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Organized Play Member. 123 posts. No reviews. No lists. 1 wishlist. 2 Organized Play characters.


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What about spell choices?


Do you think expendables would be a worthy investment or should I go more in favor of constant bonuses?


avr wrote:
Loads of defence, but what is it you were planning to do by way of offence? 4th level spells and summon monster V (with no summoning feats) aren't going to cut it on their own at level 13, unless there's a trick I'm missing somewhere.

The party will have a Human Cleric, Human Barbarian/Fighter, Human Alchemist/Rogue, Aasimar Sorcerer/Paladin/Dragon Disciple, and whatever character I bring in.

Figuring out what extra offense I can add is part of what I'm looking to fill in with my leftover resources. I figure this character will be a primary buffer/support character. The character can't use the Lay on Hands on himself, so there's a bunch of healing for the other party members. Summon Monster can't be used while the Eidolon is active, but it can be spent in case of dismissal attempts to keep the Eidolon active. I can take ALL of the night time guard duties and let the casters rest. By the time we reach the BBEG, I'll be able to give all allies within 10ft a +9 shield bonus and cut all their damage in half, plus some cover from my shield.


Any combat build with the Noble Scion feat can do this, especially at 10th level. My gf and I are playing a pair of Ustalavic noble siblings. We both have Noble Scion (of Peace), but I'm a Rogue(Trapsmith/Sniper)/Paladin(Divine Hunter) and she's a Druid(Ancient Guardian).

A Headband of Social Competence (1,000 gp, Headband slot) and Circlet of Persuasion (4,500 gp, Head slot) can shore up any lack of adequate social skills expected of a noble, regardless of build. However, this does assume you're allocating some skill points over 10 levels to Knowledge (Nobility), Bluff, Diplomacy, Intimidate, and Sense Motive AND that you're not TANKING your Charisma score.

http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Headban d%20of%20Social%20Competence

http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Circlet %20of%20Persuasion


BUMP?


You could build a magic weapon around this item for him.
https://www.d20pfsrd.com/equipment/weapons/technological-weapons/#TOC-Laser -Torch

Have him play a straight up kineticist and you're gold.


This sounds a lot like the victory conditions for the module in which a human settlement in the Holds of Belkzen resist an orc attack. From a game design perspective, clear objectives and rewards will typically be necessary for the players to consider this kind of system fun. At which point, I'd say your "1 coin" objective could be finding/obtaining an expendable wondrous to either get a lesser restoration effect or a maximized cure light wounds. Expendable wondrous items would fit the bill for these goals as something tangible and obtainable. Similarly, "traps" that are structures which provide these effects under certain conditions would also be useful if you don't want the PC's stockpiling said items.


I've got a good chunk of this done, but am looking for some input on spell selection, trait/drawback, finishing gear, and any gaping oversights that I might have made.

CHARACTER:

Spoiler:

Wyrwood Summoner(Synthesist) 10/Oracle(Seeker) 1/Paladin(Sacred Shield) 2
LG S Construct
Init +8; Senses Low-light Vision; Perception +14

DEFENSE:

Spoiler:

AC 34, touch 18, flat-footed 28 (+8 armor, +6 shield, +6 Cha, +2 natural armor, +1 insight, +1 size) [protector familiar can increase this through bodyguard feat and bastion of good would increase this with a +7 deflection; tower shield trades +2 Cha for +3 shield increase and grants access to Mobile Bulwark Style tree and Tower Shield Defenses)
character hp 118 (11d8+2d10+10) [Retrained for Max HP, costing 10,110gp]
fused eidolon hp 71 (temp hp for character)
protector familiar hp 118 (shield master splits damage with the character as per shield other)
Fort +16, Ref +22, Will +23
Immune Acid, Cold, Electricity, Fire, Sonic; Construct Traits
Defensive Abilities Evasion, Shielded Meld, Bastion of Good 2/day

OFFENSE:

Spoiler:

Speed 30 ft., fly 30 ft.(perfect)

Melee
Unarmed +13/+8 (1d2+5 non-lethal)
Luckblade +15/+10 (1d4+9 P) [two-handed, wielding buckler]
OR
Luckblade +15/+10 (1d4+7 P) [one-handed, wielding Heavy or Tower Shield]

Ranged
(Recommendations?)

Summoner Spell-Like Abilities (CL 12th; concentration +18)

9/day—summon monster V

Paladin Spell-Like Abilities (CL 2nd; concentration +8)

At will—detect evil

Summoner Spells Known (CL 12th; concentration +18)

4th(2/day)— 2 known
3rd(4/day)— 4 known
2nd(6/day)— 5 known
1st(7/day)— 5 known
0th(at will)— 6 known

Oracle Spells Known (CL 1st; concentration +7)

1st(5/day)— 2 known
0th(at will)— 4 known

STATISTICS: [spoiler]
Str 8(20), Dex 12(16), Con -, Int 12, Wis 12, Cha 18(22)
Base Atk +8; CMB +12; CMD 25

Feats
1st- Skill Focus (Arcana)
3rd- Eldritch Heritage (Arcane) [Ioun Wyrd - Protector Archetype]
5th- Shield Focus
7th- Unhindering Shield
9th- Mobile Bulwark Style
11th- Mobile Fortress
13th- Mobile Stronghold

Skills
Acrobatics +6 (3 ranks)
Disable Device +8
Fly +17
Knowledge (Arcana) +20
Knowledge (History) +5
Knowledge (The Planes) +5
Knowledge (Religion) +5
Perception +14 (+15 to locate traps)
Spellcraft +14
Stealth +7
Use Magic Device +19

Languages Common, 1 Other

SQ
Wyrwood- Repair Magic
Summoner- Evolutions (Immunity to Acid, Cold, Electricity, Fire, and Sonic, Supernatural Flight)
Synthesist- Fused Eidolon, Aspect, Maker's Jump
Oracle- Mystery(lore), oracle's curse(powerless prophecy), uncanny dodge, revelation(sidestep secret)
Seeker- Tinkering
Paladin- Aura of Good, detect evil, divine grace, lay on hands
Sacred Shield- Bastion of good 2/day

Traits - I'm open to a drawback and third trait.
Fate's Favored [Faith]
Magical Knack [Magic]

GEAR:

Spoiler:

Armor: N/A
Belts:
Body: Eidolon Anchoring Harness 6000
Chest:
Eyes:
Feet: Boots of the Earth 5000
Hands:
Head:
Headband: Headband of Alluring Charisma (+4) 16000
Neck:
Ring 1:
Ring 2:
Shield: +4 Folding Mithral Shield 26005
Buckler Form, +6 AC, No Max Dex, No ACP, No ASFC, 2lbs.
Heavy Steel Form, +7 AC, No Max Dex, No ACP, 5% ASFC, 7 lbs.
Tower Form, +9 AC, +4 Max Dex, –7 ACP, 40% ASFC, 22 lbs.
Shoulders:
Wrists: Silver Smite Bracelet 16000
Slotless:
Construct Channel Brick 10000
Luckblade (0 wishes) 22060

Ioun Wyrd:
Ioun Stone, Western Star 4000
Ioun Stone, Dusty Rose Prism 5000
Ioun Stone, Dusty Rose Prism (Cracked) 500
Ioun Stone, Eastern Star 4000
(2) Ioun Stone, Vibrant Purple Prism (Cracked) 4000

Remaining gp - 11,325 gp

PC Gear 140,000 gp


I've got a range, depending on what kind of game we're playing, but I divide the range by when I should first say yes to a player getting a hold of something and when I should be equipping baddies with them.

EB=Enhancement Bonus, TWB=Total Weapon Bonus

Earliest Access
1 -
2 -
3 - +1 EB
4 -
5 -
6 - Up to +2 EB with up to +2 TWB
7 -
8 - Up to +2 EB with up to +3 TWB
9 - Up to +3 EB with up to +3 TWB
10 - Up to +3 EB with up to +4 TWB
11 -
12 - Up to +4 EB with up to +5 TWB
13 - Up to +4 EB with up to +6 TWB
14 - Up to +4 EB with up to +7 TWB
15 - Up to +5 EB with up to +8 TWB
16 - Up to +5 EB with up to +9 TWB
17 - Up to +5 EB with up to +10 TWB
18 -
19 -
20 -

Reasonable Access
1 -
2 -
3 - +1 EB
4 -
5 -
6 - Up to +1 EB with up to +2 TWB
7 - Up to +2 EB with up to +2 TWB
8 -
9 -
10 - Up to +3 EB with up to +3 TWB
11 -
12 - Up to +4 EB with up to +4 TWB
13 -
14 - Up to +4 EB with up to +5 TWB
15 - Up to +5 EB with up to +6 TWB
16 - Up to +5 EB with up to +7 TWB
17 - Up to +5 EB with up to +8 TWB
18 - Up to +5 EB with up to +9 TWB
19 - Up to +5 EB with up to +10 TWB
20 -


Esobok Blade (v2.)

Spoiler:
Esobok Blade
Aura moderate conjuration; CL 9th
Slot none; Weight 8 lbs.

