Wizard

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Testing


Now you all are going to start joined in a meeting, but before that you are going to have to decide how you arranged the meeting and what precautions you took.


You are all people who have become sick and tired of the tyranny of the outer planes. If you are evil and die your soul is tortured to pieces. If you are good and die your fate is not much better. You memory is erased which destroys your personhood. Also the gods are annoying as well.

You have all gotten together to plan the overthrow of the other planes and establish the dominance of the material plane. Also make immorality available for all.

The game will be set in the world of Golarion. You are all level 20 with 25 point buy. Gestalt. Standard wealth. I might introduce mythic tier later. All non-3rd party books allowed. You all need your own reasons that you are working together for this goal.

Also the gods in this game are fairly close to omniscient so I suggest having good anti divination protection if you want your plans to have any chance. Vast forces will be arrayed against you.

House rules
Hero points
Marshal characters get 150% wealth 200% if pure marshal no spell-casting.
Two traits, no drawbacks
You cannot talk your way out of every encounter in this game, given how normal rules for CHA skills usually infers that you can talk your way out of anything with a high enough skill. So don't think that can happen.
You may be from nearly any from nearly any world on the Prime Material Plane (Such as Athas, Eberron, Toril, Oerth, Ravenloft, Mystara, Wild Space ect.,). This allows you a MASSIVE amount of leeway in constructing a background. Want to be a mighty Thri-kreen warrior from under the burning sun of Athas? What about a Wild Space-faring awakened Gorilla gunslinger decked out in power armor and wielding a laser cannon? A wizard-king from the land of Mystara? A mermaid priestess of Lathander with an amazing singing voice from Toril? Yeah, you really have a LOT of options for a character! And no, they don't have to be as silly as some of the ones listed here, but trust me, there are definitely some weird individuals. Keep in mind that you are all truly epic individuals.

Open to suggestions


In the intro it says that Vordakai was trapped. It does not give an details that I can find. Are there any? Also is he still trapped or can he leave the tomb now if he wants to?


and was thinking about putting it into Varnhold Vanishing story line. Anyone else here watched overlord?


Many people have said that it is alright to kill evil stuff, but a terrible thing to kill good people. However, I have been thinking about it and the opposite seems to be the case. If you kill a good person all you are doing to forcefully deporting them to a super happy fun awesome place. Well as when you kill an evil person you are sending him to a super evil awful torture chamber of infinite misery.

Also when you send people to the evil afterlife planes you are directly strengthening the Forces of Evil. Those souls will be used to create evil outsiders or magic weapons to arm them.


In the pathfinder setting when you kill evil people they go to an evil afterlife empowering that evil afterlife in it's war against the god afterlife. So my character will not kill. Not because evil stuff deserves to live, but because he does not what to empower the evil afterlife. (He still feels free to kill stuff that does not have a soul)

However, what are some tactics to neutralized bad stuff without killing it? I mean long term if you knock them out you still need to do something with them.

The only things I can think of is flesh to stone.


I am thinking of making a lv 20 Gestalt module. The adventure is to sneak into Erebus the 3rd circle of hell and cook the books of Mammon. The war of hell runs on red tape seems fitting to strangle them with it.

Can anyone help me come up with obstacles the players should face?


The current way in the rules is to roll foe events every day. However this is time consuming especially when you have 4 players would might all have more then one building. Can anyone think of a way to have random event without so much trouble?


I was thinking to make it so that reputation equals power in a literal sense. As your Infamy score goes up you gain mythic tiers.

Any suggestions or problems with this?


I have been reading the dresden files and I find Michel carpenter to be the best example of a paladin I have found in fiction. To that end I want to make an archetype to help reflect his abilities.

I feel like detect evil should be replaced with something else. Maybe plot sense that he know how to arrive in the nick of time?

Other ideas?


Can you use fabricate in order to make carbon nanofiber?

Can you use fabricate to make Plastics?

How about kevlar?

If so what would the craft DCs be?


The kingdom rules have some achievements to give the party Xp. However these achievements are rather bland so I thought I would add some more

The Crown Jewels 700 xp Have a magic item that belongs to the office and not any person.

Homebody 2000 xp A PC gets married

All hands on deck 1500 xp Fill all the rulership position in the kingdom

one party Army 4000 xp Win against an amry without an army of your own. [not yet]

Talk softly, but carry a big stick 1000 xp Set up an embassy agreement with another kingdom

Nice Deal 2000 xp Set up a balanced treaty with another kingdom

Hard Deal 2000 xp Set up an unbalanced treaty with another kingdom.

