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bracelet of Medical emergency

Slot used: Wrist
Description: Usually a copper and silver bracelet inscribed with holy symbols, symbols of healing and more elaborate ones contain creatures that are known to have curative powers such as unicorns or trolls. They also typically take on the name of the wearer along with relevant medical information such as living/undead, blood type, allergies and unusual medical conditions (written in celestial).

Concept: A "breath of life spell" has been cast into the Bracelet that activates once per day on the round that a characters hit points become a negative number GREATER than their CON score. The "Breath of Life" spell variers in strength based upon the caster level of the spell used to create it. A Bracelet made by a higher level cleric will create a stronger healing effect.

Cost breakdown formulae: (5x9x2,000gp)/5 =18,000 market value. ... expensive? y
Aslo does such an item already exist ether in PF or 3.5

Thank you


Greeting Friends
I have a question are area effect attacks like fireball and cone attacks 3D do the have a height and width? if so would a Dragon breathing its cone shaped (80ft)breath weapon straight down from 60tf up effect a base width of 60ft area in a line or a Radius


Greetings all
How do You Figure APL?
Do only Count the PCs or do you include the NPC they have Hired?(not cohorts)
Example My current Party:
13th lvl Druid, 11th lvl Cleric, 11th lvl Wizard, 11th lvl Magus, and a 12th lvl Inquisitor(with 10th lvl Bard/Witch Cohort) just Hired the following NPCs to fill out the party
2 11th lvl fighters
1 8th lvl cleric
1 9thlvlv ranger
1 7th lvl ranger
1 8th lvl Fighter
and 1 7th lvl fighter
would this be an APL 9 group or an APL9+4(+1per every 2 after 5+14
or APL 11 just counting the PCs?


Greetings all
Ok I know this must be out there some where, But can a single vial of alchemist fire melt a 10x10x15ft section of Snow? or would the fire go out after 10x10x10
My Group has been Tasked with clearing the 15ft deep snow away from the Town wall (with out damaging the Wall) and is Planing to Lay out vials of Alchemist Fire 10ft apart to clear a section (using Air elementals to act as snowblowers near the wall first)before an attacking Giant band arrives (note we do not currently know what types of Giants just that they are Giants)
Thanks


Greetings all
I have a Question when a druid cast "Commune with nature" besides Aberrations, Constructs, Outsiders, and Undead. count as unnatural creatures.
I am under the belief that Fey, Dragons, Humanoids, Monstrous Humanoids, oozes, Vermin and Plants would count as natural as well as some magical beast am I wrong??


1 person marked this as FAQ candidate.

Greetings All

I have a question about how Invisibility Purge.
Invisibility Purge states

Invisibility Purge:
You surround yourself with a sphere of power with a radius of 5 feet per caster level that negates all forms of invisibility.
Anything invisible becomes visible while in the area.

does this mean that even an Ethereal creatures are revealed in the area effect of the spell? Ethereal Jaunt reads:
Ethereal Jaunt:
An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.

Also will detect Evil pin-point cross the planes to pin point an Ethereal creature like a Phase Spider waiting in ambush?


Greetings all
My search Fu needs some help
Back in 3.x I found a Prestige Class for Greyhawk Called "Arcane Student of the University of Magical Arts" Sadly due to a crash It appears that I have lost my only saved copy. does anyone know of the class and has a copy they can shoot me or the link to the original as I can not find that either? I was planing to use it as the base for the Magical Collages in my Home brew to reduce the reinventing the wheel syndrome I have been doing of late.


Guarded Life-rage Power
Die Hard
Invincible barbarian DR

Invincible Barbarian DR works the following way
versus lethal DMG it is 1/2 barbarian level
Versus Nonlethal DMG is equal to the barbarian level

Guarded Life converts lethal DMG to Non Lethal DMG
Die Hard if you keep acting like normal you take 1 pt of DMG

So in theory which is why I am asking

Barbarian is beat up and drops to 0
Guarded Life Life stabilizes the Barbarian
barbarian Fights on takes 1 point of DMG
DMG is converted due to guarded life to non lethal
Since the Barbarian has DR does he bounce this DMG?


2 people marked this as FAQ candidate.

Ok what if the Elf PC has the Silent Hunter Trait and move at a Speed greater than normal by taking a double move? is it counted as running and takes a -20 or no penalty at all?

Stealth:
Your Stealth check is opposed by the Perception check of anyone who might notice you. You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half but less than your normal speed, you take a –5 penalty. It's impossible to use Stealth while attacking, running, or charging.

Silent Hunter:
Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces the elven magic racial trait.