STATISTICS
Alignment N; Ego 7; Senses 60 ft., Darkvision

Int 5, Wis 14, Cha 15
Communication empathy

Special Purpose Slay Undead

Spell-Like Abilities (CL 9th, concentration +11)
Detect Undead - At Will

DESCRIPTION
Created by a death-worshipping cult of Sarkorian mystics in the service of Pharasma, Lady of Graves, Esobok Blades contain the bound spirits of bestial Esobok psychopomps. These weapons are carved with the letters of the long-forgotten language that grace the most ancient tombstone of the Boneyard and resemble the curved blades of adamantine scythes carried by Vanth psychopomps. This resemblence is more than superficial, as the spirits only serve those who share the philosophical views and purposes of their former Vanth masters.

Esobok Blades function as +1 Undead-bane Greatswords. These weapons are neutral intelligent weapons, but not particularly powerful ones, and most PCs who claim it as their own shouldn’t have much of a problem keeping it in line.

Unruly Nature: If the item manages to seize control through personality conflict, it directs its possessor to attack the nearest undead creature. If no such creature is present, then it directs its possessor to attack the nearest living creature. Regardless of the target, its possessor continues to fight until unconscious or dead or until no living thing remains within 30 feet, at which point the Esobok Blade relinquishes control back to the possessor. If wielded by a person who wears a Mask of the Vanth, the Esobok Blade loses its Unruly Nature.

CONSTRUCTION REQUIREMENTS
Cost 3,197gp; Feats Craft Magic Arms and Armor; Spells summon lesser psychopomp

Mask of the Vanth

Spoiler:
Aura moderate conjuration; CL 12th
Slot head; Weight 4 lbs.

STATISTICS
Alignment N; Ego 13; Senses 60 ft., Darkvision

Int 12, Wis 18, Cha 16
Communication empathy

Special Purpose Protect the natural cycle of mortality

Spell-Like Abilities (CL 12th, concentration +16)
Deathwatch - 3/day

DESCRIPTION
These masks were originally meant to aid in controlling the sometimes brutal nature of Esobok Blades by echoing the presence of their Vanth masters. However, those who attempted to claim the authority of the Vanth as their own soon found themselves under psychopomp influence and serving the interests of the Lady of Graves.

When worn, this vulture skull funerary mask of polished ceramic melds to the wearer’s face, making his gaze ever-baleful and his voice inhumanly hollow, granting a +10 competence bonus on Intimidate checks, but takes a -20 penalty to Diplomacy checks. The wearer's voice also carries unnaturally far. When speaking, even in a whisper, any creature within range can hear the wearer with a Perception DC of –10, regardless of the wearer’s Stealth. Silence and similar effects can suppress this effect for their duration.

If worn by a person who wields an Esobok Blade, the Mask of the Vanth increases its Ego by 7.

CONSTRUCTION REQUIREMENTS
Cost 4,123gp; Feats Craft Wondrous Item; Spells bestow curse, summon vanth


Pizza Lord wrote:
Kai_G wrote:
What do you think of the cost for the cursed version?

I think the price is in the area that I would expect. I normally would just round it to something, rather than leave an odd 5 gp on there. I would most likely keep it at half the cost of the original, or 2,500 gp for ease of calculations.

Additionally though, there are differences between your item and boots of the earth (which is fine, they don't have to be identical) but I wanted to make sure. BotE add both their bonuses and the fast healing when the wearer uses a move-action to set themselves on the ground. Your boots only give the fast healing when the wearer sets themselves.

Otherwise, they provide a constant +4 bonus at all times, regardless of what the wearer is doing (as written). It doesn't matter if the wearer is standing, sitting, laying down, flying, climbing, or swimming; they could be running around and getting the bonus against AoO trip attempts (which I would consider a bit too divergent from the magic items original intent, even for a variant of the item). Only if their attacker is the one not on the ground would they receive a penalty. Cost-wise, a constant, all-the-time bonus would greatly increase the item's price (even though the original item seems like it could grant it indefinitely, the wearer is basically locked in place while it's in effect).

Of course, your boots don't mention not being able to move after taking the move-action to start fast healing, so it's entirely possible you are going for a more noticeable divergence, in which case, that's fine. I only mention it to make sure you didn't overlook the linked item's function.

I was sticking to the theme of earth/rock-like weight and stability, a difficulty in forcibly moving the creature. The ground contact part was too complicated in action. Does it still make sense if the character is standing on a roof? It's still got its feet planted on the 'ground' to the extent that it's not flying or swimming. In the end, I decided it was easier to get rid of that complication in favor of the penalties against certain foes, keeping with the Earth Mastery penalties of Earth Elementals. All of this, of course, made the item a bit more divergent.


Pizza Lord wrote:

Presumably you meant flesh to stone. The intent was obvious. Also, at 0 Dexterity your are just unable to move and are basically helpless/immobile, you don't normally become unconscious.

Pizza Lord wrote:

Sorry, I misread the ability as dropping Dex, I had thought it was ability drain, it's ability damage which doesn't actually affect the ability, only adds in penalty. It does say it drops them unconscious. You were right.

I did mean Flesh to Stone. Thanks for the catch.

The text does say it drops them unconscious, but I would normally play it appropriately to the ability and have it be something like paralysis.

Pizza Lord wrote:

I like the method you used to counter the constant out of combat healing.

Thank you. I'm trying to balance the items between my perspective as a GM to balance them, but also my Player perspective to make the item still desirable. Free unlimited healing was something the developers originally stated was supposed to be a no-go, but here we are. If players want to buy the full item in my game, I'll allow it. That just tells me what kind of game they want to play. I'd just compensate with time pressure. Otherwise, this item makes it a thematically appropriate gamble and encourages player agency. "Which is more important to you right now, hit points or ability points? If you start this, how long do you think it'll take to stop?"

I've never been a fan of items that just come and go because Players don't want them around (too comical or just GM f***-you's)and items shouldn't be stealing the spotlight from players and player agency. A cursed item CAN be an obstacle, but it should be used by antagonists as such (Example: a cursed decoy for the MacGuffin the party is after), not just as something random (Example: Random loot drop from an Ankheg encounter in its warren).

What do you think of the cost for the cursed version?


Boots of Earthen Flesh
2,205 gp

These boots are made from rock troll hide and have soles made of elemental earth, granting the wearer a +4 bonus to CMD to resist bull rush, reposition, and trip combat maneuver attempts. If an opponent is airborne or waterborne, the wearer instead takes a -4 penalty to CMD to resist bull rush, reposition, and trip combat maneuver attempts, as well as on attack and damage rolls against those opponents.

As a move action, the wearer can gain fast healing 1. For every 10 points of healing thus gained, the wearer must make a DC 20 Fortitude save or take 1 point of Dexterity damage as the wearer's skin becomes increasingly petrified. Ending the effect requires a DC 13 Fortitude save as a full-round action and the wearer is staggered for 1d4 rounds after ending the effect.

If the amount of Dexterity damage the wearer has taken ever equals or exceeds the wearer's Dexterity score, the wearer does not immediately fall unconscious but instead is affected by a Stone to Flesh effect (no save).


@Pizza Lord - I appreciate the burst of creativity in your items.

Pizza Lord's Ruby Skull Tattoo

Spoiler:
Pizza Lord wrote:


Not sure what 12th-level character might be carrying something like this around, but okay. Here's a suggestion:
Ruby Skull Tattoo
Description:
This intricate, crimson skull tattoo encompasses the bearer's face, scalp, and entire head. It functions with all the effects of the Ruby Skull of Chast but has several drawbacks for its wearer. First, the ingredients of the inks used cause all facial, head hair, and fur to fall out, leaving the bearer bald and unable to grow hair by any method. While merely cosmetic for most creatures, this can affect certain classes, such as a white-haired witch, more severely. Second, the tattoo must be uncovered to function, preventing the use of head, headband, or mask items. Magical items of these sorts do not provide any benefits (though curses or penalties apply) nor will the ruby skull tattoo function until such coverings are removed. Eye slot items and piercings still function unless they are unusually concealing. Third, any undead within 40 feet of the tattoo are always aware of the bearer's presence regardless of intervening barriers or magical concealments and can locate them as though with blindsight otherwise. Mindless undead, unless directly commanded otherwise, attack the bearer in preference to others and intelligent undead prefer to do so as well, though they are under no compulsion to take any actions they don't wish to. This effect is always active even if the tattoo is otherwise concealed or not functioning.

Feedback:

What 12-13th Level PC might be carrying something like this around:
The Price given for a Ruby Skull of Chast is 65,000gp. If we take the recommendation, "Characters should spend no more than half their total wealth on any single item," a 13th level character could have an item with a cost of up to 70,000gp. Even if we use the recommendation, "For a balanced approach, PCs that are built after 1st level should spend no more than 25% of their wealth on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins," and the recommendations for adjusting character wealth by level, "As a guideline, allowing a crafting PC to exceed the Character Wealth by Level guidelines by about 25% is fair, or even up to 50% if the PC has multiple crafting feats," a 13th level character with Craft Wondrous Item could still budget up to 70,000gp of Wondrous Items. Using the same recommendations, a 13th level character with Craft Wondrous Item and at least one other crafting feat could still budget up to 105,000gp in Wondrous Items. Even a 12th level crafting PC could have between 54,000gp and 81,000gp in Wondrous Items. Given all this and considering cost reductions for cursed items, I don't think it's at all unreasonable for a PC to have an item like the Ruby Skull of Chast.

