Mind Flayer

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Too weak, powerful, cheap, or expensive? Should it exist at all? Should characters wear anything other than cloaks of resistance?

Force Manteau
Aura Moderate (no school); CL 9th
Slot Shoulders; Price 40,000 gp; Weight 1 lb.

This cloak can absorb and retain up to nine levels of force spells directed at the wearer as a Ring of Forcefangs. With a swift action, three stored spell levels can be used to empower any single force spell cast by the wearer in a given round. The spell’s efficacy is increased by 50%, even if its primary effect is not represented as a variable. For example, mage armor could be empowered to grant a +6 armor bonus or a wall of force empowered to Hardness 45 and 30 hit points per caster level. A particular spell may be empowered only once by any means.

Construction Requirements
Craft Wondrous Item, Empower Spell, Wall of Force; Cost 20,000 gp

Pricing: As a greater Metamagic Empower Rod: 73,000 gp + plus 7,000 gp (most of the cost of the Ring of Forcefangs) x 50% (Force spells only, requires recharge, removes variable limitation).


Since everyone uses the certain go to armors, I thought I'd make a new variant armor listing. I'm sure others have done something similar, but here's mine:

Light Armor
Armor AC Bonus Max Dex Check Spell Failure Cost Special
Padded +1 +7 0 0% 5 gp Nonmetal
Leather +2 +6 0 5% 10 gp Nonmetal
Studded Leather +3 +5 -1 10% 25 gp -
Ringmail Cuirass +3 +5 -1 15% 40 gp DR 1/ Piercing
Scale or
Lamellar Cuirass +4 +4 -2 15% 60 gp -
Chain Mail
Cuirass +4 +4 -2 20% 100 gp DR 1/ Bludgeoning

Medium Armor
Armor AC Bonus Max Dex Check Spell Failure Cost Special
Hide +4 +5 -3 20% 15 gp Nonmetal
Ringmail Hauberk +4 +5 -3 20% 70 gp DR 2/ Piercing
Plated Jack/
Brigandine +5 +4 -3 20% 85 gp Mobile, Subtle
Scale or
Lamellar Hauberk +6 +3 -4 25% 95 gp -
Chain Hauberk +6 +3 -5 30% 175 gp DR 2/ Bludgeoning
Plate Cuirass +7 +2 -4 25% 250 gp DR 1/-

Heavy Armor
Armor AC Bonus Max Dex Check Spell Failure Cost Special
Brigandine or
Scale Splint +7 +3 -5 30% 200 gp -
Half Plate +8 +2 -6 35% 500 gp DR 2/-
Full Plate +9 +2 -6 40% 2500 gp DR 3/-
Heavy Plate +10 +1 -7 45% 3500 gp DR 4/-

A note on piecemeal armor: Lighter pieces can be used as the basis for heavier armors. Several cuirasses can be modified as the chest piece for a hauberk, and several medium armors can serve as the basis for a corresponding heavy armor. Masterwork and magical bonuses are determined by the chest component. The exception to this is Full Plate (and Heavy Plate), which must be constructed as a single suit sized for intended the wearer. Full suits of armor can piecemeal.

Special Qualities

DR/ X: This damage resistance stacks with any other natural or armor-based DR, including those derived from class features, as long as that DR is not bypassed by a special material or alignment type.

Mobile: A character in this armor can run or charge as if this armor is one category lighter.

Nonmetal: This armor can be worn by druids without penalty. Note that some special materials (such as horn or bone) can confer this property on otherwise metallic armor.

Subtle: The armor is not obvious, as it is hidden beneath a layer of cloth. A DC 20 perception check is required to visually notice that the character is wearing armor, although a tactile inspection reveals the armor immediately. Masterwork armors may require higher DC perception checks.

I'm thinking of adding a strength requirement and/or fortitude save for fighting in Full Plate and Heavy Plate, but I'm not sure what would work best.

If anyone has any feedback, I thank you in advance.


Hello everyone,

How do you calculate the cost of crafting a staff when the material component costs of one of the staff's spells is variable?

For example, how much onyx would be needed for 50 charges of a staff that cast animate dead?

Similarly, would a staff that casts the restoration spell cost 50x 100gp (can't remove a permanent negative level)or 50x 1000 gp (can remove a permanent negative levels)?

Thanks


This is based on ideas for pathfinderizing the Marshal class from WOTC. This is mostly based on base classes presented in posts by SmiloDan and tumbler.

Overpowered? Underpowered? Just Right? Feedback is appreciated.

Lord Commander (Prestige Class)

Game statistics
Alignment: None
Hit Die: d8

Requirements
Weapon Proficiency: Must be proficient with at least three martial weapons.
Armor Proficiency: Must be proficient with medium armor.
Base attack bonus: +6
Skills: Diplomacy 5 ranks, Knowledge (Tactics) 5 ranks
Feats: Leadership

Class Skills
The Lord Commander’s class skills (and key ability for each skill) are: Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).

