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My own rules on Simulacrum are as follows. No undead or constructs since those are not actually alive in the first place. No outsiders (except native) since the are their soul. SLA CL is cut in half, if the spell can not normally be cast at that level it is replaces with a different spell along the same lines. The Simulacrum thinks it is the original but only knows what the caster knows of the original. They can replenish spell slots, make magic item, accrue social status and the like. They can not retrain or gain levels. Magic heals them at half effectiveness but they do not heal from rest. The do need to eat, breath, sleep, etc as if they were the original creature. They do not age. They do not have soul. If a soul is is some how granted to one the creator lose control. GM discretion as to the personality. They can now gain in power and they do age. ![]()
He was immune to retaliation due to range reasons, not because they could not see him. The logarithmic scale is great. The only other rule I would like to see is modifiers to size beyond colossal. For example, the pcs are in the middle of a desert and want to find a settlement. The nearest hamlet is 40 miles away. The PCs use a levitate spell to be able to see over the horizon. What is the perception DC to notice the hamlet? ![]()
As a GM I would not allow it to be fixed to an item. It has to be tied to a location. I may allow you to tie to a location that moves. A portal to a ship or flying castle or chicken hut could work in my games. The downside would be that the portal is destroyed if the ship/castle/chicken hut is destroyed. ![]()
While the deamon body is very powerful it is hardly need for this build. It just helps to be in a differnt Mindblank will always be up. Cast timestop when you go first. If the areana has stone in change into an earth elemental and move inside of it. Cast MMM inside the rock and enter it. If that does not work just hide in rock and buff yourself there. What stops him from polymorphing any object into the body he wants and taking it over that way? With a small statue of the thing the body lasts for an hour. He can wish in a planatar or other powerful body and take it that way. The part that takes the longest is transferring the gear to the new body. Also realize that Anzyr is argue the extreme case so that rules can be changed to make more sense. As it is he can actually build the body in the arena in short order. If he can not make a new body he use wish to cast greater planar bind and make allies to fight for him that way. Use Dim lock and just forget the circle. Win the check and order them to kill everything in the arena that is not the caster or his ally. ![]()
So my players would like to play a goblin game. They want a sandbox to play in. I could use some help in building the sandbox. We would keep to low level so it will not likely go past level 6. We add in P6 rules. My ideas so far. The main setting is ruined city at a river intersection that divides the city into 3 parts. Tropical setting so that monkey goblins can also be around. River is dangerous due to hippos, gators, and other predators that enjoy a good goblin snack. The goblins found out about soccer really like the idea of Hooligans. The different tribes use colors and shirts to identify themselves. Every ten days every goblin gathers at the stadium to watch their tribes soccer teams compete for cup. Riots are common and expected. The underking does provides refs instead of players and prevents the riots from turning into all out war. Wooden buildings are erected in the surrounding area between cups. The buildings that burn best achieve great honor for those who built it and for those who burned it. A wizard and his apprentices have tower on small island in the middle of the river. The goblins do not mess with him due to his might balls of fire that have on occasion destroyed entire tribes. A temple that devours most offers to change those who can plunge its depths. Many kings and chiefs have undergone the change. Several cults are operate in the ruins and mostly left alone by goblins. Barb 6 monkey goblin claims the title of overking. He leads a band of elite goblins and grants the right to host him and his men to his lessor kings. He defends that kingdom until he gets bored, runs out of food, or burns the building down. This is an honor most kings would like to refuse. Wererat Druid 6 is rabid conservationist of rats. Only those he deems worthy may hunt rats. While he does encourage the sacred hunting of rats they may not be over hunted. Every tribe and kingdom aspires to have as many ratters as possible since rat hunting is both glorious and provides much needed food for the tribe. Those who do not follow his edicts face the wrath of those have given up tribe to receive the blessing of the rat (Lycanthropy). Shaman 6 is religious leader of the city and controls the sewers. Leads the largest tribe and