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Here is a CR12 oracle option. The reduction in caster levels from the outsider HD hurts, but allows for a lots of various buffs.

Milburahme

Giant Cursed Succubus Warsighted Oracle 8:

SUCCUBUS CR 12
XP 19,200
Giant Cursed Succubus Warsighted Oracle 8
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +9; Senses darkvision 60 ft., detect good; Perception +27,
DEFENSE
AC 30, touch 14, flat-footed 25(+5 Dex, + 6 armor, +10 natural, -1 size)
hp 204 (8d10+8d8+128)
Fort +12, Ref +13, Will +14
DR 10/cold iron or good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 18
OFFENSE
Speed 30 ft., fly 50 ft. (average)
Melee 2 claws + 18(1d8+5) bite 13 (1d8+2 plus grab) or +1 morning star +19/+14/+9 (1d8+6) claw +13(1d8+2) bite +13(1d8+2 plus grab)
Space 10 ft; Reach 10 ft.
Special Attacks energy drain, profane gift
Spell-Like Abilities (CL 12th)
Constant—detect good, tongues
At will—charm monster (DC 24), detect thoughts (DC 22), ethereal jaunt (self plus lbs. of objects only), suggestion (DC 23), greater teleport (self plus 50 lbs. of objects only), vampiric touch
1/day—dominate person (DC 25), summon (level 3, 1 babau 50%)

Oracle Spells Known (CL 8th; concentration +18)
4nd (3+2/day)—1
3nd (5+2/day)—2
2nd (6+3/day)—ally across time, 2 more
1st (6+3/day)—5
0 (at will)—8
Mystery Battle
STATISTICS
Str 21, Dex 20, Con 26, Int 16, Wis 14, Cha 30
Base Atk +14; CMB +20 (+23 grapple); CMD 35 (38 grapple)
Feats Dirty Fighting, Combat Reflexes, Extra Traits (adopted halfing- helpful, dangerously curious), Power Attack, Extra Revelation, Improved Grapple, Extra Revelation, Improved Inititative
Skills Bluff (Cha) +33, Climb (Str) +10, Diplomacy (Cha) +25, Disguise (Cha) +25, Escape Artist (Dex)+13, Fly (Dex) +21, Intimidate (Cha) +29, Knowledge (local) (Int) +14, Linguistics (Int) +5, Perception (Wis) +27, Sense Motive (Wis) +9, Stealth (Dex) +19, Use Magical Device (Cha) +20 Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Common, Draconic, Halfing, Gnome; tongues, telepathy 100 ft.
SQ change shape (alter self, Medium or Large humanoid), oracle's curse (hunger), revelations (martial flexibility, battlefield clarity, war sight, surprise charge)
Combat Gear wand of cure moderate wounds (10 charges), scroll of righteous might, scroll of magic fang, potion of bulls strength (2), potion of heroism; Other Gear mithril spiked breastplate, masterwork spear, +1 conductive adamantine morningstar, armbands of the brawer, alchemical grease

SPECIAL ABILITIES
Energy Drain (Su)
Profane Gift (Su)

Curse Hunger: Ravenous hunger wracks your body in stressful situations.

Mil spent centuries among the small folk of the Inner Sea region. She has urged gnomes to deadly stunts, enticed ratfolk out of their comfortable warrens to fall prey to the dangers of large cities, and helped goblins rise to heights so they can flame out all the brighter. Her favorites are the halflings. With their eternal optimism and hope, generation after generation was vulnerable to her charms. Whether it was using greed to lead whole caravans into ambushes or grooming a self proclaimed savior for a failed slave rebellion, Mil always found them delightful.

Most of that fun came to a bitter sweet end after she was caught and trapped by a group of powerful halfling clergy. Thinking she was not beyond redemption, they cursed her- never again should she mingle among them until she had atoned for her past. Never one to wallow in pity, Mil reveled in the power of her new form. While she still manipulates through subtlety, she now also hungers for the thrill of more physical effort. She often relies on the only other creature she trusts, herself.

Giants Curse: Mil is no longer able to assume the form of a small sized creature. Her change shape ability now allows for medium and large humanoids. She can also take the form of a medium humanoid that appears to have been enlarged through magic. If medium size for more than an hour per day, she gains the staggered condition unless she succeeds at a DC 20 fort save. This save must be made every additional minute.

Tactics:
Mil often uses martial flexibility to get monkey style, and if she has time, she will precast ally across time in order to flank opponents. Typically encountered with several low CR thralls.

