Zannkaleem "Zann" Moondancer is an Anadi that looks like a Ekujae elf.
Of course, we've only had the initial session, and all this is subject to change. :-)
Liliyashanina wrote: Admittedly, knowledge religions is not my strongest skill, I am pretty good in wearing nun outfits though! But well, all proper Succubi pick that up in Succubi-high-lady-finishing school. I still dont know if the quota-male-mortal who gets assigned to every class is the most or least lucky petitioner in the Abyss, they rarely last enough to ask them about their opinion. Were you, or did you know any Succubus Cheerleaders? /cevah
Liliyashanina wrote: That reminds me of that cheeky assasination attempt on my via a Bed Mimic. I have since shown her the error of her ways! My breakfast for the day we first met was both a bed and in bed! I heard about a guy who had a dream of eating a huge Marshmello only to wake up with no pillow. /cevah
Lathiira wrote:
I beg to differ. It is both.And we know they are morning people.
Spoiler:
But I don't think it is coffee they are drinking. /cevah
Ryze Kuja wrote:
Where's the list? How many more before it is 16th? /cevah
Liliyashanina wrote:
You do know what happens when an organ grinder plays? hint /cevah
Liliyashanina wrote: ... and the entire crowd had been buying scrolls of web, grease, entangle and black tentacles at hugely overcharged prizes. Dang. And I thought my own racket was going well. I'll just have to try harder. **Make notes of listed scrolls, researches what others would be useful, talks over with silent partner, and revises items available, and definitely adjustes prices.** /cevah
UD Sentient Squirrel Swarm wrote:
Well, I did write about Succubus Cheerleaders, back in 2018. We even had rival groups going at each other. It could be that they are swarms that when they graduate they break up into unique individuals.Lathiira wrote: Cevah still has the rights to the pay per view, video, and concessions among other things. And I do enjoy the profits. My partners have been very willing to produce content. /cevah
VoodistMonk wrote:
My Cleric (Evangelist) purchased a Dervish Sikke to get another +1 inspire. Add in the spells he can cast for buffing, and he cam put out a big boost. The spell Hunter’s Blessing acts like a ranger's favored enemy, in that you get a +2 sacred bonus on attack and damage vs a type of creature. It lasts for hours. Blessing of Fervor can give a +2 untyped bonus to attack (rounds). Prayer provides +1 luck for attack and damage (rounds). Bless gives +1 morale bonus on attack (minutes). My cleric is 17th level, so has (w/Sikke) inspire at +5 comp bonus on attack and weapon damage. Anytime we know what to expect, Hunter's Blessing can be in place. If there is time for a round or two of prep, Bless goes up. In combat, Blessings of Fervor quickly goes up (unless someone is providing Haste). If needed, Prayer goes up. All told, if he gets all that off, he gives out a total of +11 attack, +8 damage. If he had taken Discordant voice, that would add yet more damage that the party would dish out. That attack bonus can make secondary and tertiary attacks, as well as make criticals easier to confirm. My cleric also has a +4 weapon, uses Rags to Riches that bumps it up by 1 (many minutes). Divine Favor gives +3 luck (rounds). With a power component cast, get an extra +1 luck damage. With Fate's Favored trait, my Luck bonus goes up by 1. Eaglesoul lasts hours until triggered, when it will give +4 sacred strength [=+2 attack and damage] (rounds when triggered). He also has Big Game Hunter for +1 attack, +2 damage vs. Large or larger creatures. [Common at this level.] He also has a level of Slayer, and can use Studied Target for +1 attack and damage. With a Large enemy, studied target, and the rest, he gets +12 attack and +14 damage. While Prayer overlaps with Divine Favor, that only affects +1 attack and damage. If everything goes his way, he can get a +22 attack and +21 damage. Since I have both a regular and lesser rod of extend, I have a daily prep that gives spells that last all day, and that can help quick combat spells last twice as long. [Although at 17 rounds for the 1r/l spells is longger than many combats, we have had ones that went over 30 rounds.] Built as a reach cleric, he gets lots of time for casting, and uses AoOs for extra attacks. I did not go into Enlarge Person [would add +3.5 avg damage for my weapons] because of the mechanics for modified AC, modified # of AoOs, and larger AoO area usually in a small area. /cevah
