Standard Level 20 Wizard


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Hey guys, I have been working on a level 20 wizard for about a week, and I feel what I have so far is pretty standard for a wizard.

Izzy Done Yet:

Izzy Done Yet
Male Elf Wizard 20
NG Medium Humanoid (elf)
Init +25; Senses blindsense 60 ft., darkvision 120 ft.; Perception +35
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Defense
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AC 15, touch 15, flat-footed 10 (+5 Dex)
hp 242 (20d6+160)
Fort +20, Ref +17, Will +31; +2 vs. enchantments
Immune magic sleep; Resist fire 30, elven immunities
Weakness light sensitivity
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Offense
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Speed 30 ft.
Spell-Like Abilities
Constant—detect scrying
Wizard Spells Prepared (CL 20):
9 (5/day) Foresight
8 (6/day) Prying Eyes, Greater
7 (6/day) Arcane Sight, Greater
6 (6/day) True Seeing
5 (6/day) Prying Eyes
4 (7/day) Scrying (DC 27)
3 (7/day) Arcane Sight
2 (7/day) Detect Thoughts (DC 25)
1 (7/day) Identify
0 (at will) Detect Magic, Read Magic
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Statistics
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Str 18, Dex 20, Con 22, Int 34, Wis 25, Cha 21
Base Atk +10; CMB +16; CMD 29
Feats Arcane Builder (Wondrous Items), Craft Magic Arms & Armor, Craft Rod, Craft Wondrous Item, Forge Ring, Great Fortitude, Immortality, Improved Initiative, Iron Will, Persistent Spell, Scribe Scroll, Silent Spell, Still Spell, Toughness, True Name, Greater (Jake)
Traits Hedge Magician, Magic is Life, Reactionary
Skills Acrobatics +7, Appraise +14, Bluff +7, Climb +6, Craft (armor) +37, Craft (weapons) +37, Diplomacy +27 (+22 to improve other creatures' attitudes towards you), Disguise +7, Escape Artist +7, Fly +30, Heal +9, Intimidate +7 (+2 to improve other creatures' attitudes towards you), Knowledge (arcana) +37, Knowledge (dungeoneering) +36, Knowledge (engineering) +25, Knowledge (geography) +24, Knowledge (history) +24, Knowledge (local) +24, Knowledge (nature) +37, Knowledge (nobility) +24, Knowledge (planes) +37, Knowledge (religion) +37, Linguistics +37, Perception +35, Ride +7, Sense Motive +16, Spellcraft +37 (+39 to determine the properties of a magic item), Stealth +7, Survival +9, Swim +6; Racial Modifiers +2 Perception
Languages Aboleth, Abyssal, Aklo, Azlanti, Celestial, Common, Cyclops, Daemonic, Dark Folk, Draconic, Dtang, Dwarven, Elven, Giant, Gnome, Goblin, Ignan, Infernal, Kuru, Nagaji, Orc, Sahaugin, Shadowtongue, Sylvan, Terran, Thassilonian, Triaxian, Varisian, Wayang
SQ +4 to initiative checks, arcane bonds (flappy, dinosaur, compsognathus), arcane focus, condescending, deliver touch spells through familiar, diviner's fortune +10 (15/day), elven magic, empathic link with familiar, forewarned +10, opposition schools (enchantment, necromancy), scry on familiar (1/day), scrying adept, share spells with familiar, speak with animals, speak with familiar, specialized schools (divination)
Combat Gear Otherworldly kimono (1/day), Pearl of power (7th level) (1/day), Pearl of power (7th level) (1/day), Pearl of power (8th level) (1/day), Pearl of power (9th level) (1/day), Persistent metamagic rod (greater) (3/day), Quicken metamagic rod (greater) (3/day), Quicken metamagic rod (greater) (3/day), Scroll of Time Stop, Scroll of Time Stop, Scroll of Time Stop, Time Stop, Time Stop, Time St; Other Gear Bag of holding IV (empty), Belt of physical perfection +6, Blessed book, Blessed book, Blessed book, Eyes of the dragon, Handy haversack (3 @ 15 lbs), Headband of mental superiority +6 (Craft [armor], , Ring of fire resistance (greater), Ring of spell turning (3/day), 197714 GP
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Special Abilities
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+4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Arcane Builder (Wondrous Items) You have an exceptional understanding of the theory behind creating magical items. Select one type of magic item (potions, wondrous items, and so on). You create items of this type 25% faster than normal, and gain a +4 bonus on Spellcraft checks (or
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Condescending -5 to Diplomacy and Intimidate checks to improve others' attitudes toward you.
Damage Resistance, Fire (30) You have the specified Damage Resistance against Fire attacks.
Darkvision (120 feet) (Darkvision) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +10 (15/day) (Sp) Creature touched gains +10 to attack rolls, skill checks, ability checks, and saving throws for 1r.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Eyes of the dragon See four times as well as a human in dim light, and twice as well in normal light.
Forewarned +10 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20.
Hedge Magician Magic item gp costs -5%.
Immortality You discover a cure for aging, and from this point forward you take no penalty to your physical ability scores from advanced age. If you are already taking such penalties, they are removed at this time. You must be at least a 20th-level wizard to sel
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Magic is Life While under the effects of a spell, gain +2 to save vs. death effects, and automatically stabilize bleeding.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Quicken metamagic rod (greater) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat. Greater metamagic rods can be used with spells of 9th level or lower.

