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Suffocation
School necromancy; Level sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components V, S, M (a vial containing a bit of the caster's breath)
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 3 rounds
Saving Throw Fortitude partial; Spell Resistance yes
This spell extracts the air from the target's lungs, causing swift suffocation. The target can attempt to resist this spell's effects with a Fortitude save—if he succeeds, he is merely staggered for 1 round as he gasps for breath. If the target fails, he immediately begins to suffocate. On the target's next turn, he falls unconscious and is reduced to 0 hit points. One round later, the target drops to –1 hit points and is dying. One round after that, the target dies. Each round, the target can delay that round's effects from occurring by making a successful Fortitude save, but the spell effect continues for 3 rounds, and each time a target fails his Fortitude save, he moves one step further along the track to suffocation. This spell only affects living creatures that must breathe. It is impossible to defeat the effects of this spell by simply holding one's breath—if the victim fails the initial saving throw, the air in his lungs is extracted.


This is a nice item for quick access to a hidden dagger.

Glove of Storing
Source Ultimate Equipment pg. 236, PRPG Core Rulebook pg. 515
Aura moderate transmutation; CL 6th
Slot hands; Price 10,000 gp; Weight —
Description
This device is a single leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. Storing or retrieving the item is a free action. The item is shrunk down so small within the palm of the glove that it cannot be seen. Spell durations are not suppressed, but continue to expire. If the glove’s effect is suppressed or dispelled, the stored item appears instantly. A glove of storing uses up the wearer’s entire hands slot. The wearer may not use another item (even another glove of storing) that also uses the hands slot.


Great suggestions Wot, I was thinking the same thing.

Another thing I imagine would happen is eventually livestock and wild animal populations would begin to dwindle creating food shortages, causing people to turn to things like cannibalism. On the flip side, wild predators would find their natural food sources scarce and would probably begin attacking human settlements more frequently.


The globe of invulnerability spells are probably exactly what yo are looking for.

Globe of Invulnerability, Lesser
Source PRPG Core Rulebook pg. 290
School abjuration; Level arcanist 4, occultist 4, psychic 4, sorcerer 4, wizard 4
Casting
Casting Time 1 standard action
Components V, S, M (a glass or crystal bead)
Effect
Range 10 ft.
Area 10-ft.-radius spherical emanation, centered on you
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
Description
An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. Any type of spell, however, can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a dispel magic spell. You can leave and return to the globe without penalty.

Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.

If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.


A cult of Urgathoa lead by a lich is something I have been playing around with for a little while. Some members could be necromancers, vampires or any other intelligent undead.

Another idea I have been developing is a priest of Urgathoa masquerading as a cleric of Pharasma in a village that is strangely being over run with undead.


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Mid spring on a mountain peak will still have snow.


DMoogle wrote:
When a winter hag joins a coven, the coven adds sculpt simulacrum and simulacrum to its spell-like abilities, and any member within 1 mile of the winter hag gains icewalking and snow vision.

Thanks for clearing that up.

Second issue I see is how do you target anything in this tornament with thousands of bats flying around you 30 feet in each direction? That should be considered hard cover preventing you from targeting any opponent.


DMoogle wrote:

Again, for those who kinda missed the point:

I am possibly looking to play this character in a 1v1 tourney fighting round robin, and just trying to make sure that it is actually rules legal.

I would never try to bring such cheese to an actual game.

-----------------

Lelomenia:

"A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description."

The ability text:

Whenever all three hags of a particular coven are within 10 feet of one another, all three of them can work together to use any of the following spell-like abilities: animate dead, baleful polymorph (DC 18), blight (DC 17), bestow curse (DC 17), clairaudience/clairvoyance, charm monster (DC 17), commune, control weather, dream, forcecage, mind blank, mirage arcana (DC 18), reincarnate, speak with dead, veil (DC 19), vision.

All three hags must take a full-round action to take part in this form of cooperative magic.

------------------

The ability says as a full-round action.

You should read the ability text again. Simulacrum is not a part of the list. Therefore it takes the full 12 hrs to cast.


My interpretation of what they mean is that you take the most advantageous level progression, since fighters get it a level earlier. Ex: if you are a level 4 fighter and level 7 gun tank, you would still qualify for the +3 bonus. I am not positive though.

As far as your example, I would say +3 as well.


Abundant Ammunition is a good 1st level spell for an archer who doesn't want to keep track of arrows used.


I would say just give them hexes at 1st level at that point. However, I have to ask, at that point, why not just play a witch? If you are just trading BP for hexes you are essentially a charismatic, 6th level spell casting witch with some knowledge skills, light armor and some martial fighting capability.

This is a tough one since you need to balance out what you gain with what you trade away.

Maybe you could trade away some of the different bardic performances, such as fascinate, suggestion and dirge of doom for hexes. Have them count against your bardic performance daily limit. This makes it so you have to choose to either buff your group or debuff your enemies.


