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hi all, my question is....

air elemental can run 4x?
air elemental fly at 100feet.. in 1 round could fly at 400feet with no check?


example: bracers whit 5 charge/day cure light wounds = 1x1x1800= 1800
bracers whit infinite charge/day cure light wounds exist?


whit this spell, if I've got bab 6/1, could I do 2 drain attack?

and my equipment vanish? or is part of my shadow?


Buri wrote:

Is it an attack when I heal your character via a hex?

no.

Buri wrote:


Is it an attack when I charm a person with a hex?

yes

Buri wrote:


Is it an attack when I use slumber?

yes

Buri wrote:


Is it an attack when I use brew potion?

maybe.

If you don't know the rules don't reply. Troll.


2 people marked this as FAQ candidate.

HI all!
Cloudkill do 1d4 Con damage.. work whit the feats "dazing spell"?

Cloudkill
School conjuration (creation); Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect cloud spreads in 20-ft. radius, 20 ft. high
Duration 1 min./level
Saving Throw Fortitude partial; see text; Spell Resistance no

This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).

A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one's breath doesn't help, but creatures immune to poison are unaffected by the spell.

Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground.

Figure out the cloud's new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.

Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.

----------------------------------------------------------------

Dazing Spell (Metamagic)
You can daze creatures with the power of your spells.

Benefit: You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell. A dazing spell uses up a spell slot three levels higher than the spell's actual level. Spells that do not inflict damage do not benefit from this feat.


and if that succubus is in my homeplane.. could I summon her? :D


HI all, I don?t understund how work vortex's ability.. and if I use vortex's ability in acqueous orb?

-------------------------------------------------------------------

Medium Water Elemental CR 3
XP 800
N Medium outsider (elemental, extraplanar, water)
Init +1; Senses darkvision 60 ft.; Perception +5
Defense
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 30 (4d10+8)
Fort +6, Ref +5, Will +1
Immune elemental traits
Offense
Speed 20 ft., swim 90 ft.
Melee slam +7 (1d8+4)
Special Attacks drench, vortex (DC 15), water mastery
Statistics
Str 16, Dex 12, Con 15, Int 4, Wis 11, Cha 11
Base Atk +4; CMB +7; CMD 18
Feats Cleave, Power Attack
Skills Acrobatics +6, Escape Artist +6, Knowledge (planes) +2, Perception +5, Stealth +6, Swim +16

Water elementals are patient, relentless creatures made of living fresh or salt water. They prefer to hide or drag their opponents into the water to gain an advantage.

As with other elementals, all water elementals have their own unique shapes and appearances. Most appear as wave-like creatures with vaguely humanoid faces and smaller wave “arms” to either side. Another common form is that of any aquatic creature, such as a shark or octopus, but made entirely out of water.
Elemental Height Weight Vortex Save DC Vortex Height
Small 4 ft. 34 lb. 13 10–20 ft.
Medium 8 ft. 280 lbs. 15 10–30 ft.
Large 16 ft. 2,250 lbs. 19 10–40 ft.
Huge 32 ft. 18,000 lbs. 22 10–50 ft.
Greater 36 ft. 21,000 lbs. 25 10–60 ft.
Elder 40 ft. 24,000 lbs. 28 10–60 ft.

-------------------------------------------------------------------

Aqueous Orb

School conjuration (creation) [water]; Level druid 3, sorcerer/wizard 3, summoner 3

Casting Time 1 standard action

Components V, S, M (a drop of water and a glass bead)

Range medium (100 ft. + 10 ft./level)

Effect 10-ft.-diameter sphere

Duration 1 round/level

Saving Throw Reflex negates; Spell Resistance no

You create a rolling sphere of churning water that can engulf those it strikes. The aqueous orb can move up to 30 feet per round, rolling over barriers less than 10 feet tall. It automatically quenches any nonmagical fires and functions as dispel magic against magical fires as long as those fires are size Large or less.

Any creature in the path of the aqueous orb takes 2d6 points of nonlethal damage. A successful Reflex save negates this damage, but a large or smaller creature that fails its save must make a second save or be engulfed by the aqueous orb and carried along with it. Engulfed creatures are immersed in water and must hold their breath unless capable of breathing water. They gain cover against attacks from outside the aqueous orb but are considered entangled by its churning currents, takes 2d6 points of nonlethal damage at the beginning of their turn each round they remain trapped. Creatures within the orb may attempt a new Reflex save each round to escape into a random square adjacent to the aqueous orb. The orb may hold one Large creature, 4 Medium, or 16 Small or smaller creatures within it.

The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and churns in place. An aqueous orb stops if it moves outside the spell's range.


HappyDaze wrote:
As i understand it, it can merge with your body (doing nothing else while doing so) and be 'stored' inside of you.

If is merge whit me, how work if I take damage?


HI all!

"Whenever a shikigami
becomes a familiar,
it treats its master
as its ward."

How work the ward of kami if I choose shikigami as a familiar?
What ability I gain? I don't understand very well what is "ward" and if this familiar is "fused" whit me..