Construction
Requirements: Craft Rod, Quicken Spell feat; Cost 85,000 gp
Ring of spell turning (3/day) Reflects next nine levels of spells cast on wearer.
Scroll of Time Stop Add this item to create a scroll with spells on it.
Scroll of Time Stop Add this item to create a scroll with spells on it.
Scroll of Time Stop, Time Stop, Time Stop, Time Stop, Time Stop Add this item to create a scroll with spells on it.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Scrying Adept (Su) At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a -
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Silent Spell Cast a spell with no verbal components. +1 Level.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Still Spell You can cast a spell with no somatic components. +1 Level.

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Flappy
Dinosaur, Compsognathus
N Tiny Magical Beast ((animal))
Init +6; Senses low-light vision, scent; Perception +23
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Defense
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AC 25, touch 14, flat-footed 23 (+2 Dex, +2 size, +11 natural)
hp 121 (1d8+2)
Fort +8, Ref +8, Will +12
SR 25
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Offense
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Speed 40 ft., swimming (20 feet)
Melee Bite (Dinosaur, Compsognathus) +11 (1d3-1/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison (dc 12)
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Statistics
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Str 8, Dex 15, Con 14, Int 15, Wis 11, Cha 5
Base Atk +10; CMB +10; CMD 19
Feats Improved Initiative
Skills Acrobatics +6 (+10 jump), Diplomacy +17, Fly +30, Linguistics +22, Perception +23, Sense Motive +5, Spellcraft +22, Stealth +14, Swim +10
Languages Abyssal, Common
SQ improved evasion
Other Gear You have no money!
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Special Abilities
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Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison (DC 12) (Ex) Poison—Injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spell Resistance (25) You have Spell Resistance.
Swimming (20 feet) You have a Swim speed.

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Here is my planetar buddy, Jake! He follows me around on my adventures, writing wrongs and fighting evil!

Jake:

Jake CR 16
XP 76800
Male Angel, Planetar
NG Large Outsider (angel, extraplanar, good)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +27
Aura protective aura +4 (20 feet)
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Defense
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AC 36, touch 17, flat-footed 32 (+4 Dex, -1 size, +19 natural, +4 deflection)
hp 229 (17d10+136); regeneration 10 (evil weapons and effects)
Fort +23, Ref +15, Will +23; +4 bonus vs. poison
DR 10/evil; Immune acid, cold, petrification; Resist electricity 10, fire 10, poison resistance +4; SR 27
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Offense
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Speed 30 ft., flight (90 feet, good)
Melee +3 Holy Greatsword +22/+17/+12/+7 (3d6+30+2d6 vs. Evil/19-20/x2) and
Slam (Angel, Planetar) +14 (2d8+9/x2)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities
Constant—detect evil, detect snares and pits, discern lies (DC 20), true seeing
At will—continual flame, dispel magic, holy smite (DC 21), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, speak with dead (DC 20)
3/day—blade barrier (DC 23), flame strike (DC 21), power word stun, raise dead, waves of fatigue
1/day—earthquake (DC 24), greater restoration, mass charm monster (DC 23), waves of exhaustion
Cleric Spells Prepared (CL 16):
8 (2/day) Holy Aura, Stormbolts (DC 25)
7 (4/day) Destruction (DC 24), Restoration, Greater, Hymn of Peace (DC 24), Signifer’s Rally
6 (4/day) Heal, Heal, Heal, Dispel Magic, Greater
5 (5/day) Righteous Might, Cure Light Wounds, Mass, Breath of Life (DC 22), True Seeing, Air Walk, Communal
4 (5/day) Blessing of Fervor (DC 21), Holy Smite (DC 21), Divine Power, Restoration, Restoration
3 (6/day) Remove Blindness/Deafness, Remove Disease, Remove Curse, Magic Circle against Evil, Magic Vestment, Protection from Energy
2 (6/day) Restoration, Lesser, Restoration, Lesser, Restoration, Lesser, Restoration, Lesser, Restoration, Lesser, Protection from Evil, Communal
1 (6/day) Liberating Command, Protection from Evil, Shield of Faith, Divine Favor, Sanctuary (DC 18), Know the Enemy
0 (at will) Stabilize, Detect Magic, Create Water, Guidance
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Statistics
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Str 27, Dex 19, Con 24, Int 22, Wis 25, Cha 24
Base Atk +17; CMB +21 (+23 Sundering); CMD 44 (46 vs. Sunder)
Feats Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack -5/+10, Toughness
Skills Acrobatics +24, Craft (Enter Choice) +24, Diplomacy +27, Fly +26, Heal +24, Intimidate +27, Knowledge (history) +23, Knowledge (planes) +26, Knowledge (religion) +26, Perception +27, Sense Motive +27, Stealth +20
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (alter self)
Other Gear +3 Holy Greatsword, You have no money!
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Special Abilities
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Blind-Fight Re-roll misses because of concealment, other benefits.
Change Shape (alter self) (Su) You can change your form.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (90 feet, Good) You can fly!
Immunity to Acid You are immune to acid damage.
Immunity to Cold You are immune to cold damage.
Immunity to Petrification You are immune to Petrification.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Protective Aura +4 (20 feet) (Su) Defense against evil creatures and lesser globe of invulnerability.
Regeneration 10 (evil weapons and effects) Heal HP quickly and cannot die.
Spell Resistance (27) You have Spell Resistance.
Truespeech (Su) Speak with any creature that has a language.

