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Mineral Water's page

27 posts. Alias of Order of Chaos.


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Cyrad wrote:
Most players I know would not want to get stuck in their enemy's body forever. In fact, my players wouldn't use this capstone at all if it worked like major mind swap.

And there I think is the problem. I would rather have a cool niche things to let everybody choose, rather that having everything washed out for the majority of players. It also feels very "game-y". I would personally welcome far more spells and abilities which are both curse and blessing at the same time.

EDIT: Removed some quotes, added a sentence.
ADDITIONAL NOTE: I am thinking I could make a threat with some of my ideas, but considering how every single threat I make here basically turns into a flame war I seriously doubt it would be appreciated and the only people from Paizo who would every see it would be the mods coming to remove my comments.


Milo v3 wrote:
... especially when that immortality doesn't stop you from dying of old age.....

From Sean K Reynold:

"And considering that the "timeless body" ability specifically says you still reach a point when you die from a maximum age, and the immortality and eternal youth discoveries do not, I do think it is as clear as I suggest. :)"


Entryhazard wrote:
Quandary wrote:
Wizard: BONUS FEAT

That's not how do you spell immortality

More than entitlement are expectations. Sorcerer bloodlines are supposed to be roughly equal to each other

For example:

Celestial: Flight at will, speak all languuages, 3 immunities and 2 resistances

Abyssal: Immunities, resistances and Telepathy of any language

Aberrant: Immunity to precision damage, blindsight and DR 5/-

Psychic: When you die you cast a level 5-6 spell that can fail and is a temporary effect. ...yay?

Basically this. Also there is Contingency to let almost anyone do the same as this 20 level capstone.


Anzyr wrote:
Mineral Water wrote:


So that is (25,000 / 500)+1 = 51 points of strength damage and you need at least one point of strength to be conscious... Could you please explain me, how come all of you Sorcerers have 52 points of Strength? I must be playing this game wrong.

Should have read my list:

9 Base STR (but see below)
+10 Form of the Dragon 3
+10 Blood Rage
+2 Succubus Boon (Ideally off a Simulacrum, but a quick summon works to).
+6 enhancement (Belt of Physical Perfection, make it yourself on the cheap.)
+8 Inherent (Blood Reservoir of Physical Prowess is a steal for 2k Price on the cheap.)
+6 Ring of Inner Fortitude (effectively) =
51 or 25,000 worth of material components and 1 STR left (cause it would suck to fall to 0 while casting).

Please note that the above gets even easier with Magic Jar/Marionette Possession.

Ring of Inner Fortitude won't work. It prevents ability damage and Blood Money relies on you taking said damage.

Quote:
Spellcasters who do not have blood cannot cast blood money, and those who are immune to Strength damage (such as undead spellcasters) cannot use blood money to create valuable material components.
Also, please explain to me how are you activating magic item (Blood Reservoir of Physical Prowess) in the form of a Huge dragon
Quote:
Items that require activation cannot be used while you maintain that form. While in such a form - link

EDIT: Also you need 51 strength to cast the spell (look at that formula) and then 1 to stay conscious so that makes 52.


shroudb wrote:

To get back to the OP in a more civil way.

You request an errata on an ability hat clearly works and postpones your death for up to 20h when you die.

Giving you plenty of time to find aa way to ressurect yourself.

Why?

Why do you think that a perfectly working ability needs errata?

Because I have seen something similar way back in Psionics. I also think if would be a cool thing if the sorcerer could(more like would have to) wear the body of his enemy. I think that would be a great setup for even greater story ("I am with you guys, I swear :D").


Serisan wrote:

Here's the counterargument you're looking for, Mineral Water:

You kill my body, but I Mind Swap as an immediate action. I wait a round next to my corpse (or finish the combat, whatever). Now, I cast Blood Money -> Wish to Resurrect myself. I'm not concerned about the str damage because I can cast while paralyzed anyway. As soon as my next turn comes up, I dismiss the Mind Swap.

