Archbaron Darellus Fex

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Contributor. Organized Play Member. 118 posts (199 including aliases). 3 reviews. No lists. No wishlists. 1 Organized Play character. 2 aliases.



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Let us suppose you are hit by a Tsunami spell (http://www.aonprd.com/SpellDisplay.aspx?ItemName=Tsunami), and are carried away by it.

What exactly happens while you are being carried by the Tsunami? Clearly, you can't move and you take some damage, but can you make attacks (say, ranged attacks) and can you cast spells? (Logically you'd figure that this would be difficult in the extreme, but the spell doesn't quite say)


So! One of my players' favorite recurring foes ('favorite') has recently leveled up and gotten their hands on the Mass Suggestion spell.

What are some ways for them to use this spell in mid-battle to make the PCs regret trying to fight an enchanter?

Miscellaneous notes:

  • Both sides know each other pretty well by now.
  • Villain is a half-succubus priestess of Calistria.
  • As GM, I am the final arbiter of what is or is not a 'reasonable' suggestion, but I prefer to take a restrained interpretation of the rules.


The Background: I'm the GM of an increasingly high-level campaign, where one of the main bad guys is a Cleric of Calistria with the Charm (Lust) Domain. As she's levelling up in rough parallel to the PCs, she's recently gotten access to the Demand Spell. She is familiar with the PCs and does not like them much (owing to being repeatedly stabbed on previous encounters).

The Question: What is the cruelest/most amusing thing that a Calistrian cleric can do with a super-high DC suggestion she can cast from across the world?

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Pretty much what it says on the tin. The PCs are going to be fighting a rogue-like boss monster in the near future. Since 1 vs. Many fights do not end well, I need some minions -- and so I turn to the forums for advice.

The party is level 13, larger than average (between PCs and cohorts we're looking at about 8 characters), and pretty highly optimized. They've taken on CR 18+ encounters without too much trouble.

Other notes:

  • The minions should be capable of actually threatening the PCs or otherwise drawing fire/attention.
  • The two PC 'pointmen' (PoW martials) have ACs in the high 30s, most everyone else has an AC of 20 or so.
  • Ideally, the minions should in some fashion synergize with the rogue boss -- he specializes in ranged sneak attacks and poisons, so something that blinds or flat-foots characters, or something that lowers saves would be ideal.
  • Minions should be compact -- medium sized or smaller ideally.

Past that, anything goes. I'm perfectly willing to repaint outsiders, undead, what have you.

Suggestions?

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Question: Is there any way to keep Glitterdust from revealing your location if you are invisible?

Background: I'm a GM, and I'm planning to put my PCs up against a fairly high-level sneak-attacker (Vivisectionist Alchemist that uses throwing knives). To that end, I am looking for ways to let them get sneak attacks, and a Delayed Consumption + Greater Invis seemed like the best solution. I've got Nondetection to make See Invisibility and True Seeing tricky, and Spell Immunity can shut down Invisibility Purge... but what do I do about a no-SR 2nd level spell?

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What it says on the tin. Is there any way to get an Investigator Talent without getting 3 levels of Investigator?

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So, I am making a Synthesist Summoner to be the bodyguard of my regrettably squishy Evil High Priest BBEG. To that end, I am toying with using Combat Reflexes + Bodyguard feat to help the BBEG's AC against my worrisomely deadly PCs.

The problem is that the best way to improve Bodyguard/Aid Another is via the Benevolent Armor Enchantment, while Synthesist explicitly calls out armor as not going onto your merged form.

Is there any way around the problem? I don't care about AC or anything else, I'm just trying to see if I can the Benevolent enchantment (I know there are other ways of upping Aid Another, but none so cost-effective).


Pretty much what it says on the tin. You meet them all during SFS 1-1: Commencement, and they seem a pretty interesting bunch. Radaszam, Zigvigix, Fitch, and Historia-7.

So I'm curious, who's your favorite, and why?

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Pretty much what it says on the tin. Let us suppose that the PCs are fighting a 12th level wizard with the Lich Template (+2 CR). Does our Lich have wealth as a 12th level NPC (21,000) or as a 14th level NPC (34,800)?

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Slightly odd question - when an animal has hoof attacks (like, say, a horse or an elk), are these front hooves or hind hooves?

The reason I ask is because if a shapeshifter like an animal lord becomes a half-man, half-elk, and is using a weapon, then I want to know whether or not the shapeshifter still gets hoof attacks (yes, because they become kicks, or no, because they become claw-like attacks and he's using those limbs to hold his weapon)

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So, I am looking at the Tempest Gale Discipline and trying to wrap my head around something. Some of your stances increases your CMB for ranged combat maneuvers. Except basically every Strike that actually is a ranged combat maneuver substitutes Sleight of Hand for it instead.

So... how are these supposed to work? Do your stances simply not work with your strikes, or...?

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I think I may be a defective GM. My players will be facing a CR 20 / 18th level wizard BBEG, and for the first time in my GMing career I have a bad guy high enough level to use both Contingency and Time Stop. Unfortunately, I don't really have any idea what to do with them.

