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9,867 posts. Alias of wesF.

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One of my favorite books “Name of the Wind” has a magic system called Sympathy.

Basically it’s a way to connect two things and have them affect each other. Is anyone familiar with a pathfinder conversion with subsystem?

P.S. if you haven’t read the book and it’s sequel, Wise Mans Fear,” I highly recommend it.

In my home game there’s an NPC who is an ally of the PCs. For plot reasons somewhere down the line he’s going to blame the PCs for keeping him from the mcguffin he wanted to help make him powerful. He blames the PCs and now will be looking for power in darker places.

Basically I was thinking of lichdom, but then it occurred to me that as DM I could explore other things. I am considering vampirism, lichdom, or half demon. Open to other ideas though.

Any other templates or ideas that could be fun for a caster whose compromised his soul for power?

For those instances where a character needs something worth something per hit dice of the target how do they non-meta game conceptualize it?

For example soulbind needs an expansive gem per hit dice of the target.

Hi everyone,

Background: I'm currently DM-ing a home game that's about to start Kingmaker. The PCs are Level 6. Synthesist, Vanilla summoner, and a Sorcerer Dragon Disciple. There's also a L16 NPC wizard named Varius that I used as more of an early DM tool to make the story work. He's quickly fading into the background as the players are starting to "get" how the game works. The player's are new-ish, but having a good time. I'd like to throw in some Mythic flavor because I like mythic and never get to play it. Not the whole mythic power-suite though. Basically if/when they ascend I'll pick and choose what powers they get. Plus I think I'll have it wax and wain depending on what I need for the story. I'd like to build a world-of-darkness / "another layer of reality" kind of feel to Mythic. It's the creepy if you can see the monsters then the monsters can see you vibe.
For clarity i'm not looking advice on this, but it may help with the question. Also please avoid the "Mythic Sucks/is broken/etc." line of thought. I get that not everyone likes it, but I do.

Question: I have a half baked idea about how to ascend them, but need some advice on making the story elements gel.
Here are some of the elements:

I intend to be more cryptic with the PCs to build suspense, but I'm letting you know to help with ideas.

- Varius has recently had his hopes and dreams dashed. Complete with destruction of the powerful wizard tower they were all living in. When they start kingmaker Varius is going to be a broken man who is probably going a bit insane. (In no small part because I need the PCs to be more self reliant) Basically he needs a new goal and that goal will be avenues to new sources of power. He's a mad wizard, so it's as good of a goal as any.
- Through rumor and magic he hears of a powerful (*cough*mythic*Cough*) force within the stolen lands. This will be part of the reason the PCs end up there. In reality this is an ancient mythic druid with a permanent Mind-Blank effect on him/her (gender TBD).

This is where the idea kinda falls apart. I imagine a scene where the PCs find Varius screaming at the woods for no apparent reason (because the druid has eluded him). That can be the introduction to what Varius has been obsessed with so much that he's been neglecting the PCs. i.e. this is where the PCs do their own thing and cant find Varius. The first few adventures probably. Now ultimately i'd like the culmination of these events to be the druid is somehow gone, leaving a power vacuum of good in the stolen lands. Chaos ensues. And they have one modified mythic tier. Varius getting a tier is totally optional. Perhaps he doesn't get a tier and that drives him over the True neutral edge where he decides to consider lichdom. I dunno. Totally open to suggestions. I kinda like the idea of having the PCs see him fail. He's been this "all powerful" character so far, so having them see him as fail could be a good thing.

Maybe the druid sacrifices himself to prevent a greater evil and the PCs are just in the right place at the right time (or wrong place depending on perspective).
Maybe through extraordinary luck the group manages to capture the druid then has to decide upon a moral dilemma. For example Varius needs their help to drain his life force, but the POWER! Come to the dark side yada yada yada. Drain him being an obviously evil act (most PCs lean toward neutral) or don't drain him, make an enemy of their former mentor, and possibly a powerful druidic ally.

Ahh. I dunno. Thoughts?

Hi Everyone,

I'm playing a level 15 Conjurer (teleportation) in my RL game. I need to pick two feats for level 15. One wizard bonus and one regular feat. I'd like opinions on feats I should take and perhaps any other thoughts. Right now we're in Reign of Winter (no spoilers please) inside demiplanes that limit access to the outside. Planeshifting, summoning creatures, etc. is not immediately available. As a matter of fact we've been sitting on a bunch of loot that we cant sell for a long while. Theoretically we'll be able to do something with this, but it's limited.

My build:

Sheazon Alouwlish SIlverfall:

Male elf conjurer (teleportation[APG]) 15 (Pathfinder RPG Advanced Player's Guide 147)
N Medium humanoid (elf)
Init +7; Senses darkvision 60 ft.; Perception +28
AC 22, touch 17, flat-footed 18 (+4 armor, +3 deflection, +3 Dex, +1 dodge, +1 natural; +2 deflection vs. evil, +2 deflection vs. evil)
hp 86 (15d6+18)
Fort +10, Ref +13, Will +15; +2 vs. enchantments; +2 resistance vs. evil, +2 resistance vs. evil
DR 10/adamantine (126 points); Immune sleep; SR 26
Weaknesses light sensitivity
Speed 60 ft.
Melee +3 heartseeker cold iron dagger +12/+12/+7 (1d4+4/19-20) or
baba yaga's besom +13/+13/+8 (1d6+5) or
mwk dagger +10/+10/+5 (1d4+1/19-20) or
mwk longsword +10/+10/+5 (1d8+1/19-20)
Ranged mwk longbow +12/+12/+7 (1d8/×3)
Arcane School Spell-Like Abilities (CL 15th; concentration +23)
At will—dimensional steps (450 feet/day)
Conjurer Spells Prepared (CL 16th; concentration +24)
8th—incendiary cloud (DC 26), incendiary cloud (DC 26), mind blank
7th—mass fly[APG] (DC 25), mage's sword, project image (DC 25), greater teleport
6th—chain lightning (DC 24), disintegrate (DC 24), persistent disintegrate (DC 24), greater dispel magic, wall of iron
5th—cloudkill (DC 23), life bubble[APG] (DC 23), telekinesis (2, DC 23), teleport, wall of force
4th—black tentacles, emergency force sphere (2), greater invisibility, communal protection from energy[UC], stoneskin, touch of slime[UM] (DC 22)
3rd—chain of perdition[UC] (2), displacement, haste (2), nondetection, phantom steed
2nd—invisibility (2), mirror image, scorching ray (3), slipstream[APG] (DC 20)
1st—blood money, endure elements, feather fall, grease, toppling magic missile, protection from evil, unseen servant
0 (at will)—disrupt undead, message, open/close (DC 18), penumbra[UM]
Opposition Schools Enchantment
Str 12, Dex 16, Con 12, Int 27, Wis 14, Cha 10
Base Atk +7; CMB +9; CMD 25
Feats Craft Wand, Craft Wondrous Item, Dimensional Agility[UC], Forge Ring, Improved Initiative, Opposition Research[UM], Scribe Scroll, Skill Focus (Spellcraft), Spell Penetration, Toppling Spell[UM]
Traits eyes and ears of the city, magical lineage
Skills Acrobatics +3 (+15 to jump), Appraise +12, Craft (alchemy) +20, Fly +11, Knowledge (arcana) +26, Knowledge (dungeoneering) +14, Knowledge (engineering) +14, Knowledge (geography) +14, Knowledge (history) +14, Knowledge (local) +14, Knowledge (nature) +14, Knowledge (nobility) +14, Knowledge (planes) +14, Knowledge (religion) +14, Linguistics +23, Perception +28, Sense Motive +17, Spellcraft +32 (+34 to identify magic item properties), Stealth +38 (+58 when immobile), Survival +17 (+19 to avoid becoming lost), Use Magic Device +6; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Abyssal, Ancient Osiriani, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Gnoll, Goblin, Ignan, Infernal, Orc, Osiriani, Strix, Sylvan, Terran, Thassilonian, Triaxian, Undercommon
SQ arcane bond (ring of sustenance), elven magic, lock opening knock, shift 17/day (35 feet), summoner's charm (7 rounds), sweep
Combat Gear lesser extend metamagic rod, mwk arrows (50), mwk dye arrow (50), pearl of power (1st level), pearl of power (1st level), pearl of power (1st level), pearl of power (2nd level), pearl of power (4th level), pearl of power (5th level), potion of cure moderate wounds (3), potion of lesser restoration, potion of lesser restoration, potion of remove blindness/deafness, scroll of contagion, false life, false life, lesser geas, gentle repose, scroll of dimension door, scroll of fly, fly, fly, fly, scroll of rope trick, scroll of tattoo potion, tattoo potion, scroll of tongues, scroll of whispering wind, staff of heaven and earth[UE], staff of souls[APG], wand of fireball (cl 10), wand of infernal healing (50 charges), wand of scorching ray (50 charges), wand of silent image (50 charges), alchemist's fire (8), defoliant[UE] (4); Other Gear +3 heartseeker cold iron dagger, baba yaga's besom, mwk dagger, mwk longbow, mwk longsword, apple of eternal sleep[APG], belt of physical might +2 (Str, Con), blessed book, bottle of air, bracers of armor +4, clear spindle ioun stone, cloak of resistance +4, cookbook of arcane augmentation, cracked pearly white spindle ioun stone, eversmoking bottle, eyes of the eagle, figurine (obsidian raven), fog-cutting lenses, globe of blizzards, handy haversack, headband of vast intelligence +4, ioun torch ioun stone[APG] (4), lyre of building, manacles of cooperation[APG], muleback cords[APG], necklace of adaptation, orange prism ioun stone, pathfinder pouch, portable hole, raucous canard[UI], raucous canard[UI], restorative ointment, ring of protection +3, ring of sustenance, ring of x-ray vision, robe of components[UE], wayfinder[ISWG], western star ioun stone, 100 gp gem for magic jar, 10x10 carpet, contingency focus 1500 - sewn into clothing, forked metal rod, funerary baton - tomb of the iron medusa, mages sword focus 250, planar rods: astral, etheral, elemental x4 - 910 each, pot, repulsion focus, scrying mirror focus, treasure stitching material component x3, true seeing material component x3, wizard starting spellbook, behir egg value tbd, 2,256 gp, 4 sp
Special Abilities
Arcane Bond (Ring of sustenance) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Damage Reduction (10/adamantine [126 points]) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Dimensional Steps (90 5-ft inc/day) (Sp) As a standard action, teleport in 5 foot increments. If carry another, double cost.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Lock Opening Knock (3/day) Knock the besom against locks, doors, lids, shackles, chains, or the like to open them.
Shift (35 feet, 17/day) (Sp) Short-range teleport
Spell Resistance (26) You have Spell Resistance.
Summoner's Charm (+7 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Sweep (8 hours/day) Sweep away tracks or traces of passage.
Teleportation Associated School: Conjuration
Toppling Spell Spell with the force descriptor knocks targets prone.
Ongoing Spells:
Contingency - Bubble if take Damage
Non-Detect DC29

