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Mysterious Stranger wrote:

The price for spell casting assumes you that you go to the caster and he casts it in the safety and comfort of his own dwelling. At best he may travel a short distance, probably no more than an hour. It does not include putting the spell caster in danger. That is going to multiply the cost by a lot.

The price also assumes that you go to the caster and they cast the spell. This leaves him free to charge other people for his other spells. If he is accompanying you, you probably need to purchase all of his spells every day even if they are not cast. By my estimate a 5th level wizard can make 1,000 gp per day by selling all his spells. This would mean to have a spell caster travel with you costs at least that much.

So assuming the caster is doubling the cost for hazardous duty that would be about 2,000 gp per day per caster. If you hire 5 of them, that works out to about 10,000 per day or 300,000 per month. So to hire 5 5th level caster per day on a pirate ship should be about 3,600,000 gp per year. That also does not include room and board, or the fact that the spell casters may decide they deserve a share of the treasure.

Would your adventurers make that much for traveling on a ship? If not, why not?

Here are a few suggestions, just off the top (I'm going for plants!):

Bodythief (CR 14) -- The mayor in this case would be a Pod-Spawned Creature that is feeding townspeople to its host plant. A good setup would be to make the mayor's spouse a botanist or an explorer since the plant is smart enough to use manipulation to get more victims and because it adds an extra layer of clues that the players can learn to solve the mystery. Townsfolk can suddenly stop disappearing if you want to throw a red herring by the Bodythief creating Pod-spawns to replace its meals (but remember that duplicates must be created within 24 hours).

Monsters: Pod-spawned townspeople, Bodythief plant

Yellow Musk Creeper (CR 2) -- Similar to the Bodythief above, but a lot more limited. Here, the Mayor would have to be the botanist/explorer who discovered the plant, but he would be an unhinged normal person who decided to feed it. Since the plant is non-intelligent (and its spawns are zombies), the mayor is the true villain. Consider an alchemical spray that allows the mayor to control the zombies.

Monsters: Yellow Musk Creeper Plant, Yellow Musk Zombies, Mayor (Alchemist or maybe evil Druid)

Mi-go (CR 6) -- The mayor is a cultist of Dark Forces and willingly welcomes and serves visitors from beyond the stars. The Mi-go scouts hope to use the mayor's fervor to gain some detailed understanding of the populace. He delivers townspeople for the Mi-go's experiments in a misguided attempt to gain favor with whatever Outer Being he worships.

Monsters: Mi-go, modified townspeople (consider the mutant template)

Dave Justus wrote:
Despite the fact that you have been treated badly, I think you should still at the minimum let the GM know you won't be playing anymore. That is just common courtesy, and doesn't cost you anything. A simple email saying that the game isn't fun for you so you won't be participating anymore is all that is required. You don't have to (and probably shouldn't) go into any details or justify your decision, but just informing him not to expect you is polite.

I second this.

Just dropping a quick "I don't feel like getting involved with a PVP game" line in text or email can mean a lot, especially if you're not planning on completely writing off that DM / friendship.

That might save you future strife, too, if he plans PVP games from the start and you get involved with a different game.

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For anyone interested, I put together an ability cost estimation (since a "How do I into Lich" method was something I'd been meaning to work out for a while). Thought I'd toss the draft here

Ability Cost Estimation:

+1 Light Fortification Masterwork Haramaki (2) 4153 gp (or +1000 for Mithril Buckler)
+1 Moderate Fortification Masterwork Haramaki (4) 16,153 gp
+1 Heavy Fortification Masterwork Haramaki (6) 36,153 gp

Darkvision (Permanancy) 5000 gp

+2 Perception, Sense Motive, Stealth 900 gp
+4 Perception, Sense Motive, Stealth 3600 gp
+6 Perception, Sense Motive, Stealth 8100 gp
+8 Perception, Sense Motive, Stealth 14,400 gp

Resist Cold and Electricity 5 10,500 gp (6000 ea); alt 7000 gp for ring
Resist Cold and Electricity 10 31,500 gp (18,000 ea); alt 21,000 gp for ring
Resist Cold and Electricity 20 73,500 gp (42,000 ea); alt 49,000 gp for ring
Immunity to Cold and Electricity

+2 resist death effects, disease, paralysis, poison, sleep effects 2600gp? Maybe twice this?
+4 resist death effects, disease, paralysis, poison, sleep effects 10,400gp
+6 resist death effects, disease, paralysis, poison, sleep effects 23,400
+8 resist death effects, disease, paralysis, poison, sleep effects 41,600

+2 resist mind-effecting effects 3500 gp, possibly 7000 gp since it is not resist? (mind sentinal medalion)
+4 resist mind-effecting effects less than 32,000gp
+6 resist mind-effecting effects less than 72,000
+8 resist mind-effecting effects less than 128,000gp

DR 2/Bludgeoning No more than 6000, I'd say. Compare with 1/- for 5k for Adamantite Haramaki.
DR 5/Bludgeoning Compare to +1 Invulnerable Haramaki at 16,000 gp
DR 10/Bludgeoning Compare to Belt of Stoneskin at 60,000 gp.
DR 15/Bludgeoning

