Chung Po

Pendin Fust's page

1,821 posts. Alias of theheadkase (RPG Superstar Season 9 Top 32).


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Hentai-cles. Heh.


If they've changed from the playtest version then I wouldn't be surprised. I had a Bard/Marshal player that was VERY effective in my low-level playtests.


+1 to Ravingdork's question. I wait with bated breath.


I was WONDERING when you'd see that thread reference Lamontius :)

Jason...cool!!!


Creatures Combined
Combinomicon
Monstrosities Combined
Combined Curiosities


What Terror Lies Within
Many Lives Were Lost...
The Gift of Knowledge


Litany of Beasts
Creature Journal
Beast Map
Lexicon of Terror
Horrible Lexicon
Beasts Unbound
Gruesome Gallerie
Creature Mark
Fantastical Forum


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Can we get the Kickstarter going and posted here so that I can throw my money at you?


Alleran wrote:
I was surprised to not see a mythic succubus in MA.

And a mythically *ahem* enhanced bare...errr...bear druidess in a grapple.


ulgulanoth, the MR 7 adds 3 CR (divide by half rounding down) to the creature making it effectively CR 20.


Thanks! Wasn't sure how it worked :)


I don't have a subscription for the book..I just pre-ordered the print version. So in that case I do NOT get a PDF included?


Is it only when you have a subscription that you get the PDF when you get the hardcover? I pre-ordered and was surprise NOT to find the PDF in My Downloads when I got my shipping notice.

How do the optional Flaws section look now? I loved the concept in the Playtest but was really hoping for some cool and positive changes in the final.


Wait...Cosmo doesn't look like his forum avatar?!


For me, it starts with what kind of city/country I envision it to be. Does it have a national language? That right there guides me as to what kind of sounds the name of the city/country should have in it. For example if I have a country that would have something like French as a national language I would start thinking of sounds that are made by French words (google translate helps here) and then I start rearranging letters in the words.

Or, if it is a fantasy place with a fantasy language like Common, I think of the type of people who live there. How would they speak? Is it a small country filled with down to earth people who work hard off the land? Ok cool, that means it would probably be a short and easy to pronounce name like Stort...or as a real world example...Iceland (which is funny if you know that the country is actually NOT filled with ice).

The organisms that typically inhabit a country/region/city/district are how I start naming.


"You can expend one use of mythic power to cast any one divine spell"

I think the bolded part would be the kicker for arcane casters dual pathing.


They are definitely different in minutiae but as far as theme, you are right they are not so different.

But, it probably was intentional for the Hierophant ability to not cost a swift action. Most divine casters don't have access to fireball type spells early on...arcane do. If it didn't cost a swift action for an arcane caster to use this ability, then they could sit and cast as many fireballs as they have mythic points in one round.


C'mon...charge my card already and ship my Mythic book!!!

Seriously can't wait to dive into it...and I'm even more excited to see the changes to the playtest material (for some odd reason).

Also, I'm loving Sajan's new look.


Gorbacz wrote:
Pendin Fust wrote:

Thanks James!

Is it ok if I post some of the mythic flaws from the playtest to my Wrath of the Righteous recruitment board? Some have asked what they are and I wanted to provide an example. But I understand if you'd rather I didn't post playtest material.

IIRC mythic flaws were either removed from the final draft of mythic rules or are presented as optional. Either way, they're no longer mandatory.

Thanks Gorbacz...I do remember that. But at my table it IS mandatory :-D


Thanks James!

Is it ok if I post some of the mythic flaws from the playtest to my Wrath of the Righteous recruitment board? Some have asked what they are and I wanted to provide an example. But I understand if you'd rather I didn't post playtest material.


James, have you played a monk character? Also, what is your vision of a monk in Golarion? Do you se them Eastern flavored or not? Or are they as diverse as human cultures?


There is no written definition for if you HAVE to decide before hand as far as I can tell. So likely that will fluctuate depending on GM.


The fighter alternate ability from the ARG (so it should be based on race and class) is an always-on feature. You always get +1 to the 2 combat maneuvers CMD you choose.

Same for Improved Grapple, you always get a +2 to grapple CMD when someone tries to grapple you.

When escaping a grapple you make a combat maneuver check...not a grapple check. In this case the +2 from Improved Grapple to grapple CMD wouldn't apply, nor would the +1 from the Fighter alternate ability.

Now, if they were attempting to reverse the grapple, then they would be making a grapple check and those things would apply since they are attempting to grapple you.

