![]()
![]()
![]() Snap Dragon Fireworks and Pyrotechnics as early as 3rd lvl. Cast SDF and shoot your little spark. Next round, shoot your little spark and cast the blinding pyrotechnics on it once it hits it's target. Next round shoot your last spark and cast pyrotechnics again with the smoke version for good measure. Viola! 3rd level light artillery wizard out to 520ft. ![]()
![]() RAW - no However, after reading the spell description and what it supposedly does, it makes me wonder if the spells author forgot to add "and creatures" to that second to last sentence. Since the spell does not affect certain creatures at all, it hardly seems fair or logical (according to the effect) to say it won't effect an ooze if it doesn't do the extra damage to an undead skeleton, bone devil, or anything else with an obviously large and thick carapace (high natural armor bonus). So I would say Yes for my games but this is definitely a spell I hope shows up in ultimate magic with a re-write. ![]()
![]() School conjuration (creation) [fire]; Level sorcerer/wizard 8, summoner 6 Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Area cloud spreads in 20-ft. radius, 20 ft. high Duration 1 round/level (D) Saving Throw: Reflex half, see text; Spell Resistance: no An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a fog cloud does. In addition, the white-hot embers within the cloud deal 6d6 points of fire damage to everything within the cloud on your turn each round. All targets can make Reflex saves each round to take half damage. As with a cloudkill spell, the smoke moves away from you at 10 feet per round. Figure out the smoke's new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the spell. By concentrating, you can make the cloud move as much as 60 feet each round. Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainder's spread thereafter. As with fog cloud, wind disperses the smoke, and the spell can't be cast underwater. Does this mean that by concentrating you can move the cloud any direction or just make it move away from you faster? ![]()
![]() I'd modify the spell to stay away from XP costs. You can have it cause ability damage to Str, Con, or both depending on the caster lvl vs. the value of the component created on some kind of sliding scale. Set some kind of maximum valuse depending on CL and then more expensive the component the higher the attribute penalty(ies) until you reach that maximum. Or You could set a maximum GP value per level, and then use sickened, fatigued, and exhausted as the condidtions that the caster suffers as he creates more and more expensive components. Or Both ![]()
![]() The descriptor of the Fire Snake Spell: "Range 60 ft.
You create a sinuous line of flames that you may shape as desired. The fire snake affects one 5-foot square per caster level, and each square must be adjacent to the previous square, starting with you. The fire snake may not extend beyond its maximum range. Creatures in the path of the fire snake take 1d6 points of fire damage per caster level (maximum 15d6)." Nowhere in the spell does it restrict the snake going back over squares it has already covered. Let's say it shoots out to a target orc 10ft from a 10th level caster then goes back and forth between the empty space and back to the target, striking the square containing the poor orc a total of five times. Now how about we make this an ogre? Now the snake can travel in a continuous circle through all 4 squares that the ogre fills , hitting it 9 times before it expires. Is this right? ![]()
![]() BigNorseWolf wrote: granting you a number of bonuses to your ability scores and a bonus to your natural armor. In addition, each polymorph spell can grant you a number of other benefits, including movement types, resistances, and senses. That highlighted section right there seems to be the important sentence. The way it is structured lends me to believe that polymorph spells provide a bonus to your existing natural armor. They don't give you a natural armor bonus, they give you a bonus to your natural armor. Barkskin spells out very clearly what it does and does not stack with, and I think the other transmutation spells were meant to fall in to the same vein for the sake of consistency. I would have no problem with a Naga, Rakshasa, familiar, animal companion, or any other spellcaster stacking their inherent natural armor with any of the polymorphs. They're not permanent, the base creature is naturally tougher, and none of the bonuses are game breaking. ![]()
![]() And so what is the reach of this thing? It says it's a Huge Whip and a medium sized whip has a reach of 15 ft. Does that mean whips triple your reach instead of doubling it? An ogre (Large) with a club has a 10ft reach, with a longspear it would have a 20ft reach, if he had a whip it would be 30ft? A Cloud Giant (Huge) with a whip would have a reach of 45ft? Same for this item? ![]()
