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Can the upgrades like plague zombie be added to the Ju Ju Zombie?

Is there such a thing as a zombie champion like the skeletal champion? And if so, can it also take the improvements?


Brains in jars have been featured in a number of stories from H.P. Lovecraft's "Whisperer in the Dark," to the Brain in a Jar from 3.5's "Libris Mortis," and even the celebrity heads in jars from "Futurama."

The 3.5 version had one statted out but gave it offensive powers I don't want it to have. So I'm looking for something closer to the other two variations.

What I'm looking for help with is the game mechanics of making the thing such as spells, cost and time. This was lacking in the 3.5 entry. I'm thinking something on the order of "Magic Jar" but with a reduced cost of the gem because the brain itself would be required and the time spent harvesting it, the cost of the apparatus, etc.


I am thinking about variants on two existing spells. I don't need full stats, just if these ideas are feasible.

The first is a variant of Greater Magic Weapon, the version that allows the spell to be cast over a number of targets in one hour blocks. I want it to do two things:

1: Make the effect "to hit" only. No damage increase just a better chance to hit with the same bonus schedule as the base spell.

2: Have it affect more targets.

3: Restricted to weapons only, not ammunition.

These changes should keep it at the same level as the original spell. Perhaps if the "to hit" change isn't sufficient, then what about increasing casting time to a full round or a minute?

The second is a variant of Telepathic Bond. Here I want to increase the number of beings that can be linked at a single casting. To accomplish this I am thinking reducing the range from near infinite to 1 mile/level and/or increasing casting time. This should keep it the same level as the original spell. Secondarily, a lower level version of the spell again with a higher number of targets in the listed spell but a much more restricted range, as in 100 yards/level or every few levels.

The object of these spells is to help on the battlefield. The magic weapon spell could help during a siege: enhanced archers where scoring hits is more important than damage (lower level targets, relatively safe from being overrun, etc.). Telepathic bond is to simulate modern radios on the squad to company level where infinite range isn't needed.

Any constructive feedback will be appreciated. If I wasn't clear enough, feel free to ask for clarification.


I'm not sure how permanent portals work in Pathfinder, but a 3.5 edition book states that once created a portal can't be moved.

Here's the question: Does that mean the portal is fixed in the exact spot it was created forever or if it was part of a moving structure like a ship, flying castle, etc. it would move with the structure and not tear through walls and be left hanging in space?

In first and second edition portals moved with ships, insides wagons or whatever they were built as part of, I'm not clear if that is the case in Pathfinder.


My groups tend to be small and gestalt characters are used often even though it is a holdover from 3.5.

I was thinking if the character is considered mythic in both classes that they would advance as normal in each class and using the normal chart. However, they would only get a single main attribute and a single pool of mythic points per day and the greater of the two bonus hit points.

Is anyone familiar with gestalt and how this might work out?


The spell "Sympathy" says it will create a compulsion to go to a place or touch a thing. These are my questions.

Could this spell be cast on a moveable item? That is, could it be cast on a sword and then thrown into a group of qualified enemy (orcs when the spell is targeted at CE alignment) with the object of getting them to fight over it. Would that work?

If the above works, would the area of effect be centered on the item and move with it or would it be fixed to the area where the spell was cast?

If the area is fixed, could an area protected by a Prismatic Sphere, or the sphere be the object itself, affecting with the effect of forcing all who come withing range to touch/walk into the Sphere? Or as a variant to pass through passage protected by a Prismatic Wall, Blade Barrier, etc.?


You Belong to Me

School: Necromancy/Enchantment Wizard/Sorcerer Level 6
Casting Time: 1 Standard Action
Components: V,S, See Below
Range: Touch
Target: One just created undead
Duration: Permanent
Saving Throw: Will
Spell Resistance: Yes

Normally undead created by the Create Undead spell are uncontrolled. This spell brings any such undead under the control of its creator. The controlled undead are not rendered mindless, but are loyal to their creator much like a Simulacrum would be. However, being evil, they may creatively interpret orders based on their nature, so long as doing so would not jeopardize their mission.