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I have my own personal demiplane, where magic is the same, time stands still, and is fire attuned. Roughly right now, it is 20,000 squares big, but that's ok because all my simulacrum need a place to roam.

I have a large castle made out of adamantine, and most of the plane is adamantine as well, which I think will be pretty useful.

Here are some of the simulacrums I have:
1000 of these:

Apostate devil:

Devil, Apostate Devil (Deimauigga)
Armored in the ceremonial garb of some grim knight, this figure stands unnaturally still, though the intricate metalwork patterns of its sculpted mantle writhe and shift as if alive. Claws the length of longswords extend from its armored fingers in razor-sharp fans, and no head or helm rests upon its ironclad shoulders. Instead, there hovers only a plain mask, an unnatural facade devoid of all empathy, emotion, or mercy.

Apostate Devil (Deimauigga)

Source Book of the Damned - Volume 1: Princes of Darkness pg. 54
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +14; Senses darkvision 60 ft., see in darkness; Perception +19
Defense
AC 46, touch 20, flat-footed 36 (+14 armor, +10 Dex, +12 natural)
hp 212 (9d10+162); regeneration 5
Fort +12, Ref +8, Will +12
DR 10/good and silver; Immune fire, poison; Resist acid 10, cold 10; SR 18
Offense
Speed 30 ft., fly 30 ft. (perfect)
Melee 2 claws +19 (1d8+9/19-20 plus 1d6 Wisdom drain)
Space 5 ft., Reach 10 ft.
Special Attacks boundless reach, ohrwurm, summon devil
Spell-Like Abilities (CL 9th)
At will — alter self (DC 20), Dream (DC 24), teleport (self plus 50 lbs. of objects only), major image (DC 22), mirage arcana (DC 24)
3/day — dominate person (DC 24), hold monster (DC 22), touch of idiocy
1/day — mind fog (DC 24)
Statistics
Str 28, Dex 31, Con 28, Int 21, Wis 24, Cha 28
Base Atk +9; CMB +19; CMD 38
Feats Spell Penetration Greater Spell Penetration, Improved Initiative, Iron Will, Weapon Focus (claw)
Skills Acrobatics +19, Bluff +21, Diplomacy +25, Disguise +18, Fly +9, Intimidate +25, Knowledge (history) +17, Knowledge (planes) +17, Knowledge (religion) +17, Perception +19, Sense Motive +19, Stealth +19
Languages Abyssal, Celestial, Common, Draconic, Infernal; indomitable oration, telepathy 100 ft.
SQ evangelization, indomitable oration, malleable form
Ecology
Environment Hell
Organization solitary

Special Abilities
Boundless Reach (Su) A deimavigga’s claws slice through reality, allowing it to make melee attacks against any creature it is aware of—typically meaning creatures within 100 feet. The devil still only threatens the 10-foot area around it and it cannot make attacks of opportunity against creatures farther away. This ability can span vast distances, allowing a deimavigga making use of divination magic to detect distant creatures and attack foes separated by miles or even planes. Spells like forbiddance, which prevent planar travel, also protect against a deimavigga’s claws. The spell dimensional anchor also prevents a deimavigga from using this ability for the duration of that spell. An attacked creature can retaliate that round, striking at the devil’s claws with weapons or spells as if its entire body were present, but cannot grapple or otherwise prevent the claws from vanishing out of reach at the end of the round.

Evangelization (Su) The words of deimaviggas are poison to the mind. Every round a deimavigga speaks (a free action), all non-devils with an Intelligence score of 3 or higher within 30 feet must make a DC 24 Will save or become vulnerable to its blasphemous discourse. The DC of this Will save increases by +1 for each consecutive round a creature has listened to the same deimavigga speak. Creatures must be listening to a deimavigga to be affected by its oration. Deafened creatures and those in combat—either with the deimavigga or other creatures—are not considered to be listening. Victims cannot simply declare they are not listening without taking steps to impede their hearing.

Upon failing this save, a victim can be affected by the heretical power of a deimavigga’s words. The devil may use its speech to affect a listener in ways that mimic any of the following spells: calm emotions (DC 21), charm monster (DC 23), command (DC 20), confusion (DC 23), crushing despair (DC 23), deep slumber (DC 22), enthrall (DC 21), modify memory (DC 23), rage (DC 22), or suggestion (DC 22). Victims still receive saving throws against these spell effects, but if they fail their saves they are not aware the devil is working its power upon them. A deimavigga can affect multiple victims with different spell effects in the same round.

A creature that makes its save against this ability is immune to that particular devil’s evangelization for the next 24 hours. This is a sonic mind-affecting effect. The base save DC is Charisma-based.

Indomitable Oration (Su) A deimavigga’s speech is always perfectly clear and cannot be silenced or warped. In areas of incredible noise, through water or airless voids, even in areas of magical silence, these devil’s voices can still be heard normally. All beings understand deimaviggas, as if these devils constantly spoke in all tongues at once.

Malleable Form (Su) A deimavigga has complete control over its physical form, and if transformed into another shape against its will, it can revert to its own form as a free action.

Ohrwurm (Ex) As a standard action, three times per day, a deimavigga can whisper a fundamental and terrifying multiversal truth to one creature within 5 feet. The target must make a DC 24 Will save or have the devil’s words take root in its psyche. Outsiders and elementals have a +2 bonus on their saves to resist this ability. Initially, the deimavigga’s words seem to have no effect. Anytime the victim tries to rest, though, he must make an additional DC 24 Will save or be affected as per the spell nightmare (even if the victim doesn’t technically sleep). After a night of suffering vivid dreams and wrestling with the devil’s words, the victim must make yet another DC 24 Will save or have its alignment shift one step toward lawful evil. Only by unlearning what the deimavigga told it can a victim be free of this effect, requiring a spell such as miracle, modify memory, or wish.