Touch attack 1d8 negative energy +1/2 levels ??? Somewhere between 2000 and 10000?
Touch attack 1d8 negative energy +1/2 levels, Paralysis 1d4+1 rounds 3/day 7200 gp + above (Ghoul Touch)

Require 4 hours sleep
Require 2 hours sleep (ring of sustinance) 2500gp
Require no hours sleep

+1 Natural Armor (as per Amulet of Natural Armor) 2000 gp
+2 Natural Armor 8000 gp
+3 Natural Armor 18,000 gp
+4 Natural Armor 32,000 gp
+5 Natural Armor 50,000 gp

Path from 1-9:

Cumulative costs are in (parentheses)
1. (15k) Darkvision, Light Fortification, +2 resist death effects, disease, paralysis, poison, sleep effects, +2 Perception, Sense Motive, Stealth
2. (30k) DR 2/Bludgeoning, 5 Cold and Elec resist, +2 resist mind-effecting effects, +1 Natural Armor
3. (45k) 2 Con Drain, Moderate Fortification, +4 resist death effects, disease, paralysis, poison, sleep effects, Require only 2 hours sleep
4. (60k) DR 5/Bludgeoning, 10 Cold and Elec resist, +4 resist mind-effecting effects, +4 Perception, Sense Motive, Stealth
5. (75k) 2 Con Drain, Heavy Fortification, +6 resist death effects, disease, paralysis, poison, sleep effects, +2 Natural Armor,
Touch attack 1d8 negative energy +1/2 levels
6. (90k) DR 10/Bludgeoning, 20 Cold and Elec resist, +6 resist mind-effecting effects
7. (1lvl) Become Undead, Touch attack 1d8 negative energy +1/2 levels, Paralysis 1d4+1 rounds 3/day, +6 Perception, Sense Motive, Stealth
8. (120k) DR 15/Bludgeoning, Cold Immunity, Elec Immunity, +8 Perception, Sense Motive, Stealth, +3 Natural Armor
9. 2lvl Become proper Lich, Rejuvination, Natural Armor +5, Fear Aura, Paralyzing Touch at will, DR 15/Bludgeoning and Magic,

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Let's look at mechanics...

The cost of becoming a lich is 2 levels (if you're counting its CR as level equivalents) and 120,000 gp. At level 15, this amounts to exactly half of your WBL. Remember that this is one hell of a sacrifice for your player to be making for his goal. He probably won't be able to attain his goal until he is a 13th level caster (Character level 15), so unless you're starting out at this level, he's going to feel the weakness of this process.

If you're set on 9 steps, then I'd suggest giving out the powers for each step. The powers are:

    ● DR 15/Bludgeoning and Magic
    ● Immunity to Cold
    ● Immunity to Electricity
    ● Touch attack dealing 1d8 negative damage and paralysis
    ● Fear aura
    ● Natural Armor
    ● Bonus to Perception, Sense Motive, and Stealth
    ● Undead creature type
    ● Darkvision 60'
    ● Immunity to mind-affecting effects
    ● Immunity to bleed, 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.
    ● Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
    ● Rejuvenation (the big one)

If we divide these into chunks, we should be able to get small bonuses that our process can grant every step of the way.

    ● Darkvision 60'
    ● +2 racial bonus to Perception, Sense Motive, and Stealth (to +4, +8)
    ● +2 racial bonus to resist death effects, disease, paralysis, poison, sleep effects (to +4, +8, Immunity)
    ● +2 racial bonus to resist mind-effecting effects (to +4, +8, Immunity)
    ● 5 Cold and Electricity Resist (to 10, 20, Immunity)
    ● DR 2/Bludgeoning (to 5, 10, 15)
    ● Touch attack 1d8 + 1/2lvl (to add paralysis for 1d4+1 rounds 3/day)
    ● Light Fortification (to Moderate, Heavy)
    ● 2 Constitution drain that may not be overcome, cured, or prevented by any means (to 4 Con drain).
    ● Require less sleep per night (to requiring no sleep)

    ● Gain Undead Type
    ● True Lich -> Fear Aura, Full Paralyzing Touch, DR adds Magic (becomes 15/Bludgeoning and Magic)

The costs at each step can be divided (as a cumulative total):

1. 15k
2. 30k
3. 45k
4. 60k
5. 75k
6. 90k
7. 1lvl Become Undead
8. 120k
9. 2lvl Become proper Lich

... where steps 7 and 8 are particularly dangerous because you're Undead but do not yet have the Rejuvenation power.

Note that that the squirrel, as a tiny creature, gets an extra +4 Str and -2 Dex when polymorphed into a Medium dragon, resulting is scores of +8 Str, -2 Dex, +2 Con for Form of Dragon I.

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Java Man wrote:
Witch has a few culinary based hexes and archetypes.

Agree. I would like to point out the Gingerbread Witch archetype, especially.

Pastry summons, confectionary familiars, eating your enemies... I like it.

You could have a gummi tardigrade familiar

McDaygo wrote:

So in the home game I am running I have a party of level 5 players that are geared for level 3 play; reason being as it is a home game instead of actual experience points I’m leveling the party when they reach certain story points (we only play 3-4 hours biweekly).