Alternate versions:
1. Take the hover feat to prevent a lot of long range targeting.
2. Have Mil partway on the path to redemption and make CN.
3. Reverse the curse- Mil has to remain small size. Remove the giant template and add the young template. Change out feats to use higher dex.


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Summon a bunch of dire badgers or buy several trained ones. They have a 10' burrow speed even in stone. A few castings of haste and just have them spending full movements putting very large holes in everything.


Thanks for the advice! Still have have not decided what to take, but you folks have given some good options.


I am looking for a fun or interesting option for VMC with a new character. Wizard with divination school will insure I go first, conjuration school would go well with the travel cleric theme, or aberrant Sorcerer for extra reach. I'm not familiar with Cavalier or Oracle, but I'm sure there is something that would work with teamwork feats or lifelink. GM would allow elemental schools for VMC. Party has plenty of damage potential so direct damage is covered.

At low levels, will play a somewhat typical reach/ aid another cleric, then at mid-levels probably take the Exalted prestige class and focus on buff/ de-buffing.
Race: Human
Class: Evangelist Cleric of Desna with Travel Domain
Traits: Campaign and Reactionary
Favored class bonus will go into bypassing SR
Rolled stats: 16 14 14 14 12 10 (put the 16 in WIS + 2 racial)
Possible Starting Feats (includes GM bonus feat): Combat Reflexes, Skill Focus (Know: Religion), and Extra Traits (Adopted: (Halfling) Helpful, Dangerously Curious)
Eventual Feats: Bodyguard, Improved Initiative, Extend Spell, Scribe Scroll

Campaign will go up to at least lv 20 and will probably go mythic. Lots of evil outsiders or undead expected. Other party members: controller wizard, archer ranger, crit build paladin, and sometimes a warpriest.

Is variant channeling (luck) a good option? With Quick Channel adding a small luck bonus would be fun, but I'm already low on feats.


Hunter's Blessing from Inner Sea Gods. 5th level but it lasts all day on the entire party. Gives a +2 sacred bonus, which is rare.


A quick note to mention that the Monster Codex is now up on the PRD. Several of the districts' main creature types have new options as pre-made NPC's.
The Boggards especially get some great options (bard, sorcerer, antipaladin).


For the martial gatecrasher, larger creatures get a size bonus on Strength checks to break open doors: Large +4, Huge +8, Gargantuan +12. At lv 12 a druid can wildshape into a a huge size elemental gaining +8 strength. The powerful shape feat should increase your effective size to gargantuan (counts as a size based special attack action).

A cheap magic item that adds to strength is the Blood Reservoir of Physical Prowess (Ultimate Equipment).

Half-orc druid lv 12 in powerful huge elemental form (+16) with 18 starting str (+4,) gatecrasher(+2), favored muscle of society(+2), smash(+5), good hope (+2), a stone of good luck/ fate's favored (+2), a pale green ioun stone (+1), blood reservoir (+4), +6 str belt (+3), bracers of might (Mythic Adventures)(+4), and a crowbar (+2) has a total of +47 to break a door.

For the mage gatecrasher, there is the spell "Battering Blast" (Dungeons of Golarion) that uses balls of force to batter down obstacles.


Titania, the Summer Queen wrote:
Don't see why not, but I am pretty sure, there is no such beast existing..... Yet

Belt of the Weasel item gives the compression ability.

With both, a large size animal companion could move through a 2.5' wide space with no attack penalty.


What is the interaction of the two? Can a creature with both move through a narrow space 1/4 as wide as normal (1/8 the space) without squeezing?


Depending on how you end up doing prestige classes, a barbarian/ ranger with levels in Chevalier could be good. Get some of the paladin feeling without the lawness.


Part of the issue with a group vs a caster enemy is economy of actions (4 vs one or two). If you are open to 3.5, I would recommend giving the Swiftblade a look. The full BAB's is nice, but the extra action, constant miss chance (vs. everything), and quicken haste are the big draw. There is also the belt of battle (3.5 MIC) for an extra action a few times a day.


I had a character who used smokesticks to great effect. We always ruled them as instant burning. I would carry one in my offhand (you could also use a quickdraw bandoleer I've seen in some games) and throw it the last iterative attack.

The can be easily combined with other alchemical fire items if you group does not play with the instant burn rule (or the spark spell (APG)).


Would an enemy be allowed a reflex saving throw to avoid falling in the pit if they were moved the 10' by shifting sands?


