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I am trying to create a huge object (to be possessed) that can either be shrunk, stored or be able to move through a dungeon with us. I was thinking of getting a very long chain (possibly a thick anchor chain) and animating that, but I have not been able to find how much chain would be required, or how large the chain would need to be. (I am guessing somewhere between 300-1000 ft)

If I use HP to determine the amount of material required, a huge animated object has the same hit points as about 16 lengths of chain (10 ft each). This seems a bit low on what i would expect.

Alternately I was thinking of having someone make a snake statue out of metal, but the chain would potentially be more useful for other stuff (stuff that you might normally use a huge freaking chain for).

Any suggestions?

Thanks


This ability allows the sorcerer to emulate the effect of a bardic performance. Is the sorcerer then free to cast other spells without ending the effect or does this mean he must maintain the effect by performing like a bard would?

http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines -from-paizo/racial-bloodlines/imperious-bloodline-sorcerer-human

Thanks


I am sure others have asked these questions (possibly many years ago), but I didn't see them when searching the forums.

1- Can I use this to send my character's familiar's mind into the object instead of my character's?
2- How does this work with spells like "Shrink item"? If I shrink a huge boulder (to a tiny rock) and then possess it, does it have hit points and CP as per a huge object or as per a tiny object? What if "Shrink item" is dismissed after possessing the object?
3- Can I choose to possess volume of soil or stone, a pillar or part of a wall as an object?
4- Is it possible using this spell (or Animate Object) to gain more CP than would be allowed by it's size? For example, with animate objects, instead of animating a huge object (CR 7)to instead animate a large object (CR 5) and raise it's CR to 7 by adding 4CP to it?
5- Can you take any of the Special Abilities more than once (for instance taking "Faster" 4 times to gain +40 to speed?
6- How does one get his caster level to 32 so that he can animate a colossal object? I know of ways for a 20th level character to get as much as +5 CL, but not +12.


Feats and spells that work with Evolutions are all written to apply only to the Eidolon. Can these be used on a Summoner who has evolutions through his "Aspect" ability or on an Evolved Familiar?


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This feat allows the character to change into a bat as per Beast Shape II. Bats are normally diminutive and have echolocation (blindsense). Unfortunately, that does not allow anything smaller than tiny nor does it allow blindsense.

Was this intentional, or was it meant to be as per Beast Shape III (which does allow both diminutive creatures and blindsenese)?


I am curious about the spell "Gate"'s potential for offensive uses. Would these uses work?

Opening a portal to the elemental plane of water to cause a massive flow of high pressure water through a 20ft wide hole. I could calculate the actual pressure would be arbitrary, but I think it would wash most characters away and flood an enclosed area in a hurry.

opening a portal to the void of space (in some other plane) thus causing a massive vacuum effect into the portal.

Readying an action and then casting gate directly in front of a creature as it moves so that it moves through into some hostile plane.

Casting it directly under someone thus causing them to fall through the gate.

Closing the Gate while a large creature moves through it so as to cut it in half.


Using it to grant cover (the only reason one would use a tower shield in the first place) is a standard action each round. This means that all you can do is move. It does not allow you to grant anyone else cover, nor to cast spells or even attack those who don't have cover against you.

Maybe I am missing something, but In what situation would this be useful?

Is there any way to cast a spell (other than a quickened spell) while using a tower shield for cover? (Perhaps a spell, feat or other ability?)


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Solar dependence (-3 rp)
You are fatigued any time you go more than 24 hours without spending at least 1 hour in the sun (or 2 hours if it is cloudy). After 48 hours you become exhausted and cannot regain daily abilities until you spend at least 1 in the sun.

Solar feasting (+1 RP)
As long as you spend at least 1 hour in the sun each day, you do not need to eat.