Right now each player is 7.5k short of where their gear should be. I don’t want to just give the money and say go shopping as that feels like the lazy writer route. Instead I want to gear them up next game so I was thinking “free” weapon/armor enchants as the players have a cleric and oracle of the same god in party like a divine gift magically powered up their gear or they can stumble upon a store house but then I’d just give each character an item to help their character.

How would you go about it?

You could use the Automatic Bonus Progression and not have to worry so much about keeping up (

Personally, I'd drop the "Weapon Attunement" and "Armor Attunement" rules, since I don't feel that those add any fun.

I'd also ignore the part at the bottom, and just manage drops so that they don't get too strong. That is to say, don't make the players "pay" for enchantments out of their automatic bonus; just make the enchantment work on its own and the automatic bonus work on its own (and don't drop weapons/armor that you feel are too strong for the campaign). That might get you in trouble later on if players are able to craft items depending on your players, so beware.

LordKailas wrote:

IMO the more interesting scenario is the one that happens if you don't modify things at all.

DM: Commoner Joe comes at you with a knife. <rolls behind the screen> Hey, a 20. <rolls some more> he slashes you for 5 damage
Fighter: <looks at his 60 hp> uh, ok...
DM: What do you do?
Fighter: I punch him in the stomach to discourage him. <rolls> Ugh. A 1.
DM: When you go to punch him in the stomach your foot slips causing you to miss wildly.

Now the scene has tension. Who else is around? Joe is feeling pretty pumped and fighter can't simply ignore Joe. I agree though, if the DM feels that there's no chance of hitting and/or missing then dice shouldn't be involved. Unless, you're checking to see if something unexpected happens. 1s and 20s are the unexpected.

Yeah, that's a really good point. Assuming the DM has left enough information to let the Fighter know that he shouldn't end Joe for good, that last scenario creates a sense of urgency. The Fighter could even get a sense of false danger out of the exchange, making him feel that if he doesn't make the right decision, he might have to kill Joe.

I'm not sure that I understand.

If a level 1 commoner hits Mogaru, does it matter?
If Mogaru misses the level 1 commoner and he escapes to safety, does it matter?

If the commoner shouldn't hit or Mogaru shouldn't miss, why are you rolling? If a creature can't hit even if he gets an extra +20 bonus to his attack, what is the likelihood that his attack will be significant even if he does hit? If your player can't miss even if he gets an extra -20 penalty to his attack, what is the likelihood that his opponent will put up enough of a challenge to even warrant rolling? Why aren't you just handling it narratively?

DM: Commoner Joe comes at you with a knife. <rolls> Hey, a 20. <rolls again> A 5. Does a 24 hit?
Fighter: Nope.
DM: He tries to stab you but he misses. His face is pink with frustration and anger. What do you do?
Fighter: I punch him in the stomach to discourage him. <rolls> Ugh. A 1. <rolls again> 12. That's 15 total. 11 subdual if it hits.
DM: He doubles over and hits the floor.


DM: Commoner Joe comes at you with a knife, futilely trying to stab you. His face is pink with frustration and anger. What do you do?
Fighter: I punch him in the stomach to discourage him.
DM: He doubles over and hits the floor.

Is the first significantly better than the second? If the commoner hits or the fighter misses, would it add to the scene? Is the fight really the point of this scene, or is it just there to tell the story of the scene?

All this time, and I missed Regeneration Day.

Well, Happy Belated Regeneration Day, folks!

The Inquisitor spell, Brand ( does 1 point of damage and leaves an "indelible rune or mark of no more than 6 characters" for 1 day/level (Greater Brand is permanent).

It's also on the spell list for the Zorro- Hexcrafter Magus (since it has the [curse] descriptor, detailed here ( ).

Yqatuba wrote:
blahpers wrote:
Yqatuba wrote:
Speaking of the 50 pound limit, how much do a balor's large size whip and longsword weigh? I assume under 50 pounds but not sure how much exactly.
Stereotypical Large weapons weigh double the listed weight on the equipment charts, so 4 pounds and 8 pounds, respectively.
Shouldn't they weigh 8x as much if they are 2x as big in all 3 dimensions?

Maybe they're ~1.25 as big in all 3 dimensions?

doc roc wrote:
LordKailas wrote:

Also, there 4 different categories of players only one of which should be kicked out or banned. Players of all sorts get upset if they feel like their character is being invalidated. So, the challenge for the DM is to find a way to prevent this.

Yup.... Type 2 and 3 often get confused but they are definitely distinct.

Strangely, Type 1 and 3 often get confused, too. And RAW/RAI arguments end up pushing both towards "standard build" Type 2.

And if you typically have a lot of Type 1, you can confuse a Type 2 with a 3 or 4.

Efreeti are individuals. Most efreeti I see who grant wishes to players tend to hate granting wishes. Some eftreeti I've run into in modules/adventures seem to have no problem granting wishes to the bad guys. I know it's not helpful, but from source material, it depends on the efreet.

