Mind Flayer

VoodooHoodoo's page

Organized Play Member. 69 posts. No reviews. No lists. No wishlists.


RSS

1 to 50 of 69 << first < prev | 1 | 2 | next > last >>

Kitsune Sorcerer (Fey) will rule with enchantment DC's. Infernal and Arcane bloodlines will also help (consider crossblooded and/or Eldrtich Heritage.)

A witch with the trickery patron can work well, but won't be Charisma as primary stat, with 20/25 point buy you should be able to cope though.

Wizard/Enchanter should not be overlooked either - some nice options there too with sub schools.

Plan for the immune to mind effects /non-humanoids with scrolls etc or at least have a plan of something you can contribute in the encounters where none of your main spells can effect the enemy - even if it's UMDing a healing wand or aiding another.

Glibness is a great spell (consider a ring of Spell Knowledge IV if you went sorcerer) and a maxed out bluff allows al kinds of nonsense. If you can somehow crowbar in Telepathy (Lashunta?) you can pretend to be peoples 'inner voice' or even their Deity (might get you into trouble!)


Nice guide!

I did see Agent of the Grave but a 5 level PrC is going to kill the concept and doesn't get running till 15th level.

Hmm a summoner made staff (so the highest level spell is 4th*) with a spell also from the antipaladin spell list (for recharging) might work, if an improbable find. Using UMD of course.

*Not sure staves even work like that.

This lools like it would work with the wording of Fiendish Boon...
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/summo n-slave-crystal


I was looking at trying to get a level 4 Summoner spell (Magic Jar) onto the Antipaladin spell list and I'm stuck.

Eldritch Heritage (Arcane) adds from the Sorcerer Wizard spell list.
Samsaran (Mystic Past Life) can't mix arcane and divine
Unsanctioned Knowledge (Feat) has the wrong lists even if you could blag the Paladin casting preq.

Prestige classing or multiclassing is going to mess with the antipaladin progression too much (specifically the cruelties and Fiendish Boon.)

So apart from bribing the DM with cake (we're non-society) is there any other ways to get Magic Jar onto the list?

Or indeed other ways to add spells to spell lists in general?


Fair enough.


1 person marked this as FAQ candidate.

I don't think this has come up before...

Echo spell states "you can cast it ONE additional time during that day."

Spell perfection states "if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (...), double the bonus granted by that feat when applied to this spell."

So if I echo my spell perfection spell do I get to cast it two additional times? Is the no recasting rule sidestepped as you have two divergent 'echos'?

I'm not convinced it works this way, or that it doesn't.


I think by turns Kayerloth was referring to the old First Edition 'Turn' which was 10 minutes long - or in Pathfinder the 10 min/level spells.

As for the Haste I guess you just need an army of Stirges!


If you have a very high caster level, say 50-200, what spells really benefit?

Obviously many spells benefit from spell penetration and increased ranges etc. but many are capped - like 10d6 for Fireball.

So Destruction isn't capped, Dispel Magic will just work, Swarm Skin becomes more interesting, Summon Monster has minutes durations, You can Animate a lot of big things. Slay Living and Finger of Death pack a might punch on a passed save. - what else is there lurking out there? Cunning and clever!

Not so worried about which class the spells come from at this point.


Details are hard to come by as magical divination is pretty much not going to be helpful.

We know he was 'possessing' a golem and also an unliving. We have not seen any ghost about - though now we do have permanent see invis in case we missed it last time. We don't know about range but I would think it's over several miles if not considerably more. We didn't have an antimagic field last time we met him (though we do now and that will have to be tried).

Half the party are not going to be up for any deals with evil outsiders or soul eating.

Magic Circle vs Evil will be running!

Flesh to stone (assuming he's not in another golem) and Temporal Stasis are both going on the list to try.

I'm pretty sure he has the resources to plane shift back from where-ever (or be found by his allies and they certainly can do it). Though plane shifting him into a dead magic demiplane (with the portal removed) is on the list for when we are 17/18th if he's still about.


