Ekujae Warrior

Nimariel's page

3 posts. Alias of JohnHawkins.




Can I cancel all of my Pathfinder subscriptions after the last 1st edition items. Keep the Starfinder subscriptions


I could have sworn there were some archetypes which gave access to these talants for other classes but I can't find them. Can anyone think of a way to get them for other classes.


Is it possible to change the delivery address for this one to the address I use in Wigan rather than in Leeds.
I am going into hospital for routine surgery and only discovered the date today , this means when the package arrives there will be no one in Leeds and there is a good chance the royal mail will bounce it back to you before I am back in Leeds


I just placed this order expecting it to go in sidecart and ship with next subscription but it seems to be an independent order so clearly I did something wrong, can it be set to go with my next subscription order


Blood of the ancients seems to be missing from my download page , I am not absolutely certain but Chromes search functions cannot find the title and the built in filters do not work at all , and I could not find it by reading through the long list


Order 5205438 is still pending with my subscriptions, I suspect the cause is a Side cart Item I cancelled at the last minute which is still attached to the order and listed as cancelled.

Added in its own thread now


Star Wars RPG—Force and Destiny: Knights of Fate Hardcover

I am told it has been bought as a birthday present


Can I change the address this order is going to , it looks like I will be in hopsital when the post arrives so I would like to send it instead to the 3rd address on my account the one in Wigan as there will be people there to receive it


Payment on card [REDACTED] is being declined as I am in the process of cancelling that card.
I am having problems with the web interface in changing payments to card [REDACTED] which has been added as a payment method. I thought I had changed the cards over last week and on trying today I think I changed one of the 2 payments but cannot seem to change the other

Edit
Looking again I may have changed it succesfully for both payments and got one message


I am running the Zeitgeist AP which has many steampunk elements and one of my players will in the future want to pimp out a steamsuit mecha for himself, as I have some time to prepare for this I am looking for any ideas or suggestions people may have for rules I could use for this.


I find that there are a lot of items and weapon/armour qualities which are never used because they sound cool and useful until you realise that at level 12 a DC14 Save is never going to be failed so you may as well take the less interesting item or effect which is at least a guaranteed bonus.

I am not sure what the best way to improve this is , at the moment my idea is to have the item saving throw scale with the primary attribute of the using character.
I don't intend to apply this to wands but to miscallaneous items of various sorts , weapons, armour etc.

Any better ideas would be much appreciated


My payment for this order is being declined. However I have contacted the card provider and they tell me that all 3 attempts to process the transaction (2 by yourselves and once by me) were accepted at their end so the card company transferred money out but was not accepted by the Vendor system, so at the moment I have paid 3 times but the cash has gone nowwhere and will return to my account.

Unfortunatly this means that as far as I and barclaycard are aware the problem is with Paizo's system and as far as I can tell my card still works on other systems


Please remove Star Wars RPG—Edge of the Empire: No Disintegrations Hardcover
from my Sidecart unless there is a way for me to do it which I have failed to find


I plan on running this sometime in 2017 and have started making some notes on character design. Opinions appreciated
I think that the feel of the campaign will mean many characters are unarmoured or in light armour and so want to give them some options if they take a class with proficiencies they won't want

25 point buy
Common Firearms (but no advanced firearms available)

1) Trading in proficiency
Proficiency in Medium and/or heavy armour
Proficiency in Shields
Proficiency in Tower shields

Any of these can be traded for Combat Expertise/Power Attack/ Weapon Focus/Dodge/Toughness

Weapon proficiency firearms (if you have martial weapon proficiency as well) can be traded for Point Blank Shot or Deadly Aim

2) You get 2 Traits and a campaign feat- See the campaign guide

It is highly recomended that the party includes
Female Eladrin Vekeshi Mystic (there are an awful lot of plot features this character will tie into)
Very strong recommendation (they will be very useful but you can manage without and will not miss anything critical)
Star Seer
Spirit medium

Gods- We will use standard Golarion gods but no god has a great following here, their contact with this world is weak. Druidism is reasonably popular among locals as it is the older faith of Risur and none of the evil gods are tolerated with public worship.