Cost Breaks
1) Causes all facial, head hair, and fur to fall out, leaving the bearer bald and unable to grow hair by any method - cost isn’t reduced for cosmetic drawbacks or requirements with no direct game effects. 0% reduction

2) Can affect certain classes, such as a white-haired witch, more severely. - Effectively removing class features. Equivalent to "Character cannot cast arcane spells," "Character cannot cast divine spells," or "Character cannot cast any spells." 50% reduction

3) Must be uncovered to function - The cost of dependent items, which function only in certain situations... 30% reduction

4) Preventing the use of head or headband items - The loss of access to 15% of a character's available magic item slots could be considered a harmful or costly drawback for some, or a severe drawback for classes that rely more heavily on their mental scores. 30-50% reduction

5) Any undead within 40 feet of the tattoo are always aware of the bearer's presence regardless of intervening barriers or magical concealments and can locate them as though with blindsight otherwise. - I'd equate this to something worse than a negative level as it significantly impacts a character's survivability and that of its party when detected, which is definitely worse than a -1 penalty to d20 rolls and -5 maximum hit points. 30-50% reduction

6) Mindless undead, unless directly commanded otherwise, attack the bearer in preference to others and intelligent undead prefer to do so as well, though they are under no compulsion to take any actions they don't wish to. - Again, this is definitely worse than a negative level. Though it's situational, undead are probably one of the most common enemy types for adventurers to encounter and the major benefits of the item only come into play when this creature type is encountered. I'd actually say this runs counter in theme to the since the item creates a Hallow effect. Assuming the item had this drawback. 30-50% reduction

Cost Summary:
Using the tradition flat cost reductions, the original 65,000gp item would be reduced by 170-230% and would cost nothing, but could arguably increase the character's wealth by level. Using a graduated cost reduction, applying the reduction only to the remaining cost rather than the original cost, this item's cost would be reduced from 65,000gp to between 4,063gp and 7,804gp.

Overall:
In the realm of, "interesting curses that match the benefits/flavor of the item and would still be balanced by the rules but, would also still be desirable," I do believe this falls outside of the desirable category as the curses outnumber an outweigh the benefits, but I'll probably tweak some of these ideas and toss the re-worked idea back out on the thread for review.

Pizza Lord's Periapt of Poison Dispersal

Spoiler:
Pizza Lord wrote:
Quote:
Periapt of Proof against Poison

Periapt of Poison Dispersal

Description
Appearing and detecting as a periapt of proof against poison, this item functions identically, save that it has no effect on inhaled poisons. Whenever its wearer is subject to any other poison, the periapt expels it from the wearer's body as a 5-foot radius cloud. Its type changes to inhaled, but it otherwise maintains its other properties. Only allies of the wearer (such as would be subject to a bless spell), including mounts, familiars, and animal companions, are affected by this cloud.

Feedback:

Cost Breaks
1) No effect on inhaled poisons - The cost of dependent items, which function only in certain situations..., but inhaled poisons are far less frequent (10/~75 poisons listed on the pfsrd) and typically less potent than contact or injury poisons. 10% reduction

2) Expels poison from the wearer's body as a 5-foot radius cloud. Its type changes to inhaled, but it otherwise maintains its other properties. Only allies of the wearer (such as would be subject to a bless spell), including mounts, familiars, and animal companions, are affected by this cloud. - Doesn't negate the poison, but likely shifts it to one or more nearby allies. I think the potential for multiple allies balances out the potential for no allies to be affected. "Opposite Effect or Target" 50% cost reduction

Cost Summary:
Using the tradition flat cost reductions, the original 27,000gp item would be reduced by 60% and would cost 10,800gp. Using a graduated cost reduction, applying the reduction only to the remaining cost rather than the original cost, this item's cost would be reduced from 27,000gp to 12,150gp

Overall: This item is pretty reasonable and has great flavor. My biggest takeaway from this item is to potentially shift targets to an ally rather than negate an effect. It's a great idea.

Pizza Lord's Eye Patch of Remote Infamy

Spoiler:
Pizza Lord wrote:
Quote:
Eye Patch of Infamy

Eye Patch of Remote Infamy

Description:
This eye patch functions identically to an eye patch of infamy and looks just as intimidating to most... from a distance. Up close, it actually seems a little comical and goofy-looking in a nebulous way, negating any normal bonuses it would provide on targets within 10 feet. Orcs (including half-orcs) always find it suitably dashing or intimidating and are affected normally. The wearer also views himself in a suitably imposing light, regardless of apparent reactions or attempts to convince him otherwise.

Feedback:

Cost Breaks
1) Comedic appearance - cost isn’t reduced for cosmetic drawbacks or requirements with no direct game effects. 0% reduction

2) Doesn't provide any normal bonuses on targets within 10 feet unless the target has the orc subtype - The cost of dependent items, which function only in certain situations... 30% reduction

3) Wearer views himself in a suitably imposing light, regardless of apparent reactions or attempts to convince him otherwise - Given that the demoralize action with this item can affect targets within 60 feet, I'd estimated that not being able to recognize/acknowledge when the item isn't granting a benefit for majority of targets within 15% of the ability's range, a 20% reduction seems fair.

Cost Summary:
Using the tradition flat cost reductions, the original 10,000gp item would be reduced by 50% and would cost 5,000gp. Using a graduated cost reduction, applying the reduction only to the remaining cost rather than the original cost, this item's cost would be reduced from 10,000gp to 5,600gp.

Overall: I'm not a fan of comical items unless the campaign is intended to be comical and light-hearted. If this were to be changed to a cultural reference on the item, such as symbols of a less threatening orc deity, warlord, or legend, this item still makes sense within the context of a more serious campaign.

Pizza Lord's Eye Minor Head Piercings of Phlebotomy

Spoiler:
Pizza Lord wrote:
Quote:
Minor Head Piercings (Simple Nose Ring)

Minor Head Piercings of Phlebotomy

Description:
These jagged-looking piercings provide up to a +5 circumstance bonus to Intimidate checks. When the wearer attempts an Intimidate check, they choose the amount of the bonus they wish to add and the piercing grows more jagged and fearsome-looking, it also causes an associated area of the wearer to start bleeding (typically eyes, ears, nose, or mouth), which also tends to make the wearer look a bit more frightening. This causes the wearer to begin taking bleed damage in the next round equal to the bonus added to the Intimidate check. This bleeding cannot be prevented (such as with a periapt of wound closure) but can be ended normally with a DC 15 Heal check or with magical healing if the caster succeeds at a caster level check against the piercing (DC 11 + item's CL, typically 5). A failed check will still heal damage, but not end the bleeding. Otherwise, the bleeding continues for 1 minute. Multiple instances of bleed from the piercing stack and each requires separate healing to staunch. The piercings must be visible to function and creatures that don't bleed or have blood cannot benefit from them.

Feedback:

Cost Breaks
1) Wearer takes bleed damage equal to the bonus added to the Intimidate check for 1 minute that cannot be prevented but can be ended normally with a DC 15 Heal check or with magical healing, though only with a successful caster level check (DC 16). A failed check heals damage but doesn't end the bleeding. - To gain the full effect of the item, a PC could potentially lose 50 hp and could potentially kill a 5th level character. A 12-13th level tank is likely to have around 150-200 hp and often use low level (CL 1-3) healing items for combat healing or abilities such as fast healing. How would class healing abilities that don't have CL equivalents stop the bleeding? Could they? With a CL 1-3 healing item, PC's are likely to take about 75% of the max damage for a demoralize check. I think that one instance of +5 to an intimidate check for what's likely to be 35-50hp is REALLY steep. 50% reduction

2) The piercings must be visible to function and creatures that don't bleed or have blood cannot benefit from them. - The vast majority of PC races have blood and can bleed by default. Being visible is a minor inconvenience, really only limiting PCs from wearing masks. Minor requirement...10% cost reduction

Cost Summary:
Using the tradition flat cost reductions, the original 3,750gp item would be reduced by 60% and would cost 1,500gp. Using a graduated cost reduction, applying the reduction only to the remaining cost rather than the original cost, this item's cost would be reduced from 3,750gp to 1,688gp

Overall: This item is very fitting with the flavor, but is likely to be VERY dangerous to a PC's survivability. I think that will make the item get glossed over as undesirable. If the theme was kept the same while the mechanics were reworked, this could be awesome.

Pizza Lord's Eye Boots of the Adhering Earth

Spoiler:
Pizza Lord wrote:
Quote:
Boots of the Earth

Something about having fast healing 1 whenever you want always rubs me raw, I mean, basically for 5,000 gp you never need healing outside combat again. Not even a limit to using it, but that's probably just my opinion. Anyway, here's an option:

Boots of Adhering Earth
Description:
These boots detect as boots of the earth and function identically except the wearer cannot voluntarily end the effect for 3 rounds once they plant their feet. If, during this time, the wearer moves or is moved from their position they immediately fall prone. A wearer ending up prone during this time is stuck to the ground and unable to rise, crawl, move away, or otherwise break contact for the remainder of the duration and an additional 3 rounds. Any penalties due to being prone are doubled during this time. Effects like freedom of movement are ineffective, though teleportation effects can still move the wearer, though they will be stuck in place at their new destination unless it isn't in contact with the ground (and they will become stuck again if they do contact it). The benefits of the boots continue to function during this time.

