M Elf(Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.
Sure thing! I'm planning on rebuilding a bit - gonna drop the succubus name for something else (not sure what) and haven't really used it since I realized you did socials. There are also some spells I basically don't really use anymore bc they can cover other people's niches too easily.
Also, a lot of times, when it's coming to spell useage, it just means you have to be sure to get in the request before I prepare spells for the day. If it's crafting, the most likely thing is I just missed the post - a lot of things are going on when we're in port.
If I missed a request, just post something again.
A bit of it is because, in-character, Ixrul is very confident in his own decisions and abilities and ultimately doesn't really trust or value other people (his evil nature often causes him to take the feelings of superiority wizards and elves often have to an extreme). Feel free to push back against anything like that in-character as well!
As for free speech...well it has its limits. Our country allows you to say whatever you want (almost), but that doesn't mean people have to listen to you or host you. If Milo wants to speak on college campuses maybe he should be less of a a troll.
I would argue that there aren't limits (or shouldn't be) on free speech - no-platforming is not limiting it, its just not enhancing it. Obviously, immediately dangerous speech ("fire!" in a crowded theater) is an exception.
I think colleges should try to grant platform even to views they find reprehensible, at least occasionally. If people are never challenged in their college careers, they won't know how to appropriately handle challenges to their worldviews outside of college.
Pan wrote:
Though it is public universities responsibility to keep people safe; even at the expense of free speech.
Is it? I think I disagree here. Speech cannot actually, physically harm people. Sure, if they're threatening someone, kick 'em out, but threats are explicitly not protected speech - they are a way of shutting free speech down. I'd say the Berkeley protesters - or at least the ones who stayed involved once it got violent - are completely, 100% in the wrong.
This. I have zero issue with Lawful Good deities having some flaws or moral failings, particularly in a world as dangerous as Golarion.
While I totally understand that someone would be upset by it, Golarion is not some cheerful world overflowing with hope and good guys who win every time. Even the best people won't be perfect.
The New York Times (who's profits crashed 95% this past year incidentally) has just stated that Trump has a 95% chance of winning Pennsylvania. That boys & girls, is the ballgame. Trump is president. Hillary for prison.
Leaving aside Donald Trump--which is a big thing to leave aside--let me just say how terrifying it is that you are suggesting, even in jest, that the loser of a free election should face jail time. That is not the way that a free country operates.
He's not suggesting that because she lost/will lose. He's saying that because a lot of people think Hillary is a straight up criminal.
We could see Trump, and a Republican majority in both houses tomorrow morning. Trump will appoint Scalia clones all over the country. A Koch/ALEC wet dream. Any hope for something like democracy will be officially dead.
Mass human die-outs will come sooner, rather than later.
Don't be so dramatic. Life will go on. America survived a man who performed genocide - Andrew Jackson, who won 56% popular and 2/3 of all electoral votes.
Donald Trump will not destroy America. If we're lucky, he'll be a wake-up call. We need to change, we need to tell corrupt politicians that we will not allow them to carry on, and we need to cooperate across party boundaries.
"Every country has the government it deserves." - Joseph de Maistre
I think the big takeaway from this election is we need to not be so divided. We let the media shape sensational narratives that divide the nation for the sake of views or clicks, until we are left with two candidates that are intolerable to the other side and barely tolerable to their own.
This division has left us with two corrupt politicians to choose from and only ourselves to blame.
The only thing that could be an issue there is signficant age difference (or setting-specific religious/cultural things). Nothing in the druid or cleric classes disallow marriage - though some druidic schools of thought or clerical callings might. That's a setting-specific thing, though.
One matter of concern is lifespan difference, though - the half-elf may outlive his wife by 50 years.
Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27
Don't worry fam I'll assault his flesh soon enough
I think the "Just Business" sort of character is True Neutral or Lawful Neutral (Lawful if their "business" practices are above the table, Choatic if they're shadier).
So the bounty hunter who does what he does because it's what he's good at and what puts food on the table might very well be true neutral.
If he only takes contracts on the scummiest individuals and only from the proper authorities? Good.
If he'll take hits on innocents from the evilest guy in town, or he enjoys causing undue suffering in the course of his job? Evil.
If it's just the way of the world and he draws the line somewhere, Neutral.
This is my personal favorite way to play true neutral, in case it wasn't obvious.
Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27
"Amanorn, I have high tolerance for bullshit, but I will eat your bow and your spellbook if you bother the crazy lady."
Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27
I LIVE
Sledge springs from the sub-dimension he had vanished to for mortal combat with the dreaded El'bac Ren-raw e'Mit to punch the giant in the schnozzer.
Snack style to avoid AoO since I'm no longer HUEG by my count.
Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27
Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27
Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27
Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27
Just to be clear, undead are immune to Flesh to Stone because they have "immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless)". Flesh to Stone targets "one creature", and the last sentence restates that "only creatures made of flesh are affected by this spell". Not objects. So no reason to be mistaken about the rules (such as thinking it's a fifth level spell, cough cough Rynjin).
On topic, this feat would be awesome but OP one way, or suck the other. I feel like it might be balanced if it started you off in round 1 of the make-con-checks-or-suffocate phase, though. Maybe not. IDK.
I believe that RAI is definitely shaman = character and shaman spells = spells that you can prepare from the class granting you the hex. It feels like splitting unnecessary hairs to nerf something into utter uselessness.
i don't see why any of you have issues with rouge, my DM just gives him a 50 point buy and triple WBL because hes a ROUGE he should be stealing things to make himself better and lol you say he can't hit well you didnt factor flanking did you because that is a rogue class feature too and some of us like to ROLEPLAY not ROLLPLAY so why dont you just back the f!%& up because rouge is FUN and some of us play for that instead of having the highest numbers on some character sheet like all you munchkins
Even ironically, this induces literal physical pain.
State-sanctioned is distinct from allowed by the state. It is legal to be drunk (not while driving, obviously), but that does not mean the state supports being drunk.
While I can see where the Gen Con admins are coming from, and fully support their right to move in response to the signage of the bill, I have to say I support the bill itself. After all, private businesses are or at least should be free to practice any non-directly-harmful policy they desire.
If the policy hurts them economically enough that they can't continue it and stay in business, then that'll weed it out one way or another.
Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27
Soon, you will be joined by the Most Badass Murderhobo Brawlsquatter in the Universe.
Just tried it, assuming I was an 11th level wizard with maxed kn engineering. I assumed I was trying to cast Echoing Beast Shape, which is effectively a sixth-level spell.
Test:
Rolls: 1, 1, 5, 5, 4, 2, 2, 1, 6, 5, 1
I knew I needed 59, 61, or 67.
Two of those are very close to sixty, so within about 5 seconds I decided to get to sixty. Easiest way to do that is 10 * 6. Add two fives to make 10, multiply by six. At this point, I had taken about 15 seconds.
Well, I can eliminate all but a single 1 by subtracting 4 and 1 from 5.
Remaining numbers: 4 1 5 1
Final Equation (without the eliminating bits): (6*(5+5))+1 = 61
That works just fine. Echoing beast shape 1 is go.
Total equation: 2-2+1-1+5-4-1+(6*(5+5))+1 = 61
All in all, that took me less than a minute. Granted, I have taken an entire full-year class on speed math and factorization, but if you just get close and then eliminate, time shouldn't be an issue.
-----------------
Personally, if I took this feat I'd probably not put more than 10 ranks in Kn Engineering. My gut says that should be enough for even 9th level spells.
I'd probably take Echoing and Empowered otherwise, since I probably won't take those otherwise and they're both rather handy and versatile.
I'd imagine no STR or Dex... And no mouth. All your spells will have to be stilled and silenced. I'd imagine it'd lose charisma, maybe con. Gaining doodle
Squat, probably.
Hmm, ok. First off, burning hands drops off rather quickly - maybe stick that magical lineage on something that'll stay good longer, like fireball?
You REALLY don't want a CON penalty. Drop CHA to get that back up.
Your initiative could use some work. It's vital to go first as a wizard.
Admixture is good. You'll probably want to drop Enchantment and Necromancy, picking necromancy back up at 9th with the Opposition Research Arcane Discovery.
Arcane bond is probably better off on a ring. Not easily lost, there are some really good enchanted rings, etc.
You don't need to prepare Ray of Frost 3 times. It's a cantrip - you only need it prepared once to cast it infinitely. Maybe prestidigitation and detect magic?
Currently, your burning hands will have really weak damage, even against hordes. Consider packing Color Spray instead.
Also, what other spells will you have in your book?
"But the Pit fiend might have spent like a few thousand gold of his FRIGGIN INSANE AMOUNT OF WEALTH on maybe a clone or something..."