There's no reason that you couldn't have an efreet like any of the following:

One who views granting wishes as just a part of his job. He might try a little quid pro quo ("I'll grant you two wishes if you make one for me...") He might get annoyed if players try to "game" the wish or wish for something out of scope. Maybe he twists the wish. Maybe he explains the parameters of the wish to the players. Or maybe he's had enough and refuses to grant the wishes to the players.

Efreet: You know what? I've had enough of your legalese. I'm not going to grant any wishes.
Players: But you have to grant the wishes! It's genie law!
Efreet: Then call the genie police. Plane Shift!

Both of those attacks are Standard Actions, so they can't perform the attack action or full attack action with them.

Lots of strange feats. Trepanation, for example, is a torturer's feat. In practice, the user purposely fails until either the target's Will save is low enough to succumb to any effect or until the target is unconscious.

blahpers wrote:
Body bludgeon lets you use a creature as an improvised weapon. It doesn't make the creature an actual improvised weapon.

Otherwise, the Chairbreaker feat would be really scary.

Claxon wrote:

That's my whole point though.

The OP needs to work with their GM to talk about how they're going to do this. Because what they want to do flat out can't be accomplished by the rules. High level magic is simply too strong, it can't be defeated without GM fiat.

My point is that without contrivances to tone down encounters to where they're not impossible at the level you'd meet them, every adventure would be impossible. A 20th level wizard is just a high-level example of this.

Adventures are based on inefficient use of resources to allow the party to proceed. Storytelling is based on the need to justify these uses in order to preserve the suspension of disbelief.

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Claxon wrote:

Giving the wizard PC WBL only increases CR by 1.

And as far as action economy, that is definitely where the party should lose. The wizard should be on his timeless demiplane, where he has summons. Summons which duration never ends. Imagine how many summons you can have when they never disappear. Imagine how many spells you can have active on you when they never end. Imagien how many trap spells you can have when they never end.

Not to...

That's kind of the problem, isn't it?

If you're going to use CheezeMagik, then there's no way that the PCs can actually do anything. It's actually pointless to try. As the DM, you don't even need a Wizard to accomplish this, actually; you can just design a dungeon with infinite traps, effects, and monsters. The Wizard is just the justification for doing so and feeling clever about it.

If you're going to encounter the Wizard's spells and traps without SpellCheese everywhere, then it is indistinguishable from a normal dungeon. There will be monsters, traps, and treasure. The Wizard has no reason to stick around.

If you're going to have them physically encounter the Wizard, then you're going to have to make him dumb. There's no reason that a Wizard of that level should ever involve himself in a fight with anything (especially not anything that has a chance of killing him).

I can only assume that the question refers to paragraph #3, since #1 is pointless and #2 is Business As Normal.

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Claxon wrote:
The most abusive form I've seen it take is repeated castings of Augury to bolean search things and figure out the best path forward. Of course how the wizard got augury is a question, but it's possible.

To be fair, the Cleric can do this as well. On top of this, the 14th level Cleric's WBL is actually higher than the 20th level Wizard NPC's suggested wealth (185,000 gp vs 159,000 gp; Multiply that by 7, and you're on the wrong end of that arms race as the Wizard).

Seems like these would be your limiting factors as the Wizard:

* 159,000 gp wealth limit (if this is ignored, it's a fight against GM fiat instead of a fight against a lvl20 NPC). Ring of Freedom of Movement costs 40,000gp. Gating in an Olethrodaemon costs 12,000gp. A Symbol of <X> costs up to 5000gp. That Orange Prism Ioun stone costs 30,000gp. It adds up quick

* Action economy. You may have around 9 creatures trying to attack you between your actions. Every action could be your last. Your summons, barriers, debuffs, etc. have to last through 9 creatures each round.

* Spell slots and order. You'll probably have 6 slots for levels 7, 8, and 9. Desirable spells compete for each other in these slots, especially if you know every action must count. Time Stop, Gate, Summon Monster IX, Disjunction, Quickened Dominate Person, Quickened Wall of Force all compete for the 9th level slots. Mind Blank, Quickened Black Tentacles, Quickened Dimension Door, Summon Monster VIII, Discern Location all compete for 8th level slots.

You've got me thinking about this in the opposite direction:

If I was a level 20 Wizard and I knew I was going to be attacked by a level 14 party consisting of Summoner, Cleric, Paladin, Ranger, Brawler, Rogue and Sorcerer, then how would I protect myself? Could I realistically expect to defeat them, or should I try to escape as soon as I can?


With judicious use of Ninja Trick (and a favorable ruling or two as GM), you can get some kitty-style powers and maybe some utility.

* Wall Climber gives you a 20' climb speed. Very kitty.

* Vanishing Trick allows you to cast Invisibility at the cost of a Ki point (and allows you to get Invisible Blade/Greater Invisibility at level 10 with a favorable GM ruling).

* Ki Pool is a Chained Rogue talent that the developers "overlooked" when they made the Unchained Rogue. It gives a Ki pool (equal to Wis mod) to fuel talents like Vanishing Trick, if your GM rules that you can take it.

Also, I think someone made up an Unchained Ninja conversion if you need to go a little more towards the Catgirl side of Catfolk.

Curse of Nonviolence grand hex? Wouldn't kill it, but it might keep it from being dangerous.