8hours and 5 spells vs 16 hours and 4 spells.

I prefere 16 hours. and when I'm 5th level is 20hours, when I'm 6th I use only 2 pearl of power and one is free for other spell..


Dragonchess Player wrote:


You seem to understand that 4,000 gp boots of expeditious retreat are more powerful than the bare formula would indicate, but have not grasped that as a general principle. See ring of invisibility for another example: by the spell effect formula, it's 2 x 3 x 1,800 gp = 10,800 gp for an unlimited use command word item; however, because invisibility is a powerful effect, the market price was...

totally wrong.

invisibility:
2x3x2000(continuous)x2 (1minute/level) = 24000 gp.
ring of invisibility cost 20000, lesser than 24000 gp.

If you house rule all the game because you think that protect evil is a powerful spell.. is your problem.


Dragonchess Player wrote:


With pearls of power you still have to prepare mage armor in one of your 1st-level spell slots. Depending on how long you expect to be in danger, a command word mage armor (CL 2) 4 times per day item (market price 2,880 gp) will protect you for 8 hours per day (four 2 hour spell effects) at a lower cost than three pearls of power (1st).

if I pay 2800, I presume I'm a minimum 4th level. a 3th level have a maximum of 3000 gp.

If I'm a 4th level, I take 5 pearl of power and protect me for 16hours. and I pay only 2500.


Dragonchess Player wrote:

By my estimate:

(+2 deflection bonus vs. evil) 2 x 2 x 2,000 gp x .7 = 5,600 gp x 1.5 = 8,400 gp
(+2 resistance bonus vs. evil) 2 x 2 x 1,000 gp x .7 = 2,800 gp x 1.5 = 4,200 gp
(immune to evil possession/mental control*) 40,000 gp x .7 = 28,000 gp
Total Market Price = 8,400 gp + 4,200 gp + 28,000 gp = 40,600 gp

wrong cost.

I prefere to pay for all.

+2 deflection base (vs all): 2x2x2000= 8000
+2 resistance base (vs all): 2x2x1000= 4000x1,5= 6000
immune to mental control by evil creature whitout deflection or resistance bonus (only one protection evil effect): 1x1x2000x2= 4000x1,5= 6000.

total 8000+6000+6000= 20000, craft it is 10000.

I dont understand why you compare protect evil (inc lev 1) whit freedom of movement (inc level 4) !!!!!


in my opinion:

1)melee, melee+buffer: summoner (and can take eldrict heritage feat for more versatility)
2)melee, melee+healing: paladin
3)caster, control+buff: sorcer (I love arcane bloodline and the eldrich heritage feat)
4)healer, control+healing: oracle (oracle of life is the best healer, and can take eldrict heritage feat)


ZomB wrote:

Protection from evil only works against evil in the first place - you can't get a discount for then saying it doesn't work against other types. Protection from good/chaotic/lawful are separate spells.

In any case the only RAW reductions allowed are for if the item requires skill use (10%) or if it only works for a specific class or alignment (30%).

ok, in this point of view, protection vs evil is only a first level spell,

and cost

1x1x2000x2= 4000. craft it cost 2000. whit 30% discount cost 1400


ZomB wrote:

Consumables: Wands, Potions and scrolls always use their respective formulas.

For a continuous item you match against the most expensive formula on the list. Mage Armor gives a +4 Armor Bonus so a continuous effect Mage Armor would use the armor bonus formula = armor bonus squared * 1000 = 16000 GP.

For charges per day items its a gray area so a DM might insist you base it off the armor bonus formula or might let you use the command word spell formula.

Wand of Mage Armor (50 charges) = 750 gp
Continuous Mage Armor slot item = 16000 gp

Command word Mage Armor item = DMs call

16000??

pass, I craft pearl of power.. and when I'm 5 or 6 level whit 3 or 4 pearl of power I have mage armor for all day :D


Brinaku wrote:

I believe he's saying that all the item's properties only work against evil characters/creatures. For example, if a chaotic neutral spellcaster tried to mind control the user of the item, they could do it, since the immunity would only apply to evil mind controllers.

Not sure about the divisor. It seems reasonable that the item's cost should go down since the effectiveness does (it now only affects roughly 1/3 people or things in the world). I'd say a divisor of 3 makes more sense than 4 though.

exatly! yes probably a divisor of 3 is the better choice..

all animal are neutral and this item don't work whit neutral, caotic, legal or good..


protection from evil, 3 bonus: deflection, resistance and immunity to mental control.

8000 deflection bonus (2^2x2000)
4000 resistance bonus (2^2x1000) +50% (Multiple different abilities)= 6000
4000 immune to mental control (caster level:1 x spell level:1 x 2000 x 2, minutes) +50% (Multiple different abilities)= 6000

8000+6000+6000= 20000.

work only whit vs evil (good, evil, caotic, legal) 16000/4= 5000.

ok?

craft this item is 2500, buy this item is 5000?


hi all!

