Darl Quethos

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84 posts. Alias of Sowde Da'aro.


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*Patterson castes Threadsurrection*
i was in a campaign that had about 20-25 players over the years and about 80 deaths here it is...
AEG's World's Largest Dungeon
edit: p.s. ...and its still going...


FLite wrote:

Doesn't the succubus have wings...?

(sorry, side question, I know, just trying to figure out how the pit mattered)

if she is stuck in a Aqueous Orb she can't fly


darn...


what if he used the lingering spell metamagic feat with a cold fireball?


bump


like a Ring of Bureaucratic Wizardry? or a Ring of clumsiness?
im looking for ideas for a backstory i'm writing.


try out my thead... Grease-spell-ideas


and what would be the effect of having the sirocco spell inside a pit spell? or right on top?


can the walls of the pit be greased?
after all, the grease spell can only affect a 10 ft. area, and it is an extradimensional space...


umm... i dont know, but dot... my next spell is grease...


Meld into Stone wrote:
"...expels you and deals you 5d6 points of damage..."

that's the best i can find.

thank guys, sorry for the derail...


redrodney65 wrote:
auto squish like coming through an SG-1 Stargate and running into the iris....

lol! i and my dm love that show!

but i think i'll have to go with wraithstrike on this...


Greylurker wrote:

keep in mind that Create pit is an extra dimensional space created by magic. The Globe would suppress the magic of the pit and prevent it from existing where the Globe is, until the Globe runs out.

Globe runs out, suppression effect is over, pit pops back into existence

Now here is a tricky one.
Create Pit
Someone falls in the pit
Then you pop Globe with the pit inside the radius of the globe.

what happens to the guy in the pit?

and

Corbin Dallas wrote:

Looking at the rules for experimental spaces-

Would the character not be expelled to the level of the existing material?

Corbin Dallas answers Greylurker's question; that is exactly what happens, and then he is in a Globe of Invulnerability

my question is what if a wall of iron is dropped on a Pit, then the pit ends, or suppressed?


Greater Grease
Conjuration (Creation)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One item/ 3 caster levels, or a 20-ft.-radius spread
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: No

A Greater Grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 15 Balance check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).

The spell can also be used to create a greasy coating on One item/ 3 caster levels (max of 6 items at 18th lv.). Items must be within the spell range and no two items can be more than 30 ft. apart. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +15 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.

Material Component : A bit of pork rind or butter.


edit

Kris Myatt 47 wrote:
I don't make my own spells, honestly, I try not to play casters much at all. So, this is just my opinion, but if you increase the area of the spell, plus damage, shouldn't that be more along the lines of a 5th to 6th level spell?

grease is a first lv spell and fireball is 20-ft.-radius spread with 1d6 points of fire damage/per lv. (max of 10d6)

basicly it does the same damage as fireball with added effects thus im thinking 4th lv more then 3rd


1 person marked this as a favorite.

i also want to reserch a greater grease spell.
like a 3rd or 4th lv. spell
A slick, greasy liquid seeps from the targeted object, thoroughly coating it.
This spell functions like grease, but with an area of 20-ft.-radius spread, or coats 1 object /per 3 caster lv. to a max of 6 objects at 18th lv.
The liquid is also highly flammable.
If any fire damage is dealt within the area of the spell (or to the subject of the spell), the spell's area (or subject) bursts into flame.
This effect deals 1d6 points of fire damage/per lv. (max of 10d6) to anyone in the area (or holding the subject), but also ends the spell's duration.
A successful Reflex save halves this damage.

with a higher dc to pass on reflex saves and the dc for staying upright, and the bonus to escape artist rolls, should be increased to 15


I’m taking the Grease spell next level, and would appreciate some out of the box ideas on what I can do with it. Thanks!


and i want to make a greater grease spell as well, and id like some feedback on that.


im takeing the spell next lv. and want some ideas on what i can do with it. thanks.


i go an idea... remove the "Iron created by this spell is not suitable for use in the creation of other objects and cannot be sold." and say the use of this spell is only used by royal decree...


you should get Toughness/Combat Casting way earlier, and get Greater Spell Penatration, and Greater Spell Focus (Evocation)


imp. invisability


The 8th Dwarf wrote:
Dragonamedrake wrote:
Toadkiller Dog wrote:
Quote:
I run a cleric in 3.5/PF game and after 6th level PrC'd out. Going to get some Divine Oracle, Loremaster, and Contemplative
And this is why I switched to Pathfinder and never looked back.