This spell must be cast immediately on completion of Create Undead. The target undead should be restrained or otherwise controlled during this time. Only one attempt at control is allowed per undead. If it fails, this spell may never be attempted again against that same undead. Should the undead successfully save against the spell, it will know what almost happened to it and will be hostile toward the cast from then on. To be safe, the caster should destroy the target to prevent it from escaping and seeking revenge at a later date.

The caster must also take a piece of the undead during casting. This could be a toe bone, tooth, or the like. The caster must retain this piece in their possession (not on their person necessarily but as part of their other possessions). This piece acts as a control focus. If it is destroyed, the undead becomes uncontrolled and hostile toward the caster.

Note: the DM may require undead to make a Will save to avoid distractions based on their nature. A Mohrg might need to make regular saves if around suitable prey, where a Skeletal Champion might never need make one since they do not have the urges and compulsions of other undead.


Some of the source books have made mention of using golems and undead in farming but gave no details. This is one that I have come up with.

Agricultural Golem

This golem is based on the wood golem and is identical to it in all respects except as follows.

Initiative: +1

Splinter has been replaced with:

Unseen Servant Horde

This spell causes the golem to be surrounded by a number of unseen servants equal to the caster level of its creator to a maximum of 15.

The servants may function in one of 2 ways.

1. The servants operate individually on light tasks such as planting seeds, weeding, pruning, removing pest insects (the servants can squash small insects but nothing larger), harvesting light produce (e.g. grapes, fruit, many vegetables).

2. Servants can be used in groups of 5 to handle heavier tools such as scythes, sickles, or shovels. Left over servants are idle.

The golem and the servants it controls can do any farm job a common laborer can handle. It can follow instructions such as harvest crops in a certain area (it will know to use storage devices provided for it), dig a ditch just so, etc. However, it can't think for itself and should be supervised, particularly on detailed tasks.

STR: 22, DEX 13

Requirements:

Craft Construct, animate objects, bull's strength, geas/quest, limited wish, creator must be at least caster level 12.

Skill: Craft (Carpentry) DC 17, Knowledge (Nature) 10, Profession (Farmer) 5. Just as the body of the golem may be crafted by another, others may provide the needed knowledge skills. Either living beings with the correct skills must be present when the limited wish is cast or reliable books on the subjects may be used. The books will be consumed upon casting.


Two part question though both are related.

1. Could an undead craftsman work around the clock to produce a mundane item such as a sword, jewelry, a painting, etc.?

2. Could an undead spellcaster work around the clock to create a magic item?

Point 1 I can see as completely possible since no magic is being used and it is simply a matter than the creature doesn't get tired and in the case of a lich would have no feeding or resting requirements to distract it.

Point 2 maybe. The rules aren't clear as to why there is an 8 hour daily limit. If it is because creators are assumed to be mortal and thus get tired and have feeding and sleep requirements. Undead, again particularly the lich, is no so limited.

Questions? Comments? Fresh Produce?


"Our team was set up on a roof adjacent to the target building. Our Rogue quietly dealt with the lookout and we moved into position. A few members of the gang stood on the front and rear stoops, not enough to attract attention but enough to hinder entry. The streets had more people in them than usual, many of whom would certainly come to the gang's aid. About that time word came through the Mindlink that the assault teams were ready. I turned myself invisible and moved to the edge of the wall. I cast my spell and a black wall rose up from the ground hugging tightly to the walls, cutting off, or in half, some of the thugs on the stoops. A mob quickly formed around the target building drawn by the screams of those blasted by the wall and the screams and rumbles coming from inside the target building as the assaulters, who had teleported to key locations inside the building, did their job. The barrier was successful enough at keeping back the rabble that my team didn't have to engage them to drive them back. A report over the Mindlink said the hostages were secured and clear of the building and the gang bosses dead. It was time for us to go."