Feedback:

Cost Breaks
1) Cannot voluntarily end the effect for 3 rounds - minor drawback...10% cost reduction

2) If forced to move from their position, they immediately fall prone. Stuck to the ground and unable to rise, crawl, move away, or otherwise break contact for the remainder of the duration and an additional 3 rounds, effects like freedom of movement are ineffective, teleportation effects can still move the wearer, though they will be stuck in place at their new destination unless it isn't in contact with the ground (and they will become stuck again if they do contact it) - severe drawback...50% cost reduction

3) Any penalties due to being prone are doubled during this time. - harmful drawback...30% cost reduction

Cost Summary:
Using the tradition flat cost reductions, the original 5,000gp item would be reduced by 90% and would cost 500gp. Using a graduated cost reduction, applying the reduction only to the remaining cost rather than the original cost, this item's cost would be reduced from 5,000gp to 1,575gp

Overall: I think the stuck to the ground part is fitting in theme, but the penalties in combat are very debilitating and do nothing to alleviate the unlimited out-of-combat use that many GM's are wary of with this item. I have some ideas and I'll throw a revised item on the thread later for review.


I'm trying to create an NPC that illustrates to my players that the world they are entering into is as rich with magic items as the Inner Sea, but that they won't have to wait for forever to obtain them. In this world, most magic items are cursed, lowering the gp cost and bringing items into reach, but bearing a different kind of cost.

The character would be a powerful Pharasmin warrior, carrying many magic items at a level typical of 12-13th level play. I'd like some help coming up with interesting curses that match the benefits/flavor of the item and would still be balanced by the rules but, would also still be desirable.

Example: Esobok Blade

Spoiler:

Aura moderate conjuration; CL 9th
Slot none; Weight 8 lbs.

STATISTICS
Alignment N; Ego 16; Senses 60 ft., Darkvision

Int 5, Wis 14, Cha 15
Communication empathy

Special Purpose Slay Undead

Spell-Like Abilities (CL 9th, concentration +11)
Detect Undead - At Will

DESCRIPTION
Created by priests in the service of their mistress Pharasma, Lady of Graves, Esobok Blades contain the bound spirits of bestial Esobok psychopomps. These weapons are carved with the letters of the long-forgotten language that grace the most ancient tombstone of the Boneyard and resemble the curved blades of adamantine scythes carried by Vanth psychopomps. This resemblence is more than superficial, as the spirits only serve those who share the philosophical views and purposes of their former Vanth masters.

Esobok Blades function as +1 Undead-bane Greatswords. These weapons are neutral intelligent weapons, but not particularly powerful ones, and most PCs who claim it as their own shouldn’t have much of a problem keeping it in line.

Unruly Nature: If the item manages to seize control through personality conflict, it directs its possessor to attack the nearest undead creature. If no such creature is present, then it directs its possessor to attack the nearest living creature. Regardless of the target, its possessor continues to fight until unconscious or dead or until no living thing remains within 30 feet, at which point the Esobok Blade relinquishes control back to the possessor.

CONSTRUCTION REQUIREMENTS
Cost 3,197gp; Feats Craft Magic Arms and Armor; Spells summon lesser psychopomp

The other items I'm looking to include are as follows:
Minor Head Piercings (Simple Nose Ring)
Ring of the Sublime (As a Magic Tattoo)
Boots of the Earth
Eye Patch of Infamy
Mammoth Hide
Minor Ring of Energy Resistance (Acid)
Tattoo (Periapt of Health)
Tattoo (Periapt of Proof Against Paralysis)
Belt of Giant Strength (+4)
Periapt of Proof against Poison
Ruby Skull of Chast (As a Magic Tattoo)

Any thoughts?


I've got a partial build for the end of a Carrion Crown campaign, but I'm at a loss for what direction to take the remaining resources. It's built to generate Channel Energy and Smite Evil, but I haven't figured out how best to build up its defenses and survivability or what primary form of offense the build should use.

Race- ?
(Possible ability score priorities)
Str- Last
Dex- Third
Con- Second
Int- 12+
Wis- 12+
Cha- First

1- Paladin 1, 1st feat-
2- Ninja 1
3- Ninja 2, 3rd feat-
4- Magus (Card Caster*) 1
5- Magus (Card Caster*) 2, 5th feat-
6- Magus (Card Caster*) 3
7- Magus (Card Caster*) 4, 7th feat-
8- Magus (Card Caster*) 5
9- Magus (Card Caster*) 6, 9th feat- Extra arcana
10- Paladin 2
11- Cleric (Irori/Roaming Exorcist*) 1, 11th feat-
12- Cleric (Irori/Roaming Exorcist*) 2
13- Cleric (Irori/Roaming Exorcist*) 3, 13th feat-
14- Paladin 3
15- Paladin (Oath of Vengeance) 4, 15th feat-

*Could be changed
I think Toughness would be a good feat expenditure.

Thoughts?


Does no one use Planar Ally or Planar Binding? I'm trying to come up with ways my players could use a specific Planar Ally/Binding item.


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What kind of creatures have you called forth and negotiated with for services? What kind of service is have you negotiated for? What kind of price did you pay? How have you treated sentient summons? How have they treated you? Do you have any stories in which a sentient summon played a major role in reaching your goal?


Pizza Lord wrote:
I get that they have to import a lot of things from elsewhere, but if your civilization doesn't need air, food, or water... all they're really importing is luxury items. I mean, without needing food, you don't need gardens or plants except maybe for herbs for medicine and science. You don't need animals for food or clothing, only for goods like leather, feathers, or inks which you can import (which is fine, but that's going to use up more of your money to import the stuff rather than just raising chickens or geese or livestock, which might actually be more costly in The Sphere, with viable space limited). Without actually producing anything, however... what are they giving in return? A holy site vacation/tourist attraction with no air, food, or water?

Our group's answer to the question, "When a community has no physical needs other than space and safety, what other needs drive the economy?" is that as sentient beings, we need mental stimulation, and as physical beings, we need physical activity.

We've established that the city maintains a massive public library, not a system mind you, just a single set of buildings in one location. Fiction comprises at least half of the library, but there are texts on thousands of subjects, including reference materials. We've established that entertainers and artists would be far more common, replacing the bulk of some professions, such as farmers. Information and culture could be exported to extraplanar creatures.

Though there is a distinct lack of raw material goods, there was an expansive population in The Sphere at one point. As the GM, I've determined that this was many generations ago and the population probably averaged ~485,000 for quite some time before it began declining. With all the remaining architecture though, there are some who value the structures as historical sites, others who want to salvage the buildings as raw materials. Aside from stone, other raw materials would have to be imported. Those raw materials could then be processed and refined into manufactured goods. For those on the material plane, this is done at a significantly increased processing speed since time in The Sphere is 24 times faster than time on the Material plane.

Medicinal herbs are a good point though. The atmosphere in The Sphere is predominantly CO2. As long as the plants have a source of sunlight (or sunsoil) and water, they can grow in The Sphere. Plants mean clothing is possible to produce in The Sphere.

Traditional land animals would need fresh air, so they're not really feasible. Fortunately, ink can be produced from plants and ash. Like I showed in the Hall of Service's greenhouse though, Create Water is a viable source of fresh water and, along with plant-life, can be used to produce fish and crustaceans.

Pizza Lord wrote:
Even without needing to drink (and that's just the natives) you still use water for cleaning, washing, steam to power engines, maintaining/regulating temperatures, moisturizing/humidifying, etc. Even without needing air to breathe, you need air to speak most language (obviously the natives will have their own way of communicating in an airless environment) and you need it to help with heating as a convection method for moving heat, and of course, you need air for fire, if not for heating and cooking, for forging, smelting, or even laboratory work in science and alchemy.

Create Water also provides a viable source of fresh water for hygiene and industry, likely being distributed for personal use at the Sacred Plaza in exchange for nothing more than prayer and tithes. I don't want to push the technology level to steam power (with some gnomish inventions as the exceptions), and water mills could be created through creation of a water reservoir and a narrow channel to propel the mill wheel.

As far speech, CO2 can carry sound and our current earth atmosphere is mostly nitrogen, so people in the Sphere would have slightly lower pitched voices than in a predominantly nitrogen atmosphere (~267 m/s vs. ~349 m/s). For comparison, Helium carries sound at ~1007 m/s.

While open flame it the most common source of heat, it isn't the only way to get it. While I prefer to not use magic items as a crutch, a magic forge imbued with a heat metal effect could be used to allow blacksmithing without oxygen. Certain creatures from other planes can produce heat without oxygen by using "biochemical reactions", ex. Less scrupulous metalworkers could use metal restraints of Hardness 11 or higher to keep a captive Thoqqua that is fed iron ore, which the creature naturally smelts into its armor plates. When the creature sheds its plates, they could then be gathered before the creature has a chance to consume them and the quality iron could be reworked using the Thoqqua's molten body heat. Blacksmiths in The Sphere without such a heat source might have developed a set of tools and techniques specialized for forging cold iron implements.