Well, the fight is against a pit fiend (not a simulacrum or whatever), and regardless I used trap the soul anyways.
"i really dont see why the INT 23 solar does not uses his at will animate objects to animate the statue of himself and have it walk in first, then send in an illusion, then go from there, using everything at his disposal."
You have the jump on the solar.
"These encounters are way lower CR than what you people claim them to be if you already know exactly what they do first, and they have no room to improvise to beat the tactics that they ALREADY KNOW YOU WILL USE.
-just saying, there should be some room for improv"
Please note, they know only know what you CAN do, not what you WILL do.
I'm new to the whole minmaxing thing so I'mma make an easymode wizard. He'll solve each one differently, though - no Vacuum one-trick-pony stuff, not that there's anything wrong with that (and there's no such thing as a one-trick-pony wizard, I think/hope). Moment of Prescience and other buffs will be reused.
He's focused primarily on varied spell use as opposed to crushing targets with a single, exceedingly powerful spell.
Also, no Diviner, because that makes it 2easy.
The Slaughterking:
Old Elven Conjurer (Teleportation) (Opposition Illusion) 20
Ability Scores:
Str 10 (10)
Dex 24 (12 + 2 race + 6 belt + 4 inherent)
Con 20 (11 - 2 race + 6 belt + 5 inherent)
Int 40 (18 + 2 race + 2 age + 5 levels + 5 inherent + 6 headband/+8 enhancement*)
Wis 13 (11 + 2 age)
Cha 13 (10 + 2 age)
1: Spell Penetration
3: Craft Wondrous Items
5: Extend Spell (Metamagic)
7: Improved Initiative
9: Opposition research (necromancy)
10: Dazing Spell
11: Reach Spell (Metamagic)
13: Idealize (Arcane Discovery)
15: Maximize Spell (Metamagic)
17: Greater Spell Penetration
19: (free slot)
20: Immortality (Arcane Discovery, took while still a laddy, could've done through ioun stones or just age resistance)
Spells per day:
0: 4 = 4 -
1: 4+1+4 = 9: -
2: 4+1+3 = 8: -
3: 4+1+3 = 8: -
4: 4+1+3 = 8: dimension door 7 left
5: 4+1+3 = 8: extended greater invisibility (2 slots) X2, baleful polymorph, overland flight
6: 4+1+3 = 8: true seeing, reach icy prison, dazing fireball X3 3 left
7: 4+1+2 = 7: plane shift, maximized enervation X3, reverse gravity 2 left
8: 4+1+2 = 7: maze, mind blank, moment of prescience, trap the soul 3 left
9: 4+1+2 = 7: foresight, imprisonment, winds of vengeance, mass suffocation, prediction of failure, gate 1 left
Gear:
Wondrous items cost half.
Budget: 880000
- Otherworldly Kimono - 33500
- Headband of Vast Intelligence +6 (Not actually necessary) - 18000
- Belt of Physical Might (Dex, Con) +6 - 45000
- Orange Prism Ioun Stone - 15000
- Pale Green Prism - 15000
- Flawed Pale Green Prism - 14000
- Ring of Evasion - 25000
- Greater Metamagic Rod, Reach - 24500
- Necklace of Adaptation - 4500
- Inherent Bonuses Via Wish - 350000
- Bracers of Armor +8 - 64000
- Gem worth 20000 GP
- True Seeing Ointment - 250
- Permanent featureless demiplane - 17500
- Mundane airtight box - 10?
- Demiplane Tuning Fork - 500
- Ring of invisibility (on familiar) - 20000
Total: 667260
--------------
Battles
Being a genius, it is assumed Slaughterking knows what he is going into.
Shoggoth:
This fight's easy for the Slaughterking, who has slain many Shoggoths in his long years. Slaughterking has an initiative mod 8 higher than the Shoggoth's. He will start by using his metamagic rod of reach to maze the shoggoth - he can cast underwater thanks to his necklace of adaptation.
Maze does not require a touch attack, and has a range of medium with the reach spell. The Shoggoth's INT is 5, so it takes a full 10 minutes to escape the maze.
As the return of the Shoggoth draws near, Slaughterking will cast several buff spells: True Seeing, Moment of Prescience, Foresight, Mind Blank, and finally extended Fox's Cunning (+8 due to the Idealize arcane discovery), raising his INT to 40 for the next 42 minutes. Before the Shoggoth returns, he positions himself to be within 20 feet of it and readies an action to cast Plane Shift.
