Assuming a 20th level wizard has 4 7th level spell slots, 4 2nd level spell slots, 4 1st level spell slots, and a belt of giant's strength +6
1 Cast blood money: provides all material components, deals 1 str damage per 500 gold cost of spell. (so 10 strength damage for a 10 HD Simulacrum). A 5th level wizard can cast up to 5th level spells.
2 Cast Simulacrum: Create your Simulacrum
3 Cast Limited Wish: duplicate Restoration. Heal that nasty Str damage
4 Cast Sculpt Simulacrum: No point raising suspicions as to why they all look like you.
This should net you two Simulacrums a day. But Wait, there's more!
Start by creating a Demiplane with the Flowing Time trait. Cast Greater Demiplane, double the amount of time that passes there, permanency it, then continue casting, each time doubling the speed of time within the plane. Within a month you should have 2^(4*30-1) = 2^119 = ~6.646*e35 seconds pass on the plane for every second in the real world. Take the Immortality discovery. Within another month you should have three Simulacrum's for each and every person on the planet. With four years and ten months left to figure this thing out. But with 3/4's of Earth's population now being Simulacrums of yourself, it'll be pretty easy to outpace McDonalds.
Edit: Why stop there? Use Interplanetary teleport to start setting up Simulacrums on other planets. Take over Mars. Mercury. Venus. Pluto. The Asteroid belt. Nobody said you were limited to Earth. Create the greatest restaurant chain the galaxy has ever seen! All set to serve your ever-growing army of Simulacrum-wizards that don't look like you.
20th level wizard, you say?
Method 1: Cast Wish
Method 2: Simulacrum
You can continue to change the terms of the challenge, but at that point, it is truly an impossible challenge.
According to Occult Adventures, Battle Host is an archetype of Occultist that focuses on combat in lieu of summoning & versatility. MY question, however, is if Battle Hosts get Focus Powers?
Occult Adventures, p100 wrote:
According to Pathfinder Bestiary monsters with the skeleton template can retain pounce. When in doubt check monster listings with the template applied, it usually straightens things out.
Pounce and Rake are listed as special attacks, therefore you would lose them. Grab is a special quality of an attack, so you would keep it. Personally I would consider pounce as a special quality that improves its melee attacks (because full attacks on the charge are an improvement) but by RAW it's a special attack.
EDIT: according to the Pathfinder srd, Skeletons retain the Pounce Special Attack. So apparently my interpretation of inheriting Pounce is RAI.
Pathfinder d20srd wrote wrote:
Huh, I was unaware that non-lethal damage was treated so much . . . differently.
Edit: Was this a Pathfinder change?
Here is how I understand this:-Temporary Hitpoints are lost first, and as per the rules never can be replenished. Force ward gives you new THP's, it doesn't heal the old THP's.
-Burn deals lvl in non-lethal. It doesn't care if you have thp or not as it's all the same to burn
-HOWEVER, you don't "lose" the burn just because all your THP is gone. It's still there. Telekineticist's can have 4 points of burn and still have full HP via this method.
But, you must also understand the burn Mechanics Limit:
So you can spend all that burn, and wait for the thp to come back, but once you've gotten to 6 or 7 burn (assuming con of 16 or 18 respectively) you can't burn anything anymore. Regardless if you have any THP to spend or not!
I currently have 5,000 platinum to spend, and two weeks before our next session to figure this stuff out.
Edit: also, do you only earn one thing a room can provide or everything it can provide(ex: if a room generates +8 gp/goods/labor do I pick one for it to generate or do I gain all 3 (provided I pay for the goods & labor of course))?
Alright here are the details:
In a campaign, got downtime, wanting to know how much capital I can generate with a trade ship, using the Ultimate Campaign Downtime rules. The ship in question is 200ft long by 40ft wide by 30ft tall, and moves using steam engine running off a permanent Heat Metal and two Decanters of Endless Water (it has coal backup if we sail into no-magic zones). It has 16 sailors and 4 ship mages (mages obtained via quest, most annoying npc villians ever), though it has room for 60 people (mostly to man the cannons). Other points are it's amphibious (can beach and maneuver out of water, albeit poorly) and about one fifth the coastal cities were devastated by tsunami recently (which may or may not be our fault) :P
Now here's my question: How do I figure out how much capital this massive thing brings in when it's not carrying us through the campaign? All other rooms are accounted for, but it has 78,750ft^3 dedicated purely to cargo, complete with it's own loading crane. How would this massive "room" translate towards Generating Capital?
Edit: corrected spelling errors
Zombie subtypes require a specific spell cast prior to animation (like haste or contagion) in order to create. There are also exoskeletons and frost fallen you can create with animate dead. I'd look at exoskeletons as they are undead hand grenades (and might count as skeletons for applying templates but don't quote me on that).
Maybe a Spell Warrior Skald going archer? It provides bonuses that will stack with the bards but doesn't prevent spell casting. You can get spells, skills, awesome skald healing, and can double up on the buffs to make the party twice as awesome. Plus the song counts double with archers because you enchant the bows and the arrows (and its specifically called out as stacking with other enhancement bonuses).
Alright, my gaming group is starting at level 3 in a story driven campaign with a fair chance of grueling combat. We have 4 members in our party: a twf rogue, a blaster sorcerer, a skald and a bear shaman druid. The sorcerer and rogue are new, I'm playing the skald, and the other guy needs some help making a wildshape focused druid for primary melee. i need to know what feats, stratagies, and builds would make an effective melee druid using the following stats: 16, 16, 15, 14, 12, 10
How would you handle real world combatants? In my group I have two US Rangers who both have served at least ten years abroad and have killed at least a hundred people between the two of them. If this was done at the table, the'd both have earned the right to be 4th level Rangers, favored enemy human. I don't know about your group, but in mine there's a HUGE gap between the civilians and ex-military/government.