Summon Devil (Sp) Once per day a deimavigga can attempt to summon 1d6 osyluths or 2d4 barbazu with a 50% chance of success, or 1 gelugon with a 20% chance of success. This ability is the equivalent of an 8th-level spell.

Wisdom Drain (Su) A deimavigga drains 1d6 points of Wisdom each time it hits with its claw attack. (A deimavigga does not heal any damage when it uses its Wisdom drain.)


They are pretty nice, because if I am on some other plane, they can hang around and wait for my call before they all attack a creature with their claws, or do a touch attack with touch of idiocy.

I only have a couple contract devils, but they are pretty nice:

Contract Devil:

ntract Devil (Phistophilus) CR 10
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +11; Senses darkvision 60 ft., see in darkness; Perception +26

DEFENSE

AC 24, touch 17, flat-footed 17 (+7 Dex, +7 natural)
hp 76 (7d10+38)
Fort +7, Ref +12, Will +13
DR 10/good; Immune fire, mind-affecting effects, poison; Resist acid 10, cold 10; SR 15

OFFENSE

Speed 30 ft.
Melee binding contract (whip) +14/+9/+4 (1d4+7 plus bleed), gore +11 (2d6+3)
Space 5 ft.; Reach 5 ft. (10 ft. with binding contract)
Special Attacks binding contract, bleed (1d6), impale (2d8+4)
Spell-Like Abilities (CL 7th; concentration +13)

Constant—tongues
At will—bestow curse (DC 20), detect thoughts (DC 18), dimension door, erase, identify, major image

(DC 19), produce flame, sending
3/day—arcane eye, break enchantment, greater teleport (self plus 50 lbs. of objects only), hold

person (DC 18), locate creature, scorching ray, silence (DC 18),
1/day—contact other plane,

STATISTICS

Str 17, Dex 25, Con 20, Int 24, Wis 23, Cha 22
Base Atk +7; CMB +10; CMD 28
Feats Alertness, Deceitful, Improved Initiative, Iron Will
Skills Bluff +20, Diplomacy +20, Disguise +8, Intimidate +20, Knowledge (arcana) +17, Knowledge

(nobility) +17, Knowledge (planes) +17, Knowledge (religion) +17, Linguistics +14, Perception +20,

Profession (scribe) +13, Sense Motive +20, Sleight of Hand +14, Spellcraft +14
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome,

Goblin, Gnoll, Halfling, Ignan, Infernal, Sylvan, Terran, Undercommon; telepathy 100 ft., tongues
SQ infernal contract, infernal investment

SPECIAL ABILITIES

Binding Contract (Su)

All contract devils carry numerous lengthy contracts draped over their horns or within their numerous

carrying cases. They can wield these contracts like whips, but deal lethal damage regardless of the

armor bonus of their target. A contract devil modifies attack and damage rolls when using a binding

contract by its Intelligence modifier, not its Strength modifier (this equates to a +7 bonus for most

contract devils). Wounds created by a binding contract resemble horrifically deep paper cuts and

cause 1d6 points of bleed damage. A contract devil can use its binding contract to disarm and trip

foes as if the contract were a whip. If it is itself disarmed of the contract, the devil can rearm

itself with a new contract as an immediate action.

Impale (Ex)

As a swift action, a contract devil can impale an opponent grappled by its binding contract, dealing

2d8+4 points of piercing damage.

Infernal Contract (Su)

As a full-round action, a contract devil can produce an infernal contract for a single living mortal

creature. This contract can grant a wide range of abilities and effects, as detailed on the following

page. To receive any of these bonuses, however, the mortal must sign its true name to the document of

its own free will. Upon doing so, that mortal's soul is sworn to the contract devil, condemning the

soul to an eternity of servitude in Hell rather than whatever fate would naturally befall it upon the

mortal's death. Breaking a contract with a contract devil is difficult and dangerous; as long as the

infernal contract remains in effect, the victim cannot be restored to life after death save by a

miracle or a wish. If a mortal is restored to life in this way, the contract devil immediately senses

the development—it not only knows which soul has been restored to life, but also gains the benefits

of a discern location spell targeted on the character or creature that restored the damned soul to

life.

Infernal Investment (Su)

As a subclause of all infernal contracts, a contract devil can use greater scrying at will upon any

creature it has a contract with. The target creature always fails its save against the devil's

scrying attempt—this ability otherwise functions at caster level 20th.


Basically how they work is that I sign a contract for wishes, and the contract is "You give me wishes and I give you nothing". Also, I tell them no messing around with the wishes, making them evil or whatever, good only (some people will get mad about this, but tbh the wishes are pretty unrelated).