We are fighting a BBEG who is possessing bodies so when we defeat him he can just escape to another. We don't know exactly how he is doing this - though it might be some blessing of an divine-like entity (He's a fighter when we first met him).

At 16th level we are looking like we'll be encountering him again soon and we'd like to keep him locked down this time.

We have access to the cleric, wizard, witch, bard and alchemist spell lists. We know he has an ally who can cast at least resurrection. He also seems warded from our divinations to locate his actual body

So what to do?


2 people marked this as a favorite.

Share Memory

Makes Sending, Teleport, Locate Creature/Object (if the GM agrees a memory is first hand), Discern Location (again GM might overrule) all more useful. Also great for when asked "So what exactly happened?"

I also like Silent Image as an overhead projector for presenting information.


Bump.


I want to use Symbol of Mirroring and I wanted to double check it works.

Once triggered does it effect every creature that comes within 60ft of it, allies and enemies alike? Thus making a banner of it not so useful (unless the entire party has True Seeing).

If you had a permanent one on a book page could the party activate it, pop it in a bag of holding, kick down the door and benefit from it for several rounds?

How long would they have to wait until they could use it again?


1 person marked this as a favorite.

I was glad to make the 89, heck I was pleased not to be in the cull!

Shroud of Certain Return
Aura
faint transmutation; CL 3rd
[b]Slot
none; Price 3,000 gp; Weight 1 lb.
Description
This silk burial shroud is decorated with an idealised image of a specific humanoid race.

If the shroud is draped over a target of reincarnation then the new incarnation formed is always the same as the race that is depicted on the shroud.

The shroud can even be used in conjunction with a witches forced reincarnation grand hex. However, since the shroud has to be draped over the target, they must either be willing or restrained.

After the shroud has been used the image changes to one that depicts the original appearance of the reincarnated creature. The shroud then becomes non-magical.
Construction
Requirements
Craft Wondrous Item, alter self; Cost 1,500 gp


I was quite pleased to see I hadn't been in the cull, making the top 89 has already got me thinking about next year - hmm, how about some chalk that.... :P


Thanks for the input, I'm still not set on anything - a 5lb light load isn't helping much.


So we’re looking at playing Skulls & Shackles at some point and we were throwing around ideas for characters and the DM has approved me playing a Monkey.

It’s be a reincarnated human with;

Size:Tiny
Spd 30, Climb 30
-8 Str, +4 dex (including size modifiers)
lowlight vision
+8 acrobatics

on top of standard human traits.

However I’m not sure where to go for class. We know we’ll start off with minimal to no equipment and that morally dubious is the order of the day. The DM has said that I can’t speak but my vocalisations are sufficient for spellcasting if I choose to go that route.

Background will involve being force reincarnated by a powerful witch.

I’m leaning towards sorcerer but I’m open to suggestions. The character will have a STR of 3 and the carrying capacity of a tiny creature which is going to scupper many martial ideas, as does 0ft reach – and miniature bows don’t seem to really ‘fit’. Whilst this character is always going to be concept heavy I don’t want to be entirely ineffective.

Rogue seems like another good concept fit but damage output is going to be poor and reach is an issue. Monk does too, I'm just not sure what the character would do in combat.

So class ideas other than sorcerer? Or if I go sorcerer any suggestions for bloodline/spells/feats/etc?

More Info: Starting at 1st, 20 point buy.


Though the Tattoo feat isn't going to be that good but the familiar power is great fun (and means I don't miss a level of familiar stuff) and being forcibly tattooed will work well as the story explanation of where the sorcerer level is coming from.

Thanks for the input!


I did look at the animal companion but wont it run off my Sorcerer level (-3)? - And i'm only planning on taking the one sorcerer level.

Protean looks like a definite runner - I'll take another look at tattooed sorcerer though.


I have a half formed build that runs wizard 11 and then into a 1 level dip to pick up the Coven Witch Hex – which also appears as the bloodline arcane of Accursed Sorcerers. I’m wondering how to make the most of this.