My recommendation would be to come up with a different idea. There's a lot more to RL experience than a feat and the Expert class
Thank you, Nicholas, for providing evidence of the mass consensus against no feats for familiars. While I find the lack of hard evidence depressing, arguing against the vast majority will not prove anything (for or against) this ruling.
@ Eigengrau: Every DM I have played with so far has allowed me to take feats for my familiar as I level, according to the above mentioned rules. Ask your GM what his opinion is, and go from there.
Take everything on these boards with a grain of salt. This is the internet, and people will go above and beyond to shove their opinion down your throat as fact.
@ everyone else: sorry for bringing up a dead horse. I'll let you rule your boards now
Hmm, I double-checked both the bestiary and core rulebook and can't find any grounds to your claim. I did notice the iconic witch familiar only has one feat, but then again society isn't know for proper RAW interpretations.
What do you have to support your claim?
Edit: I guess the question is now; is gaining a feat an effect related to HD?
Core Rulebook, p82 wrote:
Bestiary 1, p296 wrote:
Basically, when you get a feat, so does your familiar.
You've all heard it before. Unseen servants come in handy. Seriously. My question is: HOW handy? Better than Grease? More useful than a Bag of Tricks? So let us come together in the name of United Pathfinder Fans Against Boredom (UPFAB) and list 101 uses for a seemingly endlessly useful spell:
1-Caltrop Delivery System: Have it move 15ft forward and scatter caltrops
2-Potion Administration: It's only a standard action, and how hard can it be to pour a potion down an ally's throat?
3-Crossbow Reloader: Because I don't have enough BAB or Feats for Rapid Reload.
4-Weapon Holder: In case I need a free hand for . . . something
5-Door Opener: Sometimes you don't want to be the one to open that particular door.
You might want to consider other options Brawlers are currently lacking some of the support other classes have to offer.
Traits: Ah, didn't know that they were PC only.Equipment: Didn't realize there were equipment caps for them either, though to be frank the value of the armor they're wearing isn't 1700 gold (I'm just using the stats). It's technically worthless as it's just obscene layers of wood and metal bolted down on the poor fellows.
Ability Scores: Proof that I've been looking into 4e too much.
I'll make some changes, but I won't be able to post until tomorrow.
The concept was these were goblins who had as much armor packed on as physically possible (so much they waddle not walk). I thought about full plate but I figured the O-yoroi armor stats fit better (lower armor bonus, bigger armor penalties because, well, it's goblins). With this idea in mind the escalation to Tower Shield fit naturally. Besides the comic relief of a bunch of Goblins in heavy armor with tower shields and daggers was too funny to pass up XD
So far we have a Ranger and a Rogue in the group, with a possible Paladin joining too. The obvious weakness is their CMD and Touch AC, as you can just as easily rip the shields right off the little guys. But since they're raiding a goblin's fire starter camp, there will be vials of alchemist's fire lying around to use.
So I decided to run a pathfinder game since I couldn't find one. My victims are starting out at level 2 with 1 negative level accrued (it's a story thing) and I'm contemplating throwing four of these guys at them first encounter:
Goblin Trash Can:
Goblin - Armor Master 2
Attributes: (Standard Array)
Traits & Feats:
Level 1 Statistics: (O-Yoroi, Twr Shield, Dagger) Skills:
Considering we have yet to have any mages sign up, would this be too cruel to throw at my party?
Here's my advice:
- Undead are very expensive early on, but get comparatively cheap at later levels (ymmv depending on use) as the cost is additive. Most other things in pathfinder are multiplicative.
I suggest using the Frostfallen template (it's a zombie template if I recall correctly, so you can't make bloody frostfallen) in combination with Fast (by casting haste or remove paralysis on the corpse) to make some exceptionally good brute minions. Just look out for fireballs.
EDIT: Also, another approach is to animate some non-combat minions to help cover the holes in the party. I've gotten some good use out of creative uses for zombies outside of combat and my party has thanked me for it.
First of all, point out that it is specifically a Supernatural ability. Then, look up the reference text for the spell Deeper darkness and show it too him. The link u want to point out is the part that says dark vision won't work in supernatural darkness. This is the key part of your argument. Afterwards describe the Shadowdancer ability as your character taking the darkness from anywhere within ten feet to wrap himself in a shroud of supernatural darkness which then blends into the shadows, thereby granting you 'concealment' if you will and allowing you to stealth.
Let me know if this interpretation helps.
If you want controlled intelligent undead, ask your DM about the Zombie Lord template. It's listed under Zombie variants and the cost is about the same as a bloody skeleton (or at least is hinted at, see the link). I usually equate the value of an intelligent zombie as roughly the same as an invincible skeleton.
As for your questions:
2) yes. Anyone can willingly fail a save. Almost all cure/buff spells have saves, but it's assumed you willing fail this save because you want to be healed/buffed. Make sense?
Depends on what you want to become.
Don't forget Rangers or Druids, as they are also divine casters.
Usually I am either a morally questionable hero, a decent person who doesn't give a damn about all those big over-our-head plot lines and is just along to keep his friends safe, or a merc who also doesn't give a damn about all those big over-our-head plot lines and is just along to ensure my employer has no excuse not to pay me.
Ergo for those who treat James Jacob's words as canon, it has been officially fixed. For those who don't, it has not. I will say I have yet to find a DM (society or otherwise) who won't let me create non-evil undead. YMMV.