Cannon Golem

Jasper Boswell's page

22 posts. Alias of Sowde Da'aro.




like a Ring of Bureaucratic Wizardry? or a Ring of clumsiness?
im looking for ideas for a backstory i'm writing.


what would be the effect of having the sirocco spell inside a pit spell? (like hungry pit...) or right on top? what does it do to the climb dc?

ive asked this on another thread but it wasent answered?


I’m taking the Grease spell next level, and would appreciate some out of the box ideas on what I can do with it. Thanks!


im takeing the spell next lv. and want some ideas on what i can do with it. thanks.


When i started playing soul caliber i picked a charicter at random and stuck with him, Voldo. I recently played SC II again (i was board...) and thought "hay, Voldo as an dual cursed Oracle of battle? It could work..."
So i came here to ask how it might me done. (seeing as ive never played an oracle before)


So i thought up an (i think) interesting barbarian char. and i ran across the deathless initate feat tree and some of it seams to contridict the diehard feat; is the tree good to get for an invulnerable rager?

Scarab Sages

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i was on here a couple of weeks ago when i stumbled apon a druid guide but i cant seem to find it now. no it's not Treantmonks guide, though that is a good one it's not the One.
can i get some help here?


1 person marked this as FAQ candidate.

How exactly do they work togather?


From the guilds on this subject this is what ive gathered;
My wis is ~23 all other stats are ~13-14 (DM has a unique system)
Will be focusing on damage and battlefield control and out of combat healing (no cleric)
Will have craft rod with dazing spell, max spell, and elemental spell (party wizard will pay hansomly...the again he has craft wand...)
But the question is HOW do i play her? (was a npc druid which i took over)


Well I havent played it yet so anything goes.
The concept is a storm (archetype) druid. blasty/cc.
level somewhere around 9 or 10
Must have feats: natraul spell, dazing spell.
Will be focusing on using call lighting and dazing spell + elemental spell when nesessary.
What i need are some play tips, as ive never played a druid.


Is there a Peizo product, (not 3rd party) say belt of giant size?


So, what would your charecter (non-caster) do if he had Infinate gold or near Infinate gold?


Howdy y'all!
So i got to thinkin', (a dangerous thing) what if I asked all you fine people to help me build my Arena? By my Arena I mean the Arena from my (Sowde Da'aro's) back story. A place where an adventure or party of adventurers, can go and fight and win gold and/or magic and not die.
Basicly I need help fleshing it out with a set of rules and things to do and fight.
The presedent is, in many (viedo) games ive played namely FF10, Dregonquest VIII, and others I cant remember, they had Arenas, why not PF?
I'd love to hear your ideas.


So how do i make, say masterwork Shuriken? Or sling bullets? Or arrows?

The Exchange

Using RAW and RAI how "we rebuild him"?


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I've been looking at all the telekinesis threads (there are many) and i've always wanted to use TK as a main weapon.
I am not a min/maxer, ie i dont know how to fit all the rules togather to make the build not only workable but able to help the party and not be a hinderence.
I need your help to make this charecter.
I have as resorces: all pathfinder stuff, and most of all the 3.0/3.5 stuff like the spell compendium and others.


Had this fight long time ago that never got resolved
What do you think?


Tho im having ham, mmmmmmmm...


I get random ideas roll around the inside of my skull every once in a while and starting a new thread for every one of them is tireing. So i made this one instead. (and i hope it keeps going...

One of my random magic items: The Color Cube. About three inches square each of its six sides has a different color: red, orange, Yellow, green, blue and Indigo. Each side has nine movable pices. When found it will always be scrambled into a puzzle. If a charecter were to solve one side of the puzzle (i.e. The red) they would understand they could cast a ray that mimics the "red" color of a prismatic spray, but only red, and only one color can be activated before it scrambles again. You can solve two faces and get two rays of the approprate color.
How to solve: trying to get one face is only a DC 15 INT check
Two faces: DC 20
Three faces: DC 25
4, 5, 6 faces require a leap of logic DC 35, but in doing so you solve the whole thing.
Solving the whole puzzle lets you cast the spells 1/day each prismatic spray, prismatic wall, and prismatic sphere. After which all three spells are cast it scrambles itself again.

The Curse: after you solve it for the first time, every day at the same time that you solved it for the first time it will scramble itself (again if need be) and its owner [b]must[\b] solve it again before doing anything eles. Even combat is not as important to you as solving this cube. i.e. If you solved it at noon, you have to play with it at noon every day.
Once a week after you solve the cube for the first time the DC to solve goes down by 1.