Drowning? Most of them seem to need to breathe from what I can tell.

Create Demiplane? After you beat is unconscious, it counts as a "willing" target. You could Plane Shift it to a tiny permanent demiplane of your own creation and forget about it. Alternately, you could Plane Shift it to the Elemental Plane of Water and leave it to drown.

Melkiador wrote:
Kitty Catoblepas wrote:
That... still isn't very good.
I don't think anyone ever said it was very good. It's really not even "just ok". It'd need infusion specialization to be "just ok". In its current state, it's just "kind of bad".

Ah. That makes sense. I misunderstood you and thought you were saying that it "wasn't all that bad"

Melkiador wrote:
Kitty Catoblepas wrote:
Melkiador wrote:
The save DC shouldn't be that low. It scales with level and for form infusions is based off of dexterity, which your average witch will have as a secondary stat anyway.

It won't be high. It certainly won't (or shouldn't) be anywhere close to your spell DC. Your Fan of Flames should be about 14, maxing around 16, your Torrent or Blast should be about 16, maxing around 18. That's if you start with 16 Dexterity.

16 to 18 is not a terrible DC for level 2, especially when failure usually just means half damage. And the DC will scale with your level, always staying relevant. The DC is only going to be bad if you choose to keep it bad.

Ah, I see what I've missed. The DC is based on the effective blast level, not the Infusion level. That makes sense. So it's still really bad damage, but the saves are increasingly hard to make. Assuming starting at a 16 Dex and increasing by +2 at levels 5, 10, and 14...

1: 4.5 -- (14)
3: 8 -- (14)
5: 11.5 -- (16)
7: 15 -- (17)
9: 18.5 -- (18)
11: 22 -- (20)
13: 25.5 -- (21)
15: 29 -- (23)
17: 32.5 -- (24)
19: 36 -- (25)

That... still isn't very good.

Artificial 20 wrote:
Magnetic Infusion isn't a bad debuff, but that's a level 3 spell.

Yeah, I agree -- It's not bad, but I'd like to think that you could do more with a 3rd level spell than give a +4 to hit a single opponent for 1 round.

Melkiador wrote:
The save DC shouldn't be that low. It scales with level and for form infusions is based off of dexterity, which your average witch will have as a secondary stat anyway.

It won't be high. It certainly won't (or shouldn't) be anywhere close to your spell DC. Your Fan of Flames should be about 14, maxing around 16, your Torrent or Blast should be about 16, maxing around 18. That's if you start with 16 Dexterity.

You're still sacrificing a 1st level spell to do damage to a 15' arc, a 3rd level spell to do damage in a 30' line... And if you want Eruption or Explosion, you have to spend one of your 5 Infusion slots on Extended range, too.

Average damage scales at these levels (save for half):

1: 4.5
3: 8
5: 11.5
7: 15
9: 18.5
11: 22
13: 25.5
15: 29
17: 32.5
19: 36

Honestly, I can't see anything good about the Form Infusions.

Melkiador wrote:

You could choose better infusions though. Fan of Flames is pretty nice at low level and cost. And there are higher level good options for other elements. It really feels like you purposely chose some of the worst infusions for your examples.

Are there better infusions? I'm having trouble finding infusions that don't:

1. Do pitiful damage as AoE with low save DC
2. Make a combat maneuver with a 1/2 BAB class
3. Inflict minor Condition on enemy for a short time
4. Require a Utility Wild Talent (which you can't get)
5. Put out a fire

Melkiador wrote:
The blast isn’t a waste of actions. It’s just not an alpha action. Meaning, it’s not the action you usually start a fight off with. It’s more of a cleanup option. Something good to do when the fight is already controlled. And sometimes it is the alpha action, when the enemies are resistant to your spells or not worth the slots.

By level -->

1: 1d6+1 damage (avg 4.5)
2: 1d6+1 damage (avg 4.5), sacrifice 1st level spell to Dazzle
3-4: 2d6+1 damage (avg 8), sacrifice 1st level spell to Dazzle
5: 3d6+1 (avg 11.5) damage, sacrifice 1st level spell to Dazzle
6: 3d6+1 (avg 11.5) damage, sacrifice 1st level spell to Dazzle or 3rd level spell to Shaken, Stagger (1 round), or Darkness (1 round)
7-8: 4d6+1 (avg 15) damage, sacrifice 1st level spell to Dazzle or 3rd level spell to Shaken, Stagger (1 round), or Darkness (1 round)
9-10: 5d6+2 (avg 19.5) damage, sacrifice 1st level spell to Dazzle or 3rd level spell to Shaken, Stagger (1 round), or Darkness (1 round) or 5th level spell to Sicken.


You lose a lot to gain very little. On top of that, if you try to use what little you gain, you're lured into throwing away even more resources. Having an at-will energy blast is cute, but it certainly isn't good.

Why I don't like it:

* The archetype doesn't change the primary ability of the blast to Intelligence, requiring you to have strong scores in Dex, Con, and Int (MADness).