Baba gift -Contingency Breath of Life CL 20

Via Permanency:
Detect Magic
Read Magic
See Invisiblity
Comprehend Languages
Arcane Sight

- Robe of components (50/d)- 1500 GP worth

-Clear Spindle Ioun in Wayfinder - Protection from mental effects per Protection from Evil 1/d
-Orange Prism Ioun - +1 CL

Ring of hidden forces (Bonded ring)
-indicated on sheet as ring of sustenance for tracking reasons
-Ring of sustenance + Ring of invisibility

Here are some of my random thoughts so far:

- Ascendent spell - Could be interesting. need to do some research to see if any 3rd or lower level spells are worth it.
- Quicken Spell - I should probably get this for action economy
- Intensified Spell - 10d4 magic missiles anyone?
- Persistent spell - I've got this 1/d from a ritual. (hero lab is a little wonky with it so that may be why my spell list looks weird)
- Reach Spell: Reach calific touch is an amazing combo.
- Empower/Maximize - Always useful and fun

- Staff like wand - I'd also have to take craft staff, but then i could use wands a lot more effectively. Of course I may not be able to take immediate advantage of it until I can craft some more wands. It's a risk, but could be fun.
- Truename, Greater - It's distinctly possible that my GM will kill me IRL for even bringing this up. Plus I wouldn't be able to use it until we got out of the demiplane anyway. Theoretically though, if I did any suggestions on Baba Yaga friendly critters to enslave Befriend?
- Time Stutter - 2/d mini timestop? Yes please.
- Fast study - I could leave a few slots open for use with this. Though I have a bonded ring, so I can kinda do this 1/d anyway.
- Multimorph + Polymorph any object - No idea how my DM will rule this as he's not always logical or friendly with magic. However, Greater Polymorph basically at will has it's appeal.

- Greater Spell Penetration - i deal with a lot of spell resistance.
- Minor Spell Expertise - Mostly in preperation for major spell expertise that I can take if we make it two more levels.

I had a random thought, as I am prone to, and I wanted to get some feedback on it. I have a lot of random thoughts that have no real bearing on the real world. Ex: What would I do the first week after I won the lottery? What if I could suddenly fly? What if I could suddenly teleport? How would world governments really act if we found out that Dolphins were really intergalactic travelers who all left because the world was about to be destroyed? Etc Etc Etc. I consider them thought exercises where I try to think outside the box. EX: Ok. I can fly, but if nobody else can I'll be locked up in a lab if anyone ever finds out. How could I really use the power without being caught and unpleasantly probed for the rest of my probably short life? Stuff like that.

Alright. That's a super wordy way of saying please stay on topic and understand it's purely a thought experiment.

Scenario: Imagine a parallel universe identical to our own where magic suddenly becomes known. Akin to the "out of the coffin" idea from trueblood. Magic has always been there, but for whatever reason it was underground. Now there's real magic in the real world. Worldbuild as you see fit with this concept.

Question: I'm really interested in all questions/discussion regarding ethics with magic in the real world.

Lets start with Fidelity and branch out from there. If you're married and loyal would it be considered cheating if you were not in your own body? There's about 101 ways to do that, but for sake of argument it's a cloned body (or something equally benign with all the kinks worked out) that you posses for awhile. Personally, I can see an entire industry built around possessing temporary bodies to do all kinds of crazy stuff with no real danger to the original body.

Body Modification: How much is too much? Maybe I want wings.

I'll add more as I think of them and I'd encourage you to do the same. Try to categorize them for sake of future discussions. I imagine their'll be several continuous conversations. Best to be able to easily indicate which one people are referring to.

I don't believe there's a specific RAW answer, but I have a question.

How do you price a magic item with limitations?

For sake of argument you create a flute that can summon monster 1 at will. However, this flute can only summon Fiendish dire rats. (lets not debate the merits or balance of this item as that's not the point. I'm only referring to theoretical pricing.)

Hypothetically the price for this item would be Caster level 1 X Spell level 1 X 2000 GP = 2000 GP Market value. (Yes, I know magic item pricing isn't a science and this thing would probably have to be more costly because of it's utility. For sake of discussion lets just say 2000gp is the correct base price.)

Now if this item were simply SM1 @ will the price would be 2000gp and the user could summon all 16 creatures on the first level list. Since we're limiting it to 1 such creature would you price it lower than 2000GP? If so what rules do you use in your game?

Other examples:
Telekinesis @ Will, but only works on metal.
Refuge but only to a specific pre-determined location

I've made a lot of wizards, but never delved too much into Necromancy. That changes today.

So I have a bit of a concept working and I was thinking I should take some sort of Save or suck spell to specialize in. The character is a Mystic Theurge Early entry (It's house ruled, I know its not longer "legal") Tiefling. Necromancer/Cleric. I'm going to do the "Horde of undead" build, but with MT that kinda doesnt require additional consideration. I also want some sort of Save or suck goodness.

1) Any thoughts on the "best" necromancy spell to specalize in. I'm not opposed to combining this with metamagic. I'm thinking it'll be save or suck, but open to any advice.
2) Any other useful advice for a burgeoning necromancer.

Does anyone know if something like the 3.5 Prestige class Ulimate Magus exists for Pathfinder. I️ think it could convert basically 1=1. Also, if so any 3pp products available for herobuilder that would take care of it?