I like this item because i am minor OCD and i


Is there a feat that works like selective channel but for arcane casters?


So i got this idea from another thread but didnt want to threadjack it, so i made another one instead ;-)
My queation is this: how can i take these from "3 times per day" to "all day long (for 1 round each activation)" and how much money would it cost to have made( im not a caster...). And can they "elongate" my legs too?

Greatreach bracers (p. 108 of the magic item compendium)
Price (item Level): 2,000gp (6th)
Body slot: arms
Caster level: 7th
Aura: moderate; (DC 18) transmutation
Activation: swift (command)
Weight: 5 lb.

This pair of arm-length, leathery bracers is sewn from blackened sinews and tendons.

Sometimes called "choker sleeves" due to their appearance and effect, these pliable bracers allow you to attack from a suprising distance. When you activate Greatreach Bracers, your arms stretch and elongate, extending your reach by 10 feet for 1round.
This ability functions 3 times per day.
Prerequistes: Craft wondrous item, enlarge person.
Cost to creat: 1,000gp, 80 XP, 2days.


I know its late, sry, can you do both with the same att roll?


More for flavor then anything eles.
I was thinking darkness/night and destruction domains.
CN assassin (not the PrC) with a 20 level plot.
I've never played a cleric before so...


I found a PRc class in the compleat campion called the abjurant champion. it's another cross of mage and warrior, and this one reilies on spells for armor; boosting thier abj spells to do it.
so my question is this: why is mage armor a conjuration spell and shield a abj spell?


A Dire Rhinoceros + 6 Dwarves
4 Dwarves at each shoulder in armored baskets with mounted heavy-repeting crossbows.
a "fireball flinger" on the rump (in a "chair/saddle")
and a paladin or cleric up front.
both mage and cleric have wands apopreat to their class
and the rhino is "awakened"

This is one unit of a super-heavy cavalry 300 strong with 100 smaller "teen-aged" rhinos as faster light cav. outriders.

i have a whole backstory as to how all these dire rhinos became "awakened", maybe i'll tell it later...


Kaio-ken (Su)
At 7th level you channel your ki energy into a cloak of flame that injures all who attempt to strike you, and you get added effects.
As a swift action, you can expend 3 ki points to cloak yourself in flame; Any creature that strikes you with a melee attack takes 1d6 points of fire damage. And get the effects of both the Haste and Rage spells. This affect lasts for 4 + con bonus rounds. (+2 Str, +2 Dex and +2 Con, +1 to Ref saves, +1 to AC, x2 your speed, +1 attack per round, which can be added to your flurry of blows). After which he is fatigued for a number of rounds equal to 2 times the number of rounds spent in Kaio-ken.
This ability replaces wholeness of body.

Kamahamaha (Su)
At 11th level you use your Ki energy to produce a terrible blast of flame
and force. As a standard action you expend all your remaining Ki pool to produce a blast of force and flame that dose Xd6 damage. X being the number of Ki points you have left for the day. As a ranged attack, this blast bull rushes away from you with a Str bonus of X, X being the number of Ki points you have left for the day. As a ranged attack.
This ability replaces diamond body.

At 20th level, if you have 20 or more Ki points as your maximum, you can choose how many Ki points you use up. For example: you have 23 ki points, when you use the Kamahamaha you can expend only 10 instead of 23. (you can still use 23 if you want)
This ability replaces Perfect self.

Fly (Su)
Your training has given you the ability to defy gravity itself.
At 12th level by expending 2 Ki points you can fly as the spell for 1 hour, except your fly speed is your “Fast movement” speed.
If you fall unconscious for any reason, you fall.
This ability replaces Abundant step.

Kaio-ken X2 (Su)
Your ki energy cloak of flame has additional effects
At 17th level, as Kaio-ken, but you expend 8 ki points to cloak yourself in flame; any creature that strikes you with a melee attack takes 2d6 points of fire damage. And you get the effects of both an improved Haste and Rage. This affect lasts for 8 + con bonus rounds. (+4 Str, +4 Dex and+4 Con, +2 to Ref saves, +3 to AC, x4 your speed, +2 extra attacks per round, which can be added to your flurry of blows). After which you are fatigued for a number of rounds equal to 4 times the number of rounds spent in Kaio-ken.
This ability replaces Timeless body.