claims the color black. While others may venture into sewers at his sufferance only those of his tribe may sleep underground. He demands tribute from all surface dwellers. Claims the title of underking. Each section of the city has king that leads the larges tribe in that section of the city and claims to rule over the chieftains of other tribes in the area. This title changes hands every few months since a dead king's tribe will often follow those who kill the king. This often combines two tribes together but the old kings cronies will frequently break off to form their own tribes. The northern tribes breed pigs and goblin dogs and often hunt in the jungle to the north. The SW tribes are the most warlike and raid humans farther down the river. As such the often host a party that comes looking for vengeance. The SE tribes are more peaceful and control a mine. These tribes are more likely to build things and the stadium is in their territory. While all tribes are fractious fight with each other with in their own section they will band together to if tribes from outside their section attempt to invade them. This difficult anyway since river crossings are dangerous and bridges fortified on both ends. I would love to use system that grants followers to an goblin with a PC class. They gain the followers as long they can provide food, water, and a roof. ![]()
In my games travel by horse and by windwalk and by teleport take about the same amount of game time. 2 or 3 sentences and some tick marks on the calendar (or not). What makes wind walk great is distant problem. Any army is marching on 5 towns at once each separated by 100 miles. Teleport works but uses up 5 spells. Windwalk can do it in one but if you do the timing right might actually cause them to use the hustle rules at 12th level. It is great for searching large areas. 1st level might be consumed with the search for the jungle temple. At this level it is simply flight and perception check or moving in the trees at 60 MPH. I would even include all the low level encounters the literately breeze right by. You catch a glimpse of a dire puma that lets out snarl, 3 miles later you blow over patch quicksand, the rope bridge sways and twists as you blow by, troglodytes stink even at high speed but they fail to notice you as you waft by. The temple looms before you. If you just want to add some color to the spell talk about how much fun it is to fly at 60MPG. Let them fly right through the birds and scatter the flock. Have lightning tickle as it flashes nearby. If you are running a sandbox it is great way to add plot hooks.
20 miles away a great caravan struggles down the kingdoms roads, 3 miles from them a band horseman makes directly towards them. A forest fire blazes some distance to the north. Although it is to far to hear the screams you see a village burning far to the south. A cog tries vainly to beat a thunderstorm to port. From this height 9 ancient ruins are visible. 6 of them have be cleared recently, 2 are off limits by order of the king and last has always been difficult to approach by land. Several parties have disappeared even though they flew in. ![]()
[quote-TSS said]Here is the best i can come up with, level 20 Synth Summoner - first worlder
Mythic
Speed: 40 base + 680 (evolutions) + 30 (Eldritch) + 150 (Imp Speed) + 70 (Myth Haste) = 970 ft per movement Running (Mythic) X7 speed = 6790 ft/ round = 1132 Fps or 771 mph (Supersonic) This is best I have see so for in this thread. I am going to modify it slight to see if we can go faster yet. I am not sure how first worlder helps with speed in any way and I am not sure it works with Synth anyway. I would like add wild caller if I can. This build still has 1 regular and 3 mythic feat remaining. Drop run and mythic run since we will use the spell Cheetah's sprint. Take Mythic Eldritch Heritage to save 2 regular feats. That leaves 4 regular and 3 mythic feats to pick. Fleet x7 works. Change the Eidolon to aquatic and spend all of the EP on swim. 26 form level, 5 from FC, 5 for wild caller, and 4 for extra evolution. That leads to a swim speed of 40(base swim)+800(evolutions) +30(Eldritch) +150 Imp Speed +70 (Myth Haste) + 35 (fleet)= 1125. Through legendary item we pick up burst of speed, cheetah's spring, and slipstream. That takes our speed to 1175x10. mythic haste gives us a second move action for another 1175. That comes to a swim speed of 1468.75 MPH. Add skyswim for the win. ![]()
If I had story already planned I can see how this wish could derail the game. 3 permanicies or 1/day that cancels(or maintains) the one before adds some but not to much to the power level of the PC. They are easy. This ability is available to those who can cast planar binding anyway since it can be done with genies. I would say granting it as written at 13th to 15th level would not unbalance things to much anyway. If I got 3 I would buy some of the more powerful buffs on scrolls and get them far earlier then normal. Powerful but not game breaking. ![]()