As for cooking, 10gp of Blackfire Clay(alchemical item) would allow an hour for someone to cook a meal and that time could possibly be stretched out with other heat-retaining materials/designs. Again, while I prefer to not use magic items as a crutch, a Sustaining Spoon combined with Prestidigitation could provide tasty gruel for 4 people a day at a 5,400gp investment. For a 3,000 gp investment plus the daily cost of ingredients (which we've figured out is just above the normal investment to start a small restaurant), a Cauldron of Brewing combined with Create Water and cultivated/imported plants and seafood could be used to make a number of delicious seafood dishes all day long, as the cauldron can heat up to 212 degrees Fahrenheit and maintain it indefinitely. For a 15,000 gp investment and no ingredient costs, a Cauldron of Plenty would feed up to 36 people per day a nourishing, simple fare and would feed up to 12 people a Heroes' Feast once per week. I believe a Cauldron of Brewing would be the best solution, but those with fewer resources would probably rely on the Blackfire Clay.

Pizza Lord wrote:
...you've already basically turned the whole setting into a boring, placid but hostile place with no apparent reason to explore it except to explore it.

I think our definitions of boring are different. The problems facing a civilization in the Sphere are different, but no less engaging than the ones faced on the Material plane. One of my players suggested that there may be some common mental conditions in Sferka stemming from those who do see the Sphere as a boring place, namely apathy, depression, and monomania. I imagine we'd see much the same mental issues we see in prisons due to solitary confinement or the wanderlust that kids and teens get in small cities.


Pizza Lord wrote:

The mark can come from any source of suitable power or destiny. It need not be a 'God', it could just as well be a demon (same benefits and penalties, just towards a different group). It could be the sign of an ancient group of heroes or the symbol of a king's lineage or the sign of a sacred animal of the kingdom or country. It could just be the symbol of Sferka, since light is considered a sign of wealth and protection.

I was considering having the symbol link him to the fallen nobility or royalty, but the player is still developing his roleplay style and is rather prone to whimsical/ridiculous roleplay at the moment. The ancient heroes bit has some potential though. I'll have to keep thinking on it though.

Pizza Lord wrote:

For Clerical tasks, they probably start having to create water and light in the plaza. The spells are unlimited casting, but at low-levels light won't last long, so it's a long day for apprentices. Obviously, higher level clerics attending the plaza can place longer ones in more important areas, but that's still only one light available at a time. Even assuming continual flames in the Sacred Plaza, perhaps the clerics roam the Dim District with patrols, where they occasionally fight off vermin or other small creatures that fly or climb over the walls.

There actually isn't a significant amount of oxygen in The Sphere. Being half-constructs and outsiders keeps the citizens of Sferka from NEEDING air, food, or water. The placid, yet hostile, environment has really given us food for thought on how a civilization could grow here. The Hall of Service is one of few places that would have a significant concentration of plants due to the availability(and strict control of) of fertile soil (sunsoil in this case). Are there any animal/vermin like outsiders that you know of that I could use as a base line for introducing unusual fauna to The Sphere?

Pizza Lord wrote:
Perhaps in certain places in the walls are positive energy gems embedded to hold weak/mindless undead at bay and each cleric is supposed to infuse an amount of positive energy (using up some channeling) into one or more each night to keep them powered. If the cleric is alone or somehow channels too little energy, maybe a weak undead slips through and they (and a nearby patrol) have to fight off one or two until the cleric can infuse enough energy to reactivate it.

I'd like to stay away from undead roaming The Sphere in any significant way. Developing the maintenance idea may be where I have to go. The entire Hall already maintains a source of life and luxury food as part of their weekly maintenance tasks. It's a good start for the Silver badge student, but I'd like something more...active, for the player to do.

What are some tasks that Clerics are typically responsible for in parties? Healing and...? Instead of the norm for groups, perhaps I should use the salty MMO healer's jobs and attitudes for finding tasks.


What I'm really struggling with are the challenges to present to the Cleric as part of her training.

The Hall of Strength has certain events in an annual tournament, including several physical games, a couple unarmed combat matches, several different styles of wrestling matches, archery, and a handful of armed combat events, that he has to compete in and win to complete his training.

The Hall of Sages has to fill about a dozen spellbooks, which may include magical research and possible mishaps, to complete his training.

The Hall of Shadows has a number of elaborate, criminal acts, including blackmail, kidnapping, breaking and entering, theft, forgery, and assassination, to perform to complete his training.

I've put out a bit of information on the Hall of Service so far, but nothing that has really inspired me further.

Tarina Salonen, Head Instructor of the Hall of Service:

F(middle aged, 52) Sferka Native Studious Librarian Street Performer 1/Ancient Guardian 4/Evangelist 3
NG Small Outsider(Half-Construct, Native)
Init +1; Senses Darkvision 60 ft.; Perception +19

DEFENSE:
AC 17, touch 12, flat-footed 16 (+4 armor, +1 Dex, +1 dodge, +1 size)
hp X (8d8+24)
Fort +10, Ref +8, Will +14; +2 racial bonus vs. disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue

OFFENSE:
Speed 20 ft.

Bard Spells Known (CL 1st; concentration +3)
1st (2/day)-Timely Inspiration, Unseen Servant
0 (at will)-Light, Mending, Prestidigitation, Read Magic

Druid Spells Prepared (CL 6th; concentration +11)
4th-(D) Spell Immunity, 6 other prepared druid spells
3rd-(D) Protection From Energy, 4 other prepared druid spells
2nd-(D) Shield Other, 4 other prepared druid spells
1st-(D) Sanctuary, 3 other prepared druid spells
0 (at will)-Create Water, Detect Poison, Guidance, Stabilize

STATISTICS:

Str 6, Dex 12, Con 16, Int 14, Wis 20, Cha 14
Base Atk +5; CMB +2; CMD 13

Feats;
Deific Obedience,
Leadership,
Magnum Opus,
Natural Spell,
Prodigy (Craft (Alchemy)) and Perform (Oratory)),
Skill Focus (Perception)
Skill Focus (Perform (Oratory))

Skills;
Appraise +9
Bluff +10
Craft (Alchemy) +16
Craft (Other) +6
Diplomacy +12
Disable Device +2
Handle Animal +6
Heal +9
Knowledge (Arcana) +6
Knowledge (Dungeoneering) +6
Knowledge (Engineering) +6
Knowledge (Geography) +6
Knowledge (History) +6
Knowledge (Local) +7
Knowledge (Nature) +8
Knowledge (Nobility) +6
Knowledge (Planes) +6
Knowledge (Religion) +8
Linguistics +6
Perception +19
Perform (Oratory) +20
Perform (Other) +6
Sense Motive +15
Sleight of Hand +3
Spellcraft +9
Stealth +2
Survival +11
Use Magic Device +6

Languages; Native, Trade (Planar Common), Druidic, Sylvan

SQ;
Racial - Skilled (Perform (Oratory)), Spell-Like Ability (Cure Light Wounds/At will), Terrain Stride (Urban),
Bard - Bardic performance, cantrips, countersong, fascinate
Studious Librarian - Scribe Scroll
Street Performer - Disappearing act, gladhanding, streetwise
Druid -Nature sense, Wild shape (2/day)
Ancient Guardian - Community bond (Protection), Patience of nature, Ancient ways, dispel hostility, Unimpeachable
Evangelist - Skilled (Disable Device), Aligned class(Druid), protective grace, Divine boon 1 (Fiction Weaver (Sp) silent image 3/day, minor image 2/day, or major image 1/day)

Gear
Tome of Epics, other gear as appropriate

Facts and Rumors about Tarina Salonen:

DC 10: (commonly known facts or rumors) Tarina is a small and passive figure, often mistaken for a overgrown, stone, garden statue. Despite that, she is a scholar, a performer, and a passionate acolyte of Edona, Goddess of Beauty. She leads others to her faith by example but, this doesn’t prevent her from guiding others of different faiths. Every day brings its own opportunities, adventures, and challenges, and only by bucking the odds, knowing the most, and being the best might they claim the treasures of each.

DC 15: (uncommonly known facts or rumors) Tarina revere’s nature and, even in a place as barren as the Sphere, she draws power from its divine energies. She has studied long in Sferka’s great libraries and has come to protect the customs, histories, and lore of those who first came to the Sphere. She acts as an ambassador and protector of the old ways, nurturing the culture’s growth and holding back civilization’s corruptive influence.

DC 20: (obscure knowledge) Tarina Salonen has perhaps the greatest talent for oration that Sferka has ever seen. One day, she told a tale, and her raw natural ability captivated everyone who saw her perform. Her early work was marked by extraordinary performances describing epic scenes of glorious combat between ancient heroes and ferocious monsters, tales of valor, defeat, and victory. Words and music have always seemed to come to her effortlessly, as naturally as breathing. Through her talent, and a bit of magic, she worked to unravel the wiles of the world. She became adept in the arts of persuasion, manipulation, and inspiration, and mixed with the masses, busking for lamp light and a place to rest.