Does anyone have ideas for other achievements?


If I cast augury before drinking strange fluids what happens?


Suppose a player readies an action to magic missile anyone attempting to cast another spell in the following round. Then an enemy tries to cast a spell from a scroll what happens?


On the Demilich it says

Becoming a Demilich

Most demiliches achieved their state through apathy, not volition. For each decade that a demilich fails to stir itself to meaningful action, there is a 1% cumulative chance that its corporeal body decays into dust, save for the skull. Any return to activity resets the chance of transformation to 0%. Once the lich's body decays, the lich's intellect returns to its phylactery as normal. However, the skull rejects the return of the lich's consciousness, keeping the lich trapped in its deteriorating phylactery for 1d10 years. If during that time the lich's remains are destroyed or scattered (for example, by wandering adventurers), the lich's phylactery forms a new body and the intellect leaves the phylactery as normal, returning the lich to life. But if the lich's remains survive unperturbed, the phylactery's magic fails catastrophically, releasing the lich's soul and causing 5d10 points of damage to the phylactery. Regardless of whether or not the phylactery physically survives, the energies released by its failure channel into the lifeless skull of the lich, allowing the last remnants of the lich's soul to transform it into a demilich. The lich's soul itself either is utterly destroyed, reaches its final reward or punishment, or is condemned to wander the edges of the multiverse forever.

Vordakai has apparently been sleeping for thousands of years.


I was thinking about the mythic rules and the kingdom building rules and I thought what if rulers gained mythic tiers based on the size and power of their kingdom.

Something like

10 hexs 1 tier
100 hexes 2 tiers
1000 hexes 3 tiers

and so on and so forth. What sort of implications would expect that to have from a would building perspective?

Also if you think number of hexes isn't a good metric what do you think would be a better one?


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I was reading the thread
Equipping-Your-Dragon
and decided that I might give my dragon some equipment. Can anyone suggest what it should wear? Preferably the equipment should be things that can double as jewels are or are taste full. A cape or armor just seems kind of weird on a dragon.


Defending bone enchants a bone and last an hour per level unless discharged.

Unguent of Timelessness: When applied to any matter that was once alive, such as wood, paper, or a dead body, this ointment allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed.

So if I cast Defending bone on a bone then put the Unguent of Timelessness (or the other way around) can I expect that the spell will from my perspective last for months?


I have alway thought that death is a bad idea. It causes alot of pain and heart ach and most people don't want to go. Even in pathfinder with a functioning afterlife it sucks. Even if you are good you loss all your memories and are merged with the stuff of the plan. really if you lose your memories can you really say you are still you?

So let's say someone in the pathfinder world says "Screw this dieing business everyone should be able to live as long as they want".

How should they go about it?

Of course I know the Inevitables are going to come and try and stop this, but well we would want to fight them off as well besides what are they going to do kill us? Mortals are already under a death sentence.


One of my players has just left and I could use a replacement or two. We are level 4 and using 20 point buy. Standard wealth per level.

We are in the second book of kingmaker and are using the downtime rules from ultimate campaign.


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I mean ways that give measurable amounts of electricity. I'm not interested in say lightening bolt because none could every say how many volts or joules a d6 of lightening damage is. I'm looking for methods that the output could be measured.

say a Decanter of Endless Water at the top of a water tower powering a damage at the bottom those calculations are very doable. Can anyone else come up with good ways of producing energy? The lower level the better.


The spell says object touched so could a spell-caster touch his tower and cover the entire thing in Continual flame? It would look rather impressive and would keep the place lit.


The cleric in my party has successfully cast Hold person on the BBEG. However it is going to take a round before anyone will be able to coup de grace.

So I want to know. If I cast Color Spray and it stuns him for a round will that Prevent the BBEG from attempting a new saving throw to end the effect.

The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity.


If someone is given a Murderous Command spell to attack their allies would that be a sneak attack?


How long do you think it would last? About half of Koblod culture is about how closely Koblods are related to dragons and the other half is about getting closer to them. So you would expect them to try.

How many dragon abilities would the koblod in question get?


I just watched this and I wonder how a pathfinder might achieve this sort of effect?


I'm DMing a game of kingmaker. I am using the downtime rules. However I am quickly realizing that the player are going to be making a lot of money likely more then the wealth per level. I don't mind that that much but I am given to understand that the game is balanced around wealth = power.

So I am wondering is anyone as any ideas of what I can persuade my players to invest in besides there own personal power. I know the downtime rules mean investing, but in that case it means investing to gain more money. It is kingmaker so there should a lot of things the players might want to get. If any of my players want to weigh in feel free.


