Lord Glorio Arkona

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That was a Vhane antipaladin.
You could say he was so burned, he was skalded.

/cevah


I named my monkey familiar “Nugget”. Still need a personality for him.
In our first two combats, I don't think we inflicted any damage, yet won the fight.
We discovered a great secret about the warehouse, only to learn it was something well known. Sigh.


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Zannkaleem "Zann" Moondancer is an Anadi that looks like a Ekujae elf.
With Adopted Ancestry, he picked up the Elf feat Elemental Wrath to have a reasonable attack spell all the time.
Planning to get another Adopted Ancestry[i] to pick up the Goblin feat [i]Burn It!.
Zann has a monkey familiar, I have yet to determine the details on. Any suggestions for names and personalities are welcome. My current default familiar abilities are: Touch Telepathy, Share Senses, Independent. For now, I want people to think he is a beloved pet.
I plan on getting to know Tzeniwe, and she will be the first I reveal myself to. I plan to do it without her children about, so I can learn if they can be trusted to not reveal my secret.

Of course, we've only had the initial session, and all this is subject to change. :-)


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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


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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


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Lathiira wrote:
Interesting Character wrote:
That's a question, are succubi morning people? Is waking up next to one a desirable, or scary thing?
Desirable. Years of research says desirable.

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


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Ryze Kuja wrote:

This Succubus in a grapple thread is currently in 17th place for most posts in the 1E forums. The reigning champ is Kirthfinder - World of Warriorcraft Houserules with 3,876 posts.

We can do it!

Where's the list?

How many more before it is 16th?

/cevah


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Liliyashanina wrote:

As a matter of fact, I have been thrown out of churches and/or Cathedrals for being in an organ box with:

--A Paladin and a Mimic pretending to be an Organ Box within the Organ box, said Organ box was also a mimic but a very sleepy one. A call this the "Matrjoschka Organ Mimic Box" encounter, and it has left many an adventuring party rather puzzled.

You do know what happens when an organ grinder plays? hint

/cevah


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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


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UD Sentient Squirrel Swarm wrote:
AwesomenessDog wrote:
Can a succubus grapple a swarm (of squirrels) by convincing it to engage in an act of passion grapple with the succubus?
"Due to our Perfection through Undeath, We are immune to the energy drain effect of Succubi, therefore We can engage in as many... *ahem* "grapples" as We desire... with consent from the Succubi, of course... Admittedly, there are several squirrels within our swarm who have a giantess fetish, so if we could only find a Swarm of Succubi..."

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:

Discordant Voice, alone, pretty much means that I will always use Oratory or Sing for any Bard that actually buffs the party with Performance. Pretty much nothing has Sonic resistance, and now we are all doing extra Sonic damage... on top of the +3/+3 from Inspire Courage... you're welcome.

People take teamwork feats for 1D6 of precision damage, and yet, there are more enemies immune to precision damage than there are to Sonic damage... my one feat is actually better than the entire team taking the Precise Strike teamwork feat... and it cost my Bard absolutely NOTHING as far as action economy... other than just my normal rounds of Performance, which I would be doing anyways.

You don't even need to worry about positioning/flanking... I got you...

When I step forward and yell "Danger may be real, but fear is a choice!"

Everyone benefits... except the enemy.

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 :
Plastic Zoo Animal Beads.
A toy Godzilla for a colossal monster
Candy
Shapeless metal slugs
Coins

I am sure there were others, but the zoo animals were my favorites.

/cevah


zza ni wrote:

for any character of mine that stay out of melee combat and can use light armor i try and get Truefaith Vestments .

a +1 chain shirt that count as +3 breastplate unless the enemy see through the illusion? sign me on! (and ranged attacks doesn't help here. only melee attacks allow a save or the ability to see through illusions)

at just under 7k gold it combine the high ac of breastplate +3 (+9 ac before dex. which normally cost 9,00 gp just on the magic part) with the fact it's still a chain shirt so the max dex (+4 if not from special material etc), acp and arcane fail are much much better.

and if the enemy does see through the illusion it's still a +1 chain shirt...

all in all, for less then 7k to get up to +13 ac (with +4 dex) is a steal.

You missed a big point for weak characters: it only weighs 1 pound.

/cevah


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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
Explorer's outfit, white -- spare outfit
Hat of Disguise -- for when you must avoid notice
Azlant Pendant -- bump that skill
Ioun Stone (Magenta Prism (cracked)) -- bump that skill
Ioun Stone (Orange Prism) -- bump that caster level
Ioun Stone (Scarlet and Blue Sphere) -- max that skill
Clockwork Songbird (w/poppet) -- cheerleader for battle
Poppet -- storable servant that can fly, carrying me if needed
Rune Guardian (w/me) -- summon monsters to help in battle (SM2 @ CL7)
Healer's Satchel, Specialized -- lets me be a better healer w/o spells, including ability drain
Extraction Scarificator -- what half orc can resist this way to heal more?

