This is what someone wants to do
Have a Ghoran Vamp. so here is Vetala. My ? is with the type change, does the Ghoran stop being a plant type to become an undead? or is it both? If it does become only an undead, does it drop its plant type features?
Vetala" is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most vetalas were once humanoids, fey, or monstrous humanoids. A vetala uses the base creature's stats and abilities except as noted here.
CR: Same as the base creature + 2.
Alignment: Any evil.
Type: The creature's type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.
I see what your saying, & I agree, but that too could be put to ?. A vetala is an undead so doesn't that already make it the remains of what ever it was before it was a vetala?
"Reducing a vetala's hit points to 0 or lower incapacitates it but doesn't always destroy it (see fast healing). However, consecrating the vetala's remains and burying the body destroys it forever. A vetala's body is considered consecrated if it is doused with a vial of holy water and buried, if it is buried in earth affected by the spell consecrate, or if bless, prayer, or a similar divine spell is cast upon it as it is being buried. Digging up a vetala's corpse or profaning the area where it's buried does not restore a buried vetala."
Can you use a big holy water mud ball, a collapsing pitfall trap affected by consecrate or something else to this effect to bury a Vetala for an instant kill? Or would it have to also be at 0 hit points?
In other words, does a vetala have to be at 0 hp to be destroyed?
Vetala's don't breath, so the drowning part doesn't come into play. The ? was more about whether or not a vetala has to be at 0 hp or not to be destroyed. Sorry to nitpick, I just want my ? to be clear.
I will use the some cool dev bit. Thank you everyone ^_^
I agree with the they have to be at 0 HP bit. But because it doesn't state that as a condition to Destroy it, this question was raised. I like the rock from orbit bit ^_^ & just fyi the max dmg from a falling object is 20d6 at 210ft. & another 20d6 if the object is colossal. I thought it was odd that they didn't account for weight. but 40d6 is alot of ouch.
"Reducing a vetala's hit points to 0 or lower incapacitates it but doesn't always destroy it (see fast healing). However, consecrating the vetala's remains and burying the body destroys it forever. A vetala's body is considered consecrated if it is doused with a vial of holy water and buried, if it is buried in earth affected by the spell consecrate, or if bless, prayer, or a similar divine spell is cast upon it as it is being buried. Digging up a vetala's corpse or profaning the area where it's buried does not restore a buried vetala."
Can you use a big holy water mud ball, a collapsing pitfall trap affected by consecrate or something else to this effect to bury a Vetala for an instant kill? Or would it have to also be at 0 hit points?
Would adding the Ki Arrow spell to a Tangleshot arrow allow the arrow to do damage?
Ammunition (Bow): Arrow(s), Tangleshot
This arrow is topped with a small bottle containing a small quantity of tanglefoot goo. Elves frequently use these arrows to slow or stop fleeing opponents or to capture animals without killing them.
Benefit: You fire a tangleshot arrow as a ranged touch attack; the arrow deals no damage when it hits, but the target is splashed with the alchemical adhesive. The reduced amount of the glue means this arrow is less effective than an actual tanglefoot bag (DC 10 Reflex save, DC 12 Strength check to break, 10 points of slashing damage to cut through, DC 10 Concentration check).
Drawback: The weight of a tangleshot arrow reduces its range increment to half normal.
Ki Arrow
School conjuration; Level bard 1, sorcerer/wizard 1, witch 1
CASTING
Casting Time 1 standard action
Components S
EFFECT
Range touch
Target 1 arrow touched
Duration instantaneous
Saving Throw Fortitude (object); Spell Resistance yes (object)
DESCRIPTION
You imbue an arrow with your power and throw it at a target up to 100 feet away. Make a ranged attack roll. If it hits, the target takes damage from the arrow as if you had hit it with a single unarmed strike (including your Strength bonus).
good call I saw light & just thought it was the lvl 0 one...my bad. :p
But the maker of the item needs to be able to cast all of the spells... rangers cant cast any of the other spells in CONSTRUCTION REQUIREMENTS: just sayin. & I think they put it under multiple similar abilities which is a discount. not multiple effects.
thanks tho
I see what you mean, Its just i didnt want to make it too cheep. lol. I raised the CL to 10 just to up the cost. I guess i went too far :p I like the way you put it tho. :) I'll go with your CL 1 method. Thanks again for all your input. ^_^ I think this will go over well in my game. ^_^
Humm, i think ill go with the 1/4th bit giving the
-lvl 2 resist energy (once per day, energy resistance 20, lasts 24 hours)attribute a value of 40,500. This way I have a workable guideline to use if anything like this come's up again.
So to those who want to know, a bare bones 3 slot version of the Standard wayfinder before adding in 2 more power source spells is valued 27,100gp.
The Wayfinder (Standard) use's a 0 lvl spell as its power supply, so ill add it two of those to power the stone's. I'll keep the CL at 10, it takes more skill to make a 3 slotted wayfinder.
-lvl 0 Arcane Mark (on Command): (.5 x 10 x 1,800gp) = 9,000
-lvl 0 Detect Magic (on Command): (.5 x 10 x 1,800gp) = 9,000
This puts the cost at 45,100gp
I think ill also toss light & put in Read Magic. To give it more of a Casters Wayfinder feel.
Final stat's
Wayfinder, Caster's
Aura faint divination; CL 10
Slot none; Price 45,100 gp; Weight 1 lb.