* It does not give you the Gather Power ability (or Infusion Specialization or any other method of reducing Burn), requiring you to burn spells for every infusion you use

* You have a weak BAB, requiring you to take Energy blasts, which do little damage. You will never get a Composite Blast, so your damage will always be bad. At 9th level, you'll probably be doing 5d6+2 damage from your blast. That's about the same as Magic Missle cast at 9th level or Snowball cast at 5th level.

* You never get Utility Talents or Metakinesis. And those are good.

Paksarra wrote:
David knott 242 wrote:

Also, since the Pyrausta is a new form of an existing familiar and not a new familiar, you should ignore any reference to its specific languages (so it does not immediately learn Draconic or forget Common). However, since there is no "can't speak" reference next to its language entry, the familiar would gain the ability to speak while in Pyrausta form. how would he learn Draconic?

-- If you have ranks in Linguistics, presumably he would learn languages based on the number of ranks you have.

-- At level 13, he would gain 12 Intelligence, allowing him to learn a new language, unless...

-- You take the Sage archetype, which would allow him to have is own ranks in Linguistics and progress Intelligence at a faster rate (12 Int at level 7).

But would it gain the ability to answer rhetorical questions?

Be careful around those foxes. With 9 strength, they can drag off people who weigh up to 225 lbs.

Lucy_Valentine wrote:

"From my understanding, a familiar gains a language of your choice, unless it knows a language already."

Where are you getting that from? Because I'm pretty confident familiars don't have that (unless the specific animal type has it, like Ravens and Thrushes), and I can't find it in the rules, and I couldn't find it in the Magical Child rules either. on-Intelligent

This states that an animal with Int 3+ gains a language, even if it does not have the ability to speak.

In addition, the description of the Intelligence score in the Core Rulebook states that characters with 3+ Intelligence can read and speak a language.

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If they don't have true seeing, you can rain on their parade of blows by using Mirror Image or Displacement. You could make the Monk nearly useless with retaliatory effects like Fire Shield. You could be able to draw out the combat by making multiple weaker enemies who do not group together (since his style strike which allows him to move and make a full attack is one per round).

But the real solution starts with a question: How is the rest of the party contributing?

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I'd often thought of taking the "Guns Everywhere" rules and turning them into "Crossbows Everywhere", with the Bolt Ace being the default Gunslinger build, "Crossbow Training" being granted at level 1, and the "Amateur Gunslinger" feat becoming "Amateur Bolt Ace"

What this would end up accomplishing is giving Dex-to-damage with a 1 level dip and having a feat that would grant a Grit pool, allowing the user to spend 1 point to target touch AC for the crossbow's first range increment.

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You could always have your villain monologue with Perform(Oratory) in conjunction with Bardic Performance: Fascinate

Anarchy_Kanya wrote:

My villain's monologue actually provided bonuses to his minions, he just stood behind a decent number of mooks and let them do the fighting.

...Or Inspire Competence

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Balkoth wrote:

1, "IT WAS ALL A DREAM!" I don't really like this option, I think it cheapens death and makes failing meaningless.

I've promised myself that one day I will have a TPK and take the "IT WAS ALL A DREAM!" out. This will eventually fade into an "I don't think we survived that fight..." moment followed by an official, "Welcome to Hell. You're dead." speech. The major conflict/goals will shift to escaping the plane where they don't belong, finding a way to keep from losing themselves to the plane as Petitioners, finishing that last thing that they needed to do in life, and eventually retiring themselves to their proper places in the afterlife.

Maybe one day.

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You could use existing items and describe them all creepy.


A Varisian Tattoo (31,000gp) -- A piece of flesh carved off of a Varisian caster. May be attached to a spellcaster to give a +1 to caster level (as an Orange Prism Ioun stone) and allows the caster to use the Mage Hand cantrip at will

A complete set of Minor Shadow Piercings (19750gp) -- Tastelessly carved into shapes of demons dangling from the wearer's skin by various methods. These are sold as a set and include the following: Vrock (Suspension Piercing) -- Constant Feather Fall; Succubus and Incubus (Chest Piercing) -- +2 profane bonus on saves against effects that cause the dazed, nauseated, and sickened conditions; Many Larvae with their bodies twisted into spikes (Body Piercing) -- +2 competence bonus to CMD against grappling attempts; A septum piercing which is a tiny Glabrezu head connected by a pincer claw (Head Piercing) -- The wearer gains a +5 competence bonus on Intimidate checks; A whispy Shadow Demon eyebrow piercing (Eye Piercing) -- The wearer gains low-light vision. If the wearer already has low-light vision, the ability’s range is doubled

Also, there are some neat Fetishes ( and Demonic Implants ( to browse.

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I made an excel at one point. I can stick this on my google drive when I get home if you'd like or if I'm not clear here. It looks accurate to me, but I haven't checked it in-depth.

You'll notice that some number of successes will be statistically impossible to be able to achieve, depending on your target number or the number of rolls. I started to make a crit-20/confirm section at one point, but I'm not going to include that.

Format excel as follows:

A1 "Successes; A2 = 0; A3=1 and pull down so that the cells are numbered sequentially

B1 "%"; B2 =COMBIN(E2,A2)*(1-(21-D2)/20)^(E2-A2)*((21-D2)/20)^A2 and pull down. Excel will change the letters that the cell refers to automagically. Format these cells as a percent to make it easier to read.