Barrier Wall

School: Evocation
Level: Wizard/Sorcerer 6
Components: V,S
Range: Medium (100 ft + 10Ft/level)
Effect: A scintillating black wall either 20 feet in length per level at 20 feet high or 40 feet in length per level at 10 feet high.
Duration: 1 minute/level
Saving Throw: Reflex for half
Spell Resistance: Yes

The spell creates a fixed wall of elemental energy. The caster chooses a kind of elemental damage (fire, acid, cold, electricity) at the time of casting. The wall will then do 1d6/level (max. 15) of that type to any creature or object touching the wall.

No matter what element is chosen, the barrier always appears solid black with slight waves and ripples playing across its surface. All forms of sight are blocked by the barrier but sound is unaffected.

Note: This spell is a variation of Blade Barrier. However, it is meant to serve a different function than that spell. R.A Salvatore wrote in some of his works that in Drow warfare, they would cloak a target compound with their spheres of darkness in order to keep others from seeing what was happening. This spell serves that function and also hinders reinforcements getting into the target area. While it won't completely block off most targets, it can reduce visibility and even at its lowest caster level will prevent most creatures from passing through while harming others.


School: Divination (mind affecting)
Level : 6
Casting Time: 1 round
Components: V,S,F
Range: See Below
Area: See Below
Duration: See Below
Saving Throw: None
Spell Resistance: No

The purpose of this spell is to share the memories of one's simulacrum as a high-speed briefing.

This spell can only be cast on a simulacrum created by the caster. It can not therefore be used on a captured simulacrum created by someone else. Read the memories of simulated animals, aberrations, Demons, Devils, etc., at your own risk.

The cast the spell, the caster and simulacrum must each place one hand on a specially prepared journal (the focus costing 500 GP). From there, the caster reviews the memories of the simulacrum at:

1 day per level of the caster, each day taking 1 minute.

These memories are not perfect but are somewhat better than the recollection a person would normally have over the same time period. It cannot be used to learn skills, new spells, or have the simulacrum conduct study or read books for the caster. The simulacrum may assist in preparing such things, but the actual work must still be done by the caster.

What this spell can do is allow a rapid update of events that the simulacrum has witnessed, such as one of the caster left behind to oversee the stronghold, local events and any business that has taken place as witnessed by the simulacrum. It is advised that detailed written records still be kept for precision. By the same token, a simulacrum working in a tavern could remember events that took place there, people and the like as a normal person could, depending on skills, specific instructions as to what to watch for, etc.


Flesh to Air

School: Necromancy
Level : 5 Sorcerer/Wizard
Casting Time: 1 minute
Components: V,S
Range: Touch
Target: One Living Creature
Duration: Instant
Saving Throw: Will negates
Spell Resistance: Yes

This spell transforms the flesh of a living being into air creating a living skeleton with some traits of the undead while remaining technically alive.

The subject creature no longer needs to eat, drink, breathe or sleep, nor is it subject to non-lethal damage, poison, disease, stunning, fatigue, exhaustion, nor is it affected by normal temperatures. The subject also gains Darkvision to 60 feet.

As the subject is not truly undead, it retains its Constitution score and is still vulnerable to mind affecting spells, energy drain, ability drain and damage. Likewise the subject also retains all hit points, character classes and abilities, save for those dependent on speech since this form loses the ability to vocalize.

Negative energy heals the subject and positive energy harms it. If it has an intelligence score it may heal as normal. The subject is affected by cleric's channeling powers and all spells that target undead including control spells.

The spell grants no control over the subject nor does it aid in holding the subject still during the casting. Charms, controls, coercion or a being willing to accept this spell are necessary.

The spell may be removed by a successful dispelling attempt targeted on the effect or by another casting of this spell.

Finally, when the subject creature dies it resumes its natural form.

Note: This is a variation on a spell that appeared in an old Dungeon magazine and is being updated here from memory.


This is the set up. The party has cleared out a place and an extensive collection of spells has been found. Thing is, they can't be moved and its not a place the party wizard wants to hang around for long because its dangerous. What he wants to do is copy the high level spells while the sim. handles the first, second and third level ones in another book. If nothing else I guess the wizard would have to go back later and attempt to learn the spells himself.