Let's see Blood money:
Quote:

Blood Money

School transmutation; Level magus 1, sorcerer/wizard 1, witch 1
CASTING

Casting Time 1 swift action
Components V, S
EFFECT

Range 0 ft.
Effect 1 material component
Duration Instantaneous

DESCRIPTION

You cast blood money just before casting another spell. As part of this spell's casting, you must cut one of your hands, releasing a stream of blood that causes you to take 1d6 points of damage. When you cast another spell in that same round, your blood transforms into one material component of your choice required by that second spell. Even valuable components worth more than 1 gp can be created, but creating such material components requires an additional cost of 1 point of Strength damage, plus a further point of damage for every full 500 gp of the component's value (so a component worth 500–999 gp costs a total of 2 points, 1,000–1,500 costs 3, etc.). You cannot create magic items with blood money.

For example, a sorcerer with the spell stoneskin prepared could cast blood money to create the 250 gp worth of diamond dust required by that spell, taking 1d6 points of damage and 1 point of Strength damage in the process.

Material components created by blood money transform back into blood at the end of the round if they have not been used as a material component. Spellcasters who do not have blood cannot cast blood money, and those who are immune to Strength damage (such as undead spellcasters) cannot use blood money to create valuable material components.

So that is (25,000 / 500)+1 = 51 points of strength damage and you need at least one point of strength to be conscious... Could you please explain me, how come all of you Sorcerers have 52 points of Strength? I must be playing this game wrong.


Claxon wrote:

Now, that was much better than arguing or saying mean things.

But regardless of such a restriction in summon monster (I don't play anything with more than 4th level spell casting) you can still get around it with gate or other spells.

And the whole point of it was to demonstrate the plethora of ways in which you could get around the problem of the spell effect ending and your death, several hours after you take over the creature's body.

...sigh, read the 9th post in this forum.


Lucky Number Evan wrote:
what you have provide is not explicitly saying that it can't cast raise dead. just that it can't duplicate the material components. you could probably just give it the components.

Please read the spell description again.


Kaouse wrote:
Not that dying matters much to an arcane caster with Astral Projection, Clone, Simulacrum and any other way to laugh at death.

This.


FiddlersGreen wrote:


I am well aware that you will need to provide the 5000gp component. I kinda assumed you would, since, you know, you are level 20 and are paying to negate death here.

But even if you are that cheap that 5000gp to negate death at level 20 is considered too expensive, what you can do is get a cracked vibrant purple prism ioun stone (2000 gp, and reusable so I hope that's not too steep?), store a blood money spell in it, then cast contingent action on the Ghaele Azata (trigger=cast raise dead,contingent action=use ioun stone) and have the Ghaele do 11 points of STR damage to itself in the process. Ghaeles are big boys. I think they can handle the STR damage, and if not, they can cast restoration on themselves.

In the last PFS scenario I played, my mate's wizard raised a fellow party member for free. He was level 11, but it was somehthing he had been able to do since level 9 (clever use of an archetype ability was involved, but still). So yeah, once again, if you hit level 20 as a single-classed primary caster and can't work out ways to get yourself raised easily... you're definitely doing it wrong.

How the heck did you get Ghaele Azata without paying for it which can cast Raise Dead? The one from Summon Monster IX cannot...

Also you seem to be completely fine with level 20 character effectively abusing divine beings and somehow not okay with stealing bodies of his enemies, at relative close rage and of his own race... I think my way would make for much interesting story than yours.


Valantrix1 wrote:
Mineral Water wrote:
Azten wrote:
You're twentieth level. Someone in the part is going to be to bring you back. Like yourself. Limited Wish or Wish for Raise Dead.
You just burned 5,000 + 1,500 or 5,000 + 25,000 gp on a single spell... congratulations?
Nobody ever said being an adventurer was cheap or easy, so I don't see your point. If you don't have a few grand laying around at 20th level, you didn't think ahead, did you?

