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I really want to know what the backstory will be. Did the Worm that Walks become a lich in order to make sure it didn't die again or did the lich get seal away with worms that slowly ate its undead body until it mutated into something even more horrible than it already was?


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Witches with the Endurance Patron get Miracle as their 9th level patron spell. The very idea of casting this spell fills me with child-like terror.

When a wizard casts Wish, it is interpreted by a dispassionate force without an agenda (assuming a GM that is not fixated on twisting wishes). When a cleric casts Miracle, it is interpreted and allowed by the cleric's deity, who generally has the same agenda as the cleric. In both of these cases, you can usually trust that the spell will work out how you wanted. In fact, with the cleric, you can expect the deity to interpret the spell in the best possible way for your character.

However, witches are no where near that lucky. When a witch casts Miracle, it is interpreted and allowed by the source of the witch's power, its patron. Unlike with clerics, witches do not necessarily have the same goals as their patrons. In many cases, they do not even know who their patron is. Thus, they are putting the power of a reality warping spell into the hands of a creature that they may very well know nothing about. This creature may decide to twist its interpretation of the request or simply make the spell fail on a whim.

Any one else terrified by this idea?

Okay, looking back, the Miracle spell does not explicitly mention the spell being twisted but I would interpret that as being due to the fact that your deity is not likely going to want to mess with you like that.


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A collection of love letters that Cayden Cailean wrote to various goddesses (and one he wrote to Torag after having a bit too much to drink).

Years ago there was a wizard who angered a more powerful rival. The rival killed him and bound his soul in his own spell book. After a few decades of sitting on a bookshelf alone, the wizard has gone quite mad. The book contains a large number of spells of each spell level but good luck getting it to let you see them.

A book containing the True Names of a thousand fiends.


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These are exceptions to the golem's immunity to magic. They were created in order to give spell casters something to do in a battle against an enemy that is immune to most of their spells. Certain golems, like the Clay Golem, specifically mention spells that allow SR. In the case of a Flesh Golem, casting a Fireball would not do any damage to the golems but it would slow it. However, casting any electricity spell would inadvertently heal the golem, regardless of SR.


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Top Hat of the Frozen Gentleman

This top hat was commissioned by Sir Reginald Wornsworth, a rather eccentric gentleman with a love of penguins. Oddly enough, Sir Wornsworth was worried that the hat would fall into the hands of penguin-haters and thus, asked that the hat only function for those who shared his love of penguins.

The powers of the Top Hat of the Frozen Gentleman are based on the number of penguins that the wearer owns.

Penguins Special Abilities
1-4 Gentlemanly Presence
5-8 Noble Stride
9-12 Honorable Duelist
13-16 Feeling Brisk
17-20 Monocle

Gentlemanly Presence: Your enemies are hesitant to harm such an upstanding gentleman. You may use your points in Knowledge(Nobility) in place of your AC. If you act in an ungentlemanly fashion, this ability is suppressed for 24 hours.

Noble Stride: You may move through all forms of snowy or icy terrain at your normal speed without any impairment. You may move across thin ice as though it were solid ground.

Honorable Duelist: In honorable combat, your weapons gain the frost special ability. In a formal duel, they gain the icy burst special ability. If you attack your enemy in a dishonorable fashion, this ability is suppressed for 24 hours. Any attack made in defense of penguins is considered honorable, no matter how dastardly.

Feeling Brisk: You refer to any amount of cold as a brisk chill. You gain Endure Elements in regard to cold environments and cold resistance 20.

Monocle: The hat conjures a monocle that grants you true seeing. This effect has a caster level equal to the number of penguins owned and can be dispelled. A new monocle is conjured 1d4 rounds later.

Well, you asked for an item that scales with number of penguins collected.


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I feel I should point out that 2 levels per 1 CR only applies when the class levels don't mesh with the creature's existing abilities. If the class levels and the creature go together, it is 1 level to 1 CR.

If a troll started taking levels in sorcerer, it would gain 1 CR per 2 levels because trolls aren't really built to cast arcane spells.