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Unstable animation (-2RP or more?)
Prerequisite: Construct or half-construct
The magic giving you animation can be disrupted. When effected by effects such as dispel magic or break enchantment, the creature is stunned for 1d4+1 rounds. A successful fortitude (or will??) save reduces this to only a single round. This occurs regardless of if you were the intended target, or if the caster was aware of your vulnerability. If the effect is generated by someone aware of your weakness, they can target your animating magic specifically to increase the DC by 2.
Ongoing effects that dispel or suppress magic (like anti-magic field) require you to make a save each round or be stunned. On a successful save you are merely staggered.
Spells that can permanently remove magic from items (like disjunction) utterly destroy you on a failed save.

Haunted construction (-1 RP )
Prerequisite: construct or Half-construct
Unlike most constructs, you are animated by the undead spirit of a sentient being. As a result of this, you take damage from positive energy as if undead, and are considered undead for effects that harm undead creatures and for prerequisites. You neither take damage or heal from negative energy, although level drain and other effects from negative energy function as normal for your creature type.

Artificial life (0 RP)
Prerequisite: Half-construct
You share more in common with constructs than living creatures. You do not heal normally and cannot benefit from use of the heal skill. However, You can be repaired by use of the craft skill and spells such as Make Whole, although both are only half as effective as normal for constructs. You do not regain hit points from positive energy. You can still benefit from other types of spells that use positive energy (such as restoration, regeneration, and remove disease) although any numerical effects are reduced by half.
Likewise, you do not loose hit points from negative energy and other necromantic effects have numerical effects reduced by half.

Flammable construction (-2 rp)
Whenever you take fire damage, you must make a reflex save or catch fire taking d6 damage each round.

Cloth Construction (-1 RP)
Your body is made out of flexible cloth. This gives you a +2 on escape artist checks. Also, you only take half damage from pure bludgeoning weapons. Unfortunately, attacks that deal slashing damage deal an additional 50% damage.

Weak power source (-2RP)
Your internal power source is not able to sustain constant activity. After 12 hours of activity, you must rest for 1 hour or become fatigued. If you go more than 24 hours without resting, you become exhausted, after 36 you are staggered & exhausted and after 48 hours you are paralyzed. Healing magic is ineffective against these penalties. 1 hour of rest reduces penalties by one step. You are still alert and aware of your surroundings while resting, but may not take any standard actions or move actions.


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I am a bit underwhelmed by the options for Oracle Curses. Here are a few that I think might be fun. These are just outlines and some are not done.Let me know what you think:

Martyr:
You are connected with a fallen Martyr who has chosen you:
Drawback: You must do your best to protect innocent people or your allies. Must defend allies in combat. Must defend innocents. Must help others unselfishly and without reserve.
1st level: 1 /day +4 to any roll to protect others. (or constant status or deathwatch effect?)
5th level: Shield of faith
10th level: sacrificial oath (or breath of life)
15th level: Resurrection??

Outsider:
Drawback: you are affected by spells and effects as if you had the “outsider” type and “good” subtype. You are also effected by spells that target summoned or extraplanar creatures. You must make a will save or be unable to attack a creature warded by Protection from Good or similar effects. Effects that would banish you cause you to be nauseated for 1 round and then sickened for 1 minute per level of the spell or effect:
1st level: You can use Detect Evil at will as a spell like ability (or don’t need to eat or sleep as an outsider?)
5th level: Weapon and natural attacks you make are considered “good” for overcoming damage reduction.
10th level: You gain the “Truespeach” ability.
15th level: You gain the ability to smite evil as a celestial creature. (or perhapse just gain the celestial template??)