DESCRIPTION:
This wayfinder is a true utility tool, with three Ioun stone slots on the inner side of the lid. Its face constantly reshapes to form the symbol of its bearer's Arcane Mark, and is capable of changing as quickly as two creatures can pass the wayfinder back and forth. The wayfinder acts as a non-magical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. It has the following abilities, each activated by a different command word:
-Arcane Mark (at will)
-Detect Magic (at will)
-Read Magic (at will)
When the first ioun stone slot is used, the Read Magic ability no
longer functions. When the second slot is used, Detect Magic is made unavailable. When the third slot is used, Arcane Mark no longer functions.
CONSTRUCTION REQUIREMENTS:
Craft Wondrous Item; Arcane Mark, Detect Magic, Read Magic;
Cost 22,550 gp
What do you think? Look alright? Or should i lower the CL so it can be crafted easier?
Ya I see your points,
@ horselord, Ill toss in two low lvl spells to counter out the ioun stone's power up's. It still has light, so that will make 3. nice call ty.
@ blahpers, ya but we still need to account for the last spell, so it should go down some more before we put in the throw away attributes. Its also a strong item with its 3 slots so it shouldn't be too cheep, even if we bare bones it. ^_^
@ Lord_Malkov, ya the ring of ER gives a continuous 20 to 1 type, but it gets a discount of 14k for locking it into 1 type. say we made RE continuous at the lowest CL that puts out 20 resistance. that would be: -lvl 2 resist energy (2 x CL 7 x 2000) and the duration is 10 minutes/level, so we multiply by 1.5. that would be 28,000 x 1.5 = 42,000. So thats a 1/3 discount for taking away the versatility. At least thats how I see it. :)
But if we look at it as if, the all day 1/d bit is just a way keeping the versatility without it being too op (being able to change the type of resistance at the drop of a hat). so would you agree it'll be more like this: spell lvl is 2, CL of the item is 10, its Command word, & has a 10 min/lvl duration. (2 x 10 x 1,800 x 1.5) = 54,000 before the 1/d discount. I think 10,800 after the /5 for it having 1 charge is too much in this case. If we use the 1/3 off like the ring that would be 35,640. Should it get the same discount as the ring even-tho its kinda better? Or should it get a little less off? 1/4 off would be 40,500. 1/5 off would be 43,200. What do you think?
Thanks for all your input btw ^_^
Ok so my game may let a player make a custom wayfinder that is a bare bones 3 slot version of the Standard wayfinder. Which means pulling out the gp value of the extra spells in the Wayfinder of Passage.
-lvl 4 dimension door (1/d): (4 x 10 x 1,800gp) / (5/1) = 72,000/5 = 14,400gp
-lvl 1 feather fall (at will): (1 x 10 x 1,800gp) =18,000gp
-lvl 2 knock (at will): (2 x 10 x 1,800gp) =36,000gp
-lvl 2 resist energy (once per day, energy resistance 20, lasts 24 hours): (2 x 10 x 1,800gp) / (5/1) +-*/ (Factor based on spell duration going from a 10 min/lvl to a all day (24hr) spell while still being a 1/d) = 7,200 +-*/ (odd duration factor) = ?
so without messing with the resist energy aspect that I cant seem to find a pricing guideline for. We get a 68,400 cut so our price go's from 136,000gp to 67,600. does that look right? & can some 1 tell me how to account for the whole lasts for 24hr bit?
Ya, I guess. But its still too flawed... I'm probably just going to use the 3.5 system. It has the same dmg cap of 20d6, & It's not as unrealistic. At least I don't think it is. For any 1 else who might think the same.
3.5 Falling Objects:
Just as characters take damage when they fall more than 10 feet, so too do they take damage when they are hit by falling objects.
Objects that fall upon characters deal damage based on their weight and the distance they have fallen.
For each 200 pounds of an object's weight, the object deals 1d6 points of damage, provided it falls at least 10 feet. Distance also comes into play, adding an additional 1d6 points of damage for every 10-foot increment it falls beyond the first (to a maximum of 20d6 points of damage).
Objects smaller than 200 pounds also deal damage when dropped, but they must fall farther to deal the same damage. Use Table: Damage from Falling Objects to see how far an object of a given weight must drop to deal 1d6 points of damage.
Table: Damage from Falling Objects
Object Weight Falling Distance
200-101 lb. 20 ft.
100-51 lb. 30 ft.
50-31 lb. 40 ft.
30-11 lb. 50 ft.
10-6 lb. 60 ft.
5-1 lb. 70 ft.
For each additional increment an object falls, it deals an additional 1d6 points of damage. Objects weighing less than 1 pound do not deal damage to those they land upon, no matter how far they have fallen.
Ahh, kk. Thanks.
& I see what you mean seebs, not incorporating weight makes this system really flawed.
Like if a colossal air elemental fell on you it would be the same as an equal size earth elemental falling on you... Truly Ludicrous...
Adventure to find out the cause of the decay of Orlane. This adventure was designed for 4 to 7 adventurers of 1st through 3rd level. After this adventure is over, I might advertise for the Slavers' Cycle.
Henrika: Bluff, K. Local, Sense Motive, Stealth, Melee
Icabhod: Bluff, Disable Device, Perception, Linguistics, Sense Motive
Trevor: Diplomacy, K. Local, Sense Motive, Stealth, Melee
Tychus: K. Religion, P. Oratory,Sense Motive, Stealth, Ranged
Xallis: Diplomacy, Disable Device, K. Nobility, K. Planes, Stealth
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