I have every spell from level 6 down prepared because of my next simulacrum, and I also cast at +1 caster level:

Unila:

Devil, Cabal Devil (Uniila)
The curves of a shapely maiden define the outline of a mysterious figure wrapped in mist and strips of ancient robes. From beneath the rune-embroidered tatters stretch four, corpse-pale arms, each bearing either a blade or some mysterious arcane device. Hidden within the cowl of its hood shimmer the faintest outlines of a veiled face and a pair of eyes flickering with barely restrained energy.
Cabal Devil (Uniila)

Source Pathfinder #28: The Infernal Syndrome pg. 86

LE Medium outsider (devil, evil, extraplanar, incorporeal, lawful)
Init +6; Senses darkvision 60 ft., see in darkness; Perception +17
Defense
AC 22, touch 22, flat-footed 15 (+5 deflection, +6 Dex, +1 dodge)
hp 43 (5d10+20)
Fort +8, Ref +12, Will +7
DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 16
Offense
Speed fly 40 ft. (perfect)
Melee ???
Ranged ???
Special Attacks dread magic
Spell-Like Abilities (CL 5th)
At will — augury, greater teleport (self plus 50 lbs. of objects only), true seeing, unseen servant
3/day — blink, detect thoughts (DC 17), dispel magic, invisibility

Spells Known (CL 5th)
3rd (5/day) — fireball (DC 18), gaseous form
2nd (6/day) — fog cloud, glitterdust (DC 17), mirror image (DC 17)
1st (6/day) — disguise self, identify, magic missile, ray of enfeeblement (DC 16), shield
0 — arcane mark, bleed (DC 15), dancing lights, detect magic, disrupt undead, mage hand, prestidigitation, touch of fatigue (DC 15)
Statistics
Str 11, Dex 22, Con 19, Int 22, Wis 18, Cha 21
Base Atk +5; CMB +5; CMD 27
Feats Dodge, Lightning Reflexes, Mobility, Scribe ScrollB, Weapon Finesse,
Skills Appraise +11, Bluff +13, Diplomacy +13, Disguise +13, Fly +9, Knowledge (arcana) +14, Knowledge (planes) +14, Knowledge (religion) +14, Perception +12, Sense Motive +12, Sleight of Hand +11, Spellcraft +11, Stealth +14
Languages Aklo, Celestial, Common, Draconic, Infernal, Undercommon; telepathy 100 ft.
SQ infernal arcana, scroll mastery, witch token
Ecology
Environment any (Hell)

Special Abilities
Dread Magic (Su) All spells an uniila casts draw upon terrible infernal eddies and the torment of damned souls. As such, all of an uniila’s spells (not her spell-like abilities) are strange and terrible to behold. This increases the Spellcraft DC required to identify an uniila’s spell as it is being cast by +5. In addition, at will, an uniila can choose to make a spell she casts particularly frightening. Any creature forced to make a saving throw to resist a spell cast by an uniila must make an additional Will save at the same DC or be shaken for 1 round. This effect can potentially increase the severity of other fear effects. This is a mind-affecting fear effect.

Infernal Arcana (Su) Once per day, after spending a minute whispering strange formulas and cosmic truths, an uniila can grant an adjacent mortal spellcaster additional profane insight into the ways of magic. This counts as a bonus spell prepared or spell per day of 6th level or lower, which is immediately accessible by the target in addition to all its regular spells. The uniila chooses what spell to grant the target. It need not be a spell already known by the target, though it must be of 6th level or lower and of a level he can cast or from his class’s spell list. This spell remains available to the target for 24 hours. The spell can be any arcane or divine spell. An uniila can never use this ability on herself or non-mortal targets.

Once a target chooses to make use of this spell, it is cast at the uniila’s caster level (typically 5th) and is treated as having the evil subtype. In addition, as the uniila chooses, she may spontaneously add the effects of any metamagic feat to the spell (without the spell being treated as though it were of an increased spell level). Typically, uniilas use this ability to compel magic users to rely on them for more powerful magic, though they might also use effects like Widen Spell to affect unintended targets.

Scroll Mastery (Su) All uniilas possess Scribe Scroll as a bonus feat. An uniila is treated as knowing all spells of 6th level or lower in the Pathfinder RPG Core Rulebook and can create scrolls of any of those spells. Whether an uniila knows rarer magic is decided by the GM.

Witch Token (Su) By spending an hour in concentration, an uniila can create a token of arcane power. This token may take any form that takes up an item slot, and typically appears as a subtly fiendish ring, amulet, or similar piece of jewelry. While it is worn by a mortal, all of the DCs of any spells the wearer casts increase by +1 (this effect stacks with Spell Focus). However, while wearing a witch token, the bearer takes a –5 penalty on all saves made to resist spells and effects cast by the token’s creation. Also, while the token is being worn, the uniila can effectively scry through the token at will and without the wearer’s knowledge as long as he remains on the same plane. Spells and effects that typically bar or confound scry also affect the witch token.

As a standard action, an uniila can cause her witch token to erupt in a burst of destructive magic that deals 10d6 points of damage to the wearer. An uniila can only ever have one witch token in existence at a time and must destroy a previously created token before creating a new one. The damage of this effect is based on the uniila’s Hit Dice.

All witch tokens are also under effects similar to magic aura, and are detected as possessing auras of moderate universal magic. Those who use identify or a similar spell must succeed at a DC 20 Will save to receive correct information (that the token sheds an aura of strong divination). Detect evil reveals no aura from a witch token. The saving throw is Charisma-based.


They just hand around to give me spells, so that's cool. They also enjoy quickening, persisting, extending, what have you, my lower level spells because why not.

I have six succubi giving me their profane gift for stats, thanks guys!