A cleric, War Priest or Inquisitor of Zohls (Sherlock holmes) would fit in perfectly


In the course of the Way of the Wicked campaign my players have captured a Peri. Being evil and rapacious beings they desire to convert her to their cause. I want to avoid specific spoilers for the AP as my players may look at this thread, but would appreciate any specific ideas with spoiler tags or in the product thread

The situation is that I have
11th Level pc'S Sorceror, Oracle, Hunter, Antipaladin and Swashbuckler/Bard they have access to 9th level alchemists, wizards and warpriests as well as assorted Bugbears.

The Peri in question failed in it's sacred charge and it's closest friend in the universe was slain as a result. It is likely that in the near future the pc's will be able to slay other allies of the Peri and display their bodies as well as inflict further damage on its cause


As far as I can tell this only applies to customers who buy via audible.com, which means none american customers do not have access to the audible book offer.


December subscription has not yet shipped, I would like to check that there is not a problem.
I understand that this is probably a very busy time to this is curious /concerned question rather than an angry question


Seriously if you think your GM may run the Minion quest bit do not read this.

I have just run the first minion quest much fun was had , many minions died and 3 became infected with Lycanthopy deliberately.

Lucky scouting discovered that the preacher was a werewolf and the scouts survived (one defected and took a ship to Matharyn to get away from the werewolf and his masters, they are determined he will not escape). However after this they decided that getting bitten by a werewolf and infected would make them more valuable minions for their masters. They threw themselves into battle with the werewold got bitten and then ran away after the bite.
Their masters seem to agree with them, and in fact one of their masters is considering ways to become a lycanthrope as well.

I am considering allowing some form of ritual to convert it to natural lycanthropy , probably involving the sacrifice of a hound archon. Does anyone have any other ideas for what I could do with this slightly unexpected development?


The summary is that I liked the plot, I liked the NPC's and I though some of the setting was superb. If I was to rate the campaign on these bits it would be excellent.
Mythic rules are broken beyond redemption and those killed my fun as a GM. Book 6 was a slog to finish , Bits of book 5 were the same. I have never had this problem at the end of a campaign in any rules system using a pre bought plot or home written plot in 25 years of gaming.

Highlight of the campaign was book 4 I found Nocticula's realm excellent and my players enjoyed scheming plotting and trying to get things done in the city, I could have used more on the city , Nocticula and scheming involving them but this is not a flaw it is just because it worked well for my campaign.
I don't think I found any major flaws with plot or npc's even book 6 could have worked the deadline was good and the players felt some tension.

Never again mythic. I have taken the mythic book and put it in the attic

Edit
I don't want to seem as negative as this is. I thing the negative attitude is because the AP had such promise and came so close to fulfilling it.


I am looking for a map of a Gormanghast style ancient mansion rebuilt and rebuilt again for several centuries and riddled with secret passages, and ideally room for sinister a sinister temple beneath it. The Mansion is currently a finishing school for young ladies. I can just wing it, but a map would be nice if anyone has any idea where I could find one>


Having spent too long on trains I present my letter of taunting to an annoying npc in part 2. No spoilers in any responses please as I am a player and this is as far as we have got