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Fiery Ki Fist (Combat)
By channeling your Ki energy, you sheathe your limbs in magical fire. Your unarmed strikes deal extra fire damage
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, Fiery Ki Fist, Stunning Fist, Base Attack Bonus +8
Benefit: As a swift action, by spending 1 point from your ki pool, to surround your fists and feet in flame. For the rest of the round, you gain an extra 1d6 points of fire damage on your unarmed strikes.
Special: When you select this feat, you gain 1 extra Ki point. A monk can select Fiery Fist at 2nd lv as long as he has Stunning Fist.

Ki Ball (Combat)
You focus your ki into a ball of energy that you can hurl at an opponent.
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, Fiery Ki Fist ,Stunning Fist, Base Attack Bonus +8
Benefit: you can expend two of your ki points as a move action to create an orb of raw ki energy. You can then throw the seething orb as a standard action with a range of 60 ft. This ranged attack deals damage equal to 3d6 + your Wis modifier, the ki orb is a force effect. If you fail to throw the orb before the end of your turn, it dissipates harmlessly.
Special: When you select this feat, you gain 1 extra Ki point. A monk can select Fiery Fist at 8th lv as long as he has Fiery Ki Fist.

Ki-o-ken (Combat)
You channel your ki energy into a cloak of flame that injures all who attempt to strike you, and you get added effects.
Prerequisites: Dex 15, Wis 15, Fiery Ki Fist, Imp. Unarmed Strike, base attack bonus +12, Ki pool +3
Benefit: As a swift action, you can expend 3 ki points to to cloak yourself in flame, Any creature that strikes you with a melee attack takes 1d6 points of fire damage. And get the effects of both the Haste and Rage spells. This affect lasts for 4+ con. Rounds. (+2 Str and +2 Con, +1 to will and ref saves, -0 to AC, double your speed (max +30) +1 attack per round). After which he is fatigued for a number of rounds equal to 2 times the number of rounds spent in Ki-o-ken.
Special: a monk can select Ki-O-Ken at 12th lv as long as he has Fiery Ki Defense.

Ki-o-ken X2 (Master Fiery Ki Defense) (Combat)
Your ki energy cloak of flame that has additional effects
Prerequisites: Dex 19, Wis 19, Fiery Ki Fist, Imp. Unarmed Strike, base attack bonus +16, Ki pool +8
Benefit: As Ki -o-ken (Improved Fiery Ki Defense), but you expend 8 ki points to cloak yourself in flame, and get the effects of both an improved Haste and Rage. This affect lasts for 8+ con. Rounds. (+4 Str and +4 Con, +2 to will and ref saves, +1 to AC, Quadruple your speed (max +120) +2 extra attacks per round). After which he is fatigued for a number of rounds equal to 4 times the number of rounds spent in Ki-o-ken.
Special: a monk can select Ki-O-Ken at 16th lv as long as he has Ki-o-ken (Improved Fiery Ki Defense).

Kamahamaha (Combat)
You use your Ki energy to produce a terrible blast of flame and force.
Prerequisites: : Dex 15, Wis 15, Fiery Ki Fist, Imp. Unarmed Strike, base attack bonus +12, Ki Blast, Ki pool +1
Benefit: As a standard action you expend all your remaining Ki pool to produce a blast of flame and force that dose Xd6 damage. X being the number of Ki points you have left for the day. This blast bullrushes with a Str bonus of X, X being the number of Ki points you have left for the day. This ranged attack.
Special: A monk can select Kamahamaha at 12th lv as long as he has Ki Ball.
Yes it is Dragon Ball Z.
and yes copywrite laws... but i am unoridganl cur, any ideas?


1 person marked this as FAQ candidate.

so, yeah, where does it say that you get more then 1 sneak att./round?


I've created a new weapon, a punching dagger/s.s.shield.

when used in pairs (+3 defending p.dagger/+3 bashing s.s.shield) that would be 4 weapons, right?


The Master of the Unseen Hand
(Revised)

Lv. Base Att. FortRef.Will Class Abilities
Bonus SaveSaveSave

1st +0 +0 +0 +2 Improved Caster Lv.
Versatile Telekinesis
Telekinetic Wielder

2nd +1 +0 +0 +3 Sustained Concentration
Full Att. Telekinesis

3rd +2 +1 +1 +3 Improved Violent Thrust
Spell Penetration

4th +3 +1 +1 +4 Telekinetic Two-Weapon Fighting
Improved Lift 50 lb./Caster Lv.