Succubus:

Succubus

CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 60 ft., detect good; Perception +17

DEFENSE
AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
hp 62 (5d10+40)
Fort +4, Ref +6, Will +7
DR 10/cold iron or good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 14

OFFENSE
Speed 30 ft., fly 50 ft. (average)
Melee 2 claws +11 (1d6+1)
Special Attacks energy drain, profane gift
Spell-Like Abilities (CL 12th)
Constant—detect good, tongues
At will—charm monster (DC 22), detect thoughts (DC 20), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 21), greater teleport (self plus 50 lbs. of objects only), vampiric touch
1/day—dominate person (DC 23), summon (level 3, 1 babau 50%)

STATISTICS
Str 13, Dex 17, Con 20, Int 18, Wis 14, Cha 27
Base Atk +8; CMB +11; CMD 22
Feats Agile Maneuvers, Combat Reflexes, Iron Will, Weapon Finesse
Skills Bluff +27, Diplomacy +19, Disguise +19, Escape Artist +11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21, Sense Motive +13, Stealth +14; Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft.
SQ Change Shape (alter self, Small or Medium humanoid)

SPECIAL ABILITIES
Energy Drain (Su)

A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus's kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.

Profane Gift (Su)

Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).

I have roughly 1000 of these guys just wandering around my plane, doing whatever:

Pit Fiend:

Simulacrum Pit Fiend:
LE Large Creature
Pit Fiend CR 10(????)
XP 307,200
LE Large outsider (devil, evil, extraplanar, lawful)
Init +13; Senses darkvision 60 ft., see in darkness; Perception +23
Aura fear (20 ft., DC 18)

DEFENSE

AC 38, touch 18, flat-footed 29 (+9 Dex, +20 natural, –1 size) (Maybe their natural armor scales with level?)

hp 295 (10d10+240); regeneration 5 (good weapons, good spells)
Fort +19, Ref +16, Will +14
DR 15/good and silver; Immune fire, poison; Resist acid 10, cold 10; SR 21

OFFENSE

Speed 40 ft., fly 60 ft. (average)
Melee 2 claws +22 (2d8+13), 2 wings +20 (2d6+6), bite +22 (4d6+13 plus poison and disease), tail slap +20 (2d8+6 plus grab)
Space 10 ft., Reach 10 ft.
Special Attacks constrict 2d8+19, devil shaping
Spell-Like Abilities (CL 8th)
At will—Fireball(DC21), Wall of Fire, Dispel Magic, Hold Person, Scorching Ray, Invisibility, Magic Circle against Good
1/year—wish

STATISTICS

Str 36, Dex 28, Con 34, Int 26, Wis 30, Cha 26
Base Atk +10; CMB +24 (+28 grapple); CMD 43
Feats Power Attack, Improved Init, Iron Will, Multiattack, Ability Focus (Poison)
Skills Appraise +7, Bluff +21, Diplomacy +21, Disguise +17, Fly +20, Intimidate +21, Knowledge (arcana) +18, Knowledge (planes) +21, Knowledge (religion) +21, Perception +23, Sense Motive +23, Spellcraft +21, Stealth +18, Survival +12, Use Magic Device +18
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.

SPECIAL ABILITIES

Devil Shaping (Su)

Three times per day, a pit fiend can spend a minute to transform nearby lemures into other lesser devils. A pit fiend can transform one lemure for every Hit Die the pit fiend possesses. It can then reshape these lemures into a number of Hit Dice's worth of lesser devils equal to the number of lemures affected. For example, a typical 20 Hit Dice pit fiend could transform 20 lemures into two bone devils (10 HD each), or three bearded devils (6 HD each, leaving two lemures unchanged), or any other combination of lesser devils. Lemures to be reshaped must be within 50 feet of the pit fiend, becoming stationary and unable to move once the shaping begins. After a minute passes, the lemures reform into the shape of a new lesser devil ready to follow the orders of the pit fiend. Although pit fiends can, technically, elevate a mass of 20 lemures into a new pit fiend, most are hesitant to do so since they have no special control over a devil created in this manner.

Disease (Su)

Devil Chills: Bite—injury; save Fort DC 27; onset immediate; frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves. The save DC is Constitution-based.

Poison (Ex)

Bite—injury; save Fort DC 29; frequency 1/round for 10 rounds; effect 1d6 Con damage; cure 3 consecutive saves. The save DC is Constitution-based.


In the non fire areas, called the guest areas, I have two good buddies nymph and hulra who play cards. Also there are some trees in there, its my plane I do what I want:
Nymph:

Nymph
CR ???
CG Medium fey
Init +5; Senses low-light vision; Perception +1o
Aura blinding beauty (30 ft., DC 19)
DEFENSE
AC 22, touch 22, flat-footed 17 (+7 deflection, +5 Dex, )
hp 46 (4d6+32)
Fort +10, Ref +15, Will +13
DR 10/cold iron
OFFENSE
Speed 30 ft., swim 20 ft.
Melee mwk dagger +7 (1d4/19–20)
Special Attacks stunning glance
Spell-Like Abilities (CL 4th)
1/day—dimension door
Spells Prepared (CL 3th)
2nd—barkskin, flame blade,
1st—charm animal (DC 14), endure elements, entangle (DC 14), obscuring mist,
0—detect magic, guidance, light, stabilize
STATISTICS
Str 10, Dex 20, Con 18, Int 16, Wis 17, Cha 24
Base Atk +2; CMB +7; CMD 27
Feats Combat Casting, Weapon Finesse
Skills Diplomacy +14, Escape Artist +12, Handle Animal +11, Heal +7, Knowledge (nature) +10, Perception +10, Sense Motive +10, Stealth +12, Swim +15
Languages Common, Sylvan
SQ inspiration, unearthly grace, wild empathy +21
SPECIAL ABILITIES
Blinding Beauty (Su)

This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 19 Fortitude save or be blinded permanently. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.