Magic in the blood:
Your magic and body are intertwined.
Drawback: If you ever become fatigued, your effective caster level is reduced by 1 and your spell DCs are reduced by 1. If you ever become exhausted, these penalties increase by 1 and you also loose 1/3rd of your total spell slots for each level you can cast.
1st level: As a standard action, you can sacrifice hit points and gain a number of spell levels equal to the hit points you sacrificed. You can only sacrifice up to your character level in hit points this way each day. (For example if you were a 5th level caster, you could sacrifice up to 5 hit points to gain 5 first level spells, or 2 second level spells and 1 first level spell or 1 second level spell and 3 first level spells.)
5th level: If you use more than 2/3rds of your total spell slots (or all of the spell slots from the highest level you can cast), you become fatigued until you regain spells again. If you are already fatigued, you are now exhausted. Magic and effects that reduce exhaustion to fatigued work as normal, but the fatigue cannot be removed until you regain spells. You gain 1 additional spell slot and 1 additional spell known for each spell level you are able to cast. This applies to higher level spells as you gain access to them.
10th level: When casting a spell, you can choose to take up to 2 damage to both strength and dexterity and increase your caster level or spell DC by 1 for each point of damage taken.
15th level: The amount of damage you can inflict to hit points to regain spells is doubled and the amount of damage to strength & dexterity you can inflict to increase spell DCs increases to 3.

Patron
Your powers are granted by a patron being who expects your loyalty and obedience
At first level you choose one type of aligned being (Azata, Angel, (LG celestial), Deamon, Demon or devil,
Drawback: You must strive to appease your patron and gain a code of honor similar to a paladin, although relevant to the specific alignment of your patron:
Powers granted would be similar to "Outsider" or similar to weakened versions of Paladin or Anti-paladin abilities.


This item seems like almost a "must have" for sorcerers, and is available at a great price. It seems unfair that no other spell-casting class gets something like this. Why is that not unbalancing? Is the sorcerer underpowered? Are other items available for Oracle Mysteries, Wizard Schools, or Cleric Domains? Or is it just that the bloodline powers are not good enough that this breaks things?


I am not sure on the level of a spell like this.

School: Transmutation (Polymorph)
Level: Cleric X+1, Druid X, Wiz/Sorc X

Casting time: 1 minute

Duration: 1hr/level

Range: Touch

Target: Creature touched (must be of the correct alignment)

You draw the power of an aligned plane (or a creature on it) into the target. When casting this spell, you must choose what alignment to connect with. The target must have that as part of their alignment or else the spell fails. You choose any one the following:

Lawful: The target gains the "Resolute" template. When determining what abilities they gain, treat their HD and CR as 1/2 your caster level,

Chaotic: The target gains the "Entropic" template. When determining what abilities they gain, treat their HD and CR as 1/2 your caster level,

Good: The target gains the "Celestial" template. When determining what abilities they gain, treat their HD and CR as 1/2 your caster level,

Evil: The target gains the "Fiendish" template. When determining what abilities they gain, treat their HD and CR as 1/2 your caster level,


I am not sure on the level of a spell like this.

School: Transmutation
Level: Cleric X+1, Druid X, Wiz/Sorc X

Casting time: 1 minute

Duration: 1hr/level

Range: Touch

Target: Creature touched

You draw the power of an elemental plane or an elemental spirit into the target. When casting this spell, you must choose an energy type to infuse the target with. For the duration of the spell they gain resistance ZZ to that energy type. In addition all natural and weapon attacks (ranged or melee, but not spells, SP, or SU abilities) deal an extra (die size) of damage. In addition their body radiates this energy. Any time a creature attempts a melee attack against them, it is dealt (die size) in damage.


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It seems that you can polymorph into just about anything, but for some reason, there aren't any spells that turn one into an alignment based outsider. Here is my idea:

Celestial/Fiendish/Anarchic/Resolute Body I
School transmutation (polymorph);
Level: Witch 6, Cleric/Oracle 6, Sorcerer/Wizard 6
CASTING
Casting Time 1 standard action
Components V, S, F (A symbolic item relative to that alignment )
EFFECT
Range personal
Target you
Duration 1 min./level (D)
Saving Throw see below;
Spell Resistance no
EFFECT
You take on the form of an outsider relative to your alignment. When you cast this spell, you choose which aspect of your alignment you want to manifest (if more than one is available to you). You retain your normal size an general appearance with the following changes:
Celestial (Good): You take on an angelic appearance with a halo and feathery wings. You gain:
Darkvision 60
Fly speed of 60 (average)
+4 size bonus to Con
+2 size bonus to Str
+2 bonus to Nat
Immunity to disease & poison
Acid, Cold & Electricity resist 10
DR 5/Evil
Radiate white light as per the spell “light”.
Special Attacks smite evil 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to 1/2HD (Max 10) against evil foes; smite persists until the target is dead or the spell ends).
Fiendish (Evil): You take on a hellish appearance with horns and dark, leathery wings. You gain:
Darkvision 60
Fly speed of 60 (average)
+4 size bonus to Con
+2 size bonus to Str
+2 bonus to Nat
Immunity to disease & poison
Cold & Fire resist 10
DR 5/Good
Radiate darkness as per the spell “darkness”.
Special Attacks Good evil 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to 1/2HD (Max 10) against good foes; smite persists until the target is dead or the spell ends).
Entropic (Chaotic): You take on an unstable appearance. You gain:
Darkvision 60
Fly speed of 60 (average)
+4 size bonus to Con
+2 size bonus to Str
+2 bonus to Nat
Immunity to disease & poison
Acid, & Fire resist 10
DR 5/Law
Radiate light with constantly changing colours as per the spell “light”.
Special Attacks smite Law 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to 1/2HD (Max 10) against lawful foes; smite persists until the target is dead or the spell ends).
Resolute (Lawful): You take on a more ordered appearance. You gain:
Darkvision 60
Fly speed of 60 (average)
+4 size bonus to Con
+2 size bonus to Str
+2 bonus to Nat
Immunity to disease & poison
Acid, Cold & Fire resist 10
DR 5/Chaotic
Radiate golden light as per the spell “light”.
Special Attacks smite Chaos 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to 1/2HD (Max 10) against chaotic foes; smite persists until the target is dead or the spell ends).

Celestial/Fiendish/Anarchic/Resolute Body II
School transmutation (polymorph);
Level: Witch 7, Cleric/Oracle 7, Sorcerer/Wizard 7
CASTING
EFFECT
Range Touch (or personal)
Target Creature touched
Duration 1 round/level (touch) or 1min./level (D) (personal)

EFFECT
As per: Celestial/Fiendish/Anarchic/Resolute Body I except as noted. Darkvision increases to 90, bonus to Str increases to +4, Fly speed increases to 90 (good). Each form also gains the following ability:
Protective aura: The target is constantly under the effect of a Magic Circle against (Evil, good, Law or Chaos) while under the effect of this spell.
Detect Opposing alignment: The target is constantly under the effect of a detect spell for the opposing alignment.


I love Imbue with Spell Ability, but I was surprised to not find higher level versions of it. I was hoping there would be a variant that allowed one to bestow more spells and/or higher level spells. The only variant I have seen is "Spellcasting contract" but that seems to have a totally different feel to it. Before bugging my GM for a homebrew variant I thought I would get thoughts and feed back from you. Do you know why there is no higher level of this spell?

Also, below are my proposed improved versions. It looks like the spells granted by Imbue follow the spell/day progression of an Adept (using the HD as the adept level).

The current 4th level version gives:
[HD] (1st) 2nd
[1-2] (1)
[3-4] (2)
[5+] (2) 1

as a 6th level spell you could get:
[HD] (1st) 2nd (3rd) 4th (5th)
[1-2] (1)
[3-4] (2)
[5-6] (2) 1
[7-8] (3) 2
[9+] (3) 2 (1)

As an 8th level spell
[HD] (1st) 2nd (3rd) 4th (5th)
[1-2] (1)
[3-4] (2)
[5-6] (2) 1
[7-8] (3) 2
[9-10] (3) 2 (1)
[11-12] (3) 3 (2)
[13+] (3) 3 (2) 1

And as a 9th level spells you could imbue
[HD] (1st) 2nd (3rd) 4th (5th)
[1-2] (1)
[3-4] (2)
[5-6] (2) 1
[7-8] (3) 2
[9-10] (3) 2 (1)
[11-12] (3) 3 (2)
[13-14] (3) 3 (2) 1
[15-16] (3) 3 (3) 2
[17+] (3) 3 (3) 2 (1)


I'm not sure, but this looks like the best familiar available. It's fast, smart and can do "Lay on hands" as a paladin of your caster level. Maybe I am missing something but for one feat, this sounds like a sweet deal.

http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/agathion/agathi on-silvanshee


If I understand correctly, a sorcerer with item creation feats can use scrolls to provide the spells needed to make various items. If he happens upon a wizard's spell book, can he use the spells in it for item creation? I realize that he cannot memorize spells like a wizard, or cast them like a scroll.