So you replaced PRC bloat with Archetype bloat. Gotcha.

I understand some disliked the PRC hopping but for quite a few avid pathfinders (me included) PRC's where something missed. I enjoyed combining and mixing stuff to come up with unique builds.

Other than that however, I could easily see adding something to Domains without adding much power. More flavor stuff.

Or Pathfinder could just add more Prestige classes!

I am sure I read somewhere that Paizo is doing a with a lot of prestige classes... Not 100% sure where or what for I will need to find that post again.

Off topic (kind of) i wish Piazo made a wiz-sorc PrC. Yes i know its a glass cannon, but i liked playing a glass cannon!


Hay Ashiel! I thought you'd be posting here.
Yeah, your post on that blasting thread is why i made this druid ;-) (and i used your ideas)


So, my druid uses dazing call lightning, his one baddie with a bolt, and its dazed for 3 rounds. But after only 2 rounds i hit it again (same spell, different bolt) and its dazed for 3 more rounds, not 4. Right? But say my first CL runs out, but i like the spell so i cast it again (while things are dazed) would the daze effect overlap, or override? (just so i get it strait)


1 person marked this as FAQ candidate.

How exactly do they work togather?


My fav combo ive read on the 'boards is; use shape stone to make a bolder as big as you can roll with telekinisis, (and shape stone of course) shrink it, rinse and repeat til you have 1stone/ lvl.
Take out 1 shrunken stone / lvl. out of a bag, throw the stones, in mid air say the comand word (have the same word work for all stones) use telekinisis to roll them around onto people, like a God sized chess game...

Edited for clairity.


Ultimate Magus is what i was working to be.
(ooc) it is and will always be my fav glass cannon.


Awesome idea


Well you got that right Antagonis, you are an evil dic-...


I 2nd the complete arcane warmage recomendation. (one of my favs.)
At lvl 7 you can where med armor at no penalty.


The trick is not to throw arrows or bolts, but boulders that have been shurnk by the shrink item spell...


Im pertty sure the op dosent want a mechanical donkey, but Iron Man armor...
And frankly so do I.


Im pertty sure the op dosent want a mechanical donkey, but Iron Man armor...
And frankly so do I.


Here's the list
Active Members
1. Shi
2. Roch
3. Cul'tharic
4. Vyk Vulkyn
5. “The Stir”
6. Riswan
Inactive members
7. Durthuunicar II = serving as guardian of Four Waters
8. Patreus = location unknown
9. Klibb = serving as guardian of the Goblin Empire
10. Traxxas = usually getting drunk at Famous Macready's pub
11. Marcus = working as a bowyer for Four Waters
12. Hurk = wererat, living among the goblins as a guest
13. Pallas = joined The Redeemers
14. Walker = in Hell
15. Thorin = currently serving Four Waters as a healer
Deceased/Incapacitated Members
16. Saelin = left party, killed by wererat Mina
17. Mina = left party, became wererat, killed by Hammerfist
18. Ranoth = killed by lightning bolt
19. Poker = killed by darkmantles
20. Lockwalt = killed by darkmantles
21. Foxy Loxy = killed by darkmantles
22. Air'elon = killed by lightning bolt
23. Runath = left party, killed by howlers
24. Chu = killed by lightning bolt
25. Ayla = killed by dire wolf
26. Laze = left party, joined The Trust, killed by Nardarik
27. Dorin = killed by ghoul paladins
28. Drax = killed by howlers
29. Dammi-tall = killed by bugbear
30. Dorian = killed by howlers
31. Marius = killed by bugbear
32. Annali = killed by phantasmal killer trap
33. Gofer = killed by ghoul paladins
34. Dan-Zig = killed by ghoul paladins
35. Mio = killed by ghoul paladins
36. Jin = killed by pendulum blade trap
37. Pojies = killed by ghoul paladins
38. Rayder = killed by shadows
39. Kraum aka The ½ Orc = killed by shadows
40. Jayder = killed by shadows
41. Rudeth Ravenlark = killed by shadows
42. Grimdar = killed by hellwasp swarm
43. Mark = killed by ghoul
44. Rags = petrified by medusa
45. Troy = killed by cloudkill trap
46. Chumlee the Third = killed by mimic
47. Chumlee the Seventh = killed by harpies
48. Patterson = killed by dragon bile poisoned key
49. Reg = petrified by medusa
50. Janus = killed by harpies
51. Grackle = petrified by warp gate
52. Sloth = killed by harpies
53. Felix = killed by harpies
54. Jonathon = killed by harpies
55. Durthuunicar I = petrified by warp gate
56. Ayor = energy drained to death by warp gate
Thats a lot of dead.


