action, a nymph can stun a creature within 30 feet with a look. The target must succeed on a DC 19 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.

Unearthly Grace (Su)
A nymph adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.

Wild Empathy (Su)
This works like the druid's wild empathy class feature, except the nymph has a +6 racial bonus on the check. The nymph's effective druid level is equal to her HD for determining her total modifer to the check.

The nymph is my muse, so I get the nymph stuff


CN Medium fey
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +9

AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural)
hp 28 (4d6+14); regeneration 3 (acid or fire)
Fort +1, Ref +5, Will +4
Immune charm and compulsion effects; Resist cold 10


Speed 30 ft.
Melee slam +7 (1d6+4), tail slap +7 (1d6+4 plus 1d4 Cha damage)
Special Attacks lashing tail, manipulate luck
Spell-Like Abilities (CL 2th; concentration +6)

Constant—detect snares and pits, endure elements, pass without trace
3/day—charm person (DC 15), daze monster (DC 16), wood shape


Str 19, Dex 17, Con 14, Int 12, Wis 14, Cha 19
Base Atk +3; CMB +7; CMD 21
Feats Deceitful, Dodge,
Skills Bluff +13, Disguise +13, Escape Artist +10, Knowledge (nature) +8, Perception +9, Stealth +10, Use Magic Device +11
Languages Common, Giant, Skald, Sylvan


Lashing Tail (Su)

A huldra’s tail slap is a primary attack. In addition, each time a huldra damages a creature with her tail slap, she deals 1d4 points of Charisma damage, causing her target to grow progressively more deformed and ugly with each strike. A DC 13 Fortitude save negates the Charisma damage. The save DC is Constitution-based.

Manipulate Luck (Su)

Once per day, a huldra can manipulate another creature’s luck by spending a full-round action, during which the huldra must remain in physical contact with the target creature. When the huldra uses this ability, she must choose whether she is imparting good luck or bad luck. A creature granted good luck gains a +2 luck bonus on all saving throws, attack rolls, and skill checks, while a creature afflicted with bad luck takes a –4 penalty on all saving throws, attack rolls, and skill checks. A DC 17 Will save negates the effect. Huldras cannot be the target of this ability. This effect lasts for 24 hours and is a curse effect. The save DC is Charisma-based.

The huldra gives me luck for 24 hours, which is nice.

Also, whenever I need to blood money something expensive, I just marionette possession into one of these I have lying around:


Hekatonkheires Titan CR 24
XP 1,228,800
CE Colossal outsider (chaotic, evil, extraplanar)
Init +6; Senses all-around vision, darkvision 120 ft., true seeing; Perception +23


AC 42, touch 4, flat-footed 40 (+8 armor, +2 Dex, +30 natural, -8 size)
hp 202 (12d10+192); regeneration 10 (epic)
Fort +25, Ref +7, Will +10
DR 20/epic and lawful; Immune aging, death effects, disease, mind-affecting effects; SR 23


Speed 60 ft.; air walk
Melee +3 weapon +26/+21/+16/ (6d6+22 plus hundred-handed whirlwind) or slam +25 (4d8+21 plus stun)
Ranged rock +14/+9/+4 (4d8+31/18-20)
Space 30 ft.; Reach 30 ft.
Special Attacks rock throwing (200 ft.), stunning slam
Spell-Like Abilities (CL 12th; concentration +15)

Constant—air walk, spell turning, true seeing
At will—bestow curse (DC 21), break enchantment, greater dispel magic, find the path, sending
3/day—) heal,


Str 48, Dex 15, Con 43, Int 22, Wis 19, Cha 24
Base Atk +12; CMB +39; CMD 59
Feats Alertness, Improved Initiative, Vital Strike, Lightning Reflexes, Power Attack, Improved vital Strike
Skills Acrobatics +17 (+29 when jumping), Bluff +22, Climb +34, Craft (any) +21, Diplomacy +19, Escape Artist +17, Intimidate +22, Knowledge (history) +18, Knowledge (planes) +21, Perception +23, Sense Motive +23, Survival +16
Languages Abyssal, Celestial, Common; telepathy 300 ft.
SQ hands of war, planar leap


Hands of War (Su)

Any weapon a hekatonkheires wields gains a +3 enhancement bonus while the titan holds it. A hekatonkheires's attacks are treated as epic and evil for the purposes of overcoming damage reduction. In addition, a hekatonkheires's multitude of arms allows it to effectively block attacks, granting it a +8 armor bonus to its AC.