An Invitation to Your death by stabbing of Akrid Longthews
RSVP Plus one
Dear Sir/Madam (I am uncertain which appellation should apply)
I believe the local custom is to first enumerate the reasons for blood feud between us.
Firstly I would like to raise the issue of the Cowardly, murderous , treacherous and incompetent attack upon our peaceful caravan of peaceful merchants without any history of prior conflict with you by your incompetent minions, notable for the absence of their notable and fearful leader.
Secondly I would like to inform you that we have been appointed the duly appointed champions of the esteemed merchant, whose home was invaded by your cowardly minions in the dead of night where they stole from him valuable and irreplaceable heirloom's and murdered most foully several innocent servants.
Thirdly you appear to have abducted or murdered the notable guide and travel expert ....., after treacherously inviting him to a meeting under false pretences this is a cowardly act clearly part of your unreasonable ,unprovoked and undeclared blood feud with us.
Next I will explain the nature of your character such that there is no reasonable prospect of settling this dispute in a reasonable manner.
Firstly thou art a coward , one afraid to directly face your opponents be they elderly men no longer fit to bear arms or peaceful women who lack armour .Clearly to face such opponents in fair combat fills your black and shrivelled heart with fear causing you to send forth your minions under cover of darkness on missions of murder but only when they have the advantage of at least 5 to 1 and are fully armed against peaceful and lightly armed merchants.

Secondly (Sir/Madame) you are incompetent, when sending a veritable horde of minions to do your underhanded task of murder, it is considered important to send minions who actually succeed. If one cannot find minions who can murder innocent merchants at 5 to 1 odds then clearly you need lessons in minion selection.
Thirdly you are an honourless dog, a true warrior and man of respect faces his opponents or at least openly declares his feud with them. You (Sir/Madam) instead creep in literally as a thief in the night or at least send your minions to do so being too craven to do so yourself, or send your men to attack peaceful merchants during their night camp. Worst of all you lie , after arranging for a man to visit you on business you murder or kidnap him breaking your word giving him safe passage to your estate. Even the meanest bondsman keeps his word after all a man whose word is not to be trusted is a man without honour , a wolfshead to be killed by all persons of honour.
Fourthly and this is of less direct offence although it offends my religous sensibilities it appears you are no man. Let us enumerate the evidence. You have no children despite being married to a lady for some years further the ladies and gentlemen of the night in this fair city say of you that you are a an impotent customer though they cannot say if this is due to some well deserved curse, foul disease or because you are simply unfit for the company of human beings. In light of this after I cut off your foul head I offer to introduce your lady wife to the delights she has been missing since marrying you, although I may be too late given the stories I hear about how well satisfied the stallions in your stable have been recently.
Should you still wish to avoid honorable combat and a reasonably priced burial I tell you know the conditions you must meet to satisfy the blood debt you owe.
Firstly all properties stolen from the good merchant must be returned and weregild of double the normal value paid for the dead servants to reflect the honourless method of their murder.
Secondly you must release the guide you hold hostage and compensate him for the inconvenience.
Finally in recompense for our inconvenience and offence at your attempt at murder I request a payment of 800gp or half our reasonable weregild.
Should you meet these demands I will be happy to help tutor you in both the arts marital and martial so you avoid incurring such dishonour in the future and as a service to your lady wife
Should you defeat me in single combat we will renounce these claims, otherwise your heirs will be expected to meet them. Failing meeting me in honourable combat we will be forced to wage war upon you until the bloodfeud is settled.

Yours with all Due Respect
Haneiko Kaijutsu, priestess of Arshea


It seems that the spread of diseases in only implied in the rules (I can't find a definition of how Inhaled diseases spread for example). Does anyone have some reasonable rules for determining how fast a disease will spread once a few people have been infected with a disease and mingle with a larger group?


Exactly what does this bloodline allow to effect constructs?
Constructs are treated as living creatures for the purposes of determining which spells affect them.

Is the question the mind effecting spells bit is clear. For instance does this mean that a Stinking cloud(Poison) effect would work on a construct?

I have not decided on my interpretation yet but would like opinions before I do and if there is a FAQ I missed


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Finished Rise of the Runelords, in the final battle I managed to kill half the pc's and was very close to getting a TPK except I let Karzoug be a bit overconfident and misread the map resulting in him getting massive melee damage.