Im very suprised no one said Qinggong monk...


Artemis Moonstar wrote:
Lathiira wrote:
Artemis Moonstar wrote:

Dot..

Question...

When do I get my Hadoken? I already sacrificed the 9 orphans... I WANT TO SIPHON ALL LOVE OUT OF THE UNIVERSE DAG NABBIT!

You already got it in 3.5. I believe it was in the Player's Handbook II.
I never really did use splat books in 3.5. What spell is this?

Yeah me too!!


You can cast- then move- then touch (full round action). And when you touch (with the spell) you dont provoke an AoO.
Edit: after that if he's not dead or out of action your screwed...


sunbeam wrote:

My personal pet peeve about broken spells.

Simulacrum

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

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

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

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

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

First of all what does "but it has only half of the real creature's levels or HD (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD)" actually mean?

Someone one had a thread on these boards about a wizard with a Tarrasque mount. What limitations does this spell have exactly? In past editions you at least had to have a body part of what you were making a simulacrum of.

Can you make a...

I'd like to read the answer to this post.


Ravingdork wrote:
Also, good luck adjudicating any staff with fabricate in it. You must provide the material components during the staff creation. Since the spell's costly components are so variable, you can't really determine that during the creation (as you have no idea what the spell is going to create).

Thanx Ravingdork i hadnt thought of that.

So well go with stone shape instead, we are in a stone duengion anyway. And Fab. dosent work well with stone or metal


Thank you Ashiel. Tho i think you have fallen over by now ;-)
I will print this and take it to my dm and see what he thinks.


Ashiel, if i wanted to craft a staff (bonded item really) that used your system, and had the spells: shrink item, telekinesis, fabricate or stone shape, with 10 charges/day, how much would it cost?
You see, i barly got past algabra 15 years ago and am horrible at math and well i like your math, i just dont see how to plug it into my needs.


There is another thread called "telekinetic cheese" (im at work so i dont have much time to find it) that uses TK and shrink item, say a ten foot bolder shrunk to the size of a sling stone hurled and at the command word, mid-flight, gits big and smashes into the party. Then the wizards has a bolder they can roll around onto people.

And its 1 object per CL. At level ten thats only ten objects.
Not 15.


If your playing a wizard with an arcane bond ring and you put TK on the ring at 9th, when you go up in level dose the TK in the ring go up to or do you have to "remake" the ring again?


Im taking out "pebble shot" it dosent need to be there


So how 'bout this, i wright up a master of the unseen hand (revised) and someone eles wright up a EK ('cuz i wouldnt know how i would pimp him out) and we compare the two.


So how does the bonded item work again? I ways went with a familier.
And how can you make a ring of TK at 7th lv.?


I think the psion gets TK as three powers at 3rd 3rd and 4th lv powers, but its broken up and you cant switch between types of TK, you need to use a separet power.


i also had thought a lot about the Master of the Unseen Hand but found some of the class abilities stupid, so i revised it...and gave it 10 levels.