Hundred-Handed Whirlwind (Ex)

A hekatonkheires carries several dozen weapons of various types in its hundred hands, but when it attacks in melee, you don't have to resolve each of these as a separate attack. Instead, when the titan attacks with its weapons, it rolls its attacks normally (either one attack for a standard action, or four as a full-round action) and hits every creature in its reach each time an attack roll exceeds that creature's AC. If any such attack roll results in a possible critical hit, the critical is applied to one creature of the hekatonkheires's choosing. The hekatonkheires can choose to deal bludgeoning, piercing, or slashing damage as a free action on each separate hit.

Planar Leap (Su)

A hekatonkheires traverses the planes by physically smashing through planar boundaries and crashing devastatingly into the target plane itself. Once per year as a full-round action, a hekatonkheires can, as part of a jump, plane shift to any other plane (as per the spell of the same name). It can only bring itself and its gear when it travels in this manner. When the hekatonkheires reaches its destination plane, it falls from the sky and crashes to the ground, creating a devastating explosion of thunder and fire. Any creature within 300 feet of the point where the hekatonkheires lands (including the titan itself) takes 20d6 points of bludgeoning damage and 20d6 points of sonic damage (Reflex DC 32 for half). The save DC is Constitution-based.

Stunning Slam (Ex)

As a standard action, a hekatonkheires may forgo any weapon attacks to make a single slam attack against any creature in reach. If it hits, the target takes damage and must succeed at a DC 35 Fortitude save to avoid being stunned for 1d6 rounds. The save DC is Strength-based.

I also craft spears for them, they like weapons a lot I think.

Finally, I have these fellows, the norns:


LN Large fey
Init +16; Senses all-around vision, blindsight 120 ft., low-light vision, greater arcane sight, true seeing; Perception +30


AC 33, touch 21, flat-footed 31 (+7 armor, +2 Dex, +10 insight, +5 natural, -1 size)
hp 135 (10d6+100); regeneration 10 (cold iron)
Fort +11, Ref +11, Will +14
Defensive Abilities death ward, fated, foresight, mind blank, never surprised or flat-footed; DR 15/cold iron; Immune cold; Resist acid 30, electricity 30, fire 30; SR 19


Speed 40 ft. (30 ft. with armor)
Melee shears +21/+21/+16 (1d8+12/15-20 plus energy drain), touch +11 (energy drain)
Space 10 ft.; Reach 10 ft.
Special Attacks energy drain (2 levels, DC 25), shift fate, snip thread
Spell-Like Abilities (CL 10th; concentration +20)

Constant—death ward, foresight, greater arcane sight, mind blank, tongues, true seeing
At will—bestow curse (DC 23), divination, vision, wind walk (self only)
1/day—phantasmal killer (DC 24)


Str 25, Dex 14, Con 30, Int 21, Wis 24, Cha 31
Base Atk +5; CMB +13; CMD 25
Feats Great Fortitude, Improved Great Fortitude, Improved Initiative, Improved Iron Will, Iron Will
Skills Bluff +13, Craft (cloth) +8, Heal +2, Intimidate +20, Knowledge (all) +15, Perception +20, Perform (oratory) +8, Sense Motive +20, Use Magic Device +13
Languages Common, Giant, Sylvan; tongues
SQ change shape (humanoid; alter self or giant form II)


Fated (Su)

A norn adds her Charisma modifier as an insight bonus to AC and on initiative checks.

Shears (Su)

A norn's shears function as a +5 mithral keen speed scimitar, but only for a norn.

Shift Fate (Su)

As an immediate action, a norn can force any one target within 120 feet to reroll a saving throw—this ability must be used immediately after the saving throw is rolled, and the target must abide by the result of this second roll.

Snip Thread (Su)

As a standard action up to three times per day but no more often than once every 1d4 rounds, a norn may produce a golden thread linked to a creature's fate and then attempt to snip it short with her shears. The target creature must be within 120 feet and in the norn's line of sight. The target immediately takes 20d6 points of damage (Fortitude DC 25 for half). If the target dies from this damage, the norn has cut through the thread—in this case, the target may only be restored to life via miracle, wish, or divine intervention. This is a death effect. The Save DC is Charisma-based.

I have roughly 200 of them, and I use them to snip the threads of bad guys! I think it works well.

I have these spells permanently active on me:


Arcane sight
Comprehend languages
Detect magic
Read magic
See invisibility
Tongues 11th
Telepathic bond*
*Casted on all simulacrums and/or allies

Alarm-Everywhere on my plane

I think I have 200000 gold left over, not sure what to buy!