D1 "Target Number"; D2 =N1; D3 =D2 and pull down. This will make each cell refer to the one above it. I do this because I can't figure out how to make only some of the cells to change in column B, as they all need to refer to their corresponding A column, but always to N1 and N2. Also, I don't care enough to fight with it.

E1 "Total Rolls"; E2 =N2; E3 =E2 and pull down. This will make each cell refer to the one above it (like in D). I do this because I can't figure out how to make only some of the cells to change in column B, as they all need to refer to their corresponding A column, but always to N1 and N2. Also, I don't care enough to fight with it.

F1 "d20"; F2 =ROUND(((G2*100)/5),0) and pull down. This is what number on the d20 that you would roll to get the number of successes in A column. You'll get some repeats. Pick the first or the last; up to you.

G1 "d100"; G2 =B2; G3 =B3+G2 and pull down. Format this as percentage with 0 decimal places. This is what number on the percent d100 (2d10) that you would roll to get the number of successes in A column. You'll get some repeats. Pick the first or the last; up to you.

H1 "d1000"; H2 =B2; H3 =B3+H2 and pull down. Format this as percentage with 1 decimal place (Alternately, you can set this to =G2*1000 and pull down, creating a custom format for ‰). This is what number on the per mille d1000 (3d10) that you would roll to get the number of successes in A column (expressed as percent with an extra place). You'll get some repeats. Pick the first or the last; up to you.

M1 "Target; M2 "Total Rolls"

You'll make your changes to target number and number of rolls on the N column. D and E columns refer to N1 and N2, respectively.

N1 Target number. This will break or not make sense for values over 20 or below 2.

N2 Number of rolls to make. Number of NPCs that you're rolling for, presumably. You'll get a lot of #NUM! if you drag down more columns than you have rolls, but it won't hurt anything.

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I've rarely seen people actually enjoy puzzled when they were played straight (most end with "but you didn't say..." arguments). That being said, if you have your heart set on a puzzle you might be able to play it for comedy or subvert it, depending on your group...


  • *Puzzle solves for literally any solution --

    DM: "The inscription reads: 'This will only open when plunged to the depths of the waterless sea.' There is an inscription of a star and a moon on opposite sides and the sun on the top."

    Fighter: "I hit it with my Warhammer."

    DM: "A flag pops up to indicate a proper solution and the box springs open"

    Players: "???"

  • *Puzzle solves for any technicality solving the problem --

    DM: "The inscription reads that in order for the box to open, it must be thrown into the sun"

    Player: "I throw it into the temple of the Sun God"
    Player: "I throw it outside into the sunlight"
    Player: "I draw a picture of the sun in the dirt and throw it into that"
    Player: "I throw it at the Dwarf. He's someone's son"

    DM: "The box opens"

  • *Puzzle has a nonsense solution which is given after the incorrect answer --

    DM: "The sphinx refuses to let you pass until you have answered a riddle. 'What has four legs in the morning, two legs at midday and three legs in the evening?'

    Players (in unison): "Man!"

    DM (as sphinx): "'Wrong. A donkey'"

    Players: "A donkey?"

    Sphinx: "Yes, a donkey. You may not pass. Good day."

    Player: "Well, technically, we just had to answer the riddle to pass, not get it right..."

    Sphinx: "Oh, you cheeky @$#%!"

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A dip into Master of Many Styles will net you a Style feat and the ability to have two Style feats active at once. Use this to have Ascetic Style and Panther Style active. Be a Cleric or Warpriest or Paladin of a Hammergod and take Crusader's Flurry. Provoke AOOs. Retaliate with AOOs.

ALT: Become large. Gain Longarm spell effect (or go Abyssal Bloodrager level 4).

ALT: Get a buddy to use Broken Wing Gambit, Improved Trip, or Improved Overrun.

Shinoskay wrote:

Do you not understand regeneration yet?

Yay necromanticized regeneration.

I was going to wait until August to do this.

But I guess it's good for us to prepare for the festivities of this thread's 10-year anniversary.

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I had a concept for a Varisian Pilgrim that did something similar to what you want. The archetype lets you use your domain powers on party members you have a morning group-prayer with as if they were you (at a range of 30'). The following deities seem like they would work the best:

Shelyn (Love and Luck)
Calistria (Trickery and Luck)
Arshea (Love and Liberation/Freedom)

Note that an Arshea group prayer may get awkward

Love lets you intervene when a party member is about to get hit, casting Sanctuary as an immediate action.

Luck (std action from you) lets the target roll d20 twice and take the most favorable result for the next round (but range improved to 30').

Liberation is Freedom of Movement against magical effects as an automatic action.

Freedom gives target another save against an ongoing effect as a standard action (but range improved to 30')

Trickery lets you give a target a single Mirror Image as a Move Action.


The feat, War Blessing allows you to get two Warpriest Blessings (Charm and Luck, we'll say) and Channeled Blessing allows you to cast your Bessings at a distance at the cost of a Channel Energy usage. The Charm Blessing is like Santuary, but only breaks on the subject of the target's attack (not to anyone she doesn't attack).