On the other hand, If a troll started taking levels in barbarian, it would gain 1 CR per level because trolls and barbarians are both meant to deal damage in close combat.

Of course, you have to be careful. You might think that because a creature did not start out with a caster level, adding one wouldn't make it that much more powerful. However, I remember hearing about how much more dangerous a group of giants is when it has access to the healing and buffs of a low level cleric. In that case, you would add 1 CR for 1 level even though the abilities don't seem to stack at first glance.


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blackbloodtroll wrote:
Well, a monkey familiar that is now permanently a gorilla is still scary.

It might be intimidating to commoners but no credible threat would be worried about a gorilla with a wizard's BAB. I would prefer to keep my familiar small enough that it doesn't attract the attention of the people with the pointy objects.


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Right, I have an option. Animate a mithral suit of armor. It will be your size, so you won't have to worry about size requirements. The mithral will bring the arcane spell failure chance down to 15 percent, which can be mitigated with feats. The mithral increases the hardness to 15. The hitpoints... if this goes high level, you might want to take the crafting DC penalty to increase the size to large but still, you won't be as squishy if you get charged. It should give you at least one round to cast a spell on your attacker before the armor fails, more if you're lower level. You won't get the magic immunity of a golem but most spells would ignore the armor anyway. The only reason a golem could be useful is if you were a level 20 sorcerer who could stand in the middle of an AOE spell that you are immune to and your golem heals from. Large size animated mithral armor would cost 10,000 for the animation, 4,000 for the mithral, and a couple hundred from the base armor (DM choice of what to count it as).

Overall, this seems like a viable option. Any opinions on whether it would be worth it?

Alternatively, if you're really attached to the idea of golem armor, one of the magic tattoos from Inner Sea Magic gives you a free Still Spell once per day. A couple of these would help with the arcane spell failure. Still, I would go with the weaker but more reliable choice.


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It sounds like you have a start on the pantheon. Which Greco-Roman gods correspond to the Parent gods and their children that you mentioned?

Are you going to incorporate the Titans? Ancient evil gods locked away in the depths of Tartarus would be a good replacement for demon lords.

How are you going to deal with Hecate? She is not part of the main twelve gods and goddesses but she is arguably the most powerful goddess in the pantheon. I don't think her Roman equivalent is as powerful but in the Greek version, she has a rather large number of areas of influence. However, I wouldn't remove her completely because at the moment, I can't think of another Greco-Roman god related to magic or nature. Plus, the fact that she is the daughter of one of the nastier Titans could make for an interesting backstory. Actually, that gives a reason for her to be separate from the main pantheon.

Edit: Wait, Gaia would be nature... Can't believe I forgot that.


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I was just looking at the Construct modification rules and there is a way to change a Construct into a suit of armor. A Necromancer could make the Flesh Golem negative energy variant and change it into Construct armor. The party fights this big hulking Necromancer. Then, when they think they have him beaten, the Flesh Golem disassembles itself and reassembles next to the unharmed medium sized Necromancer. Of course, once the party gets over the fact that the Necromancer was wearing a bunch of dead bodies stitched together, they will probably hate you for making you fight the same enemy twice in a row. Though, the Necromancer might need to be a Cleric because I can't tell if Construct armor always has arcane spell failure or if it gains it if the armor dies while you're wearing it.

OH,BRILLIANT IDEA. The Necromancer wears the Flesh Golem whenever it confronts the PCs. Thus, they think the enemy is a hideous monstrosity. Then, the Necromancer takes off the Flesh Golem and the party meets him as a local noble or something like that. They would never equate the hideous large sized Necromancer with the attractive medium sized noble/friendly wizard/whatever else you want to work with.

EDIT: Wait, same size required... Well, you're the GM so you're always right. Just don't let the party look at the requirements for construct armor.


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I once heard that the Prepared Casting Classes are better than the Spontaneous Casting Classes. I personally see advantages and disadvantages to both.

Give me your analysis of which one you prefer and why.

Is there any hope that I'll get one logical post for each side before this devolves into angry ranting?