For reference;
Baleful Polymorph
Claim Identity
Assume Appearance
Flesh to Stone

I'm making an arcane trickster to use in an upcoming game. He pretends to be a mundane barkeep with his daughter (polymorphed familiar). I'm interested in the RAW of the below questions, though opinions are welcome after the rules are clarified.

1) Lets say I baleful Polymorph someone (lets say a human named Tim) into a squirrel. Note the Permanent Duration, not Instantaneous. (Same should apply to certain applications of Polymorph Any Object but I'm trying to keep it lower level)

I then want to use Claim Identity on them. They's still technically humanoid since the magic isn't instant. Do I now a appear as a humanoid Tim, While Tim remains a squirrel?

1a)Same question, but what if i used Flesh to Stone instead of Baleful Polymorph? Is the Statue still a creature for purposes of this spell? I think no, but would like second opinions.

1aa) NA if #1a = No. If the statue is still a creature and works for this spell, is there any effect if I sculpt the statue via stone shape into something else? Face change? Do I get the new face or the old face? What if I make it into a square? Does it stop working or do I get Tim's original face.

2) Now, I think the same trick doesn't work on Assume Appearance because that spell requires a dead body. If I kill Tim the squirrel I'm pretty sure his body reverts to a human shape, correct?

2a) NA if #2 = body reverts after death. If Dead Squirrel Tim doesn't revert then can I do the same trick with Dead Squirrel Tim and the Assume Appearance Spell?


There are a TON of ways to make money as a caster on Golarian, some legit some not so much. I'd like to take this brainstorm in a slightly different direction.
Here's the premise:
- *poof* You're a caster with a level and class(es) of your choosing. I assume given the option everyone will at least want to be around 20th level minimum.
- You are still yourself in your current situation (family, kids, age, job, whatever).
- You have no additional knowledge of what additional fantasy world elements may also have spontaneously generated on Earth. For this thought exercise lets say whatever spells/activities you initially try does not yield information. I feel we're all above average intelligence here and would readily realize that keeping some level of secrecy is probably a good idea to avoid something unknown targeting you. Flinging fireballs on the streets will probably elicit an unfavorable response from the world at large.
- Feel free to add commentary.

There's a few things I'd like to avoid for this list if you please:
- World Domination: Lets just not. Sure you could get clever and dominate the UN or something, but frankly it seems like more trouble than it's worth. If you want to make peoples lives better becoming a dictator is probably not an effective approach. Though feel free to start a new thread on the topic. I'd just rather not derail this one.
- Snow cone wish machines: there are enough threads on that as it is.
- Blood Money and other game balance debates: It either exists or it doesn't at the posters preference. Lets not debate the flaws/merits please. I think if any of us had magic power IRL we wouldn't be concerned with game balance.

That being said I'll start:

1) Literally make counterfeit money out of thin air via Blood Money/Fabricate. You could literally "print" exact copies of currency without any of the usual problems (right paper, right ink, right plates, etc)

2) Sell Fabricated spam stuff on Etsy/Ebay/Amazon/etc. Basically you're a one person sweat shop minus the moral implications.

3) The best plastic surgeon Ever!: Fake a medical degree then set up shop as THE BEST plastic surgeon in Beverly Hills. Knock the patient out the traditional way then cast Polymorph Any Object to give them whatever modifications they pay a massive amount for. I think I'd also create a spell that causes illusory paid/swelling that fades over time in order to provide the semblance of real surgery. Of course once "healed" the work would be spectacular.

4)Best Realtor Ever: Between Dominate and mind reading you could "sell" anyone anything and cut through all the nonsense realtors usually have to deal with.

5) Win the lottery!: This is probably what I'd do initially, though I haven't entirely figured out the details. It would be a realistic reason to improve your life and quit your job without seeming too weird to the average person. Either try some divination to figure out tomorrows power ball numbers or some subtle illusions/divinations/spells at the casino. Maybe some telekinesis/improved invisibility to manipulate the powerballs as they're being chosen.

6)Identity Theft: Basically the same way real identity thieves work, but so much better. Take on their appearance (or just dominate them) then have them (you) take a bunch of cash out of the bank. Then teleport elsewhere and launder their money. I think I'd do this with someone who I would have no reason to know and vice versa. Some random saudi prince or something. Would need to be careful lest it come back on you.

7)Translator: Permanency + Tongues: I speak all the languages! Better yet have some traumatic (faked of course) event where you get a head injury then after wards suddenly have a "Knack for learning languages." Then you could continue to be yourself with this new gift.

8) Mysterious international thief: Lots of options here, but basically steal the unstealable and fence it while never revealing your identity.


I always thought the white haired witch was thematically awesome, but mechanically meh. Hopefully I am wrong about the latter.

What's the latest thought on the most optimized way to build a white haired witch? Is there an updated guild somewhere?

Scenario: PCs are on the side of andoran. Chelax is going to do some posturing and attempt to "rightfully reclaim" some land they say is there's from Andoran. The two armies will clash on the field of battle.

PCs are a synthesist, vanilla summoner, and a Dragon Disciple. There's also a high level DMPC wizard to which the pcs are apprentices of sorts.

Basically I'm going to have the battle ensuing all around the PCs while they do ...something. That's the part I need help with. The DMPC wizard will be doing big magic in the background to counter/sway the battle, which otherwise leaves the PCs to their own devices.

How should I play this out and what should I have the PCs do exactly? I thought about giving them a target to fight their way through the throng of mooks to. Let it otherwise play out as an extended fight. I think we can do better though. Any ideas?