5th +3 +1 +1 +4 Fling

6th +4 +2 +2 +5 Pebble Shot, Improved Telekinetic
Two-Weapon Fighting

7th +5 +2 +2 +5 Greater Lift 100 lb./ Caster Lv.

8th +6 +2 +2 +6 Greater Spell Penetration
Greater Violent Thrust

9th +6 +3 +3 +6 Telekinetic Multiweapon Fighting,
Flay

10th +7 +3 +3 +7 Rearrange

HD = 1d6
Requirements:

To qualify to become a Master of the Unseen Hand, a character must fulfill all the following criteria.

Arcane Caster level: +9.
Knowledge (Arcana) 10 ranks.
Spellcraft: 10 ranks
Feats: Combat Casting
Special: Ability to cast the Telekinesis spell or use Telekinesis as a spell-like ability.

Class Skills:
The wizard’s class skills are Appraise (Int), Craft (Int), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.

Improved Caster LV.
At 1st lv. a Master of the Unseen Hand begins his relentless focus on the power of
telekinesis. He adds his levels in Master of the Unseen Hand to his caster level (whether
from actual spellcasting levels or determined by the spell like ability) when using his
telekinesis ability.

Versatile Telekinesis
At 1st lv. a Master of the Unseen Hand learns to combine the 3 versions of the telekinesis
spell or ability, switching from one to another as he likes. The violent thrust version still
ends the effect.

Telekinetic Wielder
A Master of the Unseen Hand develops the ability to wield weapons with his telekinetic
power. By maintaining concentration on the combat maneuver version of telekinesis,
a Master of the Unseen Hand of 1st lv or higher can make a single Attack. with an unattended
weapon or one he is holding, moving the weapon up to 20 feet before the att. Resolve
the Att. as normal, except that the weapon movement doesn’t provoke Att. of
opportunity. The Master of the Unseen Hand’s Base Attack Bonus on this combat
maneuver attempt is equal to his caster level plus his intelligence modifier (if a wizard)
or charisma modifier (or if creature with the telekinesis supernatural or spell-like
ability). Any weapon-related feats the master of the unseen hand has (such as and power
attack) do not apply when he’s telekinetically wielding a weapon.

Sustained Concentration
At 2nd lv a Master of the Unseen Hand becomes adept at moving and fighting while
maintaining his telekinesis ability. It only takes a move action not a standard action,
to use the sustained force version of telekinesis or simply to maintain concentration
so the ability doesn’t end). The Master of the Unseen Hand can even cast another spell
while maintaining concentration on telekinesis, but doing so requires a successful
concentration check as if the caster were distracted by a nondamaging spell.

Full Attack Telekinesis
At 2nd lv, a Master of the Unseen Hand is as skilled in telekinetic combat as a fighter is
with melee combat. When using the combat maneuver version of telekinesis or wielding
a weapon telekinetically, the Master of the Unseen Hand can make a full attack,
potentially attacking, bull rushing, disarming, grappling, or tripping more than once per
round. Just as with nontelekinetic attacks, the master of the unseen hand gains an
additional attack for every 5 points of base attack bonus above +1 (using caster level
for base attack bonus as described in the telekinetic wielder description).

Improved Violent Thrust
At 3rd lv, a Master of the Unseen Hand’s violent thrust version of telekinesis becomes
more effective. He uses his caster level in place of his base attack bonus when
making the attack roll, and he uses his Int mod (if a wizard) or a Cha mod (if a
sorcerer or a creature with the telekinesis supernatural or spell-like ability) as a
bonus on damage rolls if he hurls weapons at the target. Finally, using a violent
thrust no longer ends the telekinesis effect, but the master of the unseen hand
can’t make another violent thrust for 1d4 rounds.

Spell Penetration Feat
At 3rd lv a Master of the Unseen Hand gains the Spell Penetration feat even if he
don’t meet the requirements. If you already have Spell Penetration Master of the Unseen
Hand gain Greater Spell Penetration.

Improved Lift
At 4th lv a Master of the Unseen Hand can now lift 50 lb. per telekinesis caster level. To a
maximum of 1,000 lbs.

Telekinetic Two-Weapon Fighting
At 4th lv a Master of the Unseen Hand gains the use Two-Weapon Fighting feat when
using the telekinesis spell, or spell-like ability. This feat can only be used when the
Master of the Unseen Hand is telekinetically wielding a double weapon or two weapons.