I'm wondering it it would be worth while to use scroll of Bloodsworn Retribution if you have a courageous weapon. Losing all those Hp does hurt but do you think it would be worth it for the pluses to all those things?

Assuming you came up with some goal broad enough that it worked all the time.

I think it is sort of interesting that everyone assume barbarians use courageous weapons they might be better for classes that can cast Bloodsworn Retribution.


this game

One of my players seems to have left so I need a replacement. We are in rivers run red.

I will be using the Ultimate Campaign rules for kingdom building. As well as their downtime rules.

20 point buy
core races
all books 3rd party on request (maybe)

Game starts at level 4 with normal wealth per level so 6,000 however you can't spend more then 2,000 on any one item. Also everyone starts with 5 influence and 5 goods.

So any players who have already completed the stolen land?


I was thinking of using planer binding and having the service be my body for the duration of the spell. Marionette Possession lasts 10min/lv that is long enough for most dungeons and is definatly enough for a sry and die. Sure there is risk that if the creature dies you die as well but if you went yourself it would be the same risk.

So my question really is what would be the best thing to planner bind for Marionette Possession?

Something with high physical stats and such.


Might they even do more the stack but work of each other.

Heroic Echo (Su): At 3rd level, when you receive a morale bonus from any spell, spell-like ability, or magic item, including those you cast on yourself, that bonus increases by +1. At 9th level, this ability also applies to competence bonuses. If you receive a morale effect (or a competence effect at 9th level) that affects an area or multiple targets, as an immediate action you can share your increased bonus with all other recipients. This increase to other participants lasts a number of rounds equal to your Charisma bonus. You can use this ability once per day, plus one time per three levels after 3rd.

Courageous
In addition, any morale bonus the wielder gains from any other source is increased by half the weapon's enhancement bonus (minimum 1).

It is too bad that a barbarians rage is not a spell, spell like ability or or magic item or it might be worth to multi-class.


If a barbarian is welding two Courageous weapons does he get the morale bonus bonus from both of them? If so it might actually be worth it.


23rd Gozran, 4707 A.R. - Wealday was the start of a new day. Not just any day. To day was the day that the settlement of Caerulus was founded. In the ruins of the former Stag Lords fortress. Under the charter given by Bervory. This band of hardy adventures would being their greatest challenge yet.


Alright we have a few questions of background before we start.

What happened to the Mites?

What is the disposition of the Kobolds? Who is in charge?

What are the terms of the treaty between the Mites and the Kobolds talked about before.

Did you explore all the hexes before taking out the bandits?

Also where do you want to start your new kingdom? (I suggest the stag lords old fort good strategic position that give +1 to all kingdom stats)

What do you want to name the kingdom?

What roles does everyone want in the kingdom?


ZomB made a guide to Kingdom Building awhile ago using the old Kingmaker rule set here. Is there any guide to kingdom building using the new Ultimate campaign rules set?

If not would anyone care to try and make one. I might make it myself if people can give me good tips here.


Say your a paladin and you need to infiltrate some EVIL organization. In order to do this you are going to need to detect as EVIL not just hide your good aura under a bushel you need to ping EVIL.

How do you do it? More over how do you do it without losing your powers.


I'm running kingmaker. I am very interested in the Kingdom building aspects so I decided to skip the first book. I want players who have already played the first book in the path. That book is the background for this game.

I will be using the Ultimate Campaign rules for kingdom building. As well as their downtime rules.

20 point buy
core races
all books 3rd party on request (maybe)

Game starts at level 4 with normal wealth per level so 6,000 however you can't spend more then 2,000 on any one item. Also everyone starts with 5 influence and 5 goods.

So any players who have already completed the stolen land?


rules say
If you have multiple buildings or organizations in a settlement and they can generate the same kind of capital, you don't have to roll for them separately—you may add all their capital modifiers together and attempt one check for that kind of capital

My question is why would anyone ever do that? If you control 2 buildings that both give +3 good than if you roll separately you average out to 2 goods earned each of them earning 1 with a roll of 13. If you roll them both together then you get 1 goods from a roll of 16. The thing is for every separate roll you have you are able to add a d20 on to the result, but if you add them all together you only get to add 1 d20 to the result.

Was this intentional? A sort of tax on people who can't do math.


I am thinking of running a kingdom building game likely one these forums. I'm thinking of there being a desert between two kingdoms full of blue dragons. One of the Kingdoms want's a trade route though the desert.

Thinking of starting on level 5 just because I prefer higher level games.