A lyre of building should here but there are no rules for it. It can produce 300 man days of labor every 30 min or 1GP/min of unskilled labor. The guild all would require 44.5 hours of playing to complete. The skill check to keep going should be trivial but you will need magic food and rest to pull it off in 1 session. If you assume the lyre provides skilled labor then the work value is at least 11 times as great. That means your hall is done in 4 hours. I would allow for a faster but not cheaper guild hall. ![]()
The world is at stake kind of plot really does the beg the question of how casters with 9th level spells missed in in the first place. I mean commune should pick it up. Will the entire world be drastically altered in way that I do not like in the next year? I think not even mind blank would cover you since you are asking about the world and not the mind blanked person. That right there is a reason limit the number of big fish out there. ![]()
I just did a good deed by giving some money to a guy to help him replace the money he'd accidentally dropped and was picked up by someone else. He'd been crying because without the money he'd be stranded at the airport, so I withdrew some money from my checking account to help him, and his relief was palpable. He even hugged me! I know this was the right thing to do. So why do I find myself feeling guilty about it and trying to convince myself of that? In an RPG I'd do that sort of thing in a heartbeat. Why does it feel like I wasted money instead? First off: Good for you with your selfless giving. Everyone should try and always help when they see a need and are able. When one gives it is easy to try and base it on the worth of receiver then on the depth of the need. If you give do not worry if you scammed or if they money is well spent. The act of giving is the important point and you put good out in the world. ![]()
In my game I have a bard with about 60 to bluff and diplomacy when he really cranks it up. I let him make instant converts out people (he is a cult leader) with DC 40+5/HD. This takes 1 min to try. He takes a -20 to do it as full round action. The magus is the group leader and he has an intimidate in the 40s. He wants to kill with a glance. I told him he can do intimidate-50 HP to a single target as full round action. He can keep going until he fails to do a HP. He likes being able to literally glare someone to death. Those are very cool but they do not really help in combat. The bard was quite happy recently when he convinced some outsiders that he is a god forced into mortal form and that they should give him the help due a god. He took a -50 on that bluff check but the nat 20 gave him 31. They outsiders had sense motive but not enough. The monk has crazy levels of heal that he use to torture folks with out them dieing. He worships ZK and so do his loony followers. They see his work as art. Since he is so good at it followers from around the world seek him out. This one really does not help the PCs much since it also tends to attract paladins and the PCs find that inconvenient. There is no real rules for this stuff but they understand it is not meant to allow a high skill to be a win button in combat. It does give them quite the narrative power. ![]()
I would put Absalum in the 3M range since I am including all of the support structure. This assumes the 90/10 rule for urban living. That said maybe I was using modern population figures. I should scale things back to represent a lower population. 4 caster with 9th levels spells ever is about what i am going for. Looking at the inner sea region I would want to include 1 or 2 casters with 7th level spells. I might make one of them capable of 8th level spells. There we be 11 to 13 casters (not including the first 2) capable of 6th level spells. Then 130-140 casters with 5th level spells. 1500 with 4th, 15K with 3rd, 150K with 2nd, and 1.5M with 1st. I found a thread places the inner seas population at around 40 million.
That would imply that about 1 in 10 has a PC level. I think this makes magic to common on the bottom end. ![]()
Through use create demi plane, clone, and astral projection it can be almost impossible to put a caster with 9th level spells down. If he also happens to be undead that takes several things off the table and means he could have been around for 1000s of years. If a caster like that wants to build a nation he certainly can. The few casters with 7th and 8th level spells should be able to contain him if they chose to. What would such a war look like. If a caster with 9th spell was good or lawful guy they might want to leave legacy. What kind of things can be built with 9th level spells that can not be built with 8th?
Cursed earth leaves a different kind of legacy. ![]()
I have talked about this before I was wondering just how much of an impact magic would actually have on the world. A few houserules to tame a few break the world spells
rules:
1. Traps imitate a spell have charges. They can be recharged but that cost more time and money.
2. Fabricate is not a material component but instead the component is a target. 3. Spells that make something from nothing with an instant duration are instead permanent. 4. Bound creatures can not bind creatures. 5. No more then 2x CL in bound creatures at any given time. 6. Simulacrums require piece of the target creature as a target. No undead, constructs or outsiders. Spell-like abilities CL is halved, duplicated spells are lost if the CL is not high enough to cast them. Spell casting ability is halved. Creations only know what the caster knows about the target and what its own knowledge skills would imply. A Sim can not gain levels or templates. The can not directly control or bind any other being. They can use summon spells. They can make and use magic items. If they cast spells they can rest to change or recharge that ability as normal caster could. They may not use the retraining rules. A caster may only control his CL in creations at time. If control is lost the creation becomes free willed. Free willed sims can grow and change, gain levels, and retrain. Free willed sims have strong tendency towards insanity. 7. Magic item CL can not be skipped with a +5 to the difficulty. Demographics of full casters
With this kind of demographic their are less then 1000 caster who can teleport. I would guess about 300. Yet it if they wanted to they could replace every cargo ship out there. If a 1 them builds is crafter they make 7 pairs of boots a year. These can last forever. Major countries have access to raise dead so high officials will never die due to an accident and assassins must make a body disappear. Major counties will have several outsiders bound to their service. How much impact would this have? Every town has enough magic to make cranes. What would this do to architecture? Magic water might not be plentiful enough for agriculture but 1 decanter is enough for thousands to drink from. This would allow towns and cities in out of the way places. Control weather is available on continental basis. If even 1 guy can do that how much of an impact can that have? Depending on what set of rules you you use either 5th or 11th level caster is required to make animated objects. Large flying ones allow for an air force. Major countries should have one. While not every caster will work for the government most will since good caster will want to make better society and mercenary ones need government contracts since little else can afford them. Any of them may simple become the government. Divine casters will work for or lead religions but that often leads to the same result. If you play with many worlds instead just 1 it is probable that you have some one who can cast 9th level spells. With create grater demi plane or teleport circle can connect many worlds together. ![]()
Sometimes they forget to role play in their quest to roll play but it is great fun. At least they are all adult enough to accept "Wow that is great build, please don't play it anymore." Occasionally they stumble on a just win button and after they use it once they can accept that the game is no longer fun and not do it again. Still we generally play at 10th below those buttons are hard to avoid when you have 6th level spells. I am hoping to learn to deal better with them and let play get higher. ![]()
I will say that as GM love the vital strike line of feats. I find that my PCs love to stagger or in other ways prevent full attacks. The VS line on plus size enhancers can get their attention. 12d6+5 (large great sword with lead blades combined with IVS) scares them more then 4d6+33 despite the average being the same. They are the happiest when they can totally trivialize the battle after 1 round and they work very hard to make that happen. They also follow "Kill the caster first." with great zeal. Most of my casters get off 1 spell before they are grappled, sleeping, dazed, or dead. Many get none. That is why most my casters buff allies six ways to Sunday before the fight begins but then my PCs do the same for the melee bruisers. A monk and magus buffed with heroism, bard song, haste, bless, blur, mage armor, and shield tear through things. ![]()
I say lose the HP. Instead increase their max. Have them take damage in bright light. Since they create darkness and that grants concealment it seams redundant to have them also have concealment. That should not be able to hide from tiefling with see in darkness. Maybe a constant blur spell like. I would have them always lower the light level by a step. They should have some sort of bright light issue. They need not have an unnatural aura. Most animals like light, those that do not make fine pets. Mirror image is overpowered as is. Maybe a project image type of thing. Or level/3 min 0 images a round. The best way to beat this guy would be to grapple him. Once done most of his defenses mean very little. ![]()
I am trying to think of things that would have much larger impact on the world/story/combat then just two 2 spells at random. I want to limit it to 2nd level and lower spells. It is is not a problem if they come from different classes. My ideas so far
Levitate+glide=limited flight at 3rd level.
air bubble+slip stream=much easier underwater adventures.
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I have found that the barfight can be a refreshing way to show just how powerful the PC have become. At 5th level the PCs take on the 20 to 40 1st to 3rd level commoners/warriors. At 8th level the martial does it by himself. If he power attacks he might kill them even with nonlethal. At 11th level the wizard and oracle team up and win with unarmed strikes.
Beyond that you scale the whole thing up with armies. At one point I had 15h level level party deal with 3000 1st level archers. They simply put up protection from arrows and ignored them. The Barb had DR and simply walked tore it down with his bare hands.