The details
The party
Spinel- Level 15 Paladin of Saranae/Level 1 Gunslinger
Zeetha- Level 14 Paladin of Saranae and mounted combat specialist Cohort of Spinel
Felix- Level 16 Synthesist Summoner and mount of Zeetha
Morgan- Level 16 Spellslinger (mix of Eldritch Knight, Spellslinger and Gunslinger )
Orchival- Level 8 Cleric/Level 8 Mystery cultist of Zohls
The Bad guys
Karzoug
Adult Blue Dragon
2 4th level fighter Rune Giants
Astradaemon
3 lesser daemons with the curse of bad dice rolls

Round 0
Both Karzoug and the pc's cast many buff spells.
Round 1 PC's charge into the Eye of Avarice and encounter a wall of suppression all their buff's go down. Karzoug Laughs like a maniac.
the pc's can't tell who he is as there are 3 Rune Giants (Shapechanged Karzoug). Morgan goes first and readies an action to counterspell, Spinel reactivates her headband of Aerial agility and flies towards the giants,not getting very close, Zeetha casts Saddle Surge again, Felix moves towards the giants.
Karzoug lets fly with an Energy drain targting Orchival it is counterspelled, he then Quickens a Time stop and uses 3 delayed blast fireballs targeting Morgan, Zeetha and Felix. Felix is immune, Zeetha is dropped to 30hp and Morgan drops to negatives. The Astra daemon fires an energy drain at Orchival, Orchival uses divine inteference and the energy drain misses.
Rune giants and daemons form a screen around Karzoug.
Orchival moves forward and casts heal on Morgan who is know active again
Round 2
Morgan moves forward and readies a counterspell.
Spinel moves forward taking a hit from a daemon and readying an action to shoot Karzough with her pistol if he casts a spell.
Felix casts invisiblity on Zeetha, and bluffs dropping her off he also moves forward
Karzoug hits Morgan and Orchival with Scourge of the Horsemen, triggering a shot from spinel for 52 points of damage he roles 20 on his concentration check and gets the spell off (off course I forgot a Fickle winds spell he had up so he should have been safe)
He then Quickens another time stop and drops 4 more delayed blast fireballs on Orchival and Morgan, Morgan fails to counterspell the time stop . Morgan and Orchival die from 80d6 fire damage.
At this point Karzoug knew Spinel could use Jaunt boots to full attack him next round and should have retreated to a Permanence'd Prismatic sphere, he instead figured he could take it (stupid overconfidence)
Minions swarm Spinel and in a truly appalling set of dice rolls (nothing better than a 5 all miss her) however the Runegiants are in position for a Full attack next round if she stays in place or closes on Karzoug.
Round 3
Zeetha and Spinel both try a litany of righteousness , Zeetha gets it past Karzougs spell resistance this is were the pain began.
Spinel Juant boots in next to Karzoug she then hits him 5 times with 2 crits (one ordinary attack is blocked by the Cloak of Displacement) each hit is 1d6 +2 d6 holy +2d6 dominant weapon +44 with the effects of Litany of righteousness and crits thats 440 + 26d6 damage this drops him to negatives a contingency heal brings him back to about 90 hp , then making a rightangle charge the Summoner hits him he takes attacks of oppertunity from the rune giants but that is not enough to stop him. Zeetha hits with a lance foe 4d8 +2d6 +180 damage killing him stone dead, Felix hits with a greatsword a bite and 2 tentacles for extra damage . The Cohort kills the Runelord of Greed and his minions flee......
Really Karzoug should have retreated into his sphere

Karzoug:

Karzoug the Claimer CR 21
XP 409,600
Male human transmuter 20 (Pathfinder Campaign Setting: Inner Sea Magic)
NE Medium humanoid (human)
Init +9; Senses blindsense 60 ft., darkvision 120 ft.; Perception +24
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Defense
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AC 37, touch 29, flat-footed 29 (+8 armor, +5 deflection, +7 Dex, +1 dodge, +5 enhancement, +1 insight)
hp 480 (20d6+235); fast healing 10
Fort +23, Ref +21, Will +25; +8 resistance bonus vs. spells and spell-like abilities
DR 10/adamantine; Resist acid 120, cold 120, electricity 120, fire 120; SR 24
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Offense
--------------------
Speed 60 ft., fly 90 ft. (perfect)
Melee karzoug's burning glaive +23/+23/+18 (1d10+14/×3) or
. . talons of leng (claws x2) +24/+24/+19 (1d4+11/×3)
Arcane School Spell-Like Abilities (CL 20th; concentration +33)
. . At will—change shape (beast shape iii or elemental body ii, 20 rounds/day)
. . 16/day—telekinetic fist (1d4+10 bludgeoning)
Transmuter Spells Prepared (CL 20th; concentration +33)
. . 9th—energy drain (DC 33), scourge of the horsemen (DC 33), shapechange, time stop (2), wall of suppression{super}APG{/super}, wish (2)
. . 8th—quickened dimension door, quickened enervation, heart of the mammoth, maze (2), protection from spells, summon erodaemon, temporal stasis (2, DC 33)
. . 7th—delayed blast fireball (4, DC 30), mage's sword, prismatic spray (2), resonating word{super}UM{/super} (2, DC 32)
. . 6th—chains of fire{super}ARG{/super} (2, DC 29), disintegrate (2, DC 31), greater dispel magic (2), globe of invulnerability, repulsion (DC 29), true seeing
. . 5th—baleful polymorph (2, DC 30), extended communal protection from energy{super}UC{/super} (2), fickle winds{super}UM{/super}, quickened magic missile (2), communal stoneskin{super}UC{/super}, telekinesis
. . 4th—boneshatter (2, DC 28), dimension door (2), enervation (2), greater false life{super}UM{/super}, obsidian flow{super}UC{/super} (2, DC 29), solid fog
. . 3rd—blink, gloomblind bolts{super}ARG{/super} (DC 27), haste (2), magic circle against good, protection from energy (3), communal resist energy{super}UC{/super} (2)
. . 2nd—blindness/deafness (2, DC 26), escaping ward{super}ARG{/super}, fleshcurdle (DC 27), fleshcurdle (2, DC 27), flurry of snowballs (DC 25), scorching ray (2), web (DC 26)
. . 1st—enlarge person (DC 26), enlarge person (2, DC 26), expeditious retreat (2), magic missile (4), shield
. . 0 (at will)—acid splash, flare (DC 23), mage hand, prestidigitation, touch of fatigue (DC 24)
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Tactics
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Before Combat Karzoug casts mind blank and false life at the start of every day.
During Combat Karzoug starts combat seated upon his immense throne, and strives to remain out of melee as long as possible. On the first round of combat, he casts meteor swarm on the party, then uses his rod of greater quicken metamagic to cast time stop as a quickened spell. During the 1d4+1 rounds he gains, he casts spells like prismatic wall, wall of force, and cloudkill among the PCs to disrupt their tactics, and casts defensive spells on himself like spell turning, true seeing, and globe of invulnerability. He’ll also use his wand of stoneskin on himself during this time. He’ll repeat this tactic on the second round (pairing a quickened time stop with horrid wilting this time) to finish casting any spells he didn’t get a chance to cast the first time. On following rounds, Karzoug hits the PCs with area-affecting spells like wail of the banshee and finger of death, saving spells like temporal stasis and maze to use against anyone who seems to be particularly dangerous. Karzoug’s glaive takes actions on its own as well, unleashing fireballs on non-spellcasters and curing Karzoug of wounds whenever he drops below 220 hit points. If it comes down to melee, Karzoug releases his glaive to dance as soon as possible, fighting with his talons and using quickened spells like lightning bolt and magic missile to support his attacks. Whenever he drops below 200 hit points (or otherwise suffers a crippling effect) he casts wish to restore himself and his living allies to full health.
Morale Karzoug has nowhere to flee to—he fights to the death.
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Statistics
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Str 26, Dex 24, Con 30, Int 36, Wis 17, Cha 22