I guess Paizo got it right... the only this the forgot to add is this following item - Amulet of automatic application of True Resurrection, which costs mere: 9 (spell level) * 18 (Caster level) * 2,000 (Use activated - death) + 100 * 25,000 = 2,824,000 gp

Now, I know Amulet of automatic application of Raise Dead would be satisfactory for some of you, but who doesn't have 3M gold just laying around, am I right?


FiddlersGreen wrote:

Perhaps by using that teleport/greater teleport/interplanetary teleport spell that sorcerers get to go to a temple.

Or better yet, summon a Ghaele Azata, who comes with a raise dead AND a restoration prepared.

If you hit level 20 and can't work out ways to get yourself raised easily... you're definitely doing it wrong.

Please read Summon Monster:

Quote:
Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).

I would say that 5000gp qualifies as expensive.


Azten wrote:
You're twentieth level. Someone in the part is going to be to bring you back. Like yourself. Limited Wish or Wish for Raise Dead.

You just burned 5,000 + 1,500 or 5,000 + 25,000 gp on a single spell... congratulations?


CampinCarl9127 wrote:
....it also gives you 20 hours to get yourself resurrected.

You mean by using all those Raise Dead and Resurrection spells Sorcerers get? :D

Yes, moving on...


3 people marked this as FAQ candidate.

Occult adventures page 125 says:

Quote:


"True Thought-Form (Sp): At 20th level, you can shed
the restrictions of the flesh and become a thought form — a being that exists independently of its substance.
Whenever a creature would kill you, you can attempt to
use mind swap* against that creature as an immediate
action just before dying."
it should instead say:
Quote:


"True Thought-Form (Sp): At 20th level, you can shed
the restrictions of the flesh and become a thought form — a being that exists independently of its substance.
Whenever a creature would kill you, you can attempt to
use major mind swap* against that creature as an immediate
action just before dying."

Since using Mind Swap just before death seems kind of pointless..


Entryhazard wrote:
Given that the item itself is a wondrous item, there is a point in only considering Craft Wondrous Item the "tool" feat.
You are absolutely right.
Quote:

Creating Wondrous Items

To create a wondrous item, a character usually needs some sort of equipment or tools to work on the item. She also needs a supply of materials, the most obvious being the item itself or the pieces of the item to be assembled. The cost for the materials is subsumed in the cost for creating the item. Wondrous item costs are difficult to determine. Refer to Table: Estimating Magic Item Gold Piece Values and use the item prices in the item descriptions as a guideline. Creating an item costs half the market value listed.

If spells are involved in the prerequisites for making the item, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require. The act of working on the item triggers the prepared spells, making them unavailable for casting during each day of the item's creation. (That is, those spell slots are expended from the caster's currently prepared spells, just as if they had been cast.)

Creating some items may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.

Time Required Crafting a wondrous item requires 1 day for each 1,000 gp of the base price.

Feat(s) Required: Craft Wondrous Item.

Skill(s) Required: Spellcraft or an applicable Craft or Profession skill check.


Is there a need to an original creature to be in any way present during the casting of Simulacrum? Can a wizard just name a creature and get a Simulacrum version of it (RAW)?

Quote:

Simulacrum

School illusion (shadow); Level sorcerer/wizard 7, summoner 5; Elemental School void 7
CASTING

Casting Time 12 hours
Components V, S, M (ice sculpture of the target plus powdered rubies worth 500 gp per HD of the simulacrum)
EFFECT

Range 0 ft.
Effect one duplicate creature
Duration instantaneous
Saving Throw none; Spell Resistance no

DESCRIPTION

Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only half of the real creature's levels or HD (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You can't create a simulacrum of a creature whose HD or levels exceed twice your caster level. You must make a Disguise check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful Perception check (opposed by the caster's Disguise check) or a DC 20 Sense Motive check.

At all times, the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. A simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness. A complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a simulacrum.


Shawn H wrote:
... Or. If you cast the spell on another plane, does it transport your body to the Material Plane?

<3


Claxon wrote:

Besides which, you cast the spell on the material plane. A friend and trusted ally moves the body to another plane, what happens? The spell doesn't say.