VoodistMonk wrote: If I was an Arrowsong Minstrel, or in a campaign that could take advantage of it, I would invest in Strings for a Lyre of Building. Even as an Arrowsong Minstrel, I would still make sure to get 10 ranks in Oratory or Sing for Discordant Voice. In Skull & Shackles, my character has two Lyres to help with his shipbuilding business. He also has a follower (Bard 5) I've equipped who has Skill: Craft(Ships) 23; Perform (Strings) 17. [Equipment: Ring of Craft (Ships) +8 comp; Ring of Perform (strings) +3 comp; and a casting of Crafter's Fortune +5 luck.] This lets him use the full 8-house day for the Lyre, twice in the week. /cevah
We have used :
I am sure there were others, but the zoo animals were my favorites. /cevah
zza ni wrote:
You missed a big point for weak characters: it only weighs 1 pound. /cevah
Here are my two PF character stuff not strictly Atembe, High Priest of Desna [Return of the Rune Lords] Explorer's outfit, white, w/Sunsilk -- color helps with wind walk, sunsilk is DR
Cevah, Pirate Lord: [Skull & Shackles] Officially a "merchant":
Leadership and diplomacy items:
Coven (my cohort is a hag):
Shipbuilding and crafting:
/cevah
Zapp wrote:
The rules as explained to me as a player is: Promote the Circus (Downtime activity - 2 days) wrote:
Zapp wrote: The only PC trained in Society is the party Wizard, so his chance of success will be at or close to the maximum: 65% (level 2 + trained 2 + ability 4 = +8, needs to roll 8), With 8 Charisma, his Charisma modifier is -1. Since the rules allow for a sideshow, you have an out. Zapp wrote: The expected Anticipation gain for a whole week's work is 3x (2-1) x0.65 = 1.95 Did everyone dump Cha? If you have anyone with a positive CHA or even a zero mod the equation changes. +0 CHA: 3*(2+0)*0.25 = 1.5
But with a sideshow to change the skill used, you can line up the best skill with the highest CHA. Zapp wrote: Since they barely survived Chapter 1, I wouldn't be surprised if their collective wealth is less than the 20 gp needed for tier 3 advertising. Meaning 5 gp for 2 Anticipation. Since Basic Merchandise gets 1 ANY per gp, you only need 2 gp not 5 gp. Zapp wrote:
5 gp for free beer gets 2d6 ANT, so you can add that way also. /cevah
As a player, level 5, I may not have complete info. But I do have the following: Perform a Trick (one action)
This can change Excitement, but if it also changes Anticipation, it does so 1:1 with extra Excitement. So on a success or crit success you have a net +level in Excitement. One of the NPC rolls is the Bandleader. This NPC can generate Anticipation equal to half the Bandleader's level, rounded up. Therefore this can increase Anticipation if needed. Since both can be increased independently, even when critting a trick, the possibility of critting a show is manageable. My party was lucky and crit the two shows we have had. Even after the random even animal chaos skewed the target we were aiming for. With the pre-show effects, I imagine you could crit any show if you try hard enough. [We had to NOT send in the clowns on one failed trick in the last act to make the second crit.] /cevah
There is also the Salve of Antiparalysis (Greater) for 325 gp as a level 12 item. In case you don't have a caster for the spell. /cevah
Name of PC: ? [wasn't my char]
/cevah
Here are some things that my PF1 chars have used: Flight Figurine of Wondrous Power (Ebony Fly, 10000 gp, 3/week @ 12 hours). Fear Immunity Carouser's Retort 3,060 gp. Once per day, the wielder can use remove fear; if the wielder ever becomes frightened or panicked and this ability has not already been expended for the day, the weapon automatically activates this ability on the wielder’s next turn.
Death Effect/Energy Drain/Negative Energy Immunity Deathless armor +1 bonus. The armor absorbs the first 10 points of positive or negative energy damage per attack that the wearer would normally take. The wearer has a 25% chance to ignore negative levels from any attack. Polymorphing Bead of Newt Prevention 1,000 gp. If the bearer fails a saving throw against a hostile polymorph effect such as baleful polymorph, the bead is destroyed and the effect does not affect the bearer. Saves Karyukai Tea Set 38,160 gp. Can boost saves, neutralize poison, remove disease, and grant [greater] heroism depending on diplomacy check.
Skills Azlant Pendant 3,100 gp. If Aroden is your patron, the pendant counts as a holy symbol. Once per day as a free action, you may add a +10 insight bonus on a single skill check you are about to roll. Can modify for other patron.
Falling Boots of the Cat 1,000 gp. The boot’s wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet. Rerolls/d20 rolls Charm of the Thriceborn 2,400 gp. At the start of each day, the charm’s owner rolls 3d20 and keeps their results as her charmed dice. Once during that day, instead of rolling a d20, the charm’s owner can instead use the result of one of the three charmed dice, randomly selected (roll 1d3 to choose). You get to know what the d20 might roll, and can be used when the min of 3 is low but enough to beat a save, or to get a better chance of a crit.