Downtime Activity for the Cleric at the Hall of Service:

The Hall of Service's greenery is more vibrant under the glow of the greenhouse's illuminated glass panes than any citizen of Sferka might have guessed without it. For those unaccustomed to the bloom of life in such a static and nearly lifeless place as the Sphere, spending time among its tender beauty must seem a blissful wonder.

Neveah's welcome to "the Circle of Salt", as the badges came to call it, was filled with chatter and gossip by a dozen students about the goings on of people she was entirely unfamiliar with. As the Circle described it, the pious of the Sacred Plaza were apparently a diverse group in both age and walk of life. One moment, they seemed to be describing the tumultuous relationship of young lovers. The next moment, the controversial nature of a particular cult leader. Next, rumors about a small outbreak representing a possible resurgence of some strange disease brought back by the Lodge of Horizon Walkers more than a century ago.

The conversation seemed to flow like this for nearly an hour until Master Salonen approached, her serene arrival seeming to quiet everyone present. In a kind voice, she spoke, "Alright everyone, today you'll be showing our newest addition how we nurture the life of this Hall and help it come to constant fruition. I'll set to the soil, you all collect the debris and water the gardens."

A bearded man of about 35 wearing a brass badge spoke up, "I'll show the new girl the plots and rotations." With a nod of consent, the statuesque figure began to walk slowly away. The rest of the group moved together to a storage shed where a large chalkboard had a map of all the different sections of the greenhouse, listing where each crop was planted, what part of their cycle they were in, and what tasks would be required for their immediate upkeep. The man handed Neveah a rake. He had a brilliant smile, like he was genuinely glad to see her. "I'm Aulis, by the way. It's nice to meet you. We take care of the fallen leaves first. It makes the watering easier, and less messy." He laughed.

Aulis turned out to be a rather jovial man. He was good-humored and good-natured. His family had run a small restaurant in the dim district, but being relatively close to the bright wall made for good business. He'd spent his childhood serving food and drink, cleaning tables, and washing dishes. He heard stories at the tables and grew up laughing a lot. The dangerous nature of the dark was far enough away that he never gave it much thought. When he came of age, he decided that he want to help keep "the light in people's hearts lit" and that "the ingredients for joy were in the food and drink that provided distraction from everyday woes and concerns." So, he set himself to the task of maintaining the import and growth of those commodities.

Once they had filled raking the numerous plots, the Circle turned their attention towards watering rows of trees, bushes, shrubs, and other crops. Never had Neveah repeated the same prayer so many times, creating one rainy downpour after another, after another, after another... She wasn't the only one to do so either, as the entire Circle dispersed throughout the Hall, systematically water every plant they encountered.

When they had finished the watering, Aulis and the rest of the Circle gather at a large, raised reservoir made of dull grey stone. The reservoir held numerous species of water-borne plants, and she could see through the greenish water to make out small, hard-shelled creatures with pincers crawling along the bottom and the occasional darting movement of something swimming away from her. Then Aulis' prayers continued, "I thank you, oh fecund spirits of the Sphere, and ask that you clean these waters that life may continue to flourish in this place." The Circle worked for hours, praying at the water's edge until the scum that covered its surface was gone. "The pond is built to refill itself with the excess water from the orchards and crops," Aulis said as he dipped his hands in to gather a drink for himself, the rest of the Circle doing much the same. "Drink your fill and refresh yourself. We're not done yet."

Soon, they gathered around a large mound of dark, rich soil. "Alright, grab a shovel and wheelbarrow. Let's get back to work," he chuckled. The rest of their day was spent carrying fresh soil from the mound to this plot and that plot, scattering several handfuls over each until the glass panes dimmed to nothing, one after another. "Workday is done after the lights go out, but we have to finish scattering the soil before we go." He smiled.

A full day's talk, prayer and manual labor in the greenhouse soon became the norm for Neveah. Even on days when the other left for the Sacred Plaza, she was told to stay and tend to the garden Hall.


Sorry, I didn't clarify. The character with Marked by the Unknown is a different character than the cleric.


A player of mine has picked up the Marked by Unknown Forces trait, but, in the game we're playing, we've banned the appearences of established setting deities and references to them. I'm trying to brainstorm ways ideas for how to incorporate this trait.

As for the issue of Clerical training, Sferka's Summoning Guild is held responsible for the import of goods from beyond The Sphere and trains aspirants for the Lodge of Horizon Walkers. The group has recently joined the Guild as students and I have plenty of tasks for the Hall of Shadows(Rogue-training hall), Hall of Sages(Wizard-training hall), and Hall of Strength(Fighter-training hall), but the Hall of Service(Cleric-training hall) is giving me trouble. I need ideas for the kinds of increasingly difficult tasks the hall would give to their students to develop their abilities from 2nd level to 6th level. Anyone have any ideas?

Here's the stat blocks for the Plane and City where the game is taking place:

The Sphere:

The demiplane known as "The Sphere" is shaped as a hollow sphere with stone architecture and urban sprawl covering the entire interior surface. There are no natural sources of fresh air or water in The Sphere and the only natural sources of light are the tiny motes of twinkling light that float around the city like fireflies.

The Sphere has the following planar traits:

Gravity: Objective directional gravity. The direction of gravity within The Sphere is towards the nearest planar boundary.
Time: Flowing Time. For each hour on the Material Plane, one day passes in The Sphere.
Shape and Size: Finite, Self-Contained Shape. The Sphere is located... It has the shape of a hollow sphere made of impenetrable stone.
Mildly Law-Aligned: Chaotic creatures take a –2 circumstance penalty to all Charisma-based checks.
Enhanced Magic: Spells and spell-like abilities from the Summoning subschool are enhanced.

Sferka:

A small section (~3.5%) of The Sphere is inhabited by a race of native outsiders, the descendants of humans who traveled to the demiplane long ago and bonded with the demiplane's star motes. These descendants call their home, "Sferka". The dark places on the other side of the city walls are known to be dangerous and thus light is a sign of both safety and wealth. The light districts are where the former nobles reside and otherwise affluent natives live, while the dim districts hold the lower classes. The Sacred Plaza exists as a sort of religious market where the faithful and pious seek answers and community amidst the fearful dark.

LN large city

Corruption +0; Crime +0; Economy –2; Law -1; Lore +1; Society –2

Qualities deep traditions, holy site, no questions asked
Danger 30; Disadvantages heavily taxed, hunted

Demographics
Government council

Population ~17,500 (~17,448 Natives, 17 Humans, 35 Other)

Marketplace
Base Value 5,600 gp; Purchase Limit 25,000 gp; Spellcasting 7th
Minor Items 4d4; Medium Items 3d4; Major Items 1d6


I've run many campaigns and am what many consider to be a very experienced GM. However, I haven't run a lighthearted campaign in 15 years. I've just started a game that I'm aiming have as a Comedic Adventure game juxtaposed against darker elements (ala Made in Abyss).

What do you think makes for a lighthearted game without just being silly?


avr wrote:
What character level, and which of fast, cheap, good do you want?

Let's assume no higher than 12th level, but I'd love to see lower. Cheap and good take priority over fast.


If you wanted to build a defensible base of operations on the cheap, what build do you think could do it best? What spells and abilities do you think are the best tips and tricks for creating a safe haven?

Perhaps you've recovered the great wondrous relic from the BBG and want to protect it from being taken back, how would you build a vault?


In the Advanced Race Guide, the rules for creating custom races presents an interesting question. The Half-Construct subtype can be applied to the Outsider (Native) creature type. However, Native Outsiders can be raised, unlike standard Outsiders, but Half-Constructs cannot. Which would take precedence and why?


Adjoint wrote:
BigNorseWolf wrote:

No.

You need to bend the light around yourself, predator style, to use hellcat stealth.

You can't do that when the light only exists for you and not the people who's eyes you're trying to fool.

I understand the actual hellcat's ability as making itself transparent (not only the flesh, which is naturaly transparent, but also the blood and the bones), and consequently, I imagined Hellcat Stealth to work on a similar principle.

And if only you are able to activate this ability, then even if others can't see any light, you are still (semi-)transparent.

The feat is an extraordinary ability, so I don't think it's actually making yourself transparent. I'm more inclined to agree BigNorseWolf's description that it's bending light around yourself, like invisibility.

The light either exists or it doesn't though. Since the spell used to create the effect is evocation, the light exists. The question is whether or not manipulating the light would hide you, even if no one else saw the light.

wraithstrike wrote:


Either the ability is on or it is not on. If your buddies can't bypass it they cant see you, just like if you cast the darkness spell they cant just bypass it.

Are you arguing that you can't have your allies see you and the enemies not? If so, that's not the argument here. The question is whether you can hide from everyone, even if only you can see the light/dim light needed to hide.