The Master of the Unseen Hand(Revised)

3/4 Bab
good will saves
class abillites below...

HD = 1d6
Requirements:

To qualify to become a Master of the Unseen Hand, a character must fulfill all the following criteria.

Arcane Caster level: +9.
Knowledge (Arcana) 10 ranks.
Spellcraft: 10 ranks
Feats: Combat Casting
Special: Ability to cast the Telekinesis spell or use Telekinesis as a spell-like ability.

Class Skills:
The wizard’s class skills are Appraise (Int), Craft (Int), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.

Improved Caster LV.
At 1st lv. a Master of the Unseen Hand begins his relentless focus on the power of
telekinesis. He adds his levels in Master of the Unseen Hand to his caster level (whether
from actual spellcasting levels or determined by the spell like ability) when using his
telekinesis ability.

Versatile Telekinesis
At 1st lv. a Master of the Unseen Hand learns to combine the 3 versions of the telekinesis
spell or ability, switching from one to another as he likes. The violent thrust version still
ends the effect.

Telekinetic Wielder
A Master of the Unseen Hand develops the ability to wield weapons with his telekinetic
power. By maintaining concentration on the combat maneuver version of telekinesis,
a Master of the Unseen Hand of 1st lv or higher can make a single Attack. with an unattended
weapon or one he is holding, moving the weapon up to 20 feet before the att. Resolve
the Att. as normal, except that the weapon movement doesn’t provoke Att. of
opportunity. The Master of the Unseen Hand’s Base Attack Bonus on this combat
maneuver attempt is equal to his caster level plus his intelligence modifier (if a wizard)
or charisma modifier (or if creature with the telekinesis supernatural or spell-like
ability). Any weapon-related feats the master of the unseen hand has (such as and power
attack) do not apply when he’s telekinetically wielding a weapon.

Sustained Concentration
At 2nd lv a Master of the Unseen Hand becomes adept at moving and fighting while
maintaining his telekinesis ability. It only takes a move action not a standard action,
to use the sustained force version of telekinesis or simply to maintain concentration
so the ability doesn’t end). The Master of the Unseen Hand can even cast another spell
while maintaining concentration on telekinesis, but doing so requires a successful
concentration check as if the caster were distracted by a nondamaging spell.

Full Attack Telekinesis
At 2nd lv, a Master of the Unseen Hand is as skilled in telekinetic combat as a fighter is
with melee combat. When using the combat maneuver version of telekinesis or wielding
a weapon telekinetically, the Master of the Unseen Hand can make a full attack,
potentially attacking, bull rushing, disarming, grappling, or tripping more than once per
round. Just as with nontelekinetic attacks, the master of the unseen hand gains an
additional attack for every 5 points of base attack bonus above +1 (using caster level
for base attack bonus as described in the telekinetic wielder description).

Improved Violent Thrust
At 3rd lv, a Master of the Unseen Hand’s violent thrust version of telekinesis becomes
more effective. He uses his caster level in place of his base attack bonus when
making the attack roll, and he uses his Int mod (if a wizard) or a Cha mod (if a
sorcerer or a creature with the telekinesis supernatural or spell-like ability) as a
bonus on damage rolls if he hurls weapons at the target. Finally, using a violent
thrust no longer ends the telekinesis effect, but the master of the unseen hand
can’t make another violent thrust for 1d4 rounds.

Spell Penetration Feat
At 3rd lv a Master of the Unseen Hand gains the Spell Penetration feat even if he
don’t meet the requirements. If you already have Spell Penetration Master of the Unseen
Hand gain Greater Spell Penetration.

Improved Lift
At 4th lv a Master of the Unseen Hand can now lift 50 lb. per telekinesis caster level. To a
maximum of 1,000 lbs.

Telekinetic Two-Weapon Fighting
At 4th lv a Master of the Unseen Hand gains the use Two-Weapon Fighting feat when
using the telekinesis spell, or spell-like ability. This feat can only be used when the
Master of the Unseen Hand is telekinetically wielding a double weapon or two weapons.