Divination Guiding Vellum 500 gp/l/l. Each day, when the owner prepares spells in the presence of the guiding vellum, the name of one specific divine spell which the owner already has the ability to cast appears on its surface. This represents a spell which should prove useful for the tasks in the next 24 hours. While limited to divine prepared casters, can be of great benefit to prepare for the day. Extra AC Sanctified Shield +100 gp. When activated, a sacred shield adds a +1 sacred (if positive energy) or profane (if negative energy) bonus to the wearer’s Armor Class. This bonus lasts for 24 hours or until the wearer is struck in combat, whichever comes first.
Initiative Dusty Rose Prism (Cracked) Ioun Stone 500 gp. This stone grants a +1 competence bonus on initiative checks. /cevah
Avoid summons, pets (AC, Familiar, Mount), and anything that requires lots of GM interaction like many divination spells. The more creatures on the table, the slower combat goes. Combat in general takes a lot of time. So if you can one-shot the bad guys, that speeds up play, but at the cost of glory hogging. It might not go well if you do it a lot. /cevah
I am playing a Leshy Fighter. For some reason I thought they only got three ancestry feats, at 1st, 5th, and 9th levels. Today I relized they also get ones at 13th and 17th levels. But they have no higher level ancestry feats. Having a note that you must select a lower level feat would be nice. Pointing out best picks after your initials would be better. If there is something else you can swap for an ancestry feat, that woud also be good. This would apply to all ancestries without full levels of feats. /cevah
The OP's premise is flawed. The Sturdy Satchel is a heavy Backpack. As The Gleeful Grognard indicates, you don't carry two backpacks. The benefit of the Sturdy Satchel is its hardness, hp and some protection of contents at the price of weight. Both hold 4 bulk, with the first 2 free, but the Sturdy Satchel has a weight of 1 bulk while the backpack has a weight of "-". /cevah
Diego Rossi wrote:
Perhaps, but I think it is a reasonable way to play. My point was that the component supplied did not always match the expected value. Diego Rossi wrote:
Some spells are easier to rationalize adding additional material. I recall reading about some magit items where it provided magic, but the PC had to supply the component as part of the activation. I thought that was a good idea. Diego Rossi wrote:
I agree that RAW you are more correct than me. I just happen to think the game is more fun by bending the rules. /cevah
I looked it up: 63.05224 lb/ft³
/cevah
@Agénor, the rule states:
Taking 10 wrote: In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Followed by: Ability Checks and Caster Level Checks:[/b wrote: The normal take 10 and take 20 rules apply for ability checks. Neither rule applies to concentration checks or caster level checks. You can Take-10 on the scroll's skill checks, but not the CL check. @Taja the Barbarian:
/cevah
Gruingar de'Morcaine wrote:
Offhand, I can think of: Appraise -- magnifying glass, scalesBluff -- Blue Book Diplomacy -- Blue Book, Book of Letters Handle Animal -- Training Harness, Training Sleeve Knowledge (any one of them) -- Blue Book, Book of Letters Linguistics -- Book of Letters Perform -- Tome of Epics, masterwork instrument Profession -- Obsession Log Spellcraft -- Arcane Family Workbook Survival -- Footprints Book /cevah
Tacticslion wrote:
Not sure how you got 20x1x1 from 2 cu. ft./level. Max volume for shrink item is 40 cu. ft. at 20th level. That is cube 3'5" on a side. Note: a normal person is 2 cu. ft. in volume. /cevah
Agénor wrote: As they've said, it is mostly the scroll for which you can't Take 10, as a failure could have consequences that would prevent simply trying again right away. You are mixing up the Take-10 rule with the Take-20 rule. Take-10 is used explicitly when fear of failure is an issue. It means you put forth average effort to get the roll of "10".Take-20 cannot be used if a failure means you cannot try again. With a scroll, you get one try to use it. Therefore, no Take 20. If, however, you are using UMD to activate the scroll, then you cannot Take-10 by the rules of UMD. Agénor wrote: Take 10 for crafting, using the relevant roll, usually a skill, is allowed. I'd even say it is expected. To be able to Take 10, you must be in a place quiet enough, any place suitable for one to prepare one's daily spells in is suitable for one to Take 10 with regards to quietness. You can easily buff your crafting check with a casting of Crafter's Fortune. You can further buff it with Tears to Wine. As they are different bonus types, they stack. /cevah
Then there is the Extraction Scarificator for 2,500 gp. 1/day use it to do some damage, including some bleed damage. It leaves you bleeding, but then gives you a potion from it's use. [potion of lesser restoration, cure moderate wounds, calm emotions, or rage.] Does need at least two rounds to collect enough to generate the potion, so might not be in combat usable. Preparing for combat, however.... /cevah
Disabling a trap prevents it from being activated. It has no need to do anything about an automatic reset, because the reset does not matter if it cannot activate. Until something undoes the disable, it cannot activate. Another, perhaps easier task, is to cause the trap to spring without effect. Perhaps by sending a SM1 critter. Then, while the trap resets, the party goes past it. /cevah