If I create an item whit 5 charge x day whit mage armor (level 1).. the cost is:

1x1x1800x(5/5)= 1800?

a wand whit 50 charges is 750mo, 5 charges/day is 1800?

and longstrider is the same cost? 1800?


Basic Magic (Sp): An eidolon learns to cast a basic spell as a spell-like ability. Select one spell from the following list: acid splash, dancing lights, daze, detect magic, flare, ghost sound, light, mage hand, ray of frost, stabilize, or touch of fatigue. This spell can be cast once per day as a spell-like ability. At 4th level, this spell can be cast three times per day by spending 2 additional evolution points. The caster level for this evolution is equal to the eidolon's Hit Dice. The save DC for this spell is 10 + the eidolon's Charisma modifier. The eidolon must have a Charisma score of at least 10 to take this evolution. This evolution can be selected more than once. Each time an eidolon selects this evolution, it applies to a new spell.

if I take this evolution, the eidolon could take scribe scroll feat?

Scribe Scroll (Item Creation)
You can create magic scrolls.
Prerequisite: Caster level 1st.

Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.


could I create a magical trap and put it in my backpack, and every 5/6 round cast on me haste?
the cost is less than 10000 gp!!


HI ALL! ^^

If I kill an extraplanar creature or an outsider in the material plane..
the body vanish and return in his/her homeplane?


I've got an eidolon whit mount evolution.
Can I cast spell if my eidolon do a full attack (in the same round)?
need some feats? or ride check?


ProfPotts wrote:

** spoiler omitted **

Detect magic specifically does detect active spells, yes. However, if you're asking what it detects if you happen to cast a spell when someone else has detect magic active, then (assuming they're facing their cone of effect in the right direction in the first pace) at the moment the spell is cast they only detect that there is a magic aura in...

ok

..if in the area there is a +1 magic item detect magic don't detect if a player cast a spell? and d.m. can't detect who cast that spell?


could "detect magic" detect if a player cast a spell? and who cast it?

I think detect magic can detect only magic item and aura.


Brambleman wrote:
alternatively, what about turning a wizard spell like fireball into positive energy?

the option is fire acid electricity and cold..

you can turn all type of spell damage in this four element..
so you can't turn fire into positive, but you could turn positive into fire..

waste a second level spell to convert cure light wounds into fire will not be useful, but maybe it could be fun XD


Sean FitzSimon wrote:


That's still a ridiculous waste of resources, effort, and time. Not to mention that you're not actually boosting the damage potential of an already crappy damage spell. I'd definitely shake my head if I saw this being done.

But then again I don't understand the love of blaster-style casters, either. It's flashy, sure, but any martially inclined character can outstrip your effort with (usually) a single successful strike.

this is your opinion..

Maybe it's ridiculous, maybe not..
but you could do it.
Each player is free to play as they please..

have fun ;)


Dolanar wrote:
I suppose its possible in theory...though I'm not sure why a cleric would consider making a heal spell that heals some, then causes damage...& if you use Inflict spells...not many creatures are immune to Negative Energy like they are other Energy types.

if you are an evil oracle.. you could convert an inflict spell in an elemental spell (acid, or fire etc etc) to kill undead.. :)

^^


Elemental Spell (Metamagic)
You can manipulate the elemental nature of your spells.

Benefit: Choose one energy type: acid, cold, electricity, or fire. You may replace a spell's normal damage with that energy type or split the spell's damage, so that half is of that energy type and half is of its normal type. An elemental spell uses up a spell slot one level higher than the spell's actual level.

Special: You can gain this feat multiple times. Each time you must choose a different energy type

Hi, can I convert cure light wounds whit this feat? or inflict light wound?
Cure Light Wounds
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

cure light wounds= positive damage
inflict light wounds= negative damage

"You may replace a spell's normal damage (positive damage or negative damage in this case )whit that energy type (for example: acid)"


I don't understand this rule

"The following mysteries are just some of those that will
appear in the Pathfinder RPG Advanced Player’s Guide.
Unless otherwise noted, the DC to save against these
revelations is equal to 10 + 1/2 the oracle’s level + the
oracle’s Charisma modifier"

but... fortitude, reflex or will?

for example, if I cast "soul siphon" or "death's touch", my opponent can make a saving throw?
IF the reply is yes..
This saving throw is on the "fortitude", "reflex" or "will"?

thank's!!


thanks a lot!!!


I'am sorry if i speak bad english XD
the question is..
I am an oracle twelfth level
I Have The bones mystery.
I have a heavy full plate armor. The Revelation "Armor of Bones" is added or replace the armor bonus?
I Have 9 or 17 (9+4+2+2) in my armor bonus?

another question..
*In your opinion, what is the sense of "death's touch" I can use already inflict wounds.. in my opinion i.w. is stronger..

*it is better the revelation "raise the dead" or "undead servitude"? I think raise the dead..

*what is the best undead that I could create whit the spell "animate dead"? (I'm oracle 12 level)


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