Green Dragon

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My word, that was quite the lengthy reply!

I guess this would tie in to what most people often tell me about how D&D, pathfinder included, tends to break rather quickly at levels beyond the tenth. It would have been simpler if they specified in the spell what it's "immobility" is in relation to, frankly. I mean, my Eidolon, with his current carry capacities, can handle thousands of pounds without going over his light load. The way I see it, I could cast the prismatic sphere as a "you" spell through him using the Summoner's share spells trait, and then just have him lift up the area wherever it's been "anchored" relevant to.

I mean, if you can cast it to a ship, and have the ship move in any way with the sphere moving with it, why not have him cast it while, say, standing on a pile of wood harnessed to him, and have it follow wherever he goes? Logically speaking, I could find a way to create a mobile shield of prismatic sphere, cast permanency on it, and have what would probably be the most ridiculous armour any dragon has ever worn.


It's definitely something that will take some forward thinking, no doubt...shame one can't simulacrum an Neutronium Golem, eh?


VRMH wrote:
The spell creates a creature, not items. Of course, that's not always a clear divide - intelligent items, anyone?

The thing is though, Solar's have Craft[any]. Therefore, could I not simply tell my solar "Go out and make a high quality sword for you to wield"? even at 11 HD, It's surely powerful enough to carry out such a command on it's own without much trouble, correct?


Hmm...More or less, yes. The only reason I'm wondering is because of how specific this "achoring" needs to be. According to the spell, you could, for example, cast it on a ship, and it would move with the ship. If you could logically anchor the spell to a moving object as such, why could you not then anchor it to something else? It doesn't exactly give limitations as to -what- you anchor it to. Say I anchor it to a part of a ship, then carve out that part of the ship and move it, would the sphere not then move with that piece of the ship it was anchored to? Is there a specific size it needs to be anchored to?


Am I to assume that a creature is created without it's weapons, I wonder? I mean, they have the stats for things like Solars and Balors and all that to include their weapons, so you'd think that using the spell to make one with it's items would work...possibly.


Alright, so permanency seems to be quite the fickle thing, so I'll need some rulings on this.

According to prismatic sphere, you yourself can pass in and out of the sphere without any worries. As a Summoner, however, I can cast any spells on my eidolon that I could also cast on myself. That being said, if I cast prismatic sphere on my eidolon, would it be able to pass through, when I couldn't? Could both of us pass through in any way? What about when it's being cast on an object, what decides who can go through then? If I cast it on an area in front of myself, could I cast it in a way so that the sphere is centered on an object, but my eidolon could pass through it?

Looking at those things, what about permanency, then? Say I cast prismatic sphere on an object and make it permanent, then pick up said object, would I then have a prismatic sphere around myself? Would the same apply for the eidolon?


I can imagine why. At my current level, I can cheaply create a Solar which is...understandably broken, considering it only costs 5,500 gp. Then again, even if I were to reduce the spell-like abilities to match the halved HD...he can still cast permanency, which, having a free amount of, is pretty nice in and of itself.


Ahh, makes sense then, thanks.


I'm currently playing as a Summoner, and I'm wondering something aboutthe "Quickened Spell-like ability" feat:
http://www.d20pfsrd.com/feats/monster-feats/quicken-spell-like-ability

Now, My Eidolon currently has a breath weapon. According to the description for the Eidolon's breath weapon, which was a little vague in my opinion, would said breath weapon function properly as a spell-like ability? Or does it not apply since this "spell-like ability" isn't really tied to any particular spell, as far as I could see?


Hey all. I'm currently getting used to this "Simulacrum" Spell I've discovered, but I'm still trying to figure out how, other than reduced HP, to modify a creature. In particular I've been looking at higher level creatures for it's use.

Primarily I'm curious how I'd go about modifying Treerazer, but similarly I'd wonder about feats, like what I might change if I made a Simulacrum of, say, Tarrasque. Any info at all about modification would be welcome, as the spell is rather vague with it's "Whatever would fit a a creature of that HD". Yes, I get that you wouldn't get big spells like Wish and the like, but I'm talking more on a "down to the basics" level.

How are SLAs effected? What about it's defensive abilities or attacks? It's saves? I'd like to make sure I know how to work this spell properly.


Thanks for the quick reply, you guys. Guess it's my fault for not noticing the CL 5 at the top of the item!


Just curious on the ruling here, but according to the item itself, "Three times per day, the wearer can use vampiric touch and bleed."

It doesn't, however, state at what caster level this item is supposed to be at. If, for example, a fighter were to wear these gloves, would the "caster level" for vampiric touch and bleed use the level of the fighter himself?

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/glove s-vampiric


Ahhh fair enough, that makes sense to me.

Thanks for the help!


Basically what the topic states. According to "Improved Natural Attacks" it only goes up to 12d6. However, other sources I've seen state the die damage can go 4d6 6d6 8d6 12d6 16d6 24d6.

Does this sound accurate? Or is the another way one would scale the natural attack damage dice?