I only played this character once or twice. It seemed like it would get annoying for the DM (so I rebuilt) and had some range/LOS issues, but otherwise seemed to work okay. I picked Liberation, which trivialized one encounter (but didn't come up other than that). I probably would have gotten more mileage out of Luck.


Maybe this is a good starting point for what you have in mind, to participate in combat (without fighting) and give a vibe of "peace"?

the nerve-eater of Zur-en-Aarh wrote:
It's not evil, but it is tacky.

It's only tacky if you have glued rhinestones to your fingernails while you're doing it.

I'm sad that I didn't find any good google results for "Ioun Stone Cowboy"

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Jared Walter 356 wrote:

This part of that same entry could be used to justify that it's a move action if not readily accessible:

If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item.

I'm not saying that you can't make up rules that do reasonable things like you've suggested.

I'm saying that RAW is silly.

Arrows are ammunition that come in a leather quiver. Drawing ammunition for use with a ranged weapon (such as arrows, bolts, sling bullets, or shuriken) is a free action. There's no requirement that arrows must reside in a quiver to be drawn as a free action. However, this is a RAW form of silliness akin to atl-atl/javelin abuse (as follows).

A javelin is drawn as a move-equivilent action since it is a ranged weapon and not ammunition. An atl-atl dart can be drawn as a free action and loaded as a move-equivilent action. Since an atl-atl dart can be thrown like a javelin, it can be drawn for use with an atl-atl as a free action, but thrown instead. This bypasses a javelin thrower's need for Quick Draw.

Ravingdork wrote:

So it removes penalties that don't exist in the rules as written. Got it.

Think I'll save my dough. Or better yet, I'll look for a GM that doesn't impose quite so many non-existent rules.

Huh. I can't find a rule that gives slot requirements on non-magical items like quivers. Looks like you're right that you can wear as many as you want.

I guess this also means that I can wear non-magical Adamantite Banded Mail or Scale Mail under my magical Full Plate to get the bonuses of both. I can wear my snowshoes, stiletto boots, false footprint shoes, and Boots of Striding and Springing at the same time, too.

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Gray Warden wrote:

Being evil does not imply committing evil acts. People may have genuinely evil thoughts towards others, and yet do not put those thoughts into practice because of legal or social consequences. An evil person not hurting those who he hates is not non-evil, just well adjusted into society (so, at most, non-chaotic). Other people are truly evil, and yet manifest it in more subtle ways that do not necessarily involve crimes or physical violence, but hate and psychological oppression.

This is pretty much the point of The Purge: the one day you lift obligations towards law and society, evil people are free to act according to their true alignment, this however doesn't mean that the rest of the year they are not evil anymore.

So yeah, someone could detect as super-evil: most probably if you put him on a desert island with a person he hates and give him legal immunity, he will probably torture the guy in any possible imaginable way, but until then he's an innocent and upstanding citizen.

And this is really where the arguments come from. If someone can't be Good when they're not willing to perform good actions, how can someone be Evil if they're not willing to perform evil actions?

If someone isn't willing to perform evil deeds even when there's no chance he'll be caught, how can he be considered Evil? He's just a Neutral person, going along with the least-resistance flow of society. Alternately, he's Lawful Neutral, rationalizing the need for and binding himself by a strongly enforced set of laws that prevent people from doing things that he would want to do.

PRD section on alignment wrote:

People who are neutral with respect to good and evil have compunctions against killing the innocent, but may lack the commitment to make sacrifices to protect or help others.

Presumably, this also applies to evil.

After all, a person who has good thoughts and recreationally kills orphans can't be Good. Also, a person who doesn't feel devoted to the concepts of Good and Evil, but likes the praise he gets from helping people (and does so at every chance he gets) can't stay Neutral.

Xenocrat wrote:
Andostre wrote:
Derklord wrote:
Also, detecting as Evil is actual hard proof that the person has commited evil acts in the past.
What? Can you elaborate on this? Why would an ethical perspective be proof of someone's actions?

It's not hard proof of anything. There are plenty of effects that can make a nonevil person detect as evil. Infernal Healing, being subjected to the Arcanist's Soulrider outer rift exploit, being possessed by an evil creature, a Fiend Keeper Medium who has 3 points of influence from his spirit, etc.

Not only are these fringe examples, but most of these are things that you probably don't want to just shrug off and allow to run rampant around society (and these are the specific drawback of Infernal Healing or the F-K Medium).


And of course "creatures with actively evil intents count as evil creatures for the purpose of this spell." A good person feeling a momentary flash of rage and raising his fist to his domestic partner will register as evil even though it's highly probably they'll master their anger and not actually strike out.

A person (over 5 HD) who is intends to strike his partner will detect as evil. If he does not intend to strike his partner, he will not detect as evil. Unless prevented from striking his partner, the person who intends to strike his partner will strike his partner. The spell does not detect evil impulse, thought, or rage-based fantasy. It detects evil intent.

Claxon wrote:
Ice Crystal Teleport has a use, which is that you can target someone 400 ft + 40ft/level away from you. Normally to teleport you have to be touching someone.

And with Teleport you also have to go with them, I believe. Ice Crystal Teleport is good for those Wizards who want to get involved as little as possible.

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