The bonuses to CMD would not apply if an Escape Artist check is made...since that is not a grapple check it's an Escape Artist check.


Aardvark, that would indeed be ARG...sorry.

Pirate Rob, as far as Mythic goes, the book is available on the 15th (yay preorder!) and I know Mythic tiers don't come until near the end of Book 1 of WotR. That said...do you know when the Player's Guide is supposed to come out?

Here's the excerpt from the 1st book's product page:

For more than a hundred years, the demon-infested Worldwound has warred against humanity, its Abyssal armies clashing with crusaders, barbarians, mercenaries, and heroes along the border of lost Sarkoris. But when one of the magical wardstones that helps hedge the demons into their savage realm is sabotaged, the crusader city of Kenabres is attacked and devastated by the demonic hordes. Can a small band of heroes destined for mythic greatness survive long enough to hold back the forces of chaos and evil until help arrives, or will they become the latest in a long line of victims slaughtered by Deskari, the demon lord of the Locust Host?


Early call for 4-5 player group for Wrath of the Righteous. I'm an AP subscriber, so I should have book in hands very quickly after release.

Core, Advanced Players, Ultimate Magic, Ultimate Combat, and Mythic Adventures books. Basically, no Advanced Race Guide. I am considering a few things from Ultimate Campaign but no promises (unless someone can send me something to tip the scales). No 3pp stuff unfortunately, it'll be interesting enough with the new Mythic rules that I don't want to confuse anything else even more.

Contingent upon me really not liking how the final version shows up, I will be using mythic flaws. If your concept already has one picked, great, but I will make a final decision on all the flaws once I get my gruuby paws on the book.

20 pt buy, no score below 8 and no score above 18 pre racial bonuses.

Looking for 1 meaningful post a day bare minimum. Weekends are hard for me so I won't require posting on weekends. Absences are ok, just with some notice.

I like to use Google Drive for mapping purposes. 2 traits, campaign not necessary but welcome.

I will consider LE on a case by case basis but there will need to be some really good backstory. Mostly looking for anything BUT evil. We are ata war with demons here, so LG doesn't mean non-violent automatically.

Recruitment will be open until 8/16, noon PST (or GMT-8)


I just realized you could use the carrot symbol to do powers on the dice!

Dice command 100^100d100^100 /Dice command

100d1001 ⇒ (11, 412, 355, 859, 359, 930, 329, 898, 87, 392, 539, 536, 661, 374, 43, 702, 201, 606, 742, 701, 580, 211, 674, 515, 606, 423, 380, 578, 321, 217, 407, 847, 264, 135, 702, 783, 557, 208, 780, 341, 756, 458, 559, 189, 507, 963, 258, 886, 847, 544, 25, 277, 536, 401, 980, 463, 232, 565, 282, 542, 980, 210, 527, 559, 809, 196, 868, 999, 536, 541, 597, 370, 249, 164, 843, 745, 863, 781, 809, 655, 495, 377, 993, 254, 861, 104, 697, 897, 404, 131, 512, 335, 358, 287, 330, 206, 525, 219, 614, 637) = 51073

Ahhhhh but it caps out at 100d1001


Frozen Stream Human Monk/12

No worries, have fun! Remember, keep the food out of the bear's reach...even though that's 10 ft :)


Here's one thing that will help your spellcasters:

FAQ ruling that you can't ready a charge.

Also, a quickened spell that they can burn to initiate archer readied arrow, then a regular spell after that happens. I used that to good effect when:

Rise of the Runelords:

Mokmurian battle, quickened disentegrate which initiated the archer ready action, followed up by his normal disentegrate which disintegrated the PC in question.


Frozen Stream Human Monk/12

It is getting late, but there is still a couple hours of sun left. It would still be considered normal daylight but in about an hour it'll be dim light. It is still snowing, making it harder to see (-4 to perception checks). There are lots of trees on either side of the path but there is no cover on the path. They are about 100 ft from your current position. There is a slight bend in the path which is why they haven't seen you, but you heard them, saw their campfire, and were able to peek your heads around the curve to see them.


It really depends on the class for me.

But I've been recently smitten with Zon-Kuthon. There are a whole HOST of stories I can think of stemming from Zon-Kuthon worship.

One of my characters in PbP of Way of the Wicked is a Zon-Kuthon follower (taught by her mother!). Sometimes I'm a little scared to think about what that character will do in a given situation.