I am working under the assumption that created water that is drunk does not disappear even after being Peed out so if you have a bunch of people all drinking as much created water as they can stand then you will get an oasis. (That you will likely want to purify).

Can anyone give some ideas or comments to help me with this idea?


As PC's go up in level the game changes the problems get bigger and PC's gain more influence. Given all of this it seems very likely that at some point PC's will end up fighting a army. (if nothing else it is a great way to generate fame).

So what do you think are some tactics P.C.'s can use again an army of say 20,000. Let's say the party is level 11-13.

I am mostly thinking hit and run would be the way to go the PC's Bluff up fly in and kill a few hundred then fly away before their bluff run out or the army can get it's act together. The just do that again every day. An army just can be as mobile as PC's. It seems like it would be the boring way to go about it, but it would be the safest and surest way I can see.


How would you go about beating an army of 100 Wyvern. Assume you are level 13 you have a wizards, a cleric, 2 fighter one of which is specialized with the bow and the other with polarms and a ranger.


I am playing a kingmaker game and I read the simulacrum spell and fall in love it seems to be the perfect way to fill up seats on the council (with loyal and competent members) and if I make simulacrum's of the party we can adventure and otherwise play hooky and no-one will ever know.

The thing is simulacrum is a 7th level spell for wizards and 5th for Summoners. I frankly don't want to wait till level 13 get it for all I know the game won't last that long any advise for get the spell at a lower level if I build for it?

Yes I know scrolls exist, but that would be expensive and sometimes DM's don't like making high level scrolls available.


It's a gestalt.

I plan on having a huge con scored that is further enhanced by rage. First I try and use the slumber hex and if that does not work I hack whatever it is to pieces barbarian power.

I am think I will focus on the barbarian side and use the witch to buff myself up anyone have suggestions for the right witch spell and hexes?


It is very common to come across monsters in a dungeon it is practically the name of the game. However I was thinking going into the dungeon to go fight the monsters generally seems like a bad idea. Inside of their lair the monsters have all the advantages. So I was trying to think of more options. If anyone can think of other option or help me expand on the ones I have thought of please do.

1.Smoke the out: not quite sure how you go about this, but it seem to be hunting trick were you build a fire and somehow get the smoke to draw into the hole everything inside ether runs out are chocks. If anyone can give me more details on how this works let me know.

2.Wait them out: set up a camp at the entrance and pick off any that dare to leave. Not very easy if there is more then one entrance and exit.

3. Cause a cave in. Has the down side of making the loot hard to get at.

Anyone care to give some input?


For a quest out reward will be a potion each of up to spell lv 3.

So what are the best potions?

I'm a 3rd level wizard.

I suspect that potions off of other spell lists might be better for me.


when playing a Barbarian courageous is about the best thing to get on your weapon. It increases every morale you have so I want to have as many as I can.

rage gives
strength bonus
con bonus

superstitious gives
to every save

Any ideas how to get more Morale bonus

like to

attack
damage
hp
dex

or really any thing else.


It's often a problem that melee characters have trouble getting into range to do their meleeing. One of the cases where is most pronounced and likely to happen is in seafaring campaign. In a ship to ship battle and the ranged types have something to do but the melee types need to use a dusty bow that they arn't that good in.

I was thinking of making 2 new items

1. A cannon that can shot a normal size party member at the other ship. Anyone have any rules that I might be able to work with to build that? The considerations are cost, range and how much is will hurt the shot party mender.

2. A cannon that can shot a normal size party member at the other ship and also casts feather fly on them so they take no damage. The considerations are cost, range.

I'm not in a sea faring game at the moment, but I am ever hopeful. Can anyone give some good ideas?

I'm thinking about making an invulnerable rager that makes use of this tactic or maybe a monk.


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I was reading this thread and someone brought up investing in staff of wishes. I don't want to discuss the rules validity of this.

What I do want to discuss is how you would go about guarding such a huge investment. The staff would cost 766,300 gp to make and have a far greater market price. That is a big enough price get parties of level 17+ together to work out a heist to steal it. They might even come from other planes for the score.

I have thought of a few ways such a party might try to get at the staff. I would like it if others could come up with was to guard against them as well as think of new ways parties might try to test their luck.

1. Brute force. The Party just tries to fight it's way in and hopes to be in and out before any significant response can happen.

2.Bluff. A bard or some such has such great disguise and bluff as to convince anyone that they are anyone.

Their are some restrictions on what sort defenses there can be.

1. The staff has to be accessible by authorized personal otherwise it's useless.

(I am sure there are other restrictions)


Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

So if you wanted to make a magic item that does this to yourself how much would you say it would cost?

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