Witch has the Intelligence synergy, means my familiar won’t miss out on a level of familiar stuff and increases my spell list a bit.

Sorcerer is Charisma based, but for only 1 level this isn’t much of an issue - since the build has leadership in it (and a familiar) I’ll be wanting a reasonable Charisma anyway. I could also go for a Crossblooded Archetype and pick up a second bloodline arcane and replace the level dependant 1st level bloodline power from Accursed – though it’s got to be worth the -2 to will saves.

So Witch or Sorcerer? If Crossblooded which bloodlines shine? And what spells/feats/items are worth picking up?

Build Info: The build isn’t very set in stone yet – even school hasn’t been settled on but I’m leaning on a conjuration/transmutation based spell list that focus on creating/altering stuff not creatures – though summon monster builds always have a draw but I’m worried about excessive creature clutter. The only thing set in stone is that it must be Wizard 11. Cohort will either be a Witch, Accursed Sorcerer or Hexcrafter Magus. (I’m pretty sure My DM would say yes to a Cohort Hag right up to the point he reads the Bestiary entry for Covens - of course that wont stop me.)


I'm thinking Ranger 1/Cleric 3 then into Skyseeker could make for a good combat cleric - sure you drop 3 levels of casting over the PrC but full BAB, d10hp, 2 good saves and some nice abilities. Forgemaster looks like a nice Archetype to mix in with it.


I'd avoid vow of poverty and pick up a Wyroot stake and CdG the fallen to top up your ki pool.

I don't play PFS so I suspect some of the following wont work;

Extra Performance and Lingering Performance fit well but I suspect the exact wording of Sensei wont let you take them.

The RAW wording of Mystic Wisdom and Quiggong Monk imply you can grant party members your Ki Powers - so barkskin, gaseous form, Restoration and dimension step are all good choices. Of course if you can persuade the DM that this combos with Lingering Performance you might want to consider some more offensive powers.

Can you take Faction feats in PFS play? The Ki Diversity-Dim Mak option is nice for a stun based character - also with the mantis style feats.

Trait wise there is the Pathfinder one for an extra ki point and several that grant +2 to concentration checks that might be worth taking if you use more spell like ki powers. Combat casting is another one to consider for this type of build.

I believe you could take all three archetypes but you wouldn't be allowed to replace any Ki Mystic powers with Quiggong powers.


1 person marked this as a favorite.

I'm playing a Fey character (non-PFS) with this curse and they just refuse to accept anything outside their field of vision exists as a certainty - just a possibility. And all these humans seem so good at predicting what possibility will be certainty - most curious.

As a DM I wouldn't let magic nor mundane methods to allow the oracle to see beyond the limit from whatever origin of vision they are using - so the spell Enter Image has possibilities but I would only allow the character to see 30 (or 60) from the image.


NPC's can be of any class - from Creating NPC's;

Quote:

Step 5: Class Features

After determining feats, the next step is to fill in all the class features possessed by the NPC. This is the time to make decisions about the NPC's spell selection, rage powers, rogue talents, and other class-based abilities.

There is nothing in the Leadership feat that states followers have to have NPC Classes. Of course the DM can make them NPC classes if he wants, but he doesn't have to.

Part of me likes the idea of investing quite a lot of time and wealth into a 'travelling troupe' but I'm also reluctant because I know how DM's like to spring 5 levels of adventuring off plane on the players.


If you want to use your followers for more than static jobs in fixed locations how do you go about keeping them safe from all the mid level peril?

Say for example you are a witch and you have as many witch followers as the Gm is generous to permit (as many with the Coven Hex as possible). The caster level bonuses can make a big difference to the duration of buffs you might cast. This is just an example - they might all be entertainers who put on shows to keep you entertained each day once the fighting is over and the casters want to rest.

Ring gates look like a good option but 100 miles can quickly become an issue at mid levels. A Rod of Security also lets you 'store' and move them easily, but it can only be used once a week so has limited use. Also both these items are really quite expensive - multiple rods are out of the question.

