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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?


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.

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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.


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

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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.

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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.


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..


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?


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.


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'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)