Frozen Stream Human Monk/12

As the last person gets close to the edge of the other side of the crossing, a large thump can be heard from the ice just crossed. A shriek of frustration and anger, although muffled, can be heard through the frozen cover. It isn't your imagination this time, you see two big, dark spots under the ice move quickly down the river.

Nice work all!

The legs and feet of a frozen corpse jut from a pile of snow next to the trees here on the other side of the creek. The body of what looks to be a farmer. As you search through the area for clues you find a composite ongbow (+1 Str) with 12 arrows; a dagger; a masterwork handaxe; and a pouch containing 14 gp, 25 sp, and 18 cp.

His body is iced over in places, and patches of black, intensely frost-bitten skin cover his chest and face...almost in the shape of fists.

The trail begins to climb a ridgeline to the south beneath snow-laden trees. The prints of boots and horses mar the freshly fallen snow on the trail. You see three bandits further up the trail who haven't noticed you yet thanks to what sounds like quarreling. You overhear some words, noticing Lady Argentea's name and treasure.


Frozen Stream Human Monk/12

Good idea on the freezing ray

Jorgo walks gingerly onto the ice after Votun mutters a few times and a bluish, cold beam springs from his finger. You hear a deep crackling sound, like the ice became much thicker in spots on the creek.

Jorgo slips!

But he gets up again and walks a little more carefully to the other side where he ties the end of the rope off to a tree.

The ice is harder to see through overall after the effects of whatever Votun did.


Frozen Stream Human Monk/12

The creek is just not wide enough that Munin can carry a rope, circle a tree on the far side, and bring it back to be fastened to a tree on this side. I'll assume that was the process and it succeeds. Give me a marching order across the ice and if anyone is deciding to go at the same time as anyone else.


But you can't 2H TWF with Armor Spikes...

Sorry couldn't resist :)


I agree it's questionable, but it doesn't require a second hand to shield bash...you could have a buckler strapped on and it is technically on your arm. :)

But I know what you mean.


As long as it does not require two hands to use you can still do pretty much anything. You take a -2 to all attack rolls or combat maneuver checks (unless it is to break or escape the grapple).

You could, for example, attack with a shield bash, or attack with a longsword, or you could TWF and attack with both.

A Grapple in Pathfinder isn't like it used to be in older versions of D&D. It's really more of the grappler having a hold of you...not necessarily having your armed twisted behind you.


Frozen Stream Human Monk/12

Any consensus?


I think I have a new alternative to explosive runes...

Spoiler:
Two-Handed Two-Weapon Fighting with Armor Spikes with the Fortification property!
Spoiler:
On a dragon.


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Holy....well...Unholy terrors Batman!


Frozen Stream Human Monk/12

Hope the move is an upgrade!!


James, are you a fan of:
1) Traps
2) Haunts
3) Cursed Items

And if you are a fan of any of those could you give your favorite example of each and your least favorite example of each?

Thanks!


Congrats Pirate Rob! I'll second any good things said about playing with this one at the helm!


Frozen Stream Human Monk/12

DUH! Ignore what I just said in the Discussion Votun. I thought you meant like Jorgo, fasten it to the other side and to this one and hand over hand "climb" across the rope. Well, in that case I'd say then it's just a DC 10 to hang on/time the let go properly.

But it seems like there's some contention of planning so I'll let you all discuss a bit before proceeding.


Frozen Stream Human Monk/12

Part of that is my fault if its too slow for everyone...I've been crushed at work lately.

As far as the DC's to go hand over hand on a rope suspended above the frozen river, remember it is VERY cold right now. DC 10 means you can take 10 and have no fear. DC 15 is only applicable if the cold weather is affecting you (i.e. your hands will be cold/numb/etc.). Plus weight and that you guys are probably a little tired from walking/fighting/puzzling.

Although, I think on second thought I'll revise it to a DC 13.


I'll have to look over those...not too familiar with the Bard archetypes.


Personally? I like the straight up Alchemist. Alchemist can buff people up pretty well already by making potions/extracts and using a couple discoveries.

Bard could be fun with the Daredevil archetype!

But Alchemist is more fun to me. A half elf or elf one would be very apropos storywise as an apprentice to the town's resident alchemist.


Carnivorous Grass.


The PbP I'm running now has a Half-Orc alchemist in the party which is great. Mainly because there is an Elf Alchemist resident to the beginning town. Had LOTS of RP goodness out of that.


From the playtests I ran, Mythic rules can make low levels very fun for either the players or the GM. Players love to do super cool and mythical things to ordinary monsters, and GM gets to have fun when he whips out his super cool mythical baddy he built (players like the challenge too).