The Create Demiplane line of spells looks like it has potential as does Mage's Magnificent Mansion - but not till high level. an Instant Fortress fails to impress.

So any clever ways of having them around but not so vulnerable to the wake up call fireball?


Just to confusing things Ability checks can be more than just a d20 + Ability.

Page 178 of the CRB (assuming this hasn't been subject to errata);

"An initiative check is a Dexterity Check. Each character applies his or her Dexterity modifier to the roll, as well as other modifiers from feats, spells..."

If modifiers can apply to checks makes a big difference to a Charisma based caster with a Circlet of Persuasion.


Share Memory is in Ultimate Magic...

http://www.d20pfsrd.com/magic/all-spells/s/share-memory


1)Make a stockpile of hemp rope.
2)Offer to provide street lighting for the entire city for free.
3)Run a length of rope all over the city.
4)Cast Continual Flame on the rope (Target: object touched).
5)Cast fabricate on the hemp stockpile and turn it into thick blackout curtains.
6)Open a curtain shop.


A Bag of Holding or Handy Haversack is always a welcome find, especially at low levels.


Sympathy and Antipathy also effect 'one object' so you could run a rope around the city and prevent the invading horde (well till those that passed the save worked out it was being caused my the rope, but hey, that's what archers are for.) 95% of an invasion stalled.

Grease also effects one object, but I cant quite think of a use for a really long slippery rope - perhaps a zip line?


Run a single length of rope through my entire lair (you know as a safety feature) and them use Posses Object on it so that I can be aware of every thing that happens in my lair. (Okay I'm not 100% sure this would actauly work).

Alternative pay for a festival in a city, decorate the city with one really long piece of bunting and posses that - and get to know the secrets of the city.


Stolen Light is the camera spell.

However I'd consider a slightly different route. The 2 fakers use the Share Memory spell on willing adventurers who wish to share their exploits (perahsp even pay them). They then have the memory of the event without ever even having to go to the place - which means they can even make pictures of still dangerous places they have never been to.

Then you cast silent image (you can even stand in the illusion area if you want to 'be there') and take a Stolen Light picture of the illusion.

Physical copies can be made buy artists (or even the fakers using Crafter's Fortune).

As for 'useless' characters I'd suggest bards and to a greater extent sorcerers with a really bad choice of spells if you actaully wanted to go adventuring. Both can muster good social skills to sell the con.


I've not read the middle of the thread but I have to ask Wraithstrike's question - Is this actually an issue in actual play?

I've played quite a bit of, among other editions, d20 D&D and the fighter not being able to get to the fight happens only very occasionally - and normally is satisfactorily covered by bows, potions or allies - without impacting on the players enjoyment of the game. When it's not it's often an encounter when you think that 'the plot' expected the flyer to escape.

Want to feel useless? Play an enchanter wizard in the first parts of Council of Thieves - that said I still had fun playing the character and of course later on the enchanter was very powerful.

But you know what? You accept that being very powerful in some situations (which fighters certainly are) are means you'll be weaker in others - all characters face this, it's just part of the game.


Um, but 12th level casters can cast a 6th level spell in it's base form.


I've seen a few threads covering the Circlet of Persuasion and concentration checks but this question is about how it interacts with spells that call for a check based off the casters charisma.

Various charm spells are an easy call however...

Quote:

Pilfering Hand

Abrupt Maneuver: You instantaneously attempt a disarm or steal combat maneuver against a target within range. Use your caster level as your Combat Maneuver Bonus, adding your Charisma modifier (bard, oracle, sorcerer), Intelligence modifier (magus, wizard), or Wisdom modifier (cleric) in place of your Strength or Dexterity modifier.

Is this one of "the wearer's Charisma-based checks."? To me it seems like it is.

Chain of Perdition is worded a little differently...

Quote:
The chain can perform the dirty trick (blind or entangle), drag, reposition, and trip combat maneuvers, using your caster level in place of your Combat Maneuver Bonus, and your Charisma modifier (sorcerer), Intelligence modifier (wizard), or Wisdom modifier (cleric) in place of your Strength or Dexterity modifier.