![]() 10 The GM is the god of your god's. Whatever he wants to do is what happens. If he wants to run the adventure as written then it shall be so, if he wants to treat the published writing as a framework and expand on it, or cut things out, then that's what happens. Your happiness as a player shouldn't depend on either factor since you, as a player, should have no access to the material he's using. If you're challenged and at the end of the adventure you can say it was fun, then he's a good GM. ![]()
![]() On page 272 of the core rulebook it says under Dispel Magic that an inter-dimensional opening (like a bag of holding)is closed. On page 306 under Mage's Disjunction is says that spells and spell-like effects are ended as a dispel magic. So all the stuff inside the bag still exists, you just have no way of getting to it. Or do you? On page 311 we have the Make Whole spell, which says you can restore the magical properties of an item if your caster level is at least twice that of the item (in this case you need an 18th level caster). So there we have it, just find yourself a friendly 18th level mage, pay him the 360 gp needed to cast the spell, and you've got your goodies back. ![]()
![]() Valandil Ancalime wrote: Could you learn the spell from watching your friend cast it? Does a wizard need a written formula to learn a spell (and write it in his book) or can he learn a spell by observation? If you can write a scroll with your friends help, then you should be able to learn the spell from observation. +1 Have your wizard learn the spell from the sorcerer and then scribe it. ![]()
![]() Seems like a broken prestige class. For 3 levels, what good fighter wouldn't take two blanket immunities, smite evil once a day at his character level, extra damage the first round just because he's reckless (how does that even make sense?), a reroll against charms and compulsions, and aura buffs for the party? That plus none of those pesky restrictions a Paladin has? Brrroookkkeeeennn. ![]()
![]() Scrolls are one spell per page, up to three pages max rolled up as one scroll to fit in standard cases and scroll tubes. Scrolls can be made of separate pages joined together by gum or other binders that can be modified between adventures to allow you to create custom combinations of your scrolls for easy reference. Example: 3 healing spells on one scroll, another scroll might have your remove blindness, remove curse, and remove disease, and a third scroll could contain your true seeing, arcane eye, and analyze dweomer. If any of those spells were used, you could just pull the pages apart and replace them with a fresh spell whenever you have the time to make another 3 spell scroll. ![]()
![]() Troubleshooter wrote:
+1 ![]()
![]() Oliver McShade wrote:
Both magic fang spells are touch spells that can be cast on other creatures, and permanency can be used to make this spell permanent on another creature. This is a perfectly rules-legal way to achive the effect that is desired. There's no need for any other rules bending. ![]()
![]() Can't you just find a druid and wizard for hire and have one cast gr. magic fang and the other cast permanency? The cost would be simple for the wizard: CL11 (11x5x10)+ 7500 material cost = 8050 The cost for the druid would be dependant on the bonus desired and the level of druid available. CL5 +1: (5x3x10) = 150
![]()
![]() Another thought, so what about adding the simple advanced template to a construct? How much would that cost? Also, if you were using the rebuild rules instead of the quick rules to apply that template, would you still add +2 hp/HD and +2 fort SV to the construct even though it doesn't have a CON score to be boosted by +4? I would think yes because on pg 307 it says to treat the construct as having a CON of 10 for any DC's or stats that rely on a con score. (Edit: This should also apply if you change the golem's size, shouldn't it?) INT would remain at "-" though, unless the DM ruled that by making it advanced you gave it some kind of intelligence. ![]()
![]() Bestiary pg 158 under "Constructing a Golem" has your prices for standard golem advancement. If you want to translate how much that would cost for a different construct (such as the cobra you mentioned) simply scale down the cost of a golem to the cost of the cobra and figure out some type of percentage of that cost that both you and your DM can live with for additional HD, size changes, or the Shield Guardian upgrade. ![]()
