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TheSideKick wrote:
In pathfinder only materials, I think they have it. But you can get INFINITE DAMAGE using D&D

FTFY.


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Sonic Screwdriver (craft rod) all features use-activated
Spells:
detect magic, mending, open/close, ghost sound : 3000GP
detect poison, light : 2000gp
detect secret doors: 2000gp
arcane lock, knock: 24000gp
shatter: 12000gp:

Does it need more? Sound burst, maybe --- another 12000
craft DC: 5+3 base,

mending, ghost sound, detect poison, light, detect secret doors, arcane lock, knock, shatter: +40

craft DC: 48. Our spellcraft is 32, and we can take 20. Done.

The TARDIS...

I'd use Magnificent Mansion as a base.
Ironwood large box -
Intelligent Item (int, wis, cha 20), 24K gp
Use-activated magnificent mansion - 12x7x2000 = 168K
Fly 30 - 10 000gp
Teleport 3/day (intelligent item counts as a creature, so...) 49K
10 ranks in Use Magic Device: 10K

Permanent Telepathic Bond = 12.5K (doctor + tardis)
353.5K

I think we may even be inside our WBL.
Now we can load the thing up with gadgets. Since the doorway to the mansion is open within the box, we can keep on communicating.
We can craft item slots into it, and it has 15 UMD, so...
Plane Shift costs 90K use-activated. (craft DC is tiny - 19) Combine with teleportation, and you're only missing time travel which isn't campaign feasible anyway.

I wish I could've figured out ways to use secret chest/portable hole, but... You can put a lot of the 'engine' stuff for the TARDIS into a portable hole -extend it internally, so to speak.

Time travel to future requires giving the TARDIS a clock, and Temporal Stasis, which costs, er, even with a 2/day limitation, 298000GP. Unlimited costs, oh, quite a bit more. and that's per creature - at that level, it only affects The Doctor.
Travel BACK in time is very tricky. very very tricky.
There's a 9th level psionic power with, what now would be a 5000GP material cost, that transports you back in time 1 round.

Then there's the spell 'teleport through time', which, well see for yourself:
here.
This actually explains the reason time travel takes, er, time:
the TARDIS is using multiple jumps, each taking 1 round, and the TARDIS taking corrective leaps. I'd also recommend a Resilient Sphere add-on for Tardis to keep it safer from mishaps.

The minimum cost for this spell would be 500 000(material component) + 17x9x2000, to a total of 806000GP. (same for temporal regression which can be used in similar fashion - it may require turning the passengers to objects, though)

Now, there are some tricks to use: give the Tardis Telekinesis, and it can "store" beings in temporal stasis (esp. if it's upgraded to unlimited use), and you can shut down the mansion in-transit, if the virtual DM is ruling that the tardis cannot teleport through time with the doorway open, or that the contents of the mansion won't travel with.

Looking at the cost, we're at somewhere around 2 million GPs - quite a bit less, actually, esp. as our craft improves 'til we can craft the Tardis for half price, so let's say we squeak in at about one million GP, if we craft everything ourselves,

So level 21, doable.
In fact, you can squeak in a broken, limited-function TARDIS, at around level 6-7 - big box, intelligent item + fly. You can push the magnificent mansion down by limiting it to 1/day initially - it's still 24H so it won't matter much, putting it's cost at 33600GP.
In fact, I recommend FIRST upping TARDIS's abilities sufficiently that it can activate items, so you can pay the minimum cost, and make do with a bag of holding/portable hole type effects.

You MAY need to give the TARDIS a mage hand SLA, or the 'hands' upgrade, which'll make it more of a luggage to start with, but it'll give it a limb to use items with.

You can cut down the costs by making the items only usable by, well, you.


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Okay, I perfectly well understood what this topic was about when I clicked on it, but after browsing some others with this open in a tab, I close one, and what I see is a topic called

TRAPS AND HOW TO MAKE THEM... AS A PC

So, I apologize beforehand. I'm really very, very sorry. I'm a bad person.

*ahem*

You can make a trap by having a male PC with a high charisma score, a good Disguise skill and a Disguise Kit.


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making spell focus hinder wearing standard magic items is a houserule.

If some spell requires a twig as a focus and I pick one from the ground, is it magical?


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Gjorbjond wrote:


Since the spell transfers half the subjects wounds to the cleric, the subject has to actually be wounded by an attack for there to be something for it to transfer. Apply all DR, Resistance, etc. before splitting it up.

The subject's and cleric's damage should never differ by more than 1.

This.

However, I would say that any damage reduction the CLERIC has doesn't apply.


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The Vestige has actually been basically statted for 3.5 _twice_ by WOTC. First of all, there's Caller in Darkness from XPH, and Dream Vestige in Libris Mortis. Most of the stuff from RtToH ended up either in Tome and Blood or Libris Mortis.

Dream Vestige specifically refers to the city that sleeps, even. Either a fully-advanced or Paragon version of that monster would be appropriate.

My current stat block is a CR 19 version of dream vestige. With 4 touch attacks dealing 6d6 damage and 1d4 int damage, it... may be enough even as is, although it's not something Acererak wouldn't mess with at it's current stats. :/


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RETURN is an entirely different beast than original ToH.

I cannot say this too much. While the characters MUST go through the tomb, they can get a party member who has already done so, and there are other people who know all about it's tricks around. The Tomb is maybe one-third of the game.

That being said, it will take time, to get through.

thealexandrian.net, had, in my opinion a rather delicious 3.5 conversion of the tomb - although one I discovered way way too late to be of any use.

Pathfinder's new, higher-CR traps are hugely helpful in rebuilding the Tomb.

ToH is a one-evening meat grinder. Return is a huge campaign, taking possibly years to finish, at a biweekly game pace.

This was actually started around PFRPG Alpha 3 or so, so the rules can be a bit wonky from time to time. There was a bit of a fast level gain, but it seems like City That Sleeps will be reached around APL 16, so I may avoid epics yet.

Converting RETURN to the tomb of horrors

Also, RtToH was, in fact, one of the games one of the developers of 3.0 used to TEST THE RULES. All that work, never shared. *facepalm*