Greetings all
Ok in the exploration campaign I am running my players have found an ancient giant outpost an would like to repair and restore it for smaller folk use (read human) as a forward base of operations that extends their range.
where would I find the mechanic/costs for this endever or do I need to pullout my old 3.5 and 2nd ed guilds to chop it out?
The place is 2 stories each level has a 25ft ceiling and is roughly 100ft x 120ft mason work that is structurally unstable but could possible be repaired (the player have a PC with Profession engineering)
I know that they will have the best chance with a person that has craft stone work or profession mason.
But the cost and the DC I can not locate so any suggestions or info would help
Thank you


A player in my group asked me this Question

Quote:

if the Cleric Casts

Undetectable Alignment (p.363CRB)on a party member can they walk through the Forbiddance unharmed?

As the Forbiddance (p285CRB)spell would have no way of knowing that the alignment is opposed to the Casters alignment

here is Mine response as the Game master

Ok No it will not for 2 reasons though I will post it to the forums
1st Undetectable Alignment only protects against Divination spells and against them and only them does it work and beat the normal Higher level spell trumps the lower level spell Forbidance is an abjuration spell and of much higher level as a result does trump the lower level spell.
2 the spell attacks those different from the caster's alignment if you read as no alignment it will attack based on the fact the you do not match either pathways as it is a defensive spell place to ward off intruders and only intruders would hide their auras.

Is my thinking here off base?


1 person marked this as FAQ candidate.

Greeting all
I have a question about the Erase Spell(pg. 279 PF Main Core)

The Spell:
Erase pg. 279 Core book
School transmutation; Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one scroll or two pages
Duration instantaneous
Saving Throw see text; Spell Resistance no
Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it.
Otherwise, the chance of erasing nonmagical writing is 90%. Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. A natural 1 is always a failure on this check. If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.

If the Glyph is Not on a paper or Paper like surface will erase remove it??? and does this leave either Disable device or Dispel magic as your only choice?
The surface in question is a stone floor.
any advise will help here


Greetings all
I had this come up in a resent game The Party Paladin was just woken up by and ambush and did this set of actions:Get up from Prone, Take a 5 ft. step, and Lay on hands to a wounded ally?

While at the time I though it was to many move actions (he at first claimed that Lay on hands was a move action (its not it is a standard action)but could you take a 5ft. step after taking a Move action to stand up then take a standard action?
if Not could someone show me where it is in the core book?
The help would be Great Thanks


Greetings all
I have an Oracle (Heavens) Player that would like to research the following spells for when he gains his next level from the 3.5 Spell compendium
The Spells In Question From p 132 of the 3.5 Spell Compendium (As written)
Light of Lunia
Evocation (Good, Light)
Level: Celestia 1, Cleric 1, Sor/Wiz 1
Components: V, S
Casting time: 1 standard action
Range: Medium
Target and Effect: Personal and up to two rays
Save: None
SR: Yes, see text
(Fluff text omitted)
The silvery radiance created by this spell emanates from you in a 30ft radius, and dim light extends for an additional 30ft. Beginning one turn after you cast this spell; you can choose to expend some or all of the Light of Lunia as a ray of light. You must succeed a ranged touch attack with the ray to strike your target. You can make a single Range touch attack that deal 1d6 of points of damage or 2d6 points of damage against undead or evil outsiders, with a 30ft range. Spell resistance applies to this attack. This dims your silvery radiance to half (15ft. light, with dim light for an additional 15ft) You can choose to fire one additional ray with the same characteristics on the same round or on a subsequent round. Firing the second ray quenches your radiance and ends the spell.

Light of Mercuria
Evocation (Good, Light)
Level: Cleric 2, Sor/Wiz 2
This spell functions like Light of Lunia, except that the radiance created is golden. Your light rays deal 2d6 Points of Damage or 4d6 Points of damage against undead and evil outsiders

by pathfinder standards do these spells look broken at the level they are at? if so what changes should I make
If not Please speak up and be heard.

I am thinking that I might need to add one the both spell's level myself but this player has caused me to knee-jerk to often that I want to give him a fair shake before I do this.


1 person marked this as a favorite.

Greetings all
well here is the link to the final draft of the Elemental Disciple
Enjoy
Elemental Disciple


How is the Rage power in the APG Come and get me work against natural attacks like 2 claws or similar attacks the power states

Quote:
While raging, as a free action the barbarian may leave herself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the barbarian until the beginning of her next turn, but every attack against the barbarian provokes an attack of opportunity from her, which is resolved prior to resolving each enemy attack.

does this mean if I am attacked by a dire lion when it uses it 2 claws and it's Bite I would get to hit it 3 times or just 2 as the opportunity attacks


Greetings one and All
I have started putting together and updating to Pathfinder a few Prestige Classes I was creating along the Bloodline Idea based on the Dragon Disciple for the other Bloodlines Please have a look at my 1st round draft of the Elemental Disciple and Tell me what you think. Trash it, offer suggestions on changes to improve or Praise the Idea ether way here it is for a shake down. All advice is welcomed.