Cevah, Pirate Lord: [Skull & Shackles]

Officially a "merchant":
Expedition Pavilion -- when you have to camp, do it in style
Fleet: flagship and 7 others -- lost several ships in AP so I made more
Chellish Flags and Guidebook -- false flag time for piracy
Mapmakers -- ships need good maps, so I have 5 making them for my people
Partner in shipbuilder's business -- I make (and recover) ships and sell them.
Custom: Pillow of Minor Dream (1/2 days) -- communicate with shipbuilder partner
Wood harvesting business -- needed to build ships
Custom: animated boat -- used by wood harvesting business
Custom: charm: Appraise +2 -- bump that skill
Merchant's Scales -- bump that skill
GM Book: Guide: Linguistics (Ghol-Gan, Pirates) +2 -- bump that skill
Book of Letters -- bump that skill
Blue Book -- bump that skill

Leadership and diplomacy items:
Feats: Leadership and Dynasty Founder giving lots of followers: 1840/184/92/48/24/12/8/4 -- when you rule, you need people
Groups: information gatherers, spy network, gossip generators, covens, magic crafters, crafters, ninjas
Diadem of Inspiring Rule -- more followers
Suzerain Scepter -- more followers
Custom: Farsight Mirror (Mirror Sight at will @ CL5) -- information & spy network
Custom: charm: Profession(Sailor) +2 -- for my ship's pilot
Ring of Austere Majesty -- diplomacy/intimidate bonuses
Pirate's outfit, fancy, Masterwork: +2 Diplomacy (Pirates) -- when I need to make an impression
Pirate's outfit, basic -- when I'm on my ship
Monk's outfit -- when on vacation
Jewelry -- needed for fancy outfit
Hat of Disguise -- sometimes, I want to look like someone else
Founder, several settlements -- housing etc. for businesses, followers, and Pirate Lord HQ

Coven (my cohort is a hag):
Tin Imp -- instant creature (also flies)
Shawl of the Crone -- make creature count for a coven
Ebony Fly -- flight for me

Shipbuilding and crafting:
Lyre of Building (have 2) -- build/repair ships, use twice a week
Custom: Animated Dock -- Can sail, fly, and swim. Used to dive and collect a sunken ship so I can loot, repair, and sell
Custom: Skull of Ghost Crew; Unseen Crew 1/day @ CL10 -- instant crew for a ship, including the Animated Dock
Cloak of the Manta ray -- breath underwater
Vest of the Deep (chest) -- allow me to dive deep, especially when I command the Animated Dock
Custom: Belt of Crafter's Fortune 1/day -- bump that skill
Custom: charm: Craft(Weapons) +2 -- bump that skill
Ring of Craft(Ships) +10 -- bump that skill
Artisan Tools (Weapons), Masterwork -- bump that skill
Bard Follower -- Uses Lyres [Skill: Craft(Ships) 23; Perform (Strings) 17]
Construct Maker -- makes some of the constructs I use

/cevah


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The title lead me to think you were looking for old (dead) threads that were necroed.

Here is the oldest necro I spotted: ~10 years.

/cevah


Have the item offer dark power stuff. If used, they impose a penalty as a curse that using the item suspends. So as long as they use it, they don't suffer. When they try to not use it, that is when it gets bad.

/cevah


5.1.5.2.2 Cultural Adaptability: Adopted Ancestry only gives access to common Ancestries, not all. So the reference to a leshy feat does not belong here.

/cevah


Zapp wrote:

Okay, so the default Anticipation for the first show was 15.

Now that Chapter 1 is over and done with, it's the PC's who are in charge, and I'm looking more closely at the "Generate Anticipation" rules (page 60).

The rules as explained to me as a player is:

Promote the Circus (Downtime activity - 2 days) wrote:

... Alternatively, you can spend your time providing a sideshow act, rolling an appropriate skill determined by the GM in place of Society to Promote the Circus or Aid. ...

Critical Success: 2*(Lvl+ChaMod) Anticipation
Success: Lvl+ChaMod Anticipation
Failure: 1 Anticipation
Critical Failure: no Anticipation
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
+1 CHA: 3*(2+1)*0.30 = 2.7
+2 CHA: 3*(2+2)*0.35 = 4.2
+3 CHA: 3*(2+3)*0.40 = 6.0
This is with INT mod = CHA mod, so with +2, +2, you do better, even untrained in Society.

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:

That's ~4 Anticipation. That's pathetic.