Fling
At 5th lv Master of the Unseen Hand can use the violent thrust version of telekinesis to
hurl a creature strait up, or slammed into the ground down. The target is allowed a will
save (and spell resistance) to negate the effect. The Master of the Unseen Hand can lift a
creature into the air a max distance of 10 ft. per caster level. At the beginning of the
character’s next action, the creature falls to the ground, taking 1d6 points of damage per
10 ft. fallen. Unlike other times when a Master of the Unseen Hand uses the violent thrust
version of telekinesis, flinging a foe skyward immediately ends the telekinesis effect. At
8th level Fling does not end the spell. Also the Master of the Unseen Hand can pound a foe
into the ground, (for those foes that can fly) doing 1d6 points of damage per caster level.

Pebble Shot
At 6th lv. the Master of the Unseen Hand will be able to “shoot” one pebble per caster level
(a max of 15) in a line up to the max range of the telekinesis spell 400 ft. + 40/level. The
pebble(s) deal 1d6 points of damage each. The pebble stop at the first target hit. There is no
spell resistance, (the pebble is doing the damage, not the spell) but the target gets a reflex
save for half damage, and in addition must make a fort save or be pushed back 5 ft. and fall
prone.

Improved Telekinetic Two-Weapon Fighting
At 6th lv. the Master of the Unseen Hand gains the use Improved two-weapon fighting feat
when using the telekinesis spell, or spell-like ability. At no other time can the feat be used.
(unless he has the feat normally)
Greater lift
At 7th lv the Master of the Unseen Hand can now lift 100 lb. per caster level, no maximum.

Greater spell penetration
At 8th lv. a Master of the Unseen Hand gains the Greater spell Penetration feat. If he
already has this feat, nothing happens.

Greater violent thrust
At 8th lv the Master of the Unseen Hand use of the violent thrust version improves again.
He can now use the violent thrust option once per round. (Including “Fling”)

Telekinetic Multiweapon fighting
At 9th lv. Master of the Unseen Hand is able to use multiple weapons at the same time (but
only when using telekinesis) up to one extra weapon for every 4 caster levels. As per the
Multiweapon fighting feat found in the monster manual p. 304. Only when using the
telekinesis spell, or telekinesis spell-like ability.

Flay
At 9th level the Master of the Unseen Hand literally rips the skin, bones, or anything else
that he wants. (I.e. from ripping a femur out of a warrior, or ripping the plates of an iron
golem off) Only incorporeal creatures are immune. Doing 6d6 points of damage per
round of concentration, and also holds the target immobile. The victim of this effect gets a saving throw as per the telekinesis spell, as well as spell resistance.

Rearrange
At 10th level a Master of the Unseen Hand’s control of telekinesis has grown to such a
level that he has control over the very elements of the periodic table. Rearrange allows
him to use four effects. First, he can heat up the molecules by making them move faster,
or cool them down by moving them slower, as per the heat and chill metal spells, with
no upper limit to how hot the item can get until it melts (or burns, as in wood) or shatters when it runs out of hit points. (with saving throw as appropriate for a 5th lv. spell) Second, he can harden or soften items. As per the 6th level spell in the “Hardening” P. 99 of the Magic of Faerun. If used on wood, 10 cubic feet/ caster level. If used on metal, 1 cubic foot/ caster level. Third, he can fix or repair items. By mimicking the effects of the Mending” and “Make Whole” spells. He can also repair constructs at the rate of 1d8+1/CL (max +20)/ round of concentration. Lastly, The Master of the Unseen Hand can also alter the atoms of the elements. (I.e. turn lead into gold, or steel to mithreal) but using this power takes a heavy toll, it uses the entire Master of the Unseen Hand’s 5th lv.
spell slots, plus a pound of material takes one hour to transmute, and uses up 1000 of exp.
After which, the Master of the Unseen Hand cannot use the telekinesis spell again until
he rests and regains his spells for the day.

Telekinesis
School transmutation;
Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range long (400 ft. + 40 ft./level)
Target or Targets see text
Duration concentration (up to 1 round/level) or instantaneous; see text
Saving Throw Will negates (object) or none; see text; Spell
Resistance yes (object); see text
You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.
Sustained Force: A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance. This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops. An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require DC 15 Intelligence checks.
Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your caster level in place
of your Combat Maneuver Bonus, and you add your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier. No save is allowed against these attempts, but spell resistance applies normally. This version
of the spell can last 1 round per caster level, but it ends if you cease concentration.
Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects.
You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level). You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).
Objects and creatures that miss their target land in a square adjacent to the target. Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).