Which would make think me this this isn't the wearer's check but the chain's - or is this being overly pedantic?


Is the Zombie Dragon mindless? If so Command Undead will take it out no save. Indeed a wand of command undead will take out 50 mindless minions and make them useful for 3 days each - ok they might get recontrolled but then the enemy is doing that not hitting you.

Also make sure you buy Deathward not Deathwatch scraolls! Though the latter could well be useful too.


The spell shifts the item 4 size categories - I would find an comparable item in it's shrunk state and shift up the weapon damage size table 4 times.

So a shrunk tree trunk might be comparable to a javelin which does d6 - scaled up 4 times gives 4d6

Using an old 3.5 table the shifts are; (3.5 DMG page 28)

1d2---1d8
1d3---2d6
1d4---3d6
1d6---4d6
1d8---6d6
1d10--6d8
1d12--8d6
2d4---6d6
2d6---8d6
2d8---8d8
2d10--12d8


Hide from undead will allow you to simply walk past some minion undead encounters if they are unintelligent.

A couple of Magic Circles vs Evil should protect you from being dominated if the party will stick together.

Deathward has a short duration and Scarabs of protection are expensive (though you can afford them). Though negative levels are not as bad as they used to be they can be a real pain - Some scrolls of restoration (100gp version) are prob worth getting.

I'd, as a group and if the GM is willing, consider hiring a cleric to come adventure with you.

Also remember that a Bane weapon counts as being +2 more enchantment and +3 enchantment will overcome silver DR.

How much does the party know about vampires? I don't want to advise stuff that relies on in character knowledge you don't have.

You say they are protected from sunlight - so something like a Sunblade is probably not worth it - Arcane sight to determine how they are doing this and a well placed dispel magic (or rod of cancallation?) could cause havoc for a daywalker.


Any particular reason? or do you just not allow custom items?


I know generic 'cost of a feat item' has been covered and dismissed as an impossible question due to the huge variance in the effects of different feats but...

How much would you price an item that grants a metamagic feat – unlike the rods you’d have to provide the increased spell slot, but it would be unlimited use.

The only feat granting items* (that don’t do other stuff) are the various Ioun Stones (endurance, alertness, weapon proficiency) at 10k for an unslotted item and Gloves of Arrow Snatching which are 2/day for a feat with prerequisites at 4k for a slotted item. (So 10k for unlimited use by the formula??).

I can’t think of any immediate reason to charge differently for a +1 or +4 level adjustment metamagic item.

So 5k for a slotted item that grants one stated metamagic feat? 12.5k for one that grants 2? Does that sound fair? And double cost for those metamagic feats with prerequisites?

I’m assuming an unslotted item would just be twice the slotted version – but how about a book (Like the Tomes and Manuals) that grant the feat but are one shot? The way the Tomes pricing scales isn’t very helpful for extrapolation.

Of course it’s ultimately up to the GM to permit and set the price of such items.

*That I can find with a quick skim.


I actaully dug up this old thread because it is very relevant to a character I have lined up to play, so not just theorycraft.

I think Fabricate-wealth has to be considered in 2 separate types -

1) The guy who is 10-20% above the wealth curve after he's blown a lot on parties. Quite rightly - who cares.

2) They guy who has 10-20 times the wealth he 'should' have. Reducing treasure just hurts the rest of the party (remember he doesn't have to share his fabricate wealth with them). Guilds and taxes are fine - but why not just pay them? When you've near infinite wealth giving 10% to the guilds and 10% to the lords is annoying but is only a small speed bump rather than a brake. Unless you're going to set the tax/fees so high no one would be able to stay in non-magical business.


If you want to hit the Mandrake theme remember 'Enemies crumble in fear and confusion!' when it comes to spell selection.

I'd also save up for a Cape of the Mountebank!


1 person marked this as a favorite.

I think the OP is being a little unfair here. In the original 'Accidental Hero' post the no spellcasting was explained as a desire to avoid 'deliberateness' (and avoid the character having training.)