If you are looking for a more martial focused cleric, Warpriest is awesome. It is a cleric / fighter hybrid class. You get 6th level spells, bonus feats that you can count as fighter to meet prerequisites, and extra things like self only swift buffs and spell casting.

Found in the advanced class guide.


Do you mean it replaces Bardic performance? It is important to differentiate, because performance is a skill and Bardic performance is a class feature. If it is replacing Bardic performance, you hurt them severely at levels 1 and 2, since you take away a major part of the class and don't offer anything to replace it until 3rd.


The Only Sheet wrote:

Regarding the Canny Tumble feat:

Benefit: When you use Acrobatics to move through an opponent’s threatened area or space without provoking an attack of opportunity from that opponent, you gain a +2 circumstance bonus on your next melee attack roll against that opponent and that opponent is denied its Dexterity bonus to AC, as long as you make that attack before the start of your next turn.

Do you need to be successful in your Acrobatics check (vs the target's CMD) for this feat to be activated? Or does it work even if you failed to beat the target's CMD?

Thanks for the clarification!

The Only Sheet

Bolded pretty much sums it up. Need to succeed to get bonus.


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No, it is only for Fighters or classes in which it specifically says you can use that class level as fighter levels to take them, such as warpriest, brawler and swashbuckler.


By their interpretation, while two handing at 4 BAB, they should only get +5 damage instead of +6 because the +50% bonus only applies to the first iteration.

It is most definitely the second interpretation.


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You could always use the background skills rule from Unchained. Each character will get two extra skill points to use on a limited list of skills that don't have much in game value, but add to roleplay.


The counter spell exploit is the greatest one of all. Immediate action counters frustrated my DM on many occasions.


In game mechanics, the Magic mouth spell could be used to create the talking door.

As far as the phrase the door needs to speak, it could be the answer to a riddle or question, and the players need to play Jeopardy in order to get it to speak.


Copied from the Bloodrager bloodline explaination: If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his previous bloodline to make them conform.

And from the Blood Arcanist Bloodline: If the blood arcanist takes levels in another class that grants a bloodline, the bloodlines must be of the same type, even if that means that the bloodline of one of her classes must change. Subject to GM approval, the blood arcanist can change her previous bloodline to make them conform.


An invisibility extract will give him a +20 to stealth while moving, +40 when stationary. If someone else can cast silence on him, that will further increase his stealth chance.

If things are still spotting him at that point, your DM wants you to be ambushed.


The first. You use Dispel magic, you have 9 charges left.


Anything that grapples.


Another avenue you could try is instead of being a rogue, maybe be a bard. You can still be a skill monkey and have something to do in combat. At first, just focus on inspire courage, then, as your character progresses and discovers their role in life, they can begin casting buffing spells on the others.

I also tend to agree with the others that there is probably no commoner that is just straight tens in all stats. I would just give your character 12s or 13s in some stats. That is hardly min maxing.


Wouldn't an investigator be exactly what you are looking for? It's a rogue/ alchemist hybrid class. It has everything you listed.


Arcanist spells prepared doesn't go above 5 for spell levels beyond cantrips.


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How do you prepare spells blind?


How does he have improved vital strike but no vital strike?


I would like to know why your PC views this character as hostile, and the events that lead to you stealing and hiding the equipment in question. That would give all of us insight into whether or not it is obviously harmful.


I always envisioned Inspire Courage to just be that you enter the fight with higher morale from the bard performing in between fights. That way you are not singing or dancing during combat.


No, you would get +1 vs Universal wizard spells, which as far as I know, have no offensive spells.


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In my opinion, memorable characters come from roleplaying their personality, not from builds.


Two weapon fighting penalties are only applied when you would get an extra attack that you normally wouldn't have.

Keep in mind in all your scenarios, all off hand attacks would be doing off hand damage (ie half strength).


Gisher wrote:
Havzak wrote:
Genoin wrote:
Ah, I see, I missed the part that it should be compared to the cost of a similar item. So, the closest thing to compare it to in my opinion would be a +3 Mithral Buckler (+4 shield bonus, effectively hands free). The price on that is 10,005gp. There might be some consideration for raising the price slightly because it functions against magic missile and incorporeal touch attacks, though probably not much as those are pretty niche. I agree that 4,000gp sounded underpriced, but I don't think it is too strong to exist at all. I think something like 11,000gp or 12,000gp would be a fair price.
You also have the ring of force shield which is pretty closely comparable, which gives +2 Ac and blocks MM. It costs 8500gp. So for another +2 AC (Ring acts as if wielding a heavy shield, so a +2 heavy shield would be 4k more) I think a 12.5k GP price tag would not be inconceivable.
The Ring of Force Shield doesn't block Magic Missiles.

