Spell Sovereign

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I am a player in a Blood Lords game so avoiding spoilers.

My character has a custom background:

LICH BRED
Prerequisite: You must be of Human Heritage to take this background
You are the descendent of humans who embraced the path of the lich. But in their immortal lives, they were not idle in the affairs of the mortal kin. Working with others, they have spent centuries arranging marriages and subsequent offspring, the most promising of which are groomed for future lichhood themselves. Most of these fail and end up lessor undead, but the best join the ranks of the most elite in Geb. Now, you are on the pathway to this destiny – if you can survive.

Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.

You’re trained in the Society skill and your choice of the Genealogy Lore or Lich Lore skill. You gain the Courtly Graces skill feat.

My plan is for him to become a Lich at level 12 with the Dedication. However, part of his duty is to reproduce. So he needs some time to fine the right stock and breed.

So my question is this: Is there a good place for the Gamemaster to have a temporal gap of say, 9 months, between Books 2 and 3? Books 1 and 2 really had a strong urgency together. I am looking to find a time in the story to ask the GM to let some time pass in a pause.

Thanks in Advance

Bryan


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I want to make sure I understand this correctly and I kind of think it's not worded well but I can be wrong. It looks like if I use 2 or 3 actions to castskerching ray I get the additional damage. However I would assume if I used 3 actions I get to cast 2 rays.

1. Is that correct?
2. Does each ray do increased damage?
3. Does each shot suffer the multiple attack penalty?


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It seems strange to me to introduce undead who can die of disease. The Lich I'm particular is a pale comparison to the CR 12 Lich.

Does anyone have any good work around for actually playing undead instead of gelded undead?


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It was a great ride from August 2020 to March 2023. The game is done. I have a complete spoiler filled campaign log.

War for the Crown Landing Page: http://www.seenar.com/doku.php?id=game_systems:pathfinder:crown

Log: http://www.seenar.com/doku.php?id=game_systems:pathfinder:crown:adventure_j ournal

I have a great gaming group that made for great players.


Does Improved Familiar Attunement take up my level 1 feat, or do I get Familiar for Free?

I am not sure how to read this.


They have defeated the Duke. Great fight. I added three advanced clockwork golems to be a second wall. Darn casters dispelled the hands of force. I have Wiley players.

I let the golems grab one person each in wall form. It was a grind.


Hey gang, I created this idea for Forbiddance based on the Cleric Spell. It costs less, but it has no damage effect. Interested in thoughts:

Arcane Forbiddance

School abjuration; Level wizard/sorcerer 6
CASTING
Casting Time 6 hours
Components V, S, M (magic materials worth 500 gp, plus 500 gp per 60-foot cube)
EFFECT
Range medium (100 ft. + 10 ft./level)
Area 60-ft. cube/level (S)
Duration permanent
Saving Throw none Spell Resistance Yes

DESCRIPTION
Arcane Forbiddance is the creation of wizards seeking to have a non-divine variant of the divine spell, forbiddance. Because of its arcane nature this spell does not deal damage based on alignment. Arcane Forbiddance seals an area against all planar travel into or out of the area. This includes all teleportation spells (such as dimension door and teleport), plane shifting, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically.

Because wizards are often summoning, conjuring, and teleporting themselves, the abjuration can include tuned tokens, in which case, holders of a token can use their magic or abilities normally. Each Token costs 1,000 in materials and must be attuned with a 6th level caster slot similar to charging a staff. This takes the place for the day of charging a staff, so only one such token can be created in a day.

Dispel magic does not dispel a dimensional seal effect unless the dispeller’s level is at least as high as your caster level.

In addition, Arcane Forbiddance duplicates the effect of Mage's Private Sanctum with regards to Divination (scrying) spells across the Seal, but has no effect upon use of said magic within it. As with Mage's Private Sanctum, it does not stop sending or message spells, nor does it stop mutual telepathy, such as telepathic bond. These effects do not include blocking visions or sounds from penetrating; this is reserved for Divination (scrying). "


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Maybe this has been covered, but I find the message boards here quite hard to meaningfully search.

Compared to both what a Lich can do as an NPC and all the powers available to the other archetypes, the Lich just seems "meh". No paralyzing touch (just a crappy slow) and a much reduced fear aura at level 18. Yes mages can do a couple of extra things, but that is not worth dying over. And there is a Feat tax to protect your soul cage which is the whole point of being a Lich. No resistances at all. Skeletons get more love.

Liches should be the pinnacle of being undead, up there with Vampires.

Anyone have homebrew ideas?


On the map of the Wormwood, where would the weapons be? Is the Middle Hold also a Gun Deck? The Wormwood seems armed with only two light ballistas and a catapult. (A6) I would assume a catapult would need to go on deck.

Similarly, the Man's Promise also seems to only have two ballistas as well.


I want to run a game or two before War of the Crown starts formally for my players to get used to the social system. Does anyone have and suggestions of any smaller adventures that I might use for ideas?


What do people think a taxi service from a ship in the fleet to Absolom Station should run?


No analogy to a tricorder? Labs on spaceships only give you a +1? How space opera is this? Why are there no rules around scanners? No level of science roll will let you investigate DNA without tools.


In the Bestiary, every time there is an effect with a save you get something like

"Fort Save DC 15. The Save is Con based".

What does that mean? I understand the type of save and the DC. What is the bit about the save being based on a stat?