Skill Ranks per level: 4 + Int Modifier

Saving Throws Auras Known
Level BAB Fort Ref Will Special Min Maj
1st +0 +1 +0 +1 Improved Aid Another +3, Skill Focus 1 0
2nd +1 +1 +1 +1 Major Aura +1 2 1
3rd +2 +2 +1 +2 Improved Aid Another +4, Inspire Courage +1 3 1
4th +3 +2 +1 +2 Major Aura +2 4 2
5th +3 +3 +2 +3 Improved Aid Another +5, Two Minor Auras 5 2
6th +4 +3 +2 +3 Major Aura +3 6 3
7th +5 +4 +2 +4 Improved Aid Another +6, Two Major Auras 7 3
8th +6 +4 +3 +4 Major Aura +4 8 4
9th +6 +5 +3 +5 Improved Aid Another +7, Inspire Courage +2 9 4
10th +7 +5 +3 +5 Major Aura +5, 3 Minor Auras, Master Commander 10 5

Class Features

Weapon and Armor Proficiency: Lord Commanders are proficient with all simple and martial weapons. Lord Commanders are proficient with light, medium, heavy armor, and shields (except tower shields).
Minor Aura (Ex): The Lord Commander continuously projects an aura that affects all allies (including himself) within 60 feet who can hear him and understand his language. His allies add his Charisma bonus (if any) to the rolls influenced by the aura the Lord Commander is projecting. At 1st level, the Lord Commander knows 1 Minor Aura and he learns 1 additional Minor Aura at each new class level. Projecting or changing an aura is a Swift Action. The aura remains in effect until the Lord Commander uses a free action to dismiss it or activates another aura of the same kind (major or minor). A Lord Commander’s aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies. All bonuses granted by a Lord Commander's auras are circumstance bonuses that do not stack with each other. At 5th level, the Lord Commander can maintain two Minor Auras at a time, or project a single Minor Aura to a 120 ft. radius. At 10th level, the Lord Commander can maintain three Minor Auras at a time or project a single aura to a 180 ft. radius (or project one aura to 120 ft. and another to 60 ft.).
Improved Aid Another (Ex): At 1st level, the Lord Commander learns to improve the support she grants her allies in combat. Beginning at 1st level, when using the Aid Another action, the Lord Commander provides a +3 bonus (instead of the normal bonus of +2). This bonus increases to +4 at 3rd level and by +1 every 2 levels thereafter (+5 at 5th, +6 at 7th, +7 at 9th).
Skill Focus (Ex): The Lord Commander gains Skill Focus in any one class skill as a bonus feat.
Major Aura (Ex): Beginning at 2nd level, the Lord Commander learns to project a Major Aura. The bonus from his Major Aura is +1 at 2nd level. It increases to +2 at 4th level, and by +1 for every 2 additional levels thereafter (+3 at 6th, +4 at 8th, +5 at 10th). He can project a Major Aura and a Minor Aura simultaneously. Activating or changing a Major Aura is a Swift Action. Lord Commanders know a number of Major Auras equal to 1/2 their class level. At 7th level, the Lord Commander can project 2 Major Auras at once, or project a single Major Aura to a 120 ft. radius.
Inspire Courage (Su): Starting at 3rd level, a Lord Commander can use an oratory performance to inspire confidence in his allies (including himself) as a move action, bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the Lord Commander. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Allies under the influence of charm and fear effects are allowed one new saving throw with the bonus from Inspire Courage. Inspire Courage can be maintained as a Free Action. At 9th level, this bonus increases to +2. This ability otherwise functions as and stacks with the bard ability of the same name so long as both sources are oratory. The Lord Commander can use this ability for 2 rounds per class level. Inspire confidence is a mind-affecting ability.
Master Commander (Ex): At 10th level, the Lord Commander can activate or change any (or all) of his auras as a free action.

List of Minor Auras. Allies add the Lord Commander’s Charisma bonus to the following:
1. Critical Hits
2. Combat Maneuver Bonus
3. Fortitude Saves
4. Reflex Saves
5. Will Saves
6. Caster Level checks
7. Strength checks and Strength-based skill checks
8. Dexterity checks (including intiative rolls) and Dexterity-based skill checks
9. Constitution checks and Constitution-based skill checks
10. Intelligence checks and Intelligence-based skill checks
11. Wisdom checks and Wisdom-based skill checks
12. Charisma checks and Charisma-based skill checks
13. AC against Attacks of Opportunity
14. Attack Rolls for Attacks of Opportunity
15. Damage Rolls for Attacks of Opportunity
16. AC against a Charging opponent
17. Attack Rolls when Charging
18. Damage Rolls when Charging
19. Attack Rolls when Flanking
20. Damage Rolls when Flanking
21. added to the amount cured by Cure and Heal spells
22. applied as Damage Reduction vs. non-lethal damage
23. x5 in feet added to speed when withdrawing from combat
24. AC when adjacent to an ally
List of Major Auras. Add per “plus”:
1. DR 1/- per plus
2. Damage rolls
3. Melee attack rolls
4. Ranged attack rolls
5. AC
6. All Saving Throws
7. 5 ft. to Speed
8. Energy Resistance 5 (acid, cold, electricity, fire, or sonic)
9. Fast Healing (up to a maximum of one half the ally's maximum hp)
10. Spell DCs

This prestige class is based off of the Marshal from WOTC and modifications for Pathfinder first suggested by SmiloDan and tumbler on the Paizo Pathfinder forums. This author claims no great originality.