Inspiration (Su)

A nymph can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection (typically a lock of her hair). As long as the nymph retains her favor for this creature and as long as the creature carries the nymph's token, the creature gains a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks. A bard who has a nymph for a muse in this way can use his bardic performance for an additional number of rounds per day equal to his nymph muse's Charisma modifier. The nymph retains a link to her token and its carrier as if she had cast a status spell on the carrier. The nymph can end this effect at any time as a free action. A single nymph may only inspire one creature at a time in this manner.

Spells (Su)

A nymph casts spells as a 3rd-level druid, but cannot swap out prepared spells to cast summon spells.

Stunning Glance (Su)

As a standard action, a nymph can stun a creature within 30 feet with a look. The target must succeed on a DC 19 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.

Unearthly Grace (Su)
A nymph adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.

Wild Empathy (Su)
This works like the druid's wild empathy class feature, except the nymph has a +6 racial bonus on the check. The nymph's effective druid level is equal to her HD for determining her total modifer to the check.


The nymph is my muse, so I get the nymph stuff

Huldra:

Huldra
CN Medium fey
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +9
DEFENSE

AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural)
hp 28 (4d6+14); regeneration 3 (acid or fire)
Fort +1, Ref +5, Will +4
Immune charm and compulsion effects; Resist cold 10

OFFENSE

Speed 30 ft.
Melee slam +7 (1d6+4), tail slap +7 (1d6+4 plus 1d4 Cha damage)
Special Attacks lashing tail, manipulate luck
Spell-Like Abilities (CL 2th; concentration +6)

Constant—detect snares and pits, endure elements, pass without trace
3/day—charm person (DC 15), daze monster (DC 16), wood shape

STATISTICS

Str 19, Dex 17, Con 14, Int 12, Wis 14, Cha 19
Base Atk +3; CMB +7; CMD 21
Feats Deceitful, Dodge,
Skills Bluff +13, Disguise +13, Escape Artist +10, Knowledge (nature) +8, Perception +9, Stealth +10, Use Magic Device +11
Languages Common, Giant, Skald, Sylvan

SPECIAL ABILITIES

Lashing Tail (Su)

A huldra’s tail slap is a primary attack. In addition, each time a huldra damages a creature with her tail slap, she deals 1d4 points of Charisma damage, causing her target to grow progressively more deformed and ugly with each strike. A DC 13 Fortitude save negates the Charisma damage. The save DC is Constitution-based.

Manipulate Luck (Su)

Once per day, a huldra can manipulate another creature’s luck by spending a full-round action, during which the huldra must remain in physical contact with the target creature. When the huldra uses this ability, she must choose whether she is imparting good luck or bad luck. A creature granted good luck gains a +2 luck bonus on all saving throws, attack rolls, and skill checks, while a creature afflicted with bad luck takes a –4 penalty on all saving throws, attack rolls, and skill checks. A DC 17 Will save negates the effect. Huldras cannot be the target of this ability. This effect lasts for 24 hours and is a curse effect. The save DC is Charisma-based.


The huldra gives me luck for 24 hours, which is nice.

Also, whenever I need to blood money something expensive, I just marionette possession into one of these I have lying around:

hekatonkheires:

Hekatonkheires Titan CR 24
XP 1,228,800
CE Colossal outsider (chaotic, evil, extraplanar)
Init +6; Senses all-around vision, darkvision 120 ft., true seeing; Perception +23

DEFENSE

AC 42, touch 4, flat-footed 40 (+8 armor, +2 Dex, +30 natural, -8 size)
hp 202 (12d10+192); regeneration 10 (epic)
Fort +25, Ref +7, Will +10
DR 20/epic and lawful; Immune aging, death effects, disease, mind-affecting effects; SR 23

OFFENSE

Speed 60 ft.; air walk
Melee +3 weapon +26/+21/+16/ (6d6+22 plus hundred-handed whirlwind) or slam +25 (4d8+21 plus stun)
Ranged rock +14/+9/+4 (4d8+31/18-20)
Space 30 ft.; Reach 30 ft.
Special Attacks rock throwing (200 ft.), stunning slam
Spell-Like Abilities (CL 12th; concentration +15)

Constant—air walk, spell turning, true seeing
At will—bestow curse (DC 21), break enchantment, greater dispel magic, find the path, sending
3/day—) heal,

STATISTICS

Str 48, Dex 15, Con 43, Int 22, Wis 19, Cha 24
Base Atk +12; CMB +39; CMD 59
Feats Alertness, Improved Initiative, Vital Strike, Lightning Reflexes, Power Attack, Improved vital Strike
Skills Acrobatics +17 (+29 when jumping), Bluff +22, Climb +34, Craft (any) +21, Diplomacy +19, Escape Artist +17, Intimidate +22, Knowledge (history) +18, Knowledge (planes) +21, Perception +23, Sense Motive +23, Survival +16
Languages Abyssal, Celestial, Common; telepathy 300 ft.
SQ hands of war, planar leap

SPECIAL ABILITIES

Hands of War (Su)

Any weapon a hekatonkheires wields gains a +3 enhancement bonus while the titan holds it. A hekatonkheires's attacks are treated as epic and evil for the purposes of overcoming damage reduction. In addition, a hekatonkheires's multitude of arms allows it to effectively block attacks, granting it a +8 armor bonus to its AC.