To put it different way. If you have a million soldiers and the other side has the JLA can you win? ![]()
Create greater demi plane twice two get to gates. The first is at the aggressor army, the second at the capital. This works even better then the teleportation circle. Wagons can easily fit through the gate and it is now just a matter of marching 1/10 of mile instead 450. Create a simulacrum of a genie. Have it create 3 more. In less then a day you can have 20k genies and they grant every solider +6 to all stats. Dominate/charm/copy a great wyrm red dragon an use his at will wall of fire from beyond arrow range to burn up the defending army. Any outsider with greater teleport can drop rocks on the defending army from a mile up. Convert the wizards items to cash and it is enough for 30K troops. Just buy half the enemy army. ![]()
What you say is very true. Lets see what I can do about it. My tactic would fail against what you said. I am going to revise the tactic but not the build and see what I can come up with. Non detection on the on the gem should mean that you may not see a magic jar gem as any different then the other gems I have on me. I need those gems for casting anyway so might as well put them all in open. It will not be invisible and arcane sight only works out to 120 feet. Regen would be from the ioun stone that only grants 1 an hour. I would have to give up two feats to get die hard. I would go with improved initiative and opposition research I think. Who needs illusion any way.
The original purpose of the wall was block cyclonic arrows before hit. It fails entirely for that. I can not cover large enough area with it to force you into it if you want AoO on me for casting. I am going to ditch it. Miracle does not ignore local conditions so you can not use that to port into my forbiddance. You could by a scroll of wish and UMD it. Just ready what ever action you want and then have contingent action make you use the wish. You do need the money for the scroll and the does hit you WBL for about 5 percent. I had no idea about sharesister. I can use my sims to have for the start of the contest. That takes my CL 31. Dispelling burst will fail. I will have spellbane up for spell bane, AMF, Disjunction, and greater dispel magic. I can use globe of invulnerability (or lessor) for dispel magic. Since I can not get up to a 30 CL I still have two spells left that I can block. I want your legendary spells to go away in a wall of suppression but every bit of what I did for CL you can do as well. For now I have let you have any legendary buffs. I would have change my sheet to add spell spec (trap the soul), if I did that then I can set the wall to the full 31 and turn your magic off while still trapping your soul. I got ideas but not sure on the tactics yet. ![]()
I tend to find the number of rounds that go by goes down as level goes up but the time it takes to play out each round goes up more. For my players the fill like they failed if their plan to take the bbeg has not reached completion before he acts. This happens sometimes and at those levels it usually means a PC dies or the BBEG runs for it. It is actually fun for us but then my PCs like to plan every thing out in advance and more then half the session can be spent on prep and tactics. Our high level games are like shadowrun and that is okay but APs are not geared for that and take massive adjustment. The rush to the end can make getting all those high level items and bonuses difficult. That can be good. ![]()
Anzer, how does wizard deal with undetectable and what is you "kill" shot? Tactics matter always. A first level commoner can beat a wizard if wizard removes all spells and goes to sleep inside a AMZ. A wizard does not need to rely on the fighter's mistakes to win but undetectable means he is hard to deal with if he will not engage the wizard. ![]()
A high level archer should be able to shoot though total cover and turn wind into a penalty instead of an auto lose with not magic involved Martials should gain high but reasonable SR and or bonuses to saves. They should be able to "cast" earthquake with a foot stomp and "fly" with mighty leaps. They should gain nice energy resistances for free. Rangers should be able to "find the path" by tracking. Also my build is a chump compared to Anzer's I think fighter archmage is neat trick but not enough. Not sure is legal but it might be. It would let you in making planes and maybe free wishes if you could get enough CL. Leadership is silly to include since it just countered by leadership on the other sheet. I would not mind the smashing of items together for extra cost part of custom magic items or the changing of slots but brand new effects or abusing the trap rules should not happen. Traps make the best buffs. I open this chest and 83 spells are cast on me. How nice. Oh and it is at CL 20 and works every time the chest is opened and can add personal spells to the targets. Just silly. ![]()
I submitted a wizard that did not use bloodmoney or sims only for wishes. I can just switch that to planar binding. None of them came with me into the arena. Also no SG. Main attack is persistent reach trap soul with a DC 39 CL 28. Wish forbiddence keeps out planar travel. Wall of suppression CL 21 plus winds of vengeance prevents archery since arrows lose magic in the wall then can not hit me. Wish, limited wish, shadow evo, greater shadow evo, and scroll all provide invisibility purge witch means you need more then one spellbane to deal with it all. Also lantern of revealing. Init of 49 before any spells increase that. Readied wall of suppression shuts down your spells and items.