Base Atk +10; CMB +21; CMD 42
Feats Alertness, Arcane Strike, Combat Expertise, Craft Magic Arms & Armor, Craft Wand, Craft Wondrous Item, Eschew Materials, Extend Spell, Greater Spell Focus (transmutation), Martial Weapon Proficiency (glaive), Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (conjuration), Spell Focus (necromancy), Spell Focus (transmutation), Toughness
Skills Acrobatics +9 (+21 to jump), Appraise +15, Bluff +28, Climb +10, Craft (alchemy) +38, Diplomacy +28, Disguise +8, Escape Artist +9, Fly +40, Heal +5, Intimidate +28, Knowledge (arcana) +42, Knowledge (engineering) +38, Knowledge (history) +38, Knowledge (nature) +38, Knowledge (nobility) +38, Knowledge (planes) +42, Knowledge (religion) +38, Perception +24, Ride +9, Sense Motive +28, Spellcraft +44, Stealth +9, Survival +5, Swim +10, Use Magic Device +28
Languages Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Cyclops, Daemonic, Draconic, Elven, Giant, Ignan, Infernal, Necril, Sylvan, Terran, Thassilonian
SQ arcane bond (karzoug's burning glaive), physical enhancement (+5)
Combat Gear boots of teleportation, elemental metamagic rod (greater, electricity), maximize metamagic rod (greater), quicken metamagic rod (greater), rune of contingency, scroll of delayed blast fireball (CL 20th), delayed blast fireball (CL 20th), delayed blast fireball (CL 20th), delayed blast fireball (CL 20th), greater dispel magic (CL 20th), greater dispel magic (CL 20th), summon monster ix (CL 20th), wand of blood money (33 charges), wand of dispel magic (CL 10th, 40 charges), wand of magic missile (CL 9th, 24 charges), wand of stoneskin (CL 10th, 17 charges); Other Gear karzoug's burning glaive, talons of leng (claws x2), amber spindle ioun stone (5), clear spindle ioun stone, crimson sphere ioun stone (3), dark blue rhomboid ioun stone, dark green rhomboid ioun stone, dusty rose prism ioun stone, emerald ellipsoid ioun stone (15), gamboge nodule ioun stone, iridescent spindle ioun stone, mossy disk ioun stone, mossy disk ioun stone, onyx rhomboid ioun stone (3), orange prism ioun stone, pale green prism ioun stone, pearly white spindle ioun stone, belt of physical perfection +6, bracers of armor +8, cloak of displacement, major, cracked dusty rose prism ioun stone, eyes of the dragon, flawed pale green prism ioun stone, fog-cutting lenses, helm of telepathy, ring of freedom of movement, ring of protection +5, robes of xin-shalast, runewell amulet, sihedron tome
--------------------
Special Abilities
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Arcane Bond (Karzoug's Burning Glaive) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Change Shape II (beast shape iii or elemental body ii, 20 rounds/day) (Sp) Use beast shape III or elemental body II as a Spell-Like ability.
Cloak of displacement, major Attacks on you have 50% miss chance.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Elemental metamagic rod (greater, electricity, 3/day) Each elemental metamagic rod is built with the power to control and transform a specific energy type (acid, cold, electricity, or fire). The wielder can cast up to three spells per day that deal damage of the rod’s energy type instead of the spell’s normal damage type, as though using the Elemental Spell feat. For example, an elemental metamagic rod (cold) always makes spells deal cold damage.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Elemental Spell; Cost 12,250 gp
Energy Resistance, Acid (120) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (120) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (120) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (120) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Eyes of the dragon See four times as well as a human in dim light, and twice as well in normal light.
Fast Healing 10 (Ex) Heal damage every round unless you are killed.
Flight (90 feet, Perfect) You can fly!
Greater Spell Focus (Transmutation) +1 to the Save DC of spells from one school.
Greed (Transmutation) Transmuters use magic to change the world around them.
Helm of telepathy Can communicate telepathically with anyone whose thoughts you are reading.
Ioun stone (clear spindle) Sustains bearer without food or water.
Ioun stone (dark green rhomboid) Allows bearer to detect poison within five feet.
Ioun stone (gamboge nodule) This stone grants you immunity to poison, as if wearing a periapt of proof against poison.