The Shoggoth is too dumb to anticipate it's return, likely giving Slaughterking a surprise round. He uses his Moment of Prescience to avoid the attack of opportunity he provokes by casting the spell, and Plane Shifts the Shoggoth to an uninhabited area of the prime material plane, where it dies in a burst of energy in about 20 rounds (it needs a natural 1 to fail the save) from overhealing. The Shoggoth has a mere +15 will save, which is not enough to beat the save DC of 32.
Having slain the Shoggoth, the Slaughterking says "WUBBA WUBBA WUBBA" and is transported to the next foe after a quick recasting of moment of prescience and a casting of greater invisibilty.
Round-by-round:
0. Initiative beaten by 8.
1. Reach maze via rod.
2. Wait 9 minutes.
3. Foresight, shared with familiar.
4. Mind blank, shared with familiar.
5. Moment of prescience.
6. Overland flight.
7. Extended greater invisibility.
8. Reach plane shift on shoggoth to positive energy plain. It is dead.
Balor:
The balor thinks he gets a surprise round. Spoiler: he doesn't. Foresight prevents that, and the Slaughterking beats his initiative by 8. Slaughterking uses his metamagic rod of reach to cast reach imprisonment on the Balor (now immune to the AoO via greater invisibility + mind blank).
Being a genius, the Slaughterking knows stuff about the Balor, inflicting a -4 on the Balor's save. So he must us his will save of +25 (now +21) to beat the DC of 34 on imprisonment. He does not make it and is now imprisoned indefinitely, only able to be returned by freedom. Thoroughly beaten.
"WUBBA WUBBA WUBBA!"
Round-by-round:
0. No surprise round due to foresight, initiative beaten by 8, concealed by greater invisibility + mind blank.
1. Reach imprisonment at -4 by rod.
2. Moment of prescience.
Pit Fiend:
This one looks like toughie. The pit fiend has very solid saves - except for his will - and some very nasty SLAs.
The Slaughterking beats the pit fiend's initiative by 6.
True Seeing lets the Slaughterking see the pit fiend despite the darkness, and mind blank renders the Slaughterking immune to divination effects such as true seeing, meaning his invisibility works. He casts Trap the Soul (that's why he has the gem worth 20k) and says the pit fiend's name, making the DC 35, which the Pit Fiend can't beat with his +18.
Check m8, sonny. The Slaughterking casts Winds of Vengeance.
"WUBBA WUBBA WUBBA!"
Round-by-round:
0. Initiative beaten by 8, concealed by greater invisibility + mind blank.
1. Trap the soul, +2 on the DC.
2. Winds of vengeance.
Linnorm:
This one actually is a toughie. The Slaughterking isn't allowed to reuse finishing methods, so trap the soul - one of his best bets - is right out. Also, he already used the Maze tactic.
First off, no surprise round for the Linnorm because of Foresight. The Slaughterking beats its initiative by 7.
However, the Tarn Linnorm can't see him (he still has his Invis for 18 ish round), the Slaughterking is immune to most of the side effects of the Linnorm's breath due to his Necklace of Adaptation. If the Linnorm gets him, he still has a moment of prescience and a ring of evasion.
Taking a page from the Vacuum's book, the Slaughterking casts Mass Suffocation on the Linnorm and then flies back and away, out of the range of the Linnorm's scent. It has a Fort of +24, but has to roll a save 21 times against a DC 34 save - it will roll below a 10 at least ten times, statistically speaking - and it only needs to fail three times, since he won't regenerate from it. On the second round, in which the Linnorm is either staggered or about to fall unconscious, the Slaughterking moves away, uses his school teleport,and then dimension door's away.
Moment of prescience makes the death curse a non-issue.
"WUBBA WUBBA WUBBA!"
Round-by-round:
0. Invisible, cannot be detected and sees the dragon easily.
1. Mass Suffocation.
2. Move + dimension door away.
3-22. Wait for linnorm to die.
Gold Dragon:
Since he comes in invisible and far away, he'll beat the Gold Dragon's perception and get a surprise round.
Fly up to it while invisible and cast icy prison. It will take about 31 damage each round and fall to the ground. The ice will not shatter.
Eventually it will die.
"WUBBA WUBBA WUBBA!"