![]() Making armor out of this would probably fall under the same rules as making armor out of dragon hide, just restricted too cloth-based armor types. It'll be able to be enchanted more easily to resist the elements it's immune too and there is also the possibility of giving the wearer a DR vs slashing attacks, similar to adamantine armor. I would agree it should survive leaving the halls of lust, the anti-aging field only refers to living creatures, not objects. As far as what it's worth? There is a price listing for silk in the core rulebook at 10 gp per square yard but this is some pretty damn super silk. I wouldn't hesitate giving it a value of 10 to 50 times greater than regular silk if you want a realistic market value. There's also quite a bit of it, over 500 ft of length times an unknown height (plus the pitched roof). At somewhere between 100-500 gp per 10 ft square, it should make them quite a pretty penny. If they can find a way to haul it out........ These are just some rough ideas and you might have to do some rules juggling, but don't forget, at the end of the day it's worth what you say someone will pay for it and it does what you say it does. Also remember that it's abyssal spider silk and that it rustles with a life somewhat of it's own, they're going to have to find a buyer that won't be bothered by this little fact and this could be expanded a little bit if you want to focus on the creepiness factor, maybe something like anyone non-evil having the feeling of sticky little spider legs prickling at them constantly......... ![]()
![]() What I want to know, and I don't plan on digging through 800+ posts to find out, is if anyone has asked if the Summon Monster and Summon Nature's Ally spells will be updated to contain the monsters from this book? The bonus beastiary updates Summon Monster VI to include the Shadow Mastiff so I think it would be a nice trend to continue. If this idea somehow slipped under the radar, perhaps you could do another bonus beastiary to cover it? P.S. I love mindflayers too, any chance you could procure permission to stat them up and put them online as a third party monster or in a module? ![]()
![]() Swish! wrote:
Yes but you're missing the "if not otherwise directed" part. You can stand in one spot and direct the floating disk to anywhere within spell range, at no more than your movement speed. It can be in front of you, off to the side, or following behind. This means it CAN be moved by your command to different locations. If you dimension door away from it, it floats over to you as long as you remain within range but if you directed it to say, float near the fighter so he could stand on it, then that's what it would to. If you then directed it to move over to the cleric, it would float the fighter in that direction at your movement speed. So if the fighter can ride it, why not you? Climb on top and "direct it" to move in whichever direction you choose, including across the "surface" of nearby bodies of liquid. You could use it to float across a lake as long as there were no waves that take the surface of the lake lower than 3 feet from the height you're floating at after they pass, otherwise prepare for a dunking. Or if there's a narrow bridge that looks unstable or hard to cross, hop on the disk and give the party rouge the finger as he rolls a "1" on his acrobatics check to maintain his balance. I admit, hiding under it to avoid falling rocks never occured to me but that is a brilliant idea. It's a disk of force that will stay in place as long as the rocks hitting it don't weigh more than it can support, at which time it will wink out and drop anything that hasn't bounced off directly on top of your smugly smiling face. ![]()
![]() coyote6 wrote: Technically, golems aren't objects, so oozes would just make regular attacks. And no golems have any energy resistance -- they are immune to magic that requires an SR, but acid vials, alchemist's fire, even regular torches -- they'll all do their regular damage against any golem. Yes but the entry for the oozes, such as the black pudding, specifically state that their acid secretions have no effect on stone. RAW does not give the stone golem acid resistance but I think that is overwritten by the ooze description in this case. The ooze can slam away at it all it wants but the golem is just going to hammer the crap out of it while taking minimal damage. I agree, dropping the golem into a pit would be a much better way to get rid of it. I once saw a thief take a golem out by throwing a tablecoth over it. Once it had no more enemies to fight that it could see, it returned to it's alcove as programmed. ![]()
![]() Give them enough time to spend their gold crafting, but then push the adventure forward. By giving them the time they need for equipping themselves, they should be ready to go on their own. Shalelu is a good way to put pressure on them, but if you really want to get them moving, have some little old lady dress down the fighter in the middle of the street, berating him for being a lag a bout and a skirt chaser while the town continues to be harassed by goblin shenanigans and now these gods awful things are literally crawling out of the ground! The stairwell in the catacombs of wrath can be dug up directly into the streets of the city, so that's how the sinspawn can make their assault some night, pop up and start some fires, kill some people, and drag some captives down in to the catacombs. If that doesn't get your players to go down there maybe you should put the screen aside and ask your players if they're interested in continuing the adventure anymore. ![]()