My thought was to have a sage sorcerer who would have a spellbook for thematics. I think that if he actually spent the time & money and made the skill checks he could get additional spells (beyond his "spells known") added into the book. Could he then use those spells to make scrolls or potions? I doubt there is much on this in the RAW, but is there any precedent or any thoughts you have regarding doing this?


"Harm" is a sweet offensive spell, but personally I kind of like the feel of rolling a pile of dice and I think elemental damage would better fit a character I am currently playing. Here are two variants that I think would be roughly equivalent to "Harm":

(A) [(2d8 fire +1 holy)/level] and the target catches on fire (6 dmg/round until extinguished). If they save, half damage and don't catch on fire.

(B) [(2d8 cold +1 holy)/level] per level and the target is entangled for 6 rounds. If they save, half damage and aren't entangled.

As part of this, I was hoping to get opinions on the relative power and usefulness of elemental and negative energy. I am of the opinion that negative energy is slightly more useful & powerful:

Negative energy
Pros:
-All living creatures take full damage from it.
-Very few spells or abilities protect against it.
-Can be used to heal undead (if you swing that way).
Cons:
-Cannot damage objects or constructs
-Nothing is particularly weak to it
-Not useful as an attack for undead.
(Most players and characters know to use different tactics and spells against undead and can often prepare ahead.)

Elemental
Pros:
-Most creatures & objects take damage from it.
-Some creatures are weak against specific elements
Cons:
-Many creatures of many types of creatures are immune or resistant to any given element.
-Numerous spells (in most spell lists) offer protection from elemental damage.
(Just about any combat could involve creatures resistant to any given element. This makes it much harder to prepare ahead.)

What do you think?


I have a character who can do significant fire and/or cold damage. But I am curious about how these elemental attacks work on materials:

1- How much cold damage does it take to freeze water? I realize most spells are instantaneous, but they last long enough to freeze creatures to death. Even so, there are some lingering spells that do cold damage over time (rounds or even minutes). The best I have found is the spell "Freezing sphere" that seems to imply 11d6 cold (wizards could cast this at 11th level) is enough to freeze water in it's area up to 6" deep instantly.

2- How much cold would it take to freeze magma/lava? I don't see any stats for liquids or semisolids in the PRD.

3- What happens to solid materials when they are destroyed by ice or fire? For instance, if I hit wall made of stone (Hardness 8, 15hp/inch) with a spell that dealt 72 points of fire damage, it should be able to destroy 2 inches of stone. (a) Is that stone now melted into lava? (b) If the same damage was done to a flammable object, is it now on fire?

4- How much fire damage does it take to start a fire? The SRD mentions instantaneous effects not being able to start fires, but what about ones that last rounds or minutes?

5- Can cold damage put out a fire? It can kill a fire creature and end a fire spell, so it seems like it should be able to put out a fire.


A few tactical questions for dealing with incorporeal undead:

1- Do cure spells (and other spells that use positive energy) do full damage against incorporeal undead? I'm not sure if they are considered to "channel positive energy" or not. To me it seems that if the cleric ability to channel energy does full damage cure spells should too.

2- Some spells list part of the damage as being "divine" (like flame strike) or deal extra damage against undead (like searing light). Do these spells still deal half damage?

3- Can an incorporeal creature be targeted by telekinesis?

4- Can incorporeal creatures be grappled by other incorporeal creatures or creatures made of force.

5- Is it possible to use a spell like "teleport" or "plane shift" to send an incorporeal creature away? I was thinking of using plane shift to send a ghost to hell, plane of positive energy, or plane of fire.