The high level playtests I read on the boards looked just ridiculously fun (sometimes almost too fun) with the options and sweet abilities the different paths give.

I didn't play too much around with it, but I am really intrigued by the Flaws concept as it can make for fun story quests for a solo or the group.


Jason, are you a fan of the Combat Maneuvers? I personally love 'em. Also, do you have any ideas/plans for new additions/cleanups to the Combat Maneuvers?

Full Name

Ajyka Ntombi

Race

human (Mwangi)

Classes/Levels

conjurer 2 - HP 18/18 - AC 12/T 12/FF 10 - Perception +2 - Fort +3, Ref +2, Will +3 - CMB +0 - CMD 12 - Speed 30 ft. - Init +10

Gender

Female

Size

5'4", 140 lb

Age

24

Alignment

NG

Deity

Gozreh

Location

Absalom

Languages

Common, Polyglot, Ancient Osiriani, Celestial, Draconic, Elven, Kelish, Terran

Occupation

Trapper

Strength 9
Dexterity 17
Constitution 14
Intelligence 19
Wisdom 10
Charisma 7

About Ajyka Ntombi

Ajyka Ntombi
Female human (Mwangi) conjurer 2
NG medium humanoid (human)
Init +10; Senses Perception +2
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 18 (2d6+8)
Fort +3, Ref +2, Will +3
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee quarterstaff +0 (1d6-1/x2)
Ranged 7/day Acid Dart (Sp) +3 (1d6+1/x2)
Conjurer Spells Prepared (CL 2nd; concentration +6)
1st—color spray (DC 15), grease (DC 16), sleep (DC 15), snowball (DC 16)
0 (at will)—detect magic, ghost sound (DC 14), prestidigitation (DC 14), read magic
Opposition schools abjuration, necromancy
--------------------
STATISTICS
--------------------
Str 9, Dex 15, Con 16, Int 19, Wis 10, Cha 7
Base Atk +1; CMB +0; CMD 12
Feats Improved Initiative, Spell Focus (conjuration)
Traits Student of Nantambu, Watchdog
Skills Appraise +8, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (history) +8, Knowledge (nature) +8, Linguistics +9, Perception +2, Profession (trapper) +4, Sense Motive +8, Spellcraft +10
Languages Celestial, Common, Draconic, Elven, Kelish, Osiriani, Ancient, Polyglot, Terran
SQ +4 to initiative checks, acid dart (7/day), arcane bonds (isoke, dinosaur, compsognathus), empathic link with familiar, opposition schools (abjuration, necromancy), share spells with familiar, specialized schools (conjuration), summoner's charm (+1 rds)
Combat Gear pearl of power (1st level), potion of cure light wounds (2), wand of cure light wounds (Cl 1, 50 charges), wand of protection from evil (Cl 1, 48 charges), sunrod (2)
Other Gear quarterstaff, backpack, bedroll, belt pouch, flint and steel, black ink, inkpen, mess kit, spell component pouch, spellbook, spring loaded wrist sheath (left arm, loaded with wand of protection from evil), trail rations (5), waterskin
Wealth 128 gp, 1 sp
--------------------
SPECIAL ABILITIES
--------------------
+4 to Initiative checks If Ajyka is within arm's reach of her familiar, she gains the benefits of the Alertness feat.
Abjuration Ajyka must spend 2 slots to cast spells from the Abjuration school.
Acid Dart (7/day) (Sp) As a standard action, Ajyka can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels she possesses. She can use this ability a number of times per day equal to 3 + her Intelligence modifier. This attack ignores spell resistance.
Conjuration Ajyka focuses on the study of summoning monsters and magic alike to bend to her will.
Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Empathic Link with Familiar (Su) Ajyka has an empathic link with her familiar out to a distance of up to 1 mile. She cannot see through the familiar's eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, she has the same connection to an item or place that her familiar does.
Improved Initiative Ajyka's quick reflexes allow her to react rapidly to danger. She gets a +4 bonus on initiative checks.
Necromancy Ajyka must spend 2 slots to cast spells from the Necromancy school.
Pearl of Power (1st level) This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).
Share Spells with Familiar Ajyka may cast a spell with a target of "You" on her familiar (as a touch spell) instead of on herself. She may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spring Loaded Wrist Sheath This is a sheath designed to be strapped to your forearm and hidden under a long sleeve. The sheath can hold one light weapon, ranged weapon, or wand that weighs less than 1 pound. Alternatively, you may store up to 1 pound of ammunition in a wrist sheath. As an immediate action, you can bend your wrist to cause some or all of these items to drop into your hand. You have a +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking you regarding items in the sheath. You can only wear one wrist sheath per arm. Preparing the sheath for use requires cranking the sheath’s tiny gears and springs into place (a fullround action that provokes an attack of opportunity).
Student of Nantambu Ajyka has spent time at Magaambya, the magical academy of Nantambu, absorbing the ancient knowledge taught there. She gains a +1 trait bonus on Knowledge (arcana) and Spellcraft checks, and she may make these checks untrained.
Summoner's Charm (+1 rds) (Su) Whenever Ajyka casts a conjuration (summoning) spell, the duration increases by a number of rounds equal to 1/2 her wizard level (minimum 1). At 20th level, she can change the duration of all summon monster spells to permanent. She can have no more than one summon monster spell made permanent in this way at one time. If she designates another summon monster spell as permanent, the previous spell immediately ends.
Watchdog As a member of the Shadow Lodge, Ajyka is trained to detect lies and doublespeak. She gains a +1 trait bonus on Sense Motive skill checks, and Sense Motive becomes a class skill for her.
--------------------
SPELLBOOK
--------------------
1st—burning hands, charm person, color spray, disguise self, endure elements, grease, mage armor, magic missile, obscuring mist, silent image, sleep, snowball, stumble gap, unseen servant.
0—all cantrips
--------------------
Background: Ajyka Ntombi grew up in the Mwangi Expanse, and most of her youth was spent exploring the jungle surrounding the city of Nantambu. Nantambu is best known for what is probably the oldest arcane academy in all of Golarion, the Magaambya. When Ajyka came of age, she succesfully enrolled in the academy, and spent the next few years of her life studying arcane magic in the uniquely Mwangi oral tradition. In fact, most of the teachings and records contained within the school walls are oral, as most of its written documents have been taken away by former masters.