I used mine to build ships. Great for S&S AP. Also used is the big naval battle as it was ruled to make a ship invulnerable for one combat round. I also used it to build a logging camp and sawmill in a forest, and to reshape a harbor by deepening a smooth path underwater for safe access to the dock. [I didn't tell others where the smooth path was. You needed one of my people to bring the ship in.] The GM also ruled that I had to make both the check to play and the check for crafting the ship, and I could not Take-10 due to the interaction and long time. Still, it was not hard to manage this with a little magic boost. /cevah
The DC is exactly 2*CR+10. So you can use the DC or the CR. Since all figures are 100*N*N, it probably uses CR squared. If you go with (CR+2) squared times 100 you get the same price except with Gelatinous cube (900 too much) and Deathtrap ooze (1900 too much). All other entries match up. As to having examples that break the rules, that is what editors are for. cevah
Eldritch Honor wrote:
I gave you clear rules to follow. If you can support your view for more time, I would love to see what rules you are using. Eldritch Honor wrote:
You are doing it too slow. 1. Be an Accursed Bloodline Sorcerer (or other that counts as a hag)2. Buy a Scroll of Simulacrum, 5 HD (4775 gp) 3. Make the check to cast the scroll to make a winter hag 4. Have a witch friend (or hire one for day at 3gp) with the coven hex 5. Form a coven and make a sim of yourself 6. Make more sims 7. Profit You can skip the scroll if you choose the spell when you get a chance.
You forgot that as soon as you have 6 effective hags, you can make 2 per round. At 9, you make 3. This means:
I also once priced a staff with the spell for several charges. Much less pain for the GM since you cannot make 'em so fast. The problem is not the power it brings you, but the headaches it gives the GM. If you avoid that, you're golden. /cevah
Just checked the death star tornado. It is ~3894 mile radius. That is almost the radius of the Earth. That tornado (hurricane) would cover about 1/4 of the planet. And that is before adding mythic! Devastate a city? No. Devastate a large chunk of the planet! I think that adds up to a few HP of damage. :-) /cevah
Good UMD can let you use wands [especially with your CHA bonus]. Summons make great flanking buddies. Flanking makes sneak attack. While wands are expensive, they are a reliable way to generate more bodies by yourself. Having a party caster do the summons can help even more since their summons usually last longer. Playing in the Return of the Rune Lords campaign, I made a Rune Guardian (sloth). The standard one for Sloth has an At Will Summon Monster I (CL3), which means they can generate a flanking buddy every turn on your turn so you always have a flanking buddy that lasts long enough to ensure you get a sneak attack. Price: 6,500 gp. Cost: 3,500 gp. Hide the Rune Guardian on the mast, and no one will notice it, especially if other things like it are there. When not noticed, it will not be targeted. By the time you can easily afford it, you will be set up to really profit from your feats. My GM let me make an advanced one that did SM2 (CL7) w/6HD. That let me get Giant Spiders which can attack with webs to entangle, and to attack with minor elementals which can be quite useful to overcome resistances. It also let me summon 1d3 lesser creatures. I traded out Improved Initiative for Spell Focus (conjuration). And with the extra feats from more HD, I got Augmented Summoning and Superior Summoning. Giving me 1d3+1 lesser creatures with +4 STR and +4 CON making for more and tougher creatures. Keep it in a Familiar Satchel to protect it, and it can still generate creatures for you. The biggest problem is in number of bodies to process in combat. In the higher levels, I treated them as basically: if hit, it dies; if it's attack is not a natural 20, it misses. Made for fast combat play with the summons. EDIT: The above needs only gp investment. If you want to look for feat investment, check out Shadows of Fear (Combat). It needs 2d6 sneak attack, but there are ways to get that, such as one more level of Ninja. /cevah
This might be a bit late, but a Cleric(Evangelist) is bard-like with Sermonic Performance (=Bardic Inspiration) and is a 9-level caster. While bards can use CLW wands, condition removal is tougher. Clerics, especially with open spell slots, are the king of condition removal. They also make good jack-of-all-trades. They don't do skills as well, but can sometimes uses spells instead. Given your party's limited casting, switching your bard to a cleric gives a big bonus, and can also stack combat buffs. /cevah
@Steelthunderr, you replied to an old conversation. That said... I think this link is not a good link:
Scott Wilhelm wrote: Exploding Arrows are cool. Try this link for real exploding arrows. /cevah
The OP was three years old, so may not be looking anymore. That said: Anti flyer:
Debuff:
/cevah
You can get Shadow Conjuration (and greater) as a 4th level spell to finesse conjuration spells since it is not a conjuration spell.
You might also want to look at Shadow Evocation (and greater) for a similar versatility for evocation spells. /cevah
|