Now, I know the basics - buffing, summoning, etc - and you'd think I could do something with a pair of spells that effectively tip the action economy. But I've got nothing, and so I turn to the wisdom of the forums.

Couple of points:

  • Opposition schools are Enchantment and Illusion
  • I disallow summoning in this game (I have a huge party, so I banned it for 'keeping the GM sane and the combats manageable' reasons)
  • BBEG will generally know when the PCs are in the area and will have hour/level and 10 minute/level buffs already, most notably the Resist Energy/Protection from Energy line.
  • BBEG is a freaky outsider, and so very few Polymorph spells are better than her inherent abilities.
  • She's got Getaway for making rapid exits.

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For the record: Dispel Magic
A typical Communal Spell: Resist Energy, Communal

Very simple. Dispel Magic mostly says that you are targeting a spellcaster, creature, or object, but under the Targeted Dispel it also adds that a 'spell' can be a target.

So, suppose that I am a BBEG, and I am facing a party of players who, knowing I like acid spells, has put up Communal Resist Energy (Acid). Can I use a single Dispel Magic to try and unravel the acid resistance for the entire party by targeting their Communal Resist Energy, or no?

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What is sounds like. What is the lowest level Wizard spell that has the most attack rolls involved -- I need something that I can use to bust through Mirror Image quickly.

Thank you!

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I'm looking for a fairly specific sort of creature, but my knowledge of the Bestiaries is far from extensive -- does anyone know of a monster in the CR 9-11 range that uses illusions heavily? Ideally an Outsider of some manner.

Worst case scenario I'll grab a Vrock or something and stick a Sorcerer template on it with some illusion spells, but I'm hoping for something a bit more interesting than that.

Contributor

Simple enough. I have a cleric who follows a god of thievery and other shenanigans, and I've been looking for ways to bump my sneaky skills. I notice that the Trickery Variant Channeling can grant a bonus to my key rogue skills.

So, question. How visible is it when you channel energy, either normally or Variant Channel? Can my cleric do a discreet Channel before telling a vital lie or sneaking past a sleeping guard, or is it accompanied by shouted hosannas?

I know what makes *sense*, but I wanted to check if there's anything official on this.

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My players are going to be coming up against a fairly dangerous antagonist soon, a wizard-turned-worm-that-walks. Overall, I'm quite pleased with the template, since it greatly shores up the character's defensive capabilities.

But.

While I love the concept of Squirming Embrace, where the PCs' meleers reach the wizard, only to find themselves be-wormed, I can't figure out a way to make it mechanically effective (that is, the wizard would worm the PCs rather than blast them with Disintegrate). Any suggestions? It's a niche thing, but I'd like to make it good enough to at least surprise the PCs.

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I've been looking through spells trying to find a good Wall spell for my BBEG wizard, and I come across this beauty: http://www.d20pfsrd.com/magic/all-spells/w/wall-of-brine-merfolk/.

Now, on the one hand, it doesn't look too amazing. No damage, no solid blocking effect. On the other hand, four squares of movement (five, actually, since you need to move out) is a pretty hefty speed-bump unless you've Haste up, and look at that area! Ten feet a level in length, insane height, and it's shapeable!

So, anyone ever used this? Any thoughts? I'm trying to think of a way to make it double-back so you can make a double-thickness wall, but sadly in that case the current would go in opposite directions, rendering it somewhat moot.

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Hello all! So, I'm outfitting a high-level BBEG wizard, and I am looking through what Quickened spells to give him (1st through 3rd levels). There have been some threads to this effect on the boards before, but they're all quite old, 2013, 2014, and there's been a lot of new material since then.

So here's the question: What are the best spells for a BBEG mage to Quicken, either on their own or in combination with some sort of other spell?

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Pretty much what it says on the tin. I'm looking at the spell Insect Plague, which summons several stationary wasp swarms.

So, on the one hand, I love this spell from a thematic perspective. It's just really cool for a druid, for a Cleric of Calistria or Rovagug, for a conjuration-specced Wizard, etc. It is scary and awesome.

On the other hand... wasp swarms are CR 3. They deal 2d6 damage a round. Their distraction and poison abilities have a DC of 13. As far as my players are concerned, at level 10-11, this means that the front-liners have a 10% of failure at the most, and the rear-echelon types... maybe 30-40% of failure.

And it's a 5th level spell. You only get it around 9th level at the earliest. I'm comparing it to things like Cloudkill (DC would be about 7 higher, does nasty stuff even on a save) or Blade Barrier or the like.

So... is there something that I am missing that makes Insect Plague actually badass, or is it just a really bad spell despite the visuals? Or to put it another way, how can I justify my BBEG using it.

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Pretty much what it says on the tin - I have a climactic battle approaching, where the PCs finally meet the EVIL WIZARD who has been causing them grief. Said wizard is an evoker characterized by heinously high-damage spells and effects (Empowered Cone of Cold, Caustic Eruption, Black Tentacles everywhere).

