Congratulations to those advancing! An excellent effort by all of my colleagues in the top 16. While I may be out of the running, this is much farther than I expected to get in the first place. For a complete amateur, I think I made a decent showing. Like Sliverik, I can now say that I had no idea what what being expected from the submissions. Perhaps I simply missed them while searching, but I was unable to find any kind of examples of what was expected in the write-up. After seeing the submissions for the round, I can now say that I would have focused the write-up less on the location itself, and more on the situation in the city that acts as the main adventure draw. While I'm disappointed that I won't get to make 'The Janitor' for this round, (there's a reason his office was so large,) I'll be watching with interest. I'd never considered freelancing before this contest, but making this far is making me reconsider. It's clear that if I do pursue this any further, though, I have some serious learning to do, and I trust that both the submissions and comments to come will be both interesting and useful.
Well, this is unexpected. I did not expect that I'd actually make it through to the second round. I figured I was out of the running when I found the formatting template after submitting. To my colleagues in the top 16, congratulations on the first round, and I look forward to seeing what we all come up with for round two.
Well, just don't judge too harshly, alright? The Mass Combat stuff is in section 4, which currently starts at the bottom of page 27. The most useful section for the OP's purposes will likely be section 4.6, which details the use of the character journals and macros, and begins at the bottom of page 32.
I ran a large-scale mass combat encounter in my own campaign last year. While it was admittedly partially homebrewed, (Alterations were made to the mass combat rules to allow for regular combat rounds to be run simultaneously to the mass combat, as well as some other changes,) there are some things that I used to my advantage running in Roll20: -As already mentioned, Roll20 maps can be shifted to Hex grids, which are used by the Mass Combat rules. Use pogs for the armies, and give those whatever stats the armies have.
I do have a write-up of the alterations I made when running that mass-combat encounter in a Google Doc, and am able to provide it if requested. I'm hesitant to post a link openly, as that document also contains all of our group's houserules, and it's rather in need of a cleaning.
If you want to weird out your players, this is an idea: Room: This room is large and openly spaced, with vaulted ceilings and elaborate carvings upon the walls of various historical scenes. Some of these scenes may or may not have occurred, and still others may occur in the future of the party's arrival. The floor is tiled, and covered in a thick layer of dust. In the center of the room is an elaborate elevated dais, with spiraling designs in the tiling on the floor leading to the dais. A small opening in the ceiling allows for a shaft of sunlight (or moonlight, if night) to shine upon the dais, regardless of the hour of the day or the time of year. The Dais: This dais is elegantly carved from marble, with inlays of various metals. It appears as if it may be some kind of religious alter, but its design matches no known religion. At the center of the dais, bathed in sunlight, is a sparklingly clean porcelain teapot, adorned in blue and white designs that resemble the foaming waves of the ocean. Some notes: The Dais is not trapped, and is non-magical. The Teapot registers a strong aura of transmutation, if examined with Detect Magic. The teapot does not actually have any magical properties, but merely exudes an inexplicable aura of transmutation. If used to prepare and serve tea, however, the tea seems to simply taste better than normal. The teapot can be removed safely without adverse effects.
Alright, I'll throw out an idea. I'm assuming, when you state that the game is Gestalt, that these villains are also Gestalt. With that assumption... Villain: CE Elf Antipaladin/Unchained Rogue
Region: A wartorn sector of multiple smaller countries. New kingdoms rise and fall regularly, with the diplomatic and strategic fields constantly shifting from the shifts in alliances. Tyrants rule, are overthrown, and replaced by new tyrants with different slogans. The commonfolk huddle in their villages in fear, and the specter of fear and death hang over the land. Villain Motivations: The Villain and the Prism Dragon have a friendly wager between themselves to see who is the better manipulator. As such, both work in the area to keep it in perpetual destabilization. For the Prism Dragon, this is an exciting game that staves off the boredom of ages. For the Villain, this is a perfect means to create widespread devastation, chaos, and catastrophe. Each sees the other as both a rival and an old friend, and neither would take well if their game was interrupted by well-meaning 'heroes'. Villain build ideas: With high skills and presumably good Charisma, the villain should be a master of social situations, able to easily slip between whichever court he wishes to play with. Depending on what level/wealth you're building at, it may be entirely possible to take a Dex build, using Celestial Plate Armor to ensure that your high dex is still useful as you utilize the Antipaladin's heavy armor proficiency. With full BAB, and all good saves between classes paired with Unholy Resilience, your Villain will be an exceptionally dangerous opponent in combat once his plans have been ruined, and he comes for his revenge.