I can't run a second show with these numbers. I mean, I can't expect the players to summon any enthusiasm for a show with such a small audience.

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)
Critical Success: 1.5*Lvl Excitement, 0.5*Lvl Anticipation (round up)
Success: Lvl Excitement
Failure: No effect
Critical Failure: -0.5*Lvl Excitement (rounded up)

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]
Class/Level: Cleric
Adventure: Extinction Curse
Catalyst: Sawmill
Story: Some of the party was working to get the source of the swarm, while the swarm was menacing the rest of party. Our cleric went down, and the only character with Medicine was working on attacking the source. The source was dealt with, but one round too late for the cleric.
We later realized we either did not have a healing potion, or did not know we had it. Either way, it was sad.

/cevah


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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.
Ring of the Sublime 2,000 gp. When worn, the ring of the sublime protects its wearer from fear effects as if constantly under the effects of remove fear.

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.
Tourmaline Sphere (Cracked) Ioun Stone 800 gp. This stone grants a +1 insight bonus on saving throws against death effects.
Charm of Fate 5,000 gp. The first time each day that the wearer fails a saving throw, the charm of fate causes the wearer to instead successfully save if the roll was missed by 5 or less. Saved my bacon quite a few times.
Four Leaf Clover 3,750 gp. A creature with a four-leaf clover in her possession can call upon an extra boost of luck before attempting a single ability check, saving throw, or skill check. She gains a +2 luck bonus on that check. This ability functions three times per day, and requires a free action that the owner can perform even when it’s not her turn.

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.
Ioun Stone (Scarlet and Blue Sphere) 8,000 gp. Late game cheap way to max a skill.

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.
Fate-Woven Braid Of The Norns 9,000 gp. Up to three times per day, the wearer of a fate-woven braid of the norns can potentially negate a disastrous turn of fortune. Upon rolling a natural 1 on a saving throw or after failing a saving throw against a death effect, the wearer can activate the braid as a free action to reroll the saving throw.

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.
False Flag Tabbard 5,500 gp. Once per day as a standard action, the wearer can cause a false flag tabard to flare with protective energy. All worshipers of the wearer’s deity within a 60-foot-radius burst (including the wearer) gain a +2 sacred bonus to AC and CMD for 5 minutes.
Dusty Rose Prism (Normal) Ioun Stone 5,000 gp. +1 insight bonus to AC.

Initiative

Dusty Rose Prism (Cracked) Ioun Stone 500 gp. This stone grants a +1 competence bonus on initiative checks.

/cevah


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Here is the clip of Conan the Librarian.

How about this origin: You are a character from a book in the library that came to life.

/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


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Here is the oldest necro I spotted: ~10 years.

I consider adding an sought answer to an old thread a valid reason to necro. For example an old thread whose question was finally addressed by a faq or eratta.

How long before this thread can be necroed?

/cevah


There's always the exceptions. :-/

/cevah


In PF1 and before, I treated it as:
If you use an attack roll or someone has to make a save, it breaks invisibility. If no attack roll or save then it does not break invisibility.

/cevah


Edits needed in the guide:
12.4.2.1: Quick Squeeze
This is referring to wizards, not fighters.
14.2.1: Notes on Armor
The speed penalty is not reduced to -5, but by -5.

/cevah


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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


Only when applying rouge.

/cevah


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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:
Cevah wrote:

@Taja the Barbarian:

While scrolls should have the material component as part of their price, that is not always the case. How much component do you have in a scroll of animate dead? The component is scaled to the amount animated, not to the spell. Ditto a scroll of wish. In fact, some scrolls are priced with a value for material components that does not match the expected default. [See Trap The Soul and Wish. Commentary here.] This means that the missing component must be supplied when the scroll is used.

/cevah

You play very loose with the rules.

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:

Trap the soul requires: "gem (singular) worth 1,000 gp per HD of the trapped creature", you want to have it work with "gems (plural) worth 1,000 GP per HD of the trapped creature".

The same thing for Wish, you want to add part of the components after creating the scroll and say that it works because you want it to work, but the rules from scrolls don't say that.

For animate dead when you [create] the scroll you set the level at which it works, so you add all the onyx needed to animate the appropriate number of HD of undead. If you want to animate fewer HD of undead when you use it it is your loss, but you don't get refunds and don't get to animate more HD than what is allowed by the scroll CL.

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:

The treasure tables of the Came Mastery Guide has several errors, as not all the items that need it are hyphenated, but you should read the [legends] at their end (sadly, I suppose for space constrictions it wasn't added at the bottom of each subtable).