I think this is pretty standard for a wizard, what do you guys think? If you have an ideas let me know!

So, according to the additional resources, dhampir can buy vampire slayers kits.

It costs 500g and gives you this:
"This small, latched wooden case contains numerous tools and devices used in hunting and slaying vampires. It contains 10 cloves of garlic, four masterwork wooden stakes, a hammer, a silvered mirror, 4 vials of holy water, 1 application of silversheen, and a masterwork holy symbol. It also contains numerous regents and powders used for treating wounds and making wards, salves, and other concoctions. In addition to its general usefulness, when displayed, a vampire slayer's kit grants its owner a +2 bonus on all Charisma-based skill checks made to investigate or seek out vampires."

This should probably be banned, since the MW wooden stakes cost 300 gp each, and selling all 4 means you make 100gp per kit you buy

There is a simple weapon in hero labs called the mammoth lance, and it apparently is a 1 handed reach weapon that does 2d8 damage.

I posted on the hero lab forums but got no response. Apparently it is from Rise of The Runelords: Anniversary edition.

Is it legal for pfs play? Is it even real or what

3 people marked this as FAQ candidate.

As the title, because it doesn't actually seem very clear.

So, I cast wish, and I want to duplicate simulacrum. Do I get a simulacrum as a standard action?

If I don't get it as a standard action, do I have to also be there for the casting of simulacrum, or is wish casting the spell, not me

Can a dragon activate its frightful presence ability when it does something that is not an attack or a charge, such as its breath weapon?

Under firing into combat rules, it states "If you shoot or throw a ranged weapon at a target engaged in melee with a friendly character, you take a –4 penalty on your attack roll. "

Since spells like acid splash are not actually a weapon (Weapons being things you can take weapon focus in), then are they not subject to this -4 penalty?

9 people marked this as FAQ candidate. 1 person marked this as a favorite.

Do you have to make handle animal checks while mounted to make your mount attack, or do you just have to make ride checks?

This thread here:
States that you make a pregen of your own pfs character for play if you are not high enough level yet.

I am not sure where these rules are though, the harrowing product page has a download for the chronicle but not for this, any help?

Hey guys! I am running Coliseum Morpheoun for a group of players, and it has been a lot of fun so far!

One problem I have though, is the item "Otherworldly Kimono" and its once per day maze. I am wondering for ways to deal with that spell, other than just a high spell resistance.

The scenario is basically a big tournament, so each battle is extremely public, and the pc tactics will be very well known (They are currently the #1 team). I already have some custom teams made up, but I can still adjust!

Levels are 16+, no 3rd party beyond the adventure

Note: If you have any ideas for teams of 3-5 high level guys, I would welcome them as combatants! I have been trying every template I can and making all sorts of weird monsters, and my players have been enjoying them quite a bit, but I am starting to run out of ideas, ha

I was a 1 star gm for a while, and now it is gone?

What is up with that?

1 person marked this as FAQ candidate.

The item description says it casts something similar to maze. It does NOT say it casts "as maze". Does that mean otherworldly Kimono is not subject to spell resistance? o-other

1 person marked this as FAQ candidate.

Hey guys, I am about to run a high level campaign (coliseum Morpheuon) and I am getting some questions from my players!

So, one of them wants to make a simulacrum of a Pit Fiend. Since they get wish, they can wish for material components for another pit fiend, since it costs 10k gold to make one.

Now, does the simulacrum pit fiend actually have wish? I am wondering how the hit dice affect their spell like abilities and whatnot

Hey, I remember reading an adventure compatible with pathfinder, and it was for levels 15-20.

I can't for the life of me remember what it is, but I am pretty sure it is sold on this website.

I think the base was that the gods had captured your party and you are forced into a coliseum style of life or something

Hey, I decided I wanted PFS to be a bit more of a challenge, since my summoner and gunslinger blow scenarios up left and right.

So I decided to play A wizard with 5 con, with favoured class bonus going into skill points. Many people believed I would not survive one scenario, but so far I am level 2 and still going strong!

All my prepared spells are Range: Close, so just staying out of combat is not what I do, Jenkins is here to fight!

Anyone else have similar ideas?

So, the summoner SLA summons monsters that last for 1 minute per level.

Often combat doesn't last very long, so what happens after combat?

Lets say I summon an eagle, he attacks and kills my enemy, great, now I have him for a minute or something. Does he follow me around? Do I have to make handle animal checks?

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