![]() Screaming wildly: How dare you fools interfere! You have no idea what those people did to me. They deserve every tear and drop of blood they're about to shed and if you're going to stand with them, then so do you! Aeeeeiiiiiaaaaggghhhh!!!!!! Or quiet menace: So, here you are finally. You've found the "big bad monster" responsible for all of this. Well let me tell you something, that town, those people, they earned their fate. For what they did to me, my child, my life, they deserve the pain and death that is coming, and if you've decided to defend those pigs, --[Draws sword]-- then so do you. ![]()
![]() Dirty Rat wrote:
Ok, So the Violet fungi is a poison effect (says so in the monster description) but the yellow mush and basidrond's effects are disease. And reading up on polymorph spells in the magic section tells you that you automatically gain the new forms natural attacks and proficiency in them. ![]()
![]() Can we get an errata on that ruling? Is the voilet fungi rot a poison? The descripion contains a procedure on distilling the Voilet Venom so I assume that it is. But how about the yellow musk creepers or Basidrond's spores? Also, not clear if the spell provides the slam or natural weapons of the plant shape that is assumed. I know it's nitpicking and logically it should, but does it? I mean, we're talking a 5th level spell here ![]()
![]() I would say turning her into a bisexual makes the most sense. She does come across as a little bit loose... I'm not sure how to really change the dialouge once she gets them down into the cellar, but if you find one of those "girl on a journey of her sexuality" movies, it might give you some ideas. This also begs the question of what Ven does when he discovers them together. A man taking advantage of his "sweet young daughter" is one thing, but finding her locked in the throes of passion with another woman might cause him to either fly into a rage and throw them both into the street, or bruseqly threaten the PC to keep her mouth shut about his daughter (since homosexual behavior in a small community such as Sandpoint could bear shameful consequences for their entire family). Of course this may all be moot if Shayliss isn't your wife's type and she decides to leave the cellar. If you give Ven a son and turn this into a "boy tricks girl into the cellar" it might have much creepier undertones that might make your wife uncomfortable. ![]()
![]() Well what i'm seeing is very similar to what I had been originally considering. Using a Craft: Alchemy or Survival to extract the vemon from a dead creature, and Handle Animal to extract it from a live one. Then a further Survival or Alchemy check to preserve it properly once you have it. The DC for the check would be the DC of the venom. The number of doses you could extract would not depend on how many doses the creature had used that day in combat, poison producing creatures have glands that would be pumping away under the stress of combat to keep the vemon sacks full. Creatures could be milked for venom based on their sizes: Fine, Diminutive - 1 dose
This dosage amount would be a one time thing for a dead creature, and half as many doses may be extracted per day from a live creature. For live creatures, unless it is a bonded familiar, companion, intelligent and willing, or charmed and/or dominated, you must make the appropriate roll per dose extracted per day. If it is any of these, you may make one roll for all the vemom extracted using any of the poison related skills; Alchemy, Survival, or Handle Animal. Success and failure During extraction for evey 5 points you succeed over your required roll, you gain one extra dose of venom above and beyond the maximum for a live creature (this represents your skill in manipulating the creature) but never more than you could draw from a corpse. For every point you fail your roll by you lose one dose to mishandling, if you fail your roll by more than half, or roll a natural 1 (i.e. The poison you are extracting has a DC of 19 and you roll an 9), you gain nothing and poison yourself. You maky not take 10 or 20 on this roll. Example: You have a wild medium sized giant spider in captivity, you may attempt to extract 3 doses from it each day. It is uncharmed so you must roll a DC 14 handle animal check for each dose. You roll a 24 and gain three doses, a 19 and gain two doses, and an 19 and gain one dose. You are now done milking that spider for the day. For the preserving, all the poison gained for the day will be preserved or lost on the second successful roll for Alchemy or Survival, whichever was used to extract the poison.
|