Quote:

1 Requires gem

2 This scroll affects up to 20 HD, but is still only CL 17th.
3 Additional cost

The only spell with "1 Requires gem", so where the gem can be added after making the scroll, is soul bind, and soul bind says:

"The focus for this spell is a black sapphire of at least 1,000 gp value for every HD possessed by the creature whose soul is to be bound. If the gem is not valuable enough, it shatters when the binding is attempted."
So it is a focus, not a component, and it isn't consumed in the casting.

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
So at 120#, that is actually less than 2 cu. ft.
Equipment worn does not matter since you are limited to one object.

/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:
While scrolls should have the material component as part of their price, that is not always the case. How much component do you have in a scroll of animate dead? The component is scaled to the amount animated, not to the spell. Ditto a scroll of wish. In fact, some scrolls are priced with a value for material components that does not match the expected default. [See Trap The Soul and Wish. Commentary here.] This means that the missing component must be supplied when the scroll is used.

/cevah


Gruingar de'Morcaine wrote:

Wondering if there is any official or at least common agreement on what skills can be assisted with the masterwork tools.

HeroLabs allows you to select Acrobatics, Appraise, Bluff, Climb, Craft (any one of them), Diplomacy, Disable Device, Disguise, Escape Artist, Fly, Handle Animal, Heal, Intimidate, Knowledge (any one of them), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Sleight if Hand, Spellcraft, Stealth, Survival, Swim, and Use Magic Device.

I'm not sure how they came up with their list. Besides which, I kinda disagree with some of it. There are already:
Masterwork Artisan's Tools for the craft skills.
Saddle for ride.
Fins and snorkel for swim.
There are Kits for Disguise and Climb.

Also, I'm having trouble imagining 'tools' for some of the others.

So if there is no semi-official list, what have you folks used?

Offhand, I can think of:

Appraise -- magnifying glass, scales
Bluff -- 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:

(Also weird:

Quote:


This change effectively reduces the object’s size by four categories.
... if an object affected can only be up to small size by volume {20x1x1}, then how is it shrunk up to four size categories? Is there some value in which this matters? If you reinterpreted 20x1x1 as being huge I suppose it could work, so that might not be a concern.)

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


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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


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Eldritch Honor wrote:

Sorry for animating this dead thread.. but I think this is wrong.

I believe you have to defer to the spell's casting time if it's longer.

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:

Picture this: I am a wizard and I want a loyal army. Instead of undead or golems. I use only Simulacrum (which has a 12hr casting time.)

Lets say I cast it only once a day.

Day 1: create a Sea Hag
Day 2: another Sea Hag
Day 3: I make a Winter Hag...which adds Simulacrum to the coven's sell-like abilities.

After spending 9,000gp of material and 3 ice statues, I now have a coven under my full control.
A coven that can cast Simulacrum with no component costs.

If we follow your ruling of the shortened casting time, I'd have 14,400 Winter Hags in 24hrs. For free.

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.
Hiring a witch is a lot cheaper than more scrolls.

You forgot that as soon as you have 6 effective hags, you can make 2 per round. At 9, you make 3. This means:
1 Hour: 1.43*10^75 sims
2 Hour: 1.31*10^150 sims
3 Hour: 1.20*10^225 sims
4 Hour: 1.11*10^300 sims

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


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The OP was three years old, so may not be looking anymore. That said:

Anti flyer:
3 Call Lightning -- medium range 30' vertical bolt 3d6 (or 3d10)
3 Swarm of Fangs -- flying swarm some damage
4 Ball Lightning -- medium range flying damage
4 Flame Strike -- medium range 40' tall cylinder of damage
5 Call Lightning Storm -- long range 30' vertical bolt 5d6 (or 5d10)
5 Insect Plague -- long range flying swarm

Debuff:
2 Cloud of Seasickness -- like stinking cloud, but make sickened
2 Euphoric Cloud -- like fog cloud, but can facinate to debuff
2 Fog Cloud -- staple spell for blocking sight
3 Ash Storm -- large area no sight and difficult terrain
3 Nauseating Trail -- personal stinking cloud marks where you went
3 Shadowmind -- make targets think they cannot see as well
3 Sleet Storm -- large area no sight and difficult terrain
3 Thorny Entanglement -- large area long term debuff with some damage
4 Ice Storm -- Some damage, then a cylinder of difficult terrain
4 Volcanic Storm -- Some damage, then a cylinder of difficult terrain

/cevah


He isn't. The sneak attack enables the Dazzling Display and later the Motivating Display or Disheartening Display.

Precise Strike can be used as a way to get +1d6 precision damage.

/cevah


You can get Shadow Conjuration (and greater) as a 4th level spell to finesse conjuration spells since it is not a conjuration spell.
It also gives you great versatility.

You might also want to look at Shadow Evocation (and greater) for a similar versatility for evocation spells.

/cevah

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