The Evoker is 14th level, and the PCs are mostly 10th-11th level, but there are a lot of them, plus NPC allies (it's a 'gather allies for the climax' sort of thing), and ten or twelve to one action economy strikes me as a recipe for disaster.

So, here is my question. What are some good minions in the CR 10 to 12 range that:

  • Even out the action economy / Keep the PCs from hyper-focusing on the Evoker
  • Will not melt into a puddle when accidentally caught in a blast
  • Are at least moderately interesting on their own
  • Preferably not too big -- the climax is taking place in an enclosed area. Huge is the absolute maximum, Large or Medium would be better

I'm willing to repaint monsters as necessary, I'm just looking for interesting 'chassis'. Templates also welcome.

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1 person marked this as FAQ candidate.

Simple enough question. I have a wizard routinely has a high level of energy resistance. I want to cast a Contingency with a Detonate spell in it, to go off whenever attacked in melee.

Is this rules-legal? Contingency states that "The spell to be brought into effect by the contingency must be one that affects your person..." Detonate is a 30-ft radius spread, but it does auto-target on your character.

(I suspect the answer is no, despite how fun it would be, but I'm really hoping someone tells me otherwise)

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So... I'm running am 8th level paladin (Oath of Vengeance, if that matters) playing a rather undead heavy campaign, and so far it's been great. Except that I find myself ending each day with most of my spell slots unused, and I can't help but feel that I must be doing something wrong.

Thus the question would be, what are some good, useful spells I can have that would be worth memorizing? So far, I've used Honeyed Tongue and Hero's Defiance to good effect, but I don't think Grace has come up *once* this campaign, and Litany of Righteousness, with the recent addition of a save, has gone from amazing to 'well, I'm not landing that with my 14 Charisma'.

What am I missing?

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I am planning an encounter for my PCs where the Evil High Priest will be accompanied by several spellcasting acolytes. The basic question is, what are some good spells I can give the acolytes?

The details:
--Players will be 11th level, and there are a lot of them - between PCs and friendly NPCs, probably about a dozen characters.
--In addition to the Evil High Priest and the acolytes, there will be plentiful melee meatshields. The High Priest is a major-league spellcaster who'll be slinging around Blade Barrier, Blasphemy, and the like.
--I'm using the Rule Zero Underlings rule, which is basically an adaptation of the 4E Minion rules. For our purposes, each acolyte has a Caster Level of 12, has six Spell Levels worth of spells (so, say, a Shield of Faith and a Flame Strike) per day, and the DC is the lowest possible for the spell (so Flame Strike would be DC 17).

The best spells would be:
--Something that can be cast multiple times and be useful each time
--Be useful despite low DCs (ideally no-save spells, but things with a useful partial effect on a save will also do)
--Be reasonably easy-to-use (no complex positioning or pre-conditions)
--Preferably Cleric spells, though Sorc/Wiz spells can also work.

My first thought is to load them up with a Flame Strike and a Shield of Faith each, or make them wizardly acolytes and give them a pair of Fireballs. But I expect there are more interesting spells.

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So, I am the GM, and one of the recurring villains is an Evil Trickster Priest (11th level, Trickery domain, Evangelist archetype), a sort of 'evil general' type that casts buffs and otherwise acts as a force multiplier for a large group of minions.

The PCs have run into him before, in a battle that did not go well for either the cleric or the PCs. The PCs have, quite naturally, decided that next time they want to obliterate Mr. High Priest ASAP. Mr. High Priest, quite naturally, would rather this not happen.

Question is, what can be done to help him live a little longer. I'm not looking to make an insane combat monster so much as eke out a couple more rounds of survivability. If he were a wizard, I'd be using Stoneskin, Contingency (Mirror Image), and so forth. For a cleric, I'm not quite sure what to do.

For the record, mostly looking for things to protect against physical damage. The cleric has hefty Spell Resistance and decent resistances/saves. AC, however, is... not impressive, nor is his DR.

Suggestions?

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I appeal to the wisdom of the boards. Can anyone think of some monsters around CR 12-13 which have a large number of ranged attacks? Preferably outsider or fey and not terribly large, but that's something I can finesse.

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...not (necessarily) the most powerful, but what are the high level spells that are the most grandiose, terrifying, nightmarish, the sorts of things that inflict lasting mental trauma on all who witness them?

What I mean by this... Mind Blank is an exceptionally useful and valuable spell, but flashy it isn't. On the other hand, Cursed Earth (from Ultimate Magic) is probably not going to appear on most casters' spell list, but it makes an impression.

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I find myself designing a Calistrian agent for a game I am running. My initial thought was an Evangelist Cleric, but I'm generally more fond of spontaneous casters, and I rather like the flavor of Oracles.

So I've been looking at the Mystery of Intrigue. The skill and spell lists both look solid, but I find myself thinking that the Revelations are kind of lacklusters (a number seem to amount to getting an Intrigue SLA or feat).

Has anyone used this Mystery? Or have any particular thoughts on it?