Except it doesn't work that way:
Quote:
Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them.


Is it possible to cast Astral Projection from outside of Material Plane? RAW seems to say no...

Quote:

By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether. You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them.

You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter.

While you are on the Astral Plane, your astral body is connected at all times to your physical body by an incorporeal silver cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the silver cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. This is a traumatic affair, however, and you gain two permanent negative levels if your second body or astral form is slain. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.

You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you).

When this spell ends, your astral body and all of its gear, vanishes.

^ please notice how nowhere does it say "the plane you cast this from". Which would seem to suggest that the old Create Demiplane + Astral Projection combo is actually illegal (at least RAW).


Does a character attempting to craft Spell Lattice need Scribe Scroll or cat it be replaced by adding +5DC to the check? Same question is for the Orb of Arcane Research. My gut feeling says +5DC is ok.

In addition can character craft Spell Lattice for a spell she doesn't know? (I realize this is the biggest cheese ever, but I am interested in RAW)

Quote:
The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat(singular), which is mandatory.


Mighty Glacier wrote:

Think It, and So It Shall Be by CockroachTeaParty

A Pathfinder Guide to the Psychic by dnoisette

Both of which can be found in Zenith Games' Guide to Guides (or whatever it's called)

Wow, thank you so much! I spent so much time trying to get my build right for my next 1 on 1 (not many people play around here).


We have had the Occult Adventures rulebook for a while, yet there seems to be no guide what so ever to playing Occult classes.
I would especially like to see a guide for the Psychic (most importantly spell and feat choices).
Thank you


Fuzzy-Wuzzy wrote:

If I want to create a

If you have the same #ranks in Spellcraft and Craft(jewel) you will find the latter is much easier to pump up. Craft has mwk tools for a +2 circumstance bonus, Spellcraft doesn't. The spell Crafter's Fortune will give Craft a +5 but do nothing for Spellcraft. Etc. (Forgot to include this in my original answer.) Oh, and you could use amazing tools of manufacture to Craft things faster. (Exactly how much faster is waiting to be cleared up by a FAQ or something, it depends on what you can do with the other 7 hours in a workday.)

Mineral Water wrote:
You have an awesome name Fuzzy-Wuzzy <3

Thank you :)

EDIT: I am slow, slow and easily ninja'd.

What if I get:

Gloves of Elvenkind (+5 to Spellcraft)
Amulet, Armillary (+5 to Spellcraft)
Scimitar of the Spellthief (+2 to Spellcraft)

P.S. Sorry to ninja you, when I do not get a response I start panicking :/

EDIT: I am unsure about my ability to read, removed the Orb.


VRMH wrote:
There are also more ways to boost a Craft skill.

Yes, but there is also more of them.


If I want to create a ring for example, the book states that:
"To create a magic ring, a character needs a heat source. He also needs a supply of materials, the most obvious being a ring or the pieces of the ring to be assembled. The cost for the materials is subsumed in the cost for creating the ring."

Does that mean that the only relevant Craft skills to a caster with high enough Spellcraft are Craft(weapon) and Craft(armor)?
"To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. She also needs a supply of materials, the most obvious being the weapon or the pieces of the weapon to be assembled. Only a masterwork weapon can become a magic weapon, and the masterwork cost is added to the total cost to determine final market value. Additional magic supplies costs for the materials are subsumed in the cost for creating the magic weapon—half the base price of the item based upon the item's total effective bonus."

Another question, would said character get any benefit what so ever when crafting a magic ring for knowing Craft(jewellery)?

P.S. You have an awesome name Fuzzy-Wuzzy <3


1 person marked this as FAQ candidate.

What use is a Craft skill to a character with high Spellcraft for the purpose of crafting magic items?

Does it save money in any way, or is it purely flavour?

Full Name

Zephira Kolen

Race

Suli

Classes/Levels

Monk (Perfect Scholar)

Gender

Female

Size

Medium