Looks good thus far, but what about executions? There are going to be times when you capture something that is Evil and needs to be put down. I would lump mercy killing in there too.

Which of a knight paladin's codes takes precedence in case of conflict?


See the Ectoplasmic Spell metamagic feat in the APG. Combine it with a web spell or some other battlefield control spell. At a +1 spell level, it would make for a cheap meatmagic rod.

I have used it with the alarm spell and black tentacles to great effect.


I have always been a big fan of haste as have most of the GM's I've played with. It allows for combats to be more cinematic when even the cleric in medium armor can move up the 20' of stairs to hit the bad guy or get into position to case a well placed heal. I played a high level swiftblade ( a fighter mage based on haste) back in 3.5 and it was great fun.


you can add +5 to the difficulty and craft 2k a day. if there is another spellcaster in the group (or you have leadership), have them take the feat "cooperative crafting" from the APG for 3k or 4k (depends on how your GM dictates it works) a day.


Drag and reposition specify they are standard actions. You cannot do them as attacks of opportunity.


there is a spell from another module that should help....

Interplanetary Teleport
Source Pathfinder #14 p54
Level cleric 9, sorcerer/wizard 9, travel 9

Description
This spell functions as teleport, save that there is truly no range limit and you do not need to have seen your destination, though you must have a solid grasp of which world you wish to travel to. If you have a specific location on a planet in mind, you arrive there without a chance of failure, otherwise you arrive at a location that would not immediately be life-threatening. If no such safe landing zone exists on the world, such as someone attempting to travel into the sun without the proper precautions in place, the spell simply fails.


I guess the candle of invocation an exception then.

back to the manuals... by the time I would find one as treasure or be able to buy one, I find the campaign does not allow for the 48 hours of study over 6 days.


Abraham spalding wrote:
You forgot you have to include the cost of the material components in each such item you create.

when you create a wondrous item you do not have to provide any of the material components. in the candle of invocation example, there is no 10k of rare herbs and offerings in the price.


Stubs McKenzie wrote:
trednis wrote:
one use items of wish or miracle are much more cost effective. you can buy 5 for about 40k (see candle of invocation), then use them in successive rounds.
I'm sorry if I sound obtuse, but I think I am missing how candles of invocation allows 5 casts of wish. It allows Gate to be used, but I thought there was a blurb that when you call creatures to you they won't cast wish anymore?

I was pointing out how cheap a one use item with a level 9 spell is: 9x17x50= 7,650 gp (3,825 gp for the actual creation)(I usually also make it good alignment specific in case it gets stolen). if you have a few days to craft and you happen to have a +2 manual, sell it for 25k and make wish items instead.


one use items of wish or miracle are much more cost effective. you can buy 5 for about 40k (see candle of invocation), then use them in successive rounds.


candles of invocation (also useful for showing the price of a one time use wish item), boots of speed, dust of appearance, various feather tokens (especially tree).

the cheap ioun stones are great with the wayfinder alternate rules.

if you have any druids or clerics in your party- incense of meditation.

it is a bit on the pricey side, but a lyre of building can be a campaign changer in the right hands.


the David wrote:

Don't forget this rule:

''Creatures with class levels receive +4, +4, +2, +2, +0, and –2 adjustments to their ability scores, assigned in a manner that enhances their class abilities.''

This means that your awakend animal will get 1d3+4 on his charisma. you can find it in the adding class levels section from the bestiary.

Does this come into play for any creature that normally only has racial HD (such as an monstrous cohort) or only when making NPC's? Even with just awaken, it seems pretty powerful that suddenly most stats would increase.


have the caster borrow someone's metamagic rods of maximize and empower for +4 CHA.
edit: this method makes for ridiculous stats on awakened plants.


is it "Emergency Force Sphere" from the book Cheliax: Empire of Devils? immediate action spell that makes a 5' radius hemisphere of force- sorc/ wizard 4.


Sect wrote:


Still, my original point still stands: isn't a slotless wonderous item that casts a spell just a wand or scroll?

Why not a wand? Wondrous items are a cheap way around expensive material components. From magic item creation rules for wondrous items: "If spells are involved in the prerequisites for making the item, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require." Which is why a Candle of Invocation is only 8,400 gp for a gate spell that normally requires 10k gp to use.

Before taking the feat, my DM has stated all custom items must be run by him for final approval.