I don't think it is based on the perceiver's perception of light. Consider this situation:

There is a dark hallway that turns right at a 90 degree angle. Just around that turn is a shadowdancer and he's picking the lock on a door while a candle sits on the floor next to him. He hears a sound coming from back down the hallway and steps over 10 ft. to check it out, only to see an orc.
____
|s _c|
| |
| |
| |
| |
| |
|o|

The candle only sheds dim light in a 5 ft. radius, so the orc with darkvision can't see the light, but the shadowdancer can. Darkvision would normally allow the orc to see the shadowdancer and deny them the ability to use stealth. However, the shadowdancer's Hide in Plain Sight allows him to use stealth, even when observed, as long as they are within 10 ft. of dim light. So, even though the orc cannot see the dim light, and even though the orc can see the shadowdancer already, the shadowdancer can use Hide in Plain Sight to vanish in front of the orc's eyes. This is either because the shadowdancer can perceive the dim light within range or because the dim light exists objectively within range. I would lean towards objectivity for fairness in game.


BigNorseWolf wrote:

No.

You need to bend the light around yourself, predator style, to use hellcat stealth.

You can't do that when the light only exists for you and not the people who's eyes you're trying to fool.

Any mechanical support for this?


Adjoint wrote:
Unless you evoke darkness, but that would destroy the light completely, even for the item's user.

I agree. A Darkness spell would suppress even Hidden Light.

Adjoint wrote:
This one rule about darkvision negating concealment makes it clear to me, that concealmeant is a matter of Perception, and thus depending on observer. If any ability requires you to have concealment, it is posible it won't work against creatures with darkvision and low-light vision.

I don't think it's the concealment aspect of the dim light that lets the character use Hide in Plain Sight or Shadow Well. Much like concealment isn't required for Hellcat Stealth. Sean Reynolds clarifies this.

They work similarly. HS trumps the need for cover/concealment, but you have a penalty on the check. HIPS trumps the need for cover/concealment, but it requires a nearby shadow, and has no penalty.

Thematically speaking, drawing shadow to yourself from 10 ft away into bright light would highlight yourself rather than allow for stealth. For this reason, I don't think the shadow moves at all.


Adjoint wrote:
Hellcat Stealth and Hide in Plain Sight lets you use Stealth while being observed (without concealment), so the presence or absence of light doesn't matter.

This is incorrect. Hellcat Stealth allows you to use stealth, even while being observed, in normal or bright light. Hide in Plain Sight allows you to use stealth, even while being observed, within 10 ft. of dim light, regardless of what light level you're standing in. Shadow Well allows you to use stealth, even while observed, within 10 ft. of a shadow. So the presence or absence of light is the exact issue here.

Adjoint wrote:
On the other hand, Shadow Well seems to make use of the fact that there's shadow providing the concealment.

This is false. If a shadow dancer is standing in natural daylight, but there is dim light within 10 ft., they can hide in the natural daylight. They aren't moving into the dim light. The dim light isn't moving to them. They are benefitting from the shadow without being in it.

Adjoint wrote:
Orcs possess darkvision, so from their perspective the shadow is still there, but it doesn't provide concealment to anyone who'd try to hide in it. I would say that any ability that requires shadow to hide doesn't work (unless you're out of the range of the darkvision).

By this argument, Hellcat Stealth wouldn't ever work, since everyone can see someone standing in normal or bright light. However, your point does bring up another argument. Since creatures with darkvision can negate the benefits/hinderances of darkness and low-light vision effectively double the range of light levels, must we consider the Stealth-user's perception of light levels, the Perception-user's perception of light levels, or the objective light levels. I would say the abilities rely on the objective light levels, since it is the only light level that doesn't change with abilities.

As it applies to whether a Lantern of Hidden Light or Luminous Lockpicks provides viable light, the question still remains, "Is the light created objectively present or not?"

I would argue that it is. An easier example to understand might be the Amulet of Hidden Light, which creates a radius of light that only those inside can see. The hitch, however, is whether the light is an illusion (as per the item aura derived from the invisibility spell in the construction requirements) or if the light is an evocation (as per the light spell in the construction requirements). I would argue that the item's aura is mislabeled and should read "faint evocation and illusion", which would make it a clear case.


If a character bearing a Lantern of Hidden Light has Hellcat Stealth and is standing in a dark room with a bunch of orcs, could the bearer still use their Hellcat Stealth to hide from the orcs?

My initial thoughts:

The Lantern creates light as an evocation(per the Construction Requirements and the item's subsequent aura). To me, this means the light is real, even if only the item's bearer can see it, and thus would allow for Hellcat Stealth to be used.

What if a Shadowdancer or a character with the Shadow Well ability was illuminated by the low-light region of a Lantern of Hidden Light in the same room as before? Could they use their ability to hide from the orcs?

My initial thoughts:

The Lantern still creates light as an evocation(per the Construction Requirements and the item's subsequent aura). To me, this still means the light is real, even if the Shadowdancer or character with the Shadow Well ability can't see the low-light region. However, I don't believe they could use their Hide in Plain Sight or Shadow Well abilities because they lack line of sight/line of effect to the light required to use their abilities.

What if the Shadowdancer or character with the Shadow Well ability was bearing an item similar to a Lantern of Hidden Light, which only produced low-light, such as a Palelight Torch? Would the hidden low-light allow them to use their Hide in Plain Sight or Shadow Well abilities?

My initial thoughts:

To me, this is effectively the same as the standard Lantern of Hidden Light and Hellcat Stealth. The light is real, having been created by evocation magic, and the character has line of sight/line of effect to the shadow within 10 ft. I believe they would be able to use their Hide in Plain Sight or Shadow Well abilities.

Suppose the Shadowdancer or character with the Shadow Well ability was in the next room instead, picking a lock using Luminous Lockpicks when the orc patrol walked by, could the bearer still use their Hide in Plain Sight or Shadow Well abilities using the light from the lockpicks to hide from the orcs?

My initial thoughts:

The Luminous Lockpicks use transmutation magic to aid their ability to pick locks, but have no Construction Requirements or explanation for how they produce the much smaller scale, hidden illumination of a Lantern of Hidden Light. Without any references to the contrary, I would guess that the characters could still use their abilities using the hidden light, particularly since there are no stipulations on the size of the shadow created.


If a creature (example: villager) is dominated by an evil creature (example: vampire), can you use detect evil to sense they are under the control of something evil? If the villager was actively doing something evil, detect evil says the villager would detect. What about otherwise?


blahpers wrote:
Kai_G wrote:
blahpers wrote:
Rime metamagic rod.
Do you have a specific spell(s) in mind for this? Otherwise, this sounds like a terrible idea.
Adding multi-round entangled with no saving throw to any target affected by your ice storm, flurry of snowballs, and so on without affecting your allies is a solid way to mix control with blasting. Doing it without costing a spell level is even better.

This tactic relies on the spell dealing cold damage. Since many undead around CR 10, including the vampires that live under Caliphas, have Cold Resistance 10, you are VERY UNLIKELY to deal enough to trigger the Rime Spell metamagic even after expending the charge.


Chromantic Durgon <3 wrote:


Above, most of her spells don't care about those immunities, heck a lot of them don't even target enemies.
Although the Druid spell list shouldn't really struggle to get around undead, mesmerists and witches are the ones that really struggle with that.

We selected her spells to avoid saves, since the typical saves of enemies around CR 10 make most caster's spells into 50/50 shots. As a player that is new to casting, buffing seemed an appropriate choice.


Hogeyhead wrote:

Yeah, I'm going to suggest something simple and expensive. +6 headband of wisdom. You are clearly a casting oriented character as you have no physical stats to speak of. Sell your old headband and buy this, then as was suggested earlier buy an ioun stone of int+2. You asked if this was worth it. Yes. It's completely worth it even if you couldn't get a bonus to int another way. Spells is how you contribute to the party in combat, this is an AP there is lots of combat. I know, I played it.

Did you roll stats? Because you have an 18 point buy which is weird.

The 36k price tag for +1 DC, +1 4th level spell slot, and +1 Wis-based skills is NOT worth it at 11th level.

15 point buy modded for listed gear.


BigNorseWolf wrote:

Mage armor wand (hand to party mamber) +4

Barkskin +4

Mage armor doesn't stack with the +1 Wild armor and has the same armor bonus. Using a wand would either eat into the group's action economy or be really expensive to maintain for more than an hour at a time.


blahpers wrote:
Rime metamagic rod.

Do you have a specific spell(s) in mind for this? Otherwise, this sounds like a terrible idea.


SmiloDan wrote:

Rods of Extend Spell are great for druids. They have lots of long duration buff spells that can often be extended to 24 hours.

Your AC seems really low for 11th level. Everything to boost that would be a good idea. A Lesser Rod of Extend Spell can help with that too (barkskin, cat's grace, etc.).

Her AC in bat form is 23, before buff spells. With buffs, I imagine she'll get into the high 20's.


Chromantic Durgon <3 wrote:
Most of her spells aren't effected by undead immunities.

Are you referring to her spells listed above or the druid spell list in general? Undead immunities are pretty broad.

"Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to death effects, disease, paralysis, poison, sleep effects, and stunning.
Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless)."


Grandlounge wrote:


Ioun stones are fine around a bat head unless you don't like the style. The headband brings down the cost of the +6 as well and the build wants good dcs. You can get the skills back with and 8000gp ioun stone as I mentioned.

The handy haver sack melds into her body when she transforms the polymorphic pouch does not.

We'll turn the stone into tattoos and that should protect the bonuses even better since she'll be wild shaped. However, since I'm predicting we'll be seeing a lot of undead during the adventure, I'm worried their immunities will make boosting save DC's pretty pointless.