You are right, I thought it does. Was that perhaps a 3.5 thing?


Genoin wrote:
Ah, I see, I missed the part that it should be compared to the cost of a similar item. So, the closest thing to compare it to in my opinion would be a +3 Mithral Buckler (+4 shield bonus, effectively hands free). The price on that is 10,005gp. There might be some consideration for raising the price slightly because it functions against magic missile and incorporeal touch attacks, though probably not much as those are pretty niche. I agree that 4,000gp sounded underpriced, but I don't think it is too strong to exist at all. I think something like 11,000gp or 12,000gp would be a fair price.

You also have the ring of force shield which is pretty closely comparable, which gives +2 Ac and blocks MM. It costs 8500gp. So for another +2 AC (Ring acts as if wielding a heavy shield, so a +2 heavy shield would be 4k more) I think a 12.5k GP price tag would not be inconceivable.


I stand corrected.


Actually, you are going to want agile maneuvers to add your dex to disarm.


DC 20 slight of hand is to lift a small object from someone. So the best they will get away with is a coin/spell pouch or other small things like potions or scroll cases, or at best, a dagger. They will not be able to grab a weapon or strip the armor off the PCs backs. So the issue of them running around town naked is a non-issue. Slight of hand is also an opposed check against perception, and most PCs have that maxed.

Second, when using pilfering hand as a combat maneuver, you would use your caster level and casting modifier as your CMB, and at range, not strength and BAB. This makes it much more arcane trickster-like, and less of an in your face mugging, imo.

Finally for the thieves den, as you already stated, most of these guys will be half the PCs level. So maybe after they see a group or two get their butts handed to them, the other lower level guys realize they have no chance and retreat to inform the higher level bosses and enforcers about the intruders. Not everyone needs to be a combatant, nor will most street urchins be willing to fight to the death to protect some loose knit organization they belong to.

Hope some of these ideas help you.


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Also target less expensive things that they may have showing, like spell component pouches, a scroll case or potion. Don't grab their +3 sword or 20k staff, unless you want them to be chased to the end of the world and beaten to a pulp.


If you read the spell description of pilfering hand, and you want them to be a more snatch and run type, without being stealthy, I would suggest using the abrupt maneuver version, and target their CMD.

Abrupt Maneuver: You instantaneously attempt a disarm or steal combat maneuver against a target within range. Use your caster level as your Combat Maneuver Bonus, adding your Charisma modifier (bard, oracle, sorcerer), Intelligence modifier (magus, wizard), or Wisdom modifier (cleric) in place of your Strength or Dexterity modifier. This combat maneuver attempt does not provoke an attack of opportunity from its target, but casting this spell might. If you are successful, you pull the target object to you, and if you have enough hands free, you can catch it. Otherwise, the object lands in your square as if you dropped it.


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Halek wrote:
This bard can destroy the encounter by virtue of effectively stealing minions with enchanment magic while hitting harder than a fighter.

Undead are immune to mind affecting spells.


Can't you use his size against him? A huge creature is what, 20x20? So stand in a hallway that is only 10x10.


I agree with Pizza Lord. Unless you are running an evil campaign where your PCs don't care that they would be returning the children to neglectful houses, I cannot see many circumstances where good PCs would be inclined to "stomp" this NPC. Maybe a lawful PC would want to force her to go about it the lawful way (proving neglect so she can take the children in).

Honestly, my current CG character would have no problem with this. She is helping the children and they seem to like being animals, so why would my character care?


Maybe, to make her more villainous, after the children are polymorphed, she uses charm animal to have them attack and kill the parents.


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You could also use the Arcane duelist archetype that allows you to cast with your bonded weapon.


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You could always be a villain and play a necromancer of some sort, building your own undead horde.


Volkard Abendroth wrote:
Havzak wrote:
Alchemist bombs also only have a range of 20 ft, so at 80 ft he will be unable to hit you.

They have a range increment of 20'.

You can throw them at 80', they just won't be very accurate.

You are correct. I forgot about that. So it would be at a penalty of -6.


Alchemist bombs also only have a range of 20 ft, so at 80 ft he will be unable to hit you.


The price of a wand is equal to the level of the spell × the creator's caster level × 750 gp.

So the cost to create a 2nd level spell at CL3 would be 2250 GP. Increasing the same spell to 5th level will cost 3750 GP.


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ShinHakkaider wrote:


The rule should be if they miss again on the confirm, THEN that should be a critical fumble.

Hitting on the confirmation makes no sense. It should work like the opposite of the critical hit rules.

Crit Hit Threat
Confirm Threat with hit
(Essentially having to hit TWICE)

Crit Fumble threat
Confirm Threat with miss
(Essentially having to miss TWICE)

This is how my group does it as well. Works out fine. Drastically reduces fumble chance, but still happens on occasion.

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