Round-by-round:
0. Trumps perception, invisible, beats initiative by 20.
1. Reach icy prison.
2. Ice survives the fall, deals 31 damage.
3-14. 31 damage/round, dragon can't escape (+14 STR vs DC 36).
15. Casts improved invisibility.
Solar:
This bad boy is the toughest. Phenomenal saves, lethal SLAs, casting of a cleric 20, and wish. In summary, we can't let him take a single action.
The Slaughterking beats the angel's initiative by 10 and has a surprise round. He'll open with prediction of failure to make the solar, who saves but is still shaken and sickened for 21 rounds.
He's going to follow it with a dazing fireball (the solar has +10 versus a DC 28, so fails).
The solar still has a really good fort and will, so no save or dies yet. He's going to instead hit it with two maximized enervation and then another dazing fireball. Maximized enervate it again.
The solar is now at a grand total of -16 to all saves and dazed. Promptly cast baleful polymorph into a small turtle (he fails the saves except on a 20) and put it in the airtight box to suffocate.
0. Surprise round, beats initiative by 10, invisible.
1. (Surprise) Prediction of failure.
2. Dazing fireball. Solar fails and gets no turn.
3. Maximized enervation. Solar is dazed.
4. Repeat #3. This is the last round of the dazing.
5. Dazing fireball. Solar is dazed.
6. Repeat #3. Solar is now dazed and at -16 to all saves.
7. Baleful polymorph into a small turtle.
8. Put it in a box and leave it to suffocate.
The Tarrasque:
This guy is a pushover. The Slaughterking beats his initiative by 12 and gets a surprise round.
He's still under the effects of winds of vengeance, so the spines are useless. He's going to open with reverse gravity to lift the Tarrasque and incapacitate it - on a plain, it's unlikely there will be anything to catch himself that he won't tear up with his weight.
The Tarrasque will be hovering around 70 feet above the ground. When there's 5-ish rounds left on the gravity, he'll open a gate to his personal permanent demiplane and let the Tarrasque fall in before immediately closing the gate and sealing the Tarrasque inside. He will then disintegrate the tuning fork.
"WUBBA WUBBA WUBBA WOOOO!"
Round-by-round:
0. Winds of vengeance means immunity to spines. The Slaughterking beats the tarrasque's initiative by 12.
1. He reverses the tarrasque's gravity to raise it into the air.
2-16. Wait patiently.
17. Open gate and wait for it to fall in.
18. Disintegrate the tuning fork.
There. That should all be fine. If something's wrong, tell me.
Let's get right into this: make a post saying "Hi" with your normal account and then follow it with a post under the alias you'll be using.
If you can't figure out how to make an alias, go here and scroll down.
----------------
Formatting tips:
Put your character's thoughts in italics like [.i]this[./i] minus the extra periods.
Put your character's speech in "quotation marks and bold" like [.b]this[./b] minus the extra periods.
There's a format for out of character talk as wall. It looks like this. To do that, write [.ooc]your text here[./ooc] minus the extra periods.
If you need a link (please include one if crafting an item), write [.url=insert link here]text[./url] and will look like this.[/li]
----------------
Rolling dice:
Type [.dice=A]XdY+Z[./dice] without the excess periods.
"A" is what the roll is (perception, initiative, attack). A can be left blank.
"X" is the number of "Y"-sided dice rolled.
"Z" is a number to add/subtract to/from the roll.
48. The Black Box (overpowering universal, CL a billion)
The Black Box is activated by pressing a button on the top. Roll 1d8 to determine the table to roll on. No power on earth can influence these rolls.
1. Random Encounter Table
2. Rod of Wonder Table (Caster and Target randomly determined)
3. Deck of Many Things Table (1d6 cards, each effect targets a random creature present).
4. Contact Other Plane. A random creature present must ask one question. What degree of plane is contacted is determined randomly.
5. Roll on the Tiefling fiendish heritage table 1d6 times and take each ability.
6. As Summon Monster IX with both Superior and Augment Summons. Monster is summons for 2d6 days and is perfectly loyal to a random creature present.
7. Roll on Servitor table (see below).
8. Roll on the Codex of the Planes' Catastrophe Table.
Servitor Subtable - permanently loyal creatures:
1. 15d6+15 lemures with an infinite-distance psychic connection to the activator.
2. 10d6+10 dretches with an infinite-distance psychic connection to the activator.