With improved share spell may fam gets TS as well. Use extend for duration. With pearls of power I can get up to 9 Trap the souls and if you not immune to wall of suppression I can get them all off using time stop to set up contingent and readied actions. If you are then i need to break your spellbane with disjunction. I have about an 80 percent chance of doing that with 4 disjunctions and I lose some time stops. Then I only have 2 shots at you. Can you make 4 saves DC 39 with no magical support? If so I flee with wish and you never find me so draw. As many as 18 if wall of suppression CL 27 works on you. Can you attack me at range through wind with no magic or stay invis despite the purges? If so yo win. Long range disjoins may work but if I can react to it I flee and we end in a draw. If you do not have undetectable then I will eventually hunt you down and win. If you not immune to polymorph and mind affecting from class features then I can target you with out it costing 20k a pop. I know that a mythic fighter can be but it forces those choices. ![]()
Ash, you offered to write up an adventure. I would love to see something for 12th characters that featured wyrm white dragon as the BBEG and enough exp to take them through to 14th level. This allows the PCs the come in with 6th level spells down in down time and maybe use 7th level spells depending on class and the dragon gets 6th level spells. ![]()
I am not fully sure how raw stacks up on this but I tend to agree with Tactislion. The thing is the fighter can pick up several CL worth of levels through items. That makes it much more useful. In my home game I might let this one happen depending on the situation. I would probably limit the level up spell you can cast to either you MT or half your level. Fighter 1 MT9 wants wish or Fighter 18 MT 1 wants wish I am fine with that. Fighter 1 MT 1 wants wish. Not so much on this one. As a thought exercise how would you folks read Weapon trained
Does this mean you can use a colossal great sword or does simply mean you do not suffer proficiency penalties. This is kinda similar to shield master. Also one could argue that you have to have the spell slot to cast the spell you just do not lose it when you cast like this. Also I agree with the OP on the silliness of "Pure RAW" ![]()
The problem is you still need to have min CL to cast the spell. The stone gets you all level 1 spells and a bead of karma plus the stone gets you 1 2 and 3. Might be able to squeak out 4th level spells some how but you are not getting the upper half of spells. This only applies if you actually have CL 0 and not CL -. I guess you could argue that CL part is only talking about lowering CL and you do whatever you want at your max level. CL 6 commune and CL 11 wish support you but are SLAs and not full spell casting. ![]()
@andreww
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You can give a demi plane a theme. That would imply that you can fill it with stuff. Maybe not solid block of gold a an earth plane that is also rich in diamonds should be doable. Then you just need to mine it. If no precious metal or jems just go with iron or wood. Subjective gravity and reverse gravity makes getting the water out easy. ![]()
The thing have to realize about Anzyr is not that her thinks knowledge local should run the way he claims. He defends it (an other rules) to show how absurd they are so that maybe they will be changed. An idea for Sim You make an exact duplicate of a creature. It can not have more then half your CL in HD. A Sims counts as the base creature type for purposes of spells (you can use enlarge person on a sim). Sims can not duplicate creatures with out separate bodies and souls (no undead, constructs, or outsiders). Sims may not cast spells or use spell like abilities. You must have piece of simed crature. Control is total but can be subverted by magic (dominate person, confusion). You can sim yourself at half level. ![]()
Spotting distance will matter more in world like this instead of less. We do not need to worry about elevation since you see everything from everywhere. You just need enough to see over local terrain.
The rule I came up with is perception check DC 15+1/quarter mile. One can take 20 in 120 degree arch in 2 min or 6 min for everything. Apply size stealth modifiers to this. A telescope halves the distance penalties but take 10 times as long to scan. -10 for a light rain -20 for heavy rain or light fog -30 for heavy fog. This allows a lookout with a +20 to perception to see person 12.5 miles away and ship at 20.5 miles. Navigating should not be all that hard since even a small town should visible at more the 50 miles and mountains can be seen hundreds if not thousands of miles away. Overhead camouflage can help. |