So what I'm asking is if the sim. could at least make copies of the spells the wizard could later learn the spells from, thus making them officially his.


In Undead Revisted, there is a chart telling how to create variant undead. One of these is how to create a Skeleton Champion. Here are my questions:

1. Is there any way to create a Skeleton champion, or other undead, with maximum hit points at least on the monster HD?

2. The rules seem to imply that a Skeleton Champion can gain class levels once created. How would it earn XP and level up? Would that be as a character or require additional rituals to allow it to level up? Would the class levels count against the creator's HD control limit? I can see that as being a major problem in some cases.


I'm not asking about using the spell to make monsters or buff characters in unbelievable fashions. This is much more mundane.

Suppose there is a wizard who likes a nice law but hates the bother of continually cutting it. So, the wizard collects enough seed to cover his lawn and casts polymorph on them with the effect that the grass will only grow to about 3 inches in length. Would this work?

Other simple options would be changing the color of flowers so that the new color breeds true, things like that.


I dug up my old copy of Neverwinter Nights Gold plus the Hordes of the Underdark expansion pack. I installed that, updated it and added the big PRC hak pack. That added lots of new options, spells, etc.

I am nearly at the end using an elven pure wizard with most of the Corpsecrafter feat tree. The undead do alright but rather top out with the mummy, at least for wizards. Higher level create undead spells are available, but what they create is actually weaker than the mummy. Besides, the mummy's fear aura works well until upper levels at breaking up large bodies of enemy. Once gained access to ninth level spells, I took the Baelnorn template. In that game it takes four levels to get the whole package with no gain in caster levels, but the benefits seem to have been worth it. Paralyzing touch worked quite well against many of the enemies, though not all, and the damage resistance has been a life saver many times.

Some of the new spells from the PRC really made some encounters easier, but I won't give that away unless asked about them.

I'll probably play again soon and try the mystic theurge.Pity about the game's hard bias toward making your character good or I'd play human and go neutral to try the lich template (you, you can play a neutral lich but only elves can be baelnorn).

Its still a challenging and fun game after all this time.


New spell

School: Necromancy
Level: Cleric 4, sorceror/wizard 5
Casting time: 1 minute
Components: V,S,M (see below)
Range: touch
Targets: See below
Duration: instantaneous
Saving Throw: none
Spell Resistance: no

This spell allows the creator of undead to transfer the animating force between sets of undead. For example: the caster could have 40 1-HD basic skeletons serving as a labor force in his fields most of the time. However if enemies approached or he needed support on an adventure, those skeletons could be taken near a second set, say 4 10-HD bloody, nimble boned skeletons with enchanted armor and weapons. The process could later be reversed.

The effect of the spell is to transfer the animating energies from one set of undead the caster has created to another they have also created. The spell does not create any new undead. Any left over HD are lost. In the above example,if 3 1HD skeletons are lost before the spell, only 3 of the 10HD skeletons could be affected by this spell. The reverse is also true: if 1 10HD skeleton is destroyed then only 30 1HD skeletons could be affected.

Subjects that have their animating force transfered are not destroyed or deanimated, just inert, held together by a barest minimum of magic. They can not act in any way, not even to defend themselves if attacked. They may not resist channeling attempts in any way. They won't run if turned but may be destroyed or be rebuked or otherwise be wrested from the control of the orginal caster, but they would remain inert in that case.

This spell only works on skeletons and zombies created by the caster. No other undead types are affected. Any enhancements such as Bloody, Fiery, etc., or permanent effects do not transfer but remain on the undead they were orginally applied to.


I'll post this as a hypothetical question since it is not coming up in our current game. However, in the past, this situation has come up before though not with this part of the solution.

Here it is. The party and its allies need to defend a given location against a large enemy force. The odds are strongly against the party. The position has already been prepared as much as possible with a couple of strong points within.