I believe you may be looking for the spell Mindlink Mindlink Entry: [PFS Legal] Mindlink
Source Occult Adventures pg. 177 (Amazon) School divination [mind-affecting]; Level arcanist 1, medium 1, mesmerist 1, occultist 1, psychic 1, shaman 1, sorcerer/wizard 1, spiritualist 1 Casting Casting Time 1 standard action Components V Effect Range touch Target creature touched Duration instantaneous Saving Throw Will negates (harmless); Spell Resistance yes Description You link your mind to that of a touched creature to swiftly communicate a large amount of complex information in an instant. You decide what the target learns, limited to any amount of information that otherwise could be communicated in 10 minutes. This information comes in a series of visual images and emotional sensations, and isn’t language-dependent.
I don't know how to calculate the price point through charges, but a wondrous item that seems along the lines of what you want are the First Aid Gloves. Could be useful for trying to determine how such an item is priced. For those who don't wish to follow the link: Gloves, First Aid
Price 4,500 gp; Slot hands; CL 9th; Weight 1 lb.; Aura moderate conjuration
These fingerless gloves of white cloth have a sapphire decorating the base of each exposed finger, numbering 10 in all. The wearer of a pair of first aid gloves can, as a standard action, cast any of the following spells (caster level 9th), permanently expending a number of sapphires equal to the spell's level (as denoted in parentheses after each spell): breath of life (5), cure critical wounds (4), cure light wounds (1), cure moderate wounds (2), cure serious wounds (3), and mass cure light wounds (5). When casting a spell from the gloves, the wearer can't expend sapphires on different hands, thus only a full hand's worth of gems can be used to cast breath of life or mass cure light wounds. Regardless, both gloves must be worn to function. Once all of the sapphires are expended, a pair of first aid gloves becomes non-magical.
Cost 2,250 gp; Feats Craft Wondrous Item; Spells breath of life, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, mass cure light wounds
According to Archives of Nethys, "[PFS Legal] Alchemical Silver
A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes. On a successful attack with a silvered slashing or piercing weapon, the wielder takes a –1 penalty on the damage roll (with a minimum of 1 point of damage). The alchemical silvering process can’t be applied to nonmetal items, and it doesn’t work on rare metals such as adamantine, cold iron, and mithral. Alchemical silver has 10 hit points per inch of thickness and hardness 8. Type of Alchemical Silver Item Item Price Modifier
Alternatively, if you only need it rarely, you could also consider Weapon Blanches.
Fuzzy-Wuzzy wrote: Do you have a citation for that second sentence? I can cite that one for him. From Incorporeal Subtype: "Incorporeal Subtype An incorporeal creature has no physical body. An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality. In addition, creatures with the incorporeal subtype gain the incorporeal special quality." (Italics mine)
Claxon wrote:
I believe the item you are remembering is the Ring of Sustenance. Ring of Sustenance Text: Aura faint conjuration; CL 5th
Slot ring; Price 2,500 gp; Weight —
This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind; its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
Forge Ring, create food and water; Cost 1,250 gp
Hello. I've been unable to find anything definite on this question, and will be the first to admit that it is somewhat silly, but anything I seem to be able to find on the topic seems to be allowing it. These seem to be the relevant passages: Spider Climb:
Spider Climb
School transmutation; Level alchemist 2, bloodrager 2, druid 2, magus 2, sorcerer/wizard 2, summoner 2
Casting Time 1 standard action
Range touch
Material Components:
Material (M)
A material component consists of one or more physical substances or objects that are annihilated by the spell energies in the casting process. Unless a cost is given for a material component, the cost is negligible. Don't bother to keep track of material components with negligible cost. Assume you have all you need as long as you have your spell component pouch. Giant Spider:
Spider, Giant (Medium)
A spider the size of a man crawls silently from the depths of its funnel-shaped web. Can someone please point out to me what I'm missing? |