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Here's the idea to explain away why people bother to make castes and such fortifications in a magical world.
where RL castles sites were chosen for their access to underground water and natural defensive location, Pathfinder castles are instead constructed on naturally occurring magical sites that seep into the construction by some otherwise "mundane" means for all kinds of beneficial purposes. Harder to scry as you get closer to the center, difficulty destroying walls with magic, trouble teleporting into the castle heart, etc.

Actually, I like this and think I'll develop some house rules around it.
I'm trying to come up with a simple elegant mechanic for this phenomenon.
The simplest would probably be to give the castle some sort of SR vs anyone casting spells from outside the walls. Perhaps the SR is based on strength of ley line and age if the castle. I'm looking for feedback on how this might work.

Perhaps 3 zones per castle with an increasingly more difficult SR check. The outermost being the outer walls area. The most difficult being the "core" of the castle. Perhaps the throne room type area.

Casting from inside to outside works normally. Casting from outside to inside requires one or more SR rolls. Basically if you cross a boundary with magic from the outside you'd have to roll that SR for that boundary. Cross two boundaries you'd have to roll both, etc. fail the roll and the spell is wasted like normal SR rolls.

What do you think? Would this work? How could it be better? Keeping in mind simple and universal application are the goals.

The situation is that I've got some enthuasric players who are new to Pathfinder. I came up with this idea to give them certain booms/rewards for good role playing or just whenever I fee like it. Basically I want to give them some one time use abilities on index cards that teach them about certain mechanics. Ideally it should have a clever name to increase the incidents memorability and incorporate some game mechanic to teach them about. So far I have two, but would like to invite the community to brainstorm more. Keep in mind these are one time use "powers" and as such they can be a little powerful, but not ridiculous.

1) Armor of plot: plus or minus 10 to any dice roll. Can be used as an immediate action
- opens a discussion about round mechanics

2) Clever Girl: +2d6 sneak attack. Must be a valid target for sneak attacks.
- opens discussion for what is and is not a valid target

Name ideas without mechanics yet:
- smoke on the horizon - perhaps something about distance penalties
- ''tis but a scratch - discussion about HP being an abstract idea
-can I eat that? - survival and food maybe?

Typically when you shapechange you absorb your gear ... yada yada yada

To that end when you use alter self to turn into a humanoid form can you have your gear absorb? What if there's a drastic size alteration, such as human to halfling?

Im considering how to make my players mythic. It may be temporary, I haven't decided fully.

Basically I'm looking for some cool ideas. I have this partially formed idea about an ancient mythic Druid who gives her life to make them mythic in order to destroy some extraplanar horror.

What ways have you or your players been made mythic?

I just discovered poppets are a thing and I love the idea! However, I'm finding it difficult to get resources about them such as cost and augmentations. Any ideas where I can find out more information?

As the title says. Just looking for some fun ideas.

For an upcoming game I'm making an NPC whose speciality is breaking into highly warded areas. Any thoughts on best classes, combos, or tricks?

I'm looking for a good build for a level 10-ish enforcer sent by the Technic league. Money is only marginally an issue as they'll have the backing of the league. Just try to keep a cost/benefit ratio of bringing back artifacts.

Any thoughts on classes or builds? I was thinking Cyber soldier with some tracking abilities and tricks.

Maybe just a technologist or something.


This thread is not about what the discovery does or doesn't do mechanically. There are about 101 threads on that. Feel free to discuss that there, but please not here.

What I'd like input on is what the discovery actually involves fluff wise. Mechanically It's just a feat and I get that. for Role play purposes is it a special potion the wizard figured out how to brew? is it a very specifically worded wish? Did they make a deal with an outsider? did they somehow remove their age and store it in a box? Those are the kid of ideas i'm looking for. Thoughts?

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I've had a Mac for the last 5+ years. It's finally starting to become so obsolete and slow that I have justified purchasing a new computer.

Since a lot of games are PC only I've decided to go with a windows machine.

Any advice on great games I may have missed in the last few years that I should definitely look into?

I guess the root of this question is how long per day does a caster need to be able to cast a spell in order to create a scroll of it?

If I'm a half-elf sorcerer with Paragon Surge and scribe scroll then can I effectively create a any scroll? Basically I know and cast any spell for 1 min/ Caster Level per day times however many 2nd level spell slots I have. Naturally limited by the highest level spells a sorcerer knows.

RAI opinions are fine, but I'm farm ore interested in RAW.

Does a show spell or item exist that allows the perusal of distant libraries?

I know the mask of 1000 tomes could be reskinned to be such a thing, but is there anything else?

In the latter seasons of Angel (please forgive the reference) Giles had a book that could mimic any other in a particular library. Does anything like that exist?

Or a spell that that accomplishes something similar?

How does your game handle Tieflings, or other bipeds, with hooves? Do you allow them to use the magic horse shoes?

7 people marked this as FAQ candidate.

Lets assume the target is the caster with discovery.

How do Multimorph and PAO interact? I'm looking for more RAW than RAI, but am interested in thoughts on both.

If the wiz goes changes from something with a long duration to something of a short duration and back. Elf (Original) > Human (Permanent)> Dragon (<Perm), Back to Human (??)

As long as you return to a form that's permanent with at least 2 min to spare does the duration change back to Permanent?


Your studies in transmogrification have increased your control over shapechanging spells.

Prerequisite: You must be at least a 5th-level Wizard to select this discovery.

Benefit: When you cast a spell of the polymorph subschool on yourself, you may expend 1 minute of the spell’s duration as a standard action to assume another form allowed by the spell. You can do this as often as you like, subject to the duration of the spell. This is a supernatural ability.