6- If you are under the effect of a polymorph spell and have natural attacks in your new form, do those attacks count as "magical"?

7- Do elemental or celestial creatures count as "magical"? I would think that at least a fire elemental would.

8- Do abilities like "Smite evil" only deal half damage?


I am working on a Druid/Rogue and I want him to be able to use feats like "Sap Adept" and "Sap Mastery". I've seen two ways that might work.

1) use the feat "Bludgeoner" to deal nonlethal damage. Claw, bite and most other natural attacks deal Bludgeoning damage so they could use the feat. While not stated, since it removes the -4 penalty for dealing nonlethal damage, it could be interpreted this would allow for nonlethal sneak attack damage.

2) Deal unarmed strikes instead of natural attacks. This sounds like a good solution, but raises a few questions:

- A creature with a natural attack is never unarmed, so can it even do an unarmed attack?
- If so, does it still provoke AOOs? Does it still threaten?

- Does it use it's natural attack routine for unarmed strikes?
- If not, how many attacks does it get? What is the bonus for each attack?

- How do feats like "improved unarmed strike" work in this scenario?

Your thoughts and advice would be very helpful.

Thanks


From what I understand, you can only be under the effects of one Polymorphic effect at a time. Change Shape, as written, is as per alter self (polymorph). This means that characters with this trait cannot be targeted by any polymorph effects that they don't want to be.

Also, because this is an at-will supernatural ability, a clever player might find ways to circumvent limitations of other polymorph spells & abilities they might use.

I'm not sure if this is a serious concern or not, but I thought it worth mentioning.


So I have a simple concept that I am struggling to make work. I want to play a character who changes into various kinds of animals (of various sizes) and/or vermin but who does not cast spells. I have scoured the PFSRD feats, archetypes, spells, items and prestige classes and failed to find a good way to make this work.

The best I have been able to come up with is multiclassing something with druid. This requires at least 4 levels of druid in order to get wildshape. Even then, it requires a fairly complicated build for he character to remain functional as he progresses. Also, a number of class features are wasted (ex: spells & animal companion)

This seems like such an obvious character concept that I am surprised it has not been covered somewhere. Do any of you have any suggestions?


So there are a number of ways one can turn into a fire elemental and there are a few issues that come up in this form that we have never really been able to get solid resolution too:

1- What happens when a fire elemental finds itself in water? In the description, it says that the fire elemental cannot cross normal water, but what happens if it is forced into it? Does it wink out? Does it just get pissed off? Our best guess is that it would take damage each round equivalent to being submerged in lava.

2- Similar to 1, what happens if the elemental finds itself covered in water? Our best guess is to treat it like a flask of acid.

3- Does a fire elemental put off light? It logically seems like it would (making the elemental's darkvision irrelevant). We have been treating it like a torch.

4- Can a fire elemental turn the burn ability off? If not, in elemental form a healer would set fire to everyone it tried to heal. We have simply assumed that the burn ability is constant and thus can be a liability (especially if the character is rendered unconscious while in the form of an elemental). While traveling on a wooden ship or though dense woods can also be a liability.

5- based on the height and weight that is listed for fire elementals, large and larger ones are actually lighter than air. Assuming they aren't buoyant in air, even huge ones are light enough to be thrown. Is this correct?


What happens if a character is in an alternate form (via a polymorph spell or via an ability like wildshape) and finds them self unconscious or dieing? Do they stay in the alternate form or do they revert back to their normal form?

I could have sworn that there was listed somewhere that said if a character dies the effect ends, but I cannot find it under polymorph, Supernatural abilities or duration.

I have a Flame Oracle who has "Form of Flame" and likes to adventure in the form of a fire elemental. The issue is that he keeps getting knocked into negative hit points and then no one in the party can touch him (to stabilize or heal him) without being burnt and possibly catching on fire.

This issues has come up several times and has been a problem to be unable to revert to his normal form. At the same time, there should be some drawbacks to taking on an alternate form.