A Nodule is usually a faceted, asymmetrical, though generally rounded, stone. Ioun stones orbit the head within d3 feet and have AC 24, hardness 5, and 10 Hp.

Resonant Power:
+2 resistance bonus on saving throws against disease.

Construction
Requirements Craft Wondrous Item, neutralize poison, creator must be 12th level; Cost 27,000 gp
Ioun stone (iridescent spindle) This stone sustains the bearer without air.
Ioun stone (pearly white spindle) Regenerate 1 point of damage per 10 minutes
Maximize metamagic rod (greater, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are maximized as though using the Maximize Spell feat. Greater metamagic rods can be used with spells of 9th level or lower.

Construction
Requirements: Craft Rod, Maximize Spell feat; Cost 60,750 gp
Physical Enhancement +5 (Constitution, Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Quicken metamagic rod (greater, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat. Greater metamagic rods can be used with spells of 9th level or lower.

Construction
Requirements: Craft Rod, Quicken Spell feat; Cost 85,000 gp
Quicken Spell Cast a spell as a swift action. +4 Levels.
Ring of freedom of movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.

Construction
Requirements: Forge Ring, freedom of movement; Cost 20,000 gp
Runewell amulet This amulet of gold and red crystal grants the wearer a +5 enhancement bonus to her natural armor. In addition, the wearer becomes attuned to both the runewell of greed and the soul lens that controls it - allowing the w earer to benefit from the fragmentary souls gathered and absorbed by the runewell. As long as the runewell functions, the wearer does not age and has no need for food or water. In addition, she can fly at a speed of 60 feet with perfect maneuverability and gains fast healing 10. If the runewell amulet is removed, the wearer loses all of these abilities. While this does mean the wearer begins aging normally and must eat and drink, she does not suffer any ill effect from the years that passed or the meals she missed while she wore the amulet.

Scroll of delayed blast fireball (CL 20th), delayed blast fireball (CL 20th), delayed blast fireball
Sihedron tome A wizard can prepare bonus spells as if your Int were 6 points higher.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Spell Resistance (24) You have Spell Resistance.
Telekinetic Fist (1d4+10 bludgeoning, 16/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Wand of blood money (33 charges) Add this item to create a wand of a chosen spell.
Wand of dispel magic (CL 10th, 40 charges) Add this item to create a wand of a chosen spell.
Wand of magic missile (CL 9th, 24 charges) Add this item to create a wand of a chosen spell.
Wand of stoneskin (CL 10th, 17 charges) Add this item to create a wand of a chosen spell.
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1 person marked this as FAQ candidate.

I believe I am correct in believing that a Mythic surge cannot change a failed saving throw , which was failed due to the player rolling a 1.
Checking as a TPK is in the offing unless I am wrong


For various reasons I am uncertain as to leaving her divine allegiance with Desna, given the make up of my group it would be slightly complicated.
What does anyone think about alternate gods, it needs to be a god of good and I think an Empyreal lord is probably not appropriate. That seems to leave
Shelyn
Sarenae
Iomedea
Cayleb Caydean
I am fairly certain Torag and Erastil won't work.

Any thoughts?


Has anyone had a go at converting this iconic childrens creature to a 3.5/PF stat block.
If they have it may save me some time


8 people marked this as FAQ candidate.

For Oracles (and inquisitors but I don't have one of them in my game) how do they recover their spells per day. I can find the rules for prepared Arcane casters, Prepared Divine casters and Spontaneous Arcane casters but not for Spontaneous Divine casters.
I can see arguements for them recovering their spell slots as Prepared divine or Spontaneous arcane casters. Overall I favour treating them as Arcane Spontaneous casters however I suspect the player of the Oracle will disagree and I would prefer to go with RAW if only I could find them.
Any Help?