3. Two exciteable nymphs.
4. A human rogue 1/druid 1/fighter 1/sorcerer 1/wizard 1/monk 1/cleric 1/barbarian 1/bard 1/ranger 1/paladin 1 with a 12 in all ability scores.
5. A baby barghest that has no limit on the amount of corpses it can consume to gain hit dice. Must be cared for and hand-fed at first.
6. A 3rd-level conjurer.
7. A 20th-level 15-point-buy commoner who can completely rebuild all feats, skills, stats, and similar choices choices with 10 minutes of meditation. He remains a 20th-level commoner. All hit dice are treated as if he had rolled a 1.
8. A tarn linnorm.
9. Two tarrasques.
10. A harem of succubi and incubi.
11. The Beatdown Krew: Four T-Rexes with the Half-Dragon, Giant, and Advanced (applied last - they get the boost to int) templates. Determine dragon type randomly.
12. A random great wyrm dragon.
13. Six froghemoths.
14. A bat swarm.
15. Cthulhu.
16. 2d100 dire bats with an infinite-distance psychic connection to the activator.
17. 6d100 battle-trained heavy horses . They possess a hive mind and an infinite-distance psychic connection to the activator. They are asexual and reproduce by splitting into 1d2+1 foals. Each foal matures into another loyal, hive-minded, battle-trained heavy horse in 1d6 days, at which point it may split again.
18. A colossal adamantine golem.
19. A 20th-level sorcerer with 10 charisma. No power in the multiverse can raise his charisma score.
20. Three thugs (Fighter 2/Rogue 2).
1) Would a tattooed holy symbol on your palm make this feat into a straight upgrade to eschew materials? Are there any downsides (ignoring losing your hand and the 100 GP entry cost)?
2) Would you be able to hold something else in the tattoed hand? Or is there something about focus components that would mean you had to have that hand free even if it only had somatic components for the spell?
3) Has someone thought of this before or am I a unique and beautiful snowflake?
Well, there's the eternal caveat for random background/dungeon/whatever generators: if it doesn't make sense, change it.
But say Bob Peesee comes in at first level with his rightful heir to the throne character. Well, that's a pretty big deal and just won't fit in some campaign worlds - that role might already be filled, or might be empty as a plot point, or might not even exist.
If I come in wanting to play a Rogue who is a professional dungeoneer (like, licensed and everything) and the GM goes "nope" without giving any good reason, I'd be pretty mad. There's not really any good reason that I can think of to disallow such a concept.
Basically, if it's something that there is a very limited supply of, such as heirs to the throne, founding members of a secret society, etc, the GM is completely within his rights telling the PC to come up with something else. PCs come in as a basically blank slate - it's the adventure they're about have that defines them.
Obviously, starting at a higher level could change all this. I'd totally let a 10th level wizard have founded a secret society - or already be part of one if he was only 5th.
Finally, it is important for the players to have at least a vague idea of what they're getting in to. You don't want someone writing up a paladin for your Evil campaign, or whatever. Pre-character-creation communication is a must.
Oh, like colors have anything to do with the statistical effects of the spell.
Haven't you heard that standing in violet light for a long time causes you to undergo transdimensional teleportation? Prismatic ray is just a "faster time" light, so that long time is changed to an instant.
Xylocarp Transformation
Transmutation
Sor/Wiz 3, Druid 3 (Maybe lower for both?)
V, S, M (a fairly fresh nonmagical fruit held)
Duration: 1 minute/level
Save: No
SR: No
A touched fruit becomes nearly indestructable for the duration of the spell. It gains hardness 20 and will resist having its shape altered (a plum would cease to be squishy, a banana would would be nigh-impossible to peal, etc). If used as weapons or projectiles, they are treated as improvised weapons, excepting cases such as cherries for slingstones, the transformed fruit can overcome any damage resistance that is overcome by adamantine weapons.
The fruit does not have to be completely whole. Any part that is cut off the fruit becomes normal. If the fruit is juicy, it does not let juice out or feel wet, but liquid parts of a fruit (already spilled juice, coconut milk, etc) are not affected by the spell.
The fruit must be fairly fresh, but not necessarily whole, for the spell to function. Slivers of apple or a flattened banana could not be affected by this spell, but half an apple (only one half would be affected) or a (potentially partially) peeled banana could be. The fruit may not still be attached to the plant it comes from.
This spell can be made permanent by a ninth-level wizard for 2,500 gold pieces. The fruit will never decay or ripen if this has been done.