School transmutation (polymorph); Level sorcerer/wizard 8
Casting Time 1 standard action
Components V, S, M/DF (mercury, gum arabic, and smoke)
Range close (25 ft. + 5 ft./2 levels)
Target one creature, or one nonmagical object of up to 100 cu. ft./level
Duration see text
Saving Throw Fortitude negates (object); see text; Spell Resistance yes (object)
This spell functions like greater polymorph, except that it changes one object or creature into another. You can use this spell to transform all manner of objects and creatures into new forms—you aren't limited to transforming a living creature into another living form. The duration of the spell depends on how radical a change is made from the original state to its transmuted state. The duration is determined by using the following guidelines.

Changed Subject Is… Increase to Duration Factor*
Same kingdom (animal, vegetable, mineral) +5
Same class (mammals, fungi, metals, etc.) +2
Same size +2
Related (twig is to tree, wolf fur is to wolf, etc.) +2
Same or lower Intelligence +2
*Add all that apply. Look up the total on the next table.

Duration Factor Duration Example
0 20 minutes Pebble to human
2 1 hour Marionette to human
4 3 hours Human to marionette
5 12 hours Lizard to manticore
6 2 days Sheep to wool coat
7 1 week Shrew to manticore
9+ Permanent Manticore to shrew
If the target of the spell does not have physical ability scores (Strength, Dexterity, or Constitution), this spell grants a base score of 10 to each missing ability score. If the target of the spell does not have mental ability scores (Intelligence, Wisdom, or Charisma), this spell grants a score of 5 to such scores. Damage taken by the new form can result in the injury or death of the polymorphed creature. In general, damage occurs when the new form is changed through physical force. A nonmagical object cannot be made into a magic item with this spell. Magic items aren't affected by this spell.

This spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine. It also cannot reproduce the special properties of cold iron in order to overcome the damage reduction of certain creatures.

This spell can also be used to duplicate the effects of baleful polymorph, greater polymorph, flesh to stone, stone to flesh, transmute mud to rock, transmute metal to wood, or transmute rock to mud.

You've seen the trope. You know the lie. It kinda makes sense for Gandalf since he's more of a low level angel than a traditional wizard, but in D&D it's almost pointless for a wizard to carry a sword. One could threaten with it I suppose, but if he's close enough to do that then there are larger issues.

... or is it?...

1) Do any sword or sword-like items exist that would actually be good for a wizard to carry?
2) if you were to design something what would you put on it? Off the top of my head Defending comes to mind, but only if you don't already have a ring of deflection.


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What it says in the subject. I'm considering animating a ship.

Assuming max 20 levels.

20th level caster
+4 Prayer bead
+1 Ioun stone

What else?

I know there was a guide about the Dragon Disciple around somewhere. However, there's a lot of new material. Any updates on the best way to go into and use the DD since all that?

What it says on the tin; Caffiene addict 20

Disclaimer: If you've stumbled upon this thread randomly please know that this game is specifically for a few friend I know IRL and maybe a couple of specific virtual friends. Please don't take it personally. I'm sure you're a great player, but this is not a public game. Though if you like the story feel free to read along. Thank you in advance for your understanding and cooperation. Good gaming.

Hi Guys,

I've decided to try my hand at DMing. I'm a long time player, but have minimal experience with being the Dungeon Master. However, I had an idea for a campaign setting and at least an initial story arc. I figured PBP would be a good way to get a little practice. I have no preconceived notions on how long this game will last, but i imagine we'll keep going as long as it keeps being fun.

House rules: As I don't DM much I don't have a specific set of house rules, but I do have a few ideas. If something else occurs to me later i'll incorporate it in a fair way. For example if it changes something about your character I'll replace it with something you'll be happy with. Also, if you have any specific house rules you've used and liked in the past i'm open to discussion about incorporating it.
At the moment the only thing that comes to mind is a couple of "free" feats. To simplify things I'm just going to give everyone the following feats:
- Weapon Finess
- Heighten Spell

Setting: I'll get into more detail in the game, but for the moment here are some details for the purposes of character creation. It may sound strange as a player, but keep in mind this is what your player knows and it all seems perfectly normal.

You live on an idillic but quite large island. Everyone you know has always lived on the island for as long as anyone can remember. Any knowledge of the world at large comes from books and stories. It's a small hamlet of about 500 people. Overall the community is Neutral. There are some people on the extremes, but basically the ruling body keeps everyone cooperative at minimum. The town itself is not huge, but it is well established. Most homes are stone and the quality of life is higher than one would expect for such a rural place.

There are 5 nobel houses which act as both specialists schools (wizardry, clerical, Martial, (TBD)) and ruling bodies. There is some healthy rivalry, but each of the houses understands their purpose for the greater good. This keeps them overall cooperative. There is quite a bit of Nepotism in these houses, but if an individual from one house or the nearby village shows talent in the specialty of the specialty fields they are adopted into the new house if they wish for further training/prestige. Each house has rather extensive grounds for training and other activities.

Outside of the village/houses area there is a large wooded area filled with a number of kinds of wild animals. Most are game animals, but there are an appropriate number of predators. Further past that is a tall snow capped mountain. The island as a whole has a surprising (to players, but again this is normal as far as characters know) number of ecosystems. All of which are maintained by a secretive order of druids.