The Elemental Disciple:
Requirements: To qualify to become an elemental disciple, a character must fulfill all the following criteria.
Race: Any non elemental.
Skills: Knowledge (Planes) 5 ranks.
Languages: chosen elemental
Spellcasting: Ability to cast 1st-level arcane spells without preparation. If the character has sorcerer levels, he must have the elemental bloodline. If the character gains levels of sorcerer after taking this class, he must take the elemental bloodline.
Level BAB Fort Save Ref Save Will Save SpecialSpells Per Day
1 +0 +0 +1 +1 Power of the Elements -----
2 +1 +1 +1 +1 Ability Boost, Blood Line Feat,+1d6 to elemental Ray, DR 1/- +1 Level to existing Arcane Spellcasting Class
3 +2 +1 +2 +2 Elemental Power +1 Level to existing Arcane Spellcasting Class
4 +3 +1 +2 +2 Ability Boost, +1 increase to Natural Armor, DR 2/- +1 Level to existing Arcane Spellcasting Class
5 +3 +2 +3 +3 Blood Line Feat, Blindsense (30ft) -------
6 +4 +2 +3 +3 Ability Boost, DR 3/- +1 Level to existing Arcane Spellcasting Class
7 +5 +2 +4 +4 Elemental form (1/Day) +1 Level to existing Arcane Spellcasting Class
8 +6 +3 +4 +4 Ability Boost, Blood Line Feat, DR 4/- +1 Level to existing Arcane Spellcasting Class
9 +6 +3 +5 +5 Elemental Power, DR ---------
10 +7 +3 +5 +5 Elemental Form (2/Day), Blindsense (60ft), DR 5/- +1 Level to existing Arcane Spellcasting Class

Class Skills
The elemental disciple’s class skills (and the key ability for each skill) are Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha) Knowledge (Planes, Nature) (Int), Perception (Wis), and Spellcraft (Int). (Plus the following based on Element Air: Fly (Dex), Earth: Knowledge Dungeoneering (Int), Fire: Acrobatics (Dex), Water: Swim (Str) )
Skill Ranks at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the elemental disciple prestige class.
Weapon and Armor Proficiency: Elemental disciples gain no proficiency with any weapon or armor.
Spells per Day: At the indicated levels, an elemental disciple gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a dragon disciple, he must decide to which class he adds the new level for purposes of determining spells per day.
Power of the Elements: An elemental disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the elemental disciple does not have levels of sorcerer, he instead gains bloodline powers of the elemental bloodline, using his elemental disciple level as his sorcerer level to determine the bonuses gained. He must choose a elemental type upon gaining his first level in this class and that type must be the same as his sorcerer type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell’s level.
Ability Boost: As a elemental disciple gains levels in this prestige class, his ability scores increase as noted below based on Elemental type. These increases stack and are gained as if through level advancement.
Air: +2 Dex (2nd), +2 Con(4th), +2 Int(6th), +2 Cha(8th)
Water: +2 Str(2nd), +2 Con(4th), +2 Int(6th), +2 Wis(8th)
Earth: + 2 Str(2nd), +1 Natural Armor, +2 Str(4th), +2 Con(6th), +1 Natural Armor(8th)
Fire: +2 Dex(2nd), +2 Dex(4th), +2 Int(6th), +2 Cha(8th)

Elemental Power: The elemental disciple gain powers based on the element chosen when entering this class
Air: Whirl Wind (Medium) (3rd), at 9th disciple increases to large, also at 9th gains ability to fly 60(Average) if already has Fly speed increases to 90 (good)
Water: Drench (cast level= to sorcerer + Disciple levels), swim speed =to base move May take 10 on swim checks (3rd), Vortex (DC 19+con Mod)
Earth: Tremorsence 30ft (3rd), Tremorsence 60ft , Earth Glide(EX) (9th)
Fire: Burn (1d6DC 13+con mod) (3rd), at 9th burn increases to 2d8 DC 19+con mod (these are added to any melee attack made)

Bloodline Feat: Upon reaching 2nd level and every three levels thereafter, an elemental disciple receives one bonus feat, chosen from the elemental bloodline’s bonus feat list (see page 75).
Darkvision (Ex): At 5th level, the elemental disciple gains Darkvision with a range of 30 feet. At 10th level, the range of this ability increases to 60 feet.
Elemental Form: At 7th level, an elemental disciple can assume the form of an elemental. This ability works like Elemental Body II. At 10th level, this ability functions as Elemental Body III and the elemental disciple can use this ability twice per day. His caster level for this effect is equal to his effective sorcerer levels for his elemental bloodline. Whenever he casts Elemental Body, he must assume the form of an elemental of the same type as his bloodline.


as I was readig the changes for bypassing DR I noticed you do not mention creature that have multiable needs like oh a Lich which in 3.5 has DR Magic and Blunt or a Demon that has Magic and cold Iron
how will that work does that mean that a +3 Cold Iron sword still get the +2 bonus to damage because a +3 weapon by passes cold iron or not because the creature needed both in the 1st place?