Some, including myself, suggested spontaneous casters like sorcerers and oracles because these classes can justify their powers without training and their casting could be explained as accidental. They also provided suitable powers to make the character a worthwhile party member.

There is a big difference between writing;
"I do not want to do X because of Y"
and
"I do not want to do X"

So it's not always ignoring or skimming but sometimes it's reading exactly what poster wrote and not what they thought they wrote.


As others pointed out I was referring to an 'Accidental Hero' as described by the OP.

One possibility for getting the character into PFS play would be play a polite but shy character...

"Well you were giving the speech about how important and interesting this adventure would be and how we all should be ready at the docks at 6am and I didn't like to interrupt, and then well I felt it would be rude not to turn up since you were expecting me. Me? Oh I was just looking for the toilets and took a wring turn"

It might need a bit of co-operation with the GM to make it work still.

I would still schedule in character development - wait for a moment to be 'inspired' and actively become the hero.


The only literary character that really fits 'accidental hero' that I can think of is Arthur Dent from HGTTG. And he really doesn't do anything except act as a means of prompting conversation to explain what's going on.


Cheesy in my mind means RAW legal but would unbalance the game to such a sever level it would diminish the enjoyment of the GM, the other players and in many cases the player using the cheese.

It's not high level characters can't have nice things it's that high level characters can't have ALL the nice things and maintain game balance.

Near-unlimited wealth is not a 'nice thing'.


I agree with the above - why is the party going to let you come along somewhere dangerous? Why are they going to give you any of the treasure? Why would they not get you a job in the tavern and leave you there?

That said I'd go Oracle - and take the archtype that gives you the Misfortune revelation - this gives you a re-roll once per creature per day - it's amazingly good and if nothing else you might be able to be the party 'lucky mascot'. Take no spellcraft and take subtle spells - like bless - in your own mind you're not casting you're doing the fantasy equivalent of a high five and a 'Go Team!'

At least then they'll have a reason to keep you about.


Personally I like the idea of a Portable Hole filled with a 152,681,220gp block of solid gold - you know, as a 'conversation piece'.

;)

Anyhow I'll just fabricate a new adventurers licence. Hmm, pity forgeries run off linguistics not Craft (Forgery) - though I don't see why you couldn't take Forgery as a craft.


I wouldn't go with gems but gold. At caster level 9 fabricate can effect up to 540,000gp as your raw materials. (not that you're likely to have that much at hand - well at least not to start with).

Throw in a Crafter's Fortune spell and your high int bonus (+5) and your minimum result in any craft skill is 11 - which means you'll never ruin your raw materials if you stick to 'High Quality' or lower. Start making art, jewellery and statues to sell.

You can always switch what you're crafting to avoid flooding the market. Leadership will also help for having a swarm of minions to sell it all. (Is there a pathfinder equivalent of the Marketplace Eternal from Forgotten Realms?)Making multiple items under the settlement purchase limit saves a lot of hassle.

And I don't buy the 'PC's only adventure' line as it flies in the face of PC's having craft and profession skills - or item creation feats. Or campaigns with significant downtime - like Kingmaker. What's more this is not, unlike the fighter with Craft(weaponsmith), taking all day, it's taking moments. Using some of the profit to purchase some Ring Gates is probably worthwhile so you can leave your Cohort and Followers to it whilst you're in the dungeon.

As for the problem wealth creates with the jealous guilds/dragons etc then I think we should give the Int 20 wizard some credit for being a bit subtle about it. A few Magic Aura spells do wonders for downplaying a characters wealth.

The profit from your items can be in GP and so you get to repeat with a bigger pile of cash.

Oh and yes - cheesy as hell.


'Noble Scion (Local)' not 'Noble Scion' can grant you an Imp, which is already Improved and the feat also states you count as a 1st level wizard.


If you get one (or more) Bone Razors from UE it will solve any (low level)minion issues the wizard may have. (IMO this item is a total bargin).

1 to 50 of 69 << first < prev | 1 | 2 | next > last >>