Fling
At 5th lv Master of the Unseen Hand can use the violent thrust version of telekinesis to
hurl a creature strait up, or slammed into the ground down. The target is allowed a will
save (and spell resistance) to negate the effect. The Master of the Unseen Hand can lift a
creature into the air a max distance of 10 ft. per caster level. At the beginning of the
character’s next action, the creature falls to the ground, taking 1d6 points of damage per
10 ft. fallen. Unlike other times when a Master of the Unseen Hand uses the violent thrust
version of telekinesis, flinging a foe skyward immediately ends the telekinesis effect. At
8th level Fling does not end the spell. Also the Master of the Unseen Hand can pound a foe
into the ground, (for those foes that can fly) doing 1d6 points of damage per caster level.

Pebble Shot
At 6th lv. the Master of the Unseen Hand will be able to “shoot” one pebble per caster level
(a max of 15) in a line up to the max range of the telekinesis spell 400 ft. + 40/level. The
pebble(s) deal 1d6 points of damage each. The pebble stop at the first target hit. There is no
spell resistance, (the pebble is doing the damage, not the spell) but the target gets a reflex
save for half damage, and in addition must make a fort save or be pushed back 5 ft. and fall
prone.

Improved Telekinetic Two-Weapon Fighting
At 6th lv. the Master of the Unseen Hand gains the use Improved two-weapon fighting feat
when using the telekinesis spell, or spell-like ability. At no other time can the feat be used.
(unless he has the feat normally)
Greater lift
At 7th lv the Master of the Unseen Hand can now lift 100 lb. per caster level, no maximum.

Greater spell penetration
At 8th lv. a Master of the Unseen Hand gains the Greater spell Penetration feat. If he
already has this feat, nothing happens.

Greater violent thrust
At 8th lv the Master of the Unseen Hand use of the violent thrust version improves again.
He can now use the violent thrust option once per round. (Including “Fling”)

Telekinetic Multiweapon fighting
At 9th lv. Master of the Unseen Hand is able to use multiple weapons at the same time (but
only when using telekinesis) up to one extra weapon for every 4 caster levels. As per the
Multiweapon fighting feat found in the monster manual p. 304. Only when using the
telekinesis spell, or telekinesis spell-like ability.

Flay
At 9th level the Master of the Unseen Hand literally rips the skin, bones, or anything else
that he wants. (I.e. from ripping a femur out of a warrior, or ripping the plates of an iron
golem off) Only incorporeal creatures are immune. Doing 6d6 points of damage per
round of concentration, and also holds the target immobile. The victim of this effect gets a saving throw as per the telekinesis spell, as well as spell resistance.

Rearrange
At 10th level a Master of the Unseen Hand’s control of telekinesis has grown to such a
level that he has control over the very elements of the periodic table. Rearrange allows
him to use four effects. First, he can heat up the molecules by making them move faster,
or cool them down by moving them slower, as per the heat and chill metal spells, with
no upper limit to how hot the item can get until it melts (or burns, as in wood) or shatters when it runs out of hit points. (with saving throw as appropriate for a 5th lv. spell) Second, he can harden or soften items. As per the 6th level spell in the “Hardening” P. 99 of the Magic of Faerun. If used on wood, 10 cubic feet/ caster level. If used on metal, 1 cubic foot/ caster level. Third, he can fix or repair items. By mimicking the effects of the Mending” and “Make Whole” spells. He can also repair constructs at the rate of 1d8+1/CL (max +20)/ round of concentration. Lastly, The Master of the Unseen Hand can also alter the atoms of the elements. (I.e. turn lead into gold, or steel to mithreal) but using this power takes a heavy toll, it uses the entire Master of the Unseen Hand’s 5th lv.
spell slots, plus a pound of material takes one hour to transmute, and uses up 1000 of exp.
After which, the Master of the Unseen Hand cannot use the telekinesis spell again until
he rests and regains his spells for the day.

yes it is very wordy but the class needed a capstone ability. and it seemed to fit.


I was thinking about having some backup spells that can mimic TK. Are there any?

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