For time per research:
if a knowledge check, use market price/ 1000 in hours of dedicated study in a library with a low DC (min time, 4 hours). Double the time if they do not have access to a source of outside knowledge.

use stories (basically bardic knowledge)with a moderate DC to tell what is possible ("you want a flying rug that can also let you breathe underwater? I don't remember that in 1001 Nights; let me keep looking") before research.

For the gravity bow example, the player knows they want a bow that hits as if it were larger. They could do the research themselves even with no magic knowledge for stories or finding similar items. If they leave all the work up the the wizard, increase the price for the extra work (NPC) or increase the time necessary (party wizard).


Sect wrote:


2.5. Random thought: in fact, endure elements on a slotless item, and it's a 24 hour duration spell anyways, so it might as well be on permanently? Why not just make it an ioun stone and call it a day?

Still, my original point still stands: isn't a slotless wonderous item that casts a spell just a wand or scroll?

Why not a wand? Wondrous items are a cheap way around expensive material components. From magic item creation rules for wondrous items: "If spells are involved in the prerequisites for making the item, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require." Which is why a Candle of Invocation is only 8,400 gp for a gate spell that normally requires 10k gp to use.


You have "as if augmented by the Quicken Spell metamagic feat" under both dimensional shift and relative certainty.

This looks pretty similar to the Swiftblade, did you use that as a base?


In a campaign I am playing, I have only used the divine bond weapon feature of a Paladin once in 9 levels (now lv 13). Usually it is more action efficient to just attack. I am suggesting a feat to allow the use of divine bond as a move or a swift action.

Improved Divine Weapon Bond

Prerequisites: Paladin level 8

Benefit: You may call the celestial spirit into your weapon as a move action. At level 11 and higher you may call the celestial spirit as a swift action, but the duration shortens to 1 round per paladin level.

Special: It is normally a standard action to activate divine weapon bond.

--------------------------
Should the swift action version be another feat?


boots of speed are a free action to activate in core.


make the BBEG a Choker with levels of swiftblade (3.5 fighter wizard class) and a Belt of Battle (MIC). that would give it all kinds of extra actions.


Even if you get rid of the animal/ plant shapes, I would keep the elemental shapes (would not stack with the monk bonuses) for utility reasons.

Themetricsystem wrote:
You also have to be careful about flying pets, as you are incorporating a whole new system of movement and keep in mind wingspan needs to be clear for 15 feet wide for a medium creature, 20 for large, meaning your bat will be walking pretty much everywhere in a dungeon except for the huge antechambers.

off topic some...I am not familiar with the wingspan space requirements. Can you site the source for that please?

edit: need to type faster.


If you hammer folks are using 3.5 material, I present the greathammer from MM IV p. 101: exotic weapon 1d12 19-20/x4 B with a small bonus to sunder

the table trumps the monster entry I believe. (also a really awesome cr7)


Take a look at p 101 of the 3.5 DMG for some building price starting points. From what you describe I would classify it as a "keep" with some outbuildings. New is 150k. I would say about 30-60k to repair and another 10k for goods and staff. There is also a Stronghold Builder's Guild that gives prices for more exotic options.


Make a barrel, crate, boulder, etc. and hide inside of it. Make a fake bridge over a gap (or just covering the hole in an existing bridge). Fake walls were always popular- a great tactic is to make a wall about 2.5 feet away from an existing vertical rock wall and having people squeeze by- allows you to sneak past watch towers and the like.

Since the images can move, make it appear that there is a creature badly hidden on the other side of the room, allowing the real creature to use the distraction to do something.

Have an illusionary party member walk around a corner or through an open door to trigger readied actions.

Strongholds are more likely to surrender if you have several illusionary siege engines.


look at p. 145 of the 3.5 DMG. Kusari-gama is an exotic light weapon that does 1d6 and has both reach and adjacent attack (also the bonus for tripping/ disarming). You can use Weapon finesse with it as well.

I had a twf rogue that used these and lunge to great effect.


there are also the "gloves of endless javelins" from the Magic Item Compendium p.194 - free action to create a +1 javelin that lasts 1 round. they could very easily be adapted to daggers. using the combine magic effects pricing to add the effects of "gauntlets of extended range" MIC p.103 - doubles the range increments of thrown weapons or object.

both items are pretty cheap. (7k and 2k not combined)


a dollar is about 3 cp. I find the food and drink table shows best how much money is worth.

for 1 gold you can get:
5 gallons of ale
50 loaves of bread
poor quality food for 5 days
or 5 pounds of cheese