Fueled by a desire to see more of the world—and to hopefully track down some of Magaambya's long lost parables—Ajyka has come to Absalom, to join the renowned society of pathfinders.

During her studies at Magaambya, Ajyka learned to master spells, without the need for anything written down. Since coming to Absalom to study under the Grand Lodge's spellcasters, she has however taken up the more traditional route of carrying around a spellbook.

Physical description: Slightly shorter than an average human, this woman's slender frame stands only slightly above 5 feet tall. She keeps her coarse black hair cropped short to her skull. Her skin is dark as charcoal, causing her bright green eyes to gleam as emeralds, and decorated with pale white chalk marks forming lines and concentric circles. Her clothes consist of a sleeveless tunic that leaves her midriff bare and a short skirt above some faded leather boots. The tattered garments are of poor quality, and have been patched and mended in several places. She carries with her a battered wooden quarterstaff, and acts in a haughty, slightly arrogant manner. Never straying far from her side is Isoke, a tiny bipedal dinosaur, its body covered with crude feathers.

Familiar:
Isoke
Male Dinosaur, Compsognathus
N Tiny Magical Beast ((animal))
Init +6; Senses low-light vision, scent; Perception +4
--------------------
DEFENSE
--------------------
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 natural)
hp 9 (1d8+2)
Fort +4, Ref +4, Will +3
--------------------
OFFENSE
--------------------
Speed 40 ft., swim (20 feet)
Melee Bite (Dinosaur, Compsognathus) +2 (1d3-1/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison (DC 12)
--------------------
STATISTICS
--------------------
Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5
Base Atk +1; CMB +1; CMD 10
Feats Improved Initiative
Skills Acrobatics +2 (+6 jump), Appraise -1, Fly +6, Linguistics +0, Perception +4, Sense Motive +2, Spellcraft +0, Stealth +10, Swim +10
Languages -
SQ improved evasion
--------------------
SPECIAL ABILITIES
--------------------
Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison (DC 12) (Ex) Poison—Injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
Scent (Ex) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location. A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Swim (20 feet) Isoke has a swim speed. He gains a +8 racial bonus to swim checks to perform a special action or avoid a hazard, and he may take 10 on swim checks, even when distracted or endangered.

PFS#: 23847-1
Faction: Osirion (previously Shadow Lodge)
Starting XP: 3
Initial Fame: 6
Initial Prestige: 2
Start GP: 128 gp, 1 sp

Items bought:
-

Trackables
hp 18/18
Acid dart 6/7
Wand of protection from evil 48/50