The villagers, farm, hunt, etc as one would expect for a village. However, this island has what are colloquially called "wooden men" to do most of the manual labor. These are human shaped animated objects made of lacquered preserved wood that have a specific set of instructions "hard coded" into them. Basically they follow any instructions given to them regarding work, but will ignore any dangerous or violent instructions. They've been known to allow themselves to be harmed to protect the towns population. Beyond that their origins are unknown. You're just as likely to see them in fields being watched over by a farmer as you are to see one following a lady carrying packages. They are silent, docile, and mostly obedient. Basically perfect servants.

You're a level 15 wizard. Huzzah. Through study and dumb luck you've discovered the True Name of a Planetar (per True Name Discovery). You want to make the most of this, but simultaneously you want to avoid pissing off the entirety of the heavenly host.

You're alignment is neutral and you've got a pragmatic streak. As such you know not to demand the Planetar slaughter innocents or something obviously evil. Also, you'll clearly want to avoid calling him/her a "pet" to their face.

I suppose my question is how does one best utilize your new "Pet" and not piss off all of heaven?

True Name Discovery Excerpt:

It is in your best interest to call this creature only sparingly, and occasionally reward it in some fashion to mollify its wrath. If you repeatedly fail to offer it a reward appropriate to its type and ethos, the creature may begin plotting ways to destroy the bond between you, whether by creating an accident that will destroy your memory of the name, by plaguing you with nuisances or dangers until you vow never to call on it again, or by actively seeking to destroy you through its own devices or those of an underling. If this creature is of a lawful type and you are violating its ethos, its superiors may even destroy it or you rather than allow you to contaminate their servant further. Worse, they may establish situations where it is necessary for you to summon this outsider, opening gateways to infernal or angelic interference, in order to gain a foothold on the Material Plane.

Not sure if this is rules or advice, but I'd prefer the former is there are any.

What happens if a wizard takes the Truename discovery and subsequently his true name outsider is killed?

As true name is a calling effect the outsider is physically present and subject to death, correct?

Is there any way to resurrect an outsider? Wish maybe?

Any other thoughts?

I know Golarian is the planet on the prime material, but is there an interplanar city of trade? The City of Brass, basically.

Generally speaking I know staffs aren't that great to craft. However, I'm playing a wizard who is about to be level 15. I'm strongly considering taking staff-like wand, which as you probably know requires craft staff as a prerequisite. I already have craft wand. Though not a prerequisite it's generally useful. I'm playing Reign of Winter if that makes any difference. No spoilers please.

Anyway, instead of having craft staff and never using it I thought I'd do a little crowd sourcing. In a similar situation what do you think is the best, most generally cost efficient, staff to craft? It can be custom and probably will be. Basically something that's not obscenely expensive, but will give a good bang for buck.

I'm looking for something new to read via audio books. I've got an audible subscription and credits to spend. Any suggestions on things I should look into? Thanks in advance.

I'm looking for feedback on a spell i'd like to research in game.

Basically, it's tiny hut except instead of an opaque sphere everything inside the area is hidden/invisible. If anyone plays WOW the Kirin Tor have something remarkably similar. When you cross the threshold you can see everything inside. When you're outside though it looks like nothing is there.

I'm not quite sure how to properly word that or what level it should be. At least 4. Maybe 5. However, i'd like to balance that against other, better, camping spells. Rope Trick, for example, is almost too good not to use and it's lower level.

Maybe something like, "Any creature or effect viewing the area from the outside, the area appears as an untouched version of the area before the spell was cast. Effectively hiding creatures and objects."

Tiny Hut:

Tiny Hut
School evocation [force]; Level bard 3, sorcerer/wizard 3

Casting Time 1 standard action
Components V, S, M (a small crystal bead)

Range 20 ft.
Effect 20-ft.-radius sphere centered on your location
Duration 2 hours/level (D)
Saving Throw none; Spell Resistance no

This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.
By the way...
The effects created by this spell move with a ship.
Source Skull & Shackles Player's Guide

You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends.

The temperature inside the hut is 70° F if the exterior temperature is between 0° and 100° F. An exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.

The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment).

I'm looking for advice about my dragon disciple character. The idea of this game is that we're all holy warriors, though not necessarily paladins. I also have 2 mythic tiers.

I've not got a lot of experience with martial or even Gish characters. I'd appreciate any feedback to make this better.

I was even thinking about making the race Asimar.

I'm going for a demon touched thing with the eldritch heritage, plus it's a strength boost.


Simon Demarkus:

Human dragon disciple 4/paladin 5/sorcerer 1/Guardian 2
LG Medium humanoid (human)
Hero Points 1
Init +4; Senses Perception +14
Aura courage (10 ft.)
AC 28, touch 14, flat-footed 24 (+11 armor, +2 Dex, +2 dodge, +3 natural)
hp 92 (10 HD; 1d6+5d10+4d12+35)
Fort +10, Ref +6, Will +10
Defensive Abilities hard to kill; Immune disease, fear
Speed 30 ft. (20 ft. in armor)
Melee Legendary adamantine scimitar +15/+10 (1d6+6/18-20) or
bite +9 (1d6+9), 2 claws +14 (1d4+8)
Special Attacks breath weapon, channel positive energy 2/day (DC 14, 3d6), claws (2, 1d4, treated as magic weapons, 5 rounds/day), claws (2, 1d6, treated as magic weapons, 5 rounds/day), dragon bite, mythic power (7/day, surge +1d6), smite evil 2/day (+2 attack and AC, +5 damage)
Paladin Spell-Like Abilities (CL 5th; concentration +7)
At will—detect evil
Sorcerer Spells Known (CL 4th; concentration +6)
2nd (4/day)—false life, resist energy, rope trick
1st (7/day)—enlarge person (DC 13), feather fall[M], mage armor, true strike[M]
0 (at will)—detect magic, disrupt undead, mending, message, open/close (DC 12), prestidigitation
Bloodline Abyssal, Draconic
Paladin Spells Prepared (CL 2nd; concentration +4)
1st—divine favor, weapons against evil
M mythic spell
Str 23, Dex 14, Con 14, Int 14, Wis 10, Cha 15
Base Atk +8; CMB +14; CMD 28
Feats Arcane Armor Training, Dodge[M], Eldritch Heritage[UM], Eschew Materials, Mobility, Power Attack, Skill Focus (Knowledge [planes]), Spring Attack
Traits armor expert, seeker
Skills Acrobatics +0 (-4 to jump), Appraise +6, Bluff +6, Diplomacy +6, Escape Artist +4, Fly +4, Handle Animal +6, Heal +4, Intimidate +6, Knowledge (arcana) +10, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +11, Knowledge (religion) +6, Perception +14, Ride +8, Sense Motive +13, Spellcraft +6
Languages Common, Draconic, Elven
SQ amazing initiative, bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), divine bond (mount), hero points, lay on hands 4/day (2d6), legendary item[MA], legendary power, legendary surge, mercy (fatigued), mythic bond, mythic spellcasting[MA], sudden block[MA], undetectable, unyielding
Combat Gear ring of invisibility; Other Gear +2 restful mithral full plate, Legendary adamantine scimitar, page of spell knowledge (rope trick)[UE], 150 gp
Special Abilities
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Breath Weapon (1/day, DC 14) (Su) 1/day, Breath Weapon deals 4d6 (energy) damage, DC 14.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Dodge [Mythic] Use 1 power to gain a +10 dodge bonus against one attack.
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Magic Claws & Bite (5 rounds/day) (Ex) As a free action, gain 2 claw attacks. Bite attack deals 1d6 damage.
Magic Claws (5 rounds/day) (Ex) As a free action, gain 2 claw attacks that bypass DR as magic weapons.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.

A myth
Paladin Channel Positive Energy 3d6 (2/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Smite Evil (2/day) (Su) +2 to hit, +5 to damage, +2 deflection bonus to AC when used.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Sudden Block (Su) As an imm action, use 1 power to add +2 to own/adj ally AC vs. a melee att & foe must rolls 2x (take low). Make return att (bypass all DR).
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.
Unyielding A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.


Animal Companion
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size)
hp 55 (5d8+15)
Fort +7, Ref +6, Will +2
Defensive Abilities evasion
Speed 60 ft.
Melee bite +7 (1d4+5), 2 hooves +2 (1d6+2)
Space 10 ft.; Reach 5 ft.
Str 20, Dex 14, Con 17, Int 6, Wis 12, Cha 6
Base Atk +3; CMB +9; CMD 21 (25 vs. trip)
Feats Fleet, Fleet, Run
Tricks Air Walk, Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +6 (+10 to jump with a running start, +18 to jump), Fly +4, Perception +6, Swim +9
SQ air walk, combat riding
Special Abilities
Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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You, right now, in your real life on earth are approached in private by someone who does something to convince you beyond all doubt that he's legit. This stranger offers you a choice without any repercussions beyond the terms of the agreement. It's not a devils bargain wherein you get what you want, but they keep your soul or any such shenanigans.

You're given an amulet. Press your palm to it and you're given a suite of things.

1) You become a lich instantly, though the specifics are up to you. Preservation, appearance, etc. Also, you have the added ability to suppress/resume any inherently dangerous abilities, such as fear aura and negative energy touch. The amulet transforms into your Phylactery, but you can transmogrify it to fit your personal preference. Note: I don't care for alignment requirements in general, so lets say your personality doesn't inherently shift to evil. After you're free to behave as you wish.

2)You're instantly granted 11th level casting and craft wondrous item, the other specifics of which are up to you. If your casting class has a book you're granted one with an appropriate amount and type of spells in it.

Think about it a moment and be honest with yourself.

Do you do it?

Once you have completed your initial transformation what do you do initially then in the long term?

I know a demiplane would be easier, but let's say you needed a sanctuary on golarian.

You're extremely wealthy and powerful in whatever form you prefer.

How would you do it?

Is there a magic item that makes a few gold per day? I think 3.5 had such a thing that generated a few gold per day for incidental spending. Anything like that in Pathfimder?

The question is pretty straight forward. Is straight up in the air a valid direction for mythic floating disks ability to travel in any direction?

Relevant excerpt :

"The disk accompanies you regardless of your speed, always catching up no matter how far you move. If you stand or sit on the disk, as a move action you can direct it to travel up to 30 feet in any direction."

Ast He thread suggests I'm considering playing a kineticist Jedi build.

Upon Initial examination it looks like air then aether are the best elements. Kinetic blade naturally. Past that I'm not sure.

Elemental Ascetic looks promising, but I don't love the idea of giving up elemental overflow and defense. Plus one level monk dip will give the vast majority of those things. Though with the monk your BAB suffers.

Race wise I suppose anything with a con bonus or wis if you got Elemwnral Asceric (leaning toward human). Any others with nice benefits?

What are other build considerations? Thoughts?

I'm playing one of the Star Wars games and there was an option to reprogram a medical droid to follow you around and heal you. This got me thinking if there was an analogous thing I could do in Pathfinder.

For example a construct that has healing ability or maybe some outsider that I could just bind for such a purpose.


Is there any mechanic anywhere that covers or allows for recharging of wands?

Preferably cheaply if not totally free.

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