The haversack is carried by the humanoid character, not the druid.


First, thank you for making some suggestions and getting a discussion going on potential buys.

Grandlounge wrote:
Cloak of resistance

I don't think this is a good buy for a character with the protection domain. Resistance bonuses don't stack, iirc. She already has a +2, +3 next level. Best not to waste the funds.

Grandlounge wrote:
Scrolls, wands and potions

but of what...?

Grandlounge wrote:
First aid glove as a group purchase

I think she's planning on a wand of cure light for post combat healing, but there's also a cleric in the group for those high-level spells.

Grandlounge wrote:
Metamagic rods persistent aqueous orb is much much better. Extend would be great.

Being in bat form, I suppose someone would have to hold the rod for her, but a persistent rod could be really helpful. Extend is just overkill since the spell already lasts 11 rounds, which is significantly longer than most combats I've been in. Is 9k worth disadvantage on the opponents save?

Grandlounge wrote:
Circlet of persuasion. Or a lore neddle depending on the need for knowledge checks in your group.

She's not a charisma-powered character and she's definitely not a fan of per day abilities when she has to pick when to use it vs a potentially better time later. Just not her playstyle, but I think the lore needle would be great for my character. I may have to free up some loot.

Grandlounge wrote:

Make the head band +4 wis and buy the 8000gp in ioun stone.

Cracked Vibrant Purple ioun stone spell storing level 1.
Cracked dust rose +1 init

+4 Wis headband would grant +1 3rd level spell slot/day, +1 spell DC, and +1 to wis skills. Would that be worth losing 11 ranks in one skill, -1 to int-based skills, and spending 6k gp?

An extra 1st level utility spell for 2k gp is a good idea.
The cracked dusty rose ioun stone might be better as a tattoo, considering she spends most of her time in bat form.

Grandlounge wrote:

Master work tools

Something made of griffyn fur +2 fly
Ioun stones for saves, and AC.

Masterwork tools for...?

What book is the griffyn fur from?

Grandlounge wrote:


Polymorphic pouch
Evergreen seed pouch.

She's tied closely with a PC carrying a Handy Haversack. Do you think the Polymorphic pouch is worth the 5k gp investment?

We were looking at the Evergreen seed pouch before, but with the spells she's selected, I don't think it would be that useful. What would you suggest she do with it if she bought one?


I'm looking for help gearing and/or tweaking a Druid PC for Carrion Crown. Any helpful suggestions are welcome.

CHARACTER:
Demi Hyska

F 31 Human Druid (Ancient Guardian) 11
NG M Humanoid (Human)
Init +3; Senses Darkvision 60 ft; Perception +25

DEFENSE:

AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 74 (11d8+22)
Fort +10, Ref +7, Will +17; +4 vs. Enchantments.

OFFENSE:

Speed 30 ft.
Unarmed +6/+1 (1 non-lethal)
Special Attacks: aura of protection 11 rounds/day, dispel hostility (DC 21), resistant touch 9/day, wild shape 5/day
Druid Spells Prepared (CL 11th; concentration +15)

6th—antimagic field, mass bear's endurance, sirocco
5th—communal air walk, fire snake, spell resistance (D), wall of light
4th—dispel magic (4), spell immunity (D)
3rd—communal resist energy, cure moderate wounds, greater longstrider, protection from energy (D), stone shape
2nd—barksin (2), bear's endurance, burst of radiance (2), shield other (D), summon swarm
1st—featherstep, heightened awareness, obscuring mist (2), sanctuary (DC 17)(D), tears to wine (2)
0th (at will)—create water, detect magic, mending, purify food and drink

(D) domain spell; Domain: Protection

TACTICS:

During Combat Demi remains in bat form as per wild shape, using her size as a defensive advantage while she casts buff spells on her allies and battlefield control spells when necessary. When fighting vampires, she casts aqueous orb when she believes it would destroy the target (down to a third or fewer hit points).

STATISTICS:

Str 7, Dex 12, Con 14, Int 14, Wis 22, Cha 14
Base Atk +8; CMB +6; CMD 17

Feats
Noble Scion (of Peace)
Noble Stipend
Heighten Spell
Natural Spell
Flyby Attack
Preferred Spell (Aqueous Orb)

Skills
Bluff +15
Climb +2
Diplomacy +14
Fly +15
Handle Animal +6
Heal +10
Intimidate +4
Knowledge (Geography) +6
Knowledge (Nature) +16
Knowledge (Nobility) +8
Perception +25
Perform (Oratory) +9
Sense Motive +25
Spellcraft +16
Stealth +15
Survival +11
Swim +2
Use Magic Device +3

Languages Common, Druidic, Hallit, Varisian

SQ
Human- Dimdweller
Druid- Nature Sense, Venom Immunity, Wild Shape 5/day
Ancient Guardian- Ancient Arms, Ancient Ways, Community Bond (Protection), Dispel Hostility, Patience of Nature, Unimpeachable

Traits
Hedonistic [drawback]
Auspicious Tattoo [Race; Human],
Chance Savior [Campaign;Carrion Crown],
Wiscrani Ear [Social]

Gear:

Armor: +1 Wild Leaf Armor (NG-aligned), 11,700 gp
Belts: Belt of Mighty Constitution (+4, NG-aligned), 11,200 gp
Body:
Chest: Vestment, Druid’s (NG-aligned), 2,625 gp
Eyes: Eyes of the Eagle (NG-aligned), 1,750 gp
Feet:
Hands: Gloves, Apprentice’s Cheating (NG-aligned), 1,540 gp
Head:
Headband: Headband of Mental Prowess (+2 Int & Wis, NG-aligned), 7,000 gp
Neck: Aegis of Recovery (NG-aligned), 1,050 gp
Ring 1: Ring of Eloquence (NG-aligned), 2,450 gp
Ring 2: Ring of Invisibility (Shared), 6,000 gp
Shield:
Shoulders:
Wrists:
Slotless:
Minor Bag of Holding - 1,000 gp
Traveler’s Any-Tool - 250 GP

Remaining gp - 35,435 gp

PC Gear 82,000 gp


What level should PC's start being able to pick up Ioun Stones? I'm thinking of one around 1,600gp.


If a character using Shadow Well were facing a creature without True Seeing and were invisible as well, would they still receive the +20 to +40 bonus to stealth from being invisible?


So then, it would simply be down to a Perception vs. Stealth check then?


Does a character using True Seeing automatically perceive a character using the 9th level ability, Shadow Well, from the Shadow bloodline?


Trinam wrote:
The only kind of blaster that deals comparable damage to a fighter is a fire one, meaning they are the one you want to defend against since that way you're either alive due to protection or alive due to the enemy being suboptimal.

I would say an acid, cold, or electrical mage could come in just underneath a fire mage, maybe 5-10 points under. It just depends on the build.

Trinam wrote:
That said, you should also thank your lucky stars that he didn't have a bow and was stupid enough to charge into melee and allow your full attack. You never want to be the second one full attacking.

I'll give you that, but if I had seen he had a bow, invisibility and moving on the ground would have been the counter tactic, instead of fly.

Trinam wrote:
Which leads to the one thing that has me confused. How'd you five foot step back and then use a touch spell? Reach weapon?

I used the 2nd level ability of the Card Caster Magus, Harrowed Spellstrike.


@Lady-J - Fireball is a 3rd level spell, an AoE spell with a Reflex save, and a waste of energy on a single target. I wanted to use this character the way I would have played it in any other game. A 1st level slot that I immediately regain via Spell Recall for 1 Arcane Pool point vs a 3rd level spell is way more efficient to regain. My build doesn't have Empower Spell, so Scorching Ray is out of the argument. I like the Dazing Black Tentacles idea, but it would take a build that is more geared for it to work, such as a high 20's DC to make it reliable or Persistent to keep the target pinned down with repeated Will saves for the entire duration of the spell rather than just 4 rounds, and it would be nowhere near "near permanent". Also, as a 4th level spell at its base, a 10th level Magus would likely only be able to cast it once a day.

@Trinam - I don't think he knew which kind of caster I was playing. Even if he was immune it fire, I still could have change the damage type and dealt a significant amount of damage, still likely dropping him to unconsciousness in a single shot, but I would have been a shot in the dark for what kind of damage he would have been susceptible to.


Battle report:
Since my magus build started the debate, I played my magus build, while my brother play a TWF build. We started with our characters standing in an open arena 1d8x5ft apart (20 ft.), taking the fixed hit die option to set an average luck baseline.

Round 1: I took the initiative, cast Fly and moved 30ft up into the air. My brother activated Winged Boots and charged, which I realized afterward would not be possible (standard to activate, full round to charge). He struck me for 17 damage.

Round 2: I 5ft stepped back, drew a lesser metamagic rod of maximize from a handy haversack as a move action, then used harrowed spellstrike to hit is touch AC and cast a maximized, intensified shocking grasp converted to fire with the first level admixture school power, which was buffed with the Crossblooded (orc/red dragon) sorcerer arcana and the half-orc favored class bonus to deal 1d4+84 fire damage. He was dropped to -17 and incinerated instantly.

Questions?

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