Suppose the party wizard use Planar Binding to summon a Succubus. The intent would be to use her to sow discord in the enemy ranks.

First question: how much control would be reasonable over the Succubus from a player's standpoint? For the most part she would have an indirect effect as I'll explain below. Only a few times could I see the need for anything close to role playing her.

Now, the assumption here is that the commanders and some other of the enemy would be too strong for the Succubus to approach, that they would be too likely to detect her and the jig would be up. So instead she would be sent against the troops and low to mid level commanders who would be less likely to detect her. Here are a couple of situations to consider.

1. The enemy is in camp and in good spirits because of seemingly easy victory to come. The Succubus would move amongst them causing minor arguments to become outright fights. The objective here would be to cause one of the units to lose a night of sleep to be fatigued the next day.

2. To influence, possibly by "suggestion," to send some or all of their unit into traps. An example of this would be to direct their troops at what seems to be a weak point in the defenses but instead is a kill zone.

3. After a couple of defeats, assuming there are any, encouraging defeatist talk amongst the enemy camp to lower morale.

4. Lastly, scouting the camp and delivering intelligence on enemy movements and preparations.

How much of this is allowable as is or with modification?


Bumping this up one time.


A while back I saw something about one of the adventure paths using a kind of gateway system that went to other planets in the solar system. Shortly after that my computer failed and I wasn't able to look into that for a while. Was I seeing things or was that really part of a path, and if so, which one?


Suppose a part needs to hold some prisoners for a while and perhaps transport them. Physical restraint isn't really an issue, but noise is. Gags might work by came come loose and prisoners still need to be fed and watered (assuming the party isn't evil). Could Bestow Curse be used to render a prisoner mute? The 3.5 Book of Vile Darkness had a list of other uses for Bestow Curse than those listed in the spell description and they all seemed more potent than merely removing speech.


I was looking over the rules again the other day and I noticed that item creation can be hurried for a +5 penalty. That means 8 hours of work can be completed in 4. Two questions.

1. Could a character use this twice in a day, reach the 8 hours maximum, and effectively complete 2 days worth of work in one day?

2. This will depend on question 1 being yes. If it isn't then this question is moot. There is a feat that allows for rapid item creation, 2,000 gpv per day instead of 1,000 gpv. Would the character still be able to rush their work and also then double up to effectively work 4 days in a single day?


I've been playing variations of the Warlock for a while now, from 3.5 and carrying it over into Pathfinder. I always come to the same problem though: the Eldritch Blast. On the one hand it is weak in terms of damage, though the Pathfinder variant did help some. I've tried feats to boost the power, a variation of Vital Strike, but then it gets really strong, like DBZ powerful.

What I'm thinking about is making the a new variant closer to the old Beguiler class. Simply, this version would lose the Eldritch Blast, damage resistances, healing trance, and UMD bonus. In exchange it would be crossed with the rogue getting sneak attack and trap detection, plus more skill points and the rogue skill list, plus Spellcraft and one or two others. They'd still have access to the invocations, except the ones related to the Eldritch Blast and maybe get more of them.

Questions? Comments? Fresh produce?


I was wondering if any bios and stats were ever published for the characters that appeared in the artwork for the adventure path? This used to be done in the old published adventures, write ups for the sample characters.


I have some questions about the Tome of Secrets warlock class. This warlock does not have the Eldritch Blast like the 3.5 version did. Instead the class has an evocation school ability.

Questions:

1. Does this evocation ability allow a savings throw. Eldritch Blast did not and I'm thinking that this would not either, if for no other reason than all those extra saving throws would bog the game down.

2. In its basic form, this ability requires a ranged touch attack, so could feats that work on Ray Spells also work on it? These would be feats like Weapon Focus and such.

3. Would the Vital Strike series of feats affect it, or a variant of those feats? If not, a variation of a listed ability could be substituted.

4. (and final) 3.5 had a feat to allow purchase of extra invocations. Would such a feat be allowable for this class, to buy extra school abilities?