Hundred-Handed Whirlwind (Ex)

A hekatonkheires carries several dozen weapons of various types in its hundred hands, but when it attacks in melee, you don't have to resolve each of these as a separate attack. Instead, when the titan attacks with its weapons, it rolls its attacks normally (either one attack for a standard action, or four as a full-round action) and hits every creature in its reach each time an attack roll exceeds that creature's AC. If any such attack roll results in a possible critical hit, the critical is applied to one creature of the hekatonkheires's choosing. The hekatonkheires can choose to deal bludgeoning, piercing, or slashing damage as a free action on each separate hit.

Planar Leap (Su)

A hekatonkheires traverses the planes by physically smashing through planar boundaries and crashing devastatingly into the target plane itself. Once per year as a full-round action, a hekatonkheires can, as part of a jump, plane shift to any other plane (as per the spell of the same name). It can only bring itself and its gear when it travels in this manner. When the hekatonkheires reaches its destination plane, it falls from the sky and crashes to the ground, creating a devastating explosion of thunder and fire. Any creature within 300 feet of the point where the hekatonkheires lands (including the titan itself) takes 20d6 points of bludgeoning damage and 20d6 points of sonic damage (Reflex DC 32 for half). The save DC is Constitution-based.

Stunning Slam (Ex)

As a standard action, a hekatonkheires may forgo any weapon attacks to make a single slam attack against any creature in reach. If it hits, the target takes damage and must succeed at a DC 35 Fortitude save to avoid being stunned for 1d6 rounds. The save DC is Strength-based.


I also craft spears for them, they like weapons a lot I think.

Finally, I have these fellows, the norns:

Norn:

Norn
LN Large fey
Init +16; Senses all-around vision, blindsight 120 ft., low-light vision, greater arcane sight, true seeing; Perception +30

DEFENSE

AC 33, touch 21, flat-footed 31 (+7 armor, +2 Dex, +10 insight, +5 natural, -1 size)
hp 135 (10d6+100); regeneration 10 (cold iron)
Fort +11, Ref +11, Will +14
Defensive Abilities death ward, fated, foresight, mind blank, never surprised or flat-footed; DR 15/cold iron; Immune cold; Resist acid 30, electricity 30, fire 30; SR 19

OFFENSE

Speed 40 ft. (30 ft. with armor)
Melee shears +21/+21/+16 (1d8+12/15-20 plus energy drain), touch +11 (energy drain)
Space 10 ft.; Reach 10 ft.
Special Attacks energy drain (2 levels, DC 25), shift fate, snip thread
Spell-Like Abilities (CL 10th; concentration +20)

Constant—death ward, foresight, greater arcane sight, mind blank, tongues, true seeing
At will—bestow curse (DC 23), divination, vision, wind walk (self only)
1/day—phantasmal killer (DC 24)

STATISTICS

Str 25, Dex 14, Con 30, Int 21, Wis 24, Cha 31
Base Atk +5; CMB +13; CMD 25
Feats Great Fortitude, Improved Great Fortitude, Improved Initiative, Improved Iron Will, Iron Will
Skills Bluff +13, Craft (cloth) +8, Heal +2, Intimidate +20, Knowledge (all) +15, Perception +20, Perform (oratory) +8, Sense Motive +20, Use Magic Device +13
Languages Common, Giant, Sylvan; tongues
SQ change shape (humanoid; alter self or giant form II)

SPECIAL ABILITIES

Fated (Su)

A norn adds her Charisma modifier as an insight bonus to AC and on initiative checks.

Shears (Su)

A norn's shears function as a +5 mithral keen speed scimitar, but only for a norn.

Shift Fate (Su)

As an immediate action, a norn can force any one target within 120 feet to reroll a saving throw—this ability must be used immediately after the saving throw is rolled, and the target must abide by the result of this second roll.

Snip Thread (Su)

As a standard action up to three times per day but no more often than once every 1d4 rounds, a norn may produce a golden thread linked to a creature's fate and then attempt to snip it short with her shears. The target creature must be within 120 feet and in the norn's line of sight. The target immediately takes 20d6 points of damage (Fortitude DC 25 for half). If the target dies from this damage, the norn has cut through the thread—in this case, the target may only be restored to life via miracle, wish, or divine intervention. This is a death effect. The Save DC is Charisma-based.


I have roughly 200 of them, and I use them to snip the threads of bad guys! I think it works well.

I have these spells permanently active on me:

Permanency:

Arcane sight
Comprehend languages
Darkvision
Detect magic
Read magic
See invisibility
Tongues 11th
Telepathic bond*
*Casted on all simulacrums and/or allies

Alarm-Everywhere on my plane


I think I have 200000 gold left over, not sure what to buy!

I think this is pretty standard for a wizard, what do you guys think? If you have an ideas let me know!


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Oh, I forgot a fact about him, He is a diviner, which means that he always rolls a nat 20 for initiative, and he is never surprised.

I feel an initiative of 45 is sufficient for most encounters.

Usually, the plan of attack is to run away to my plane where it is timeless, formulate a plan, and then go back to the second I left and execute that plan.


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That looks pretty good! Couple of quick things on a cursory glance, a 34 INT score seems like its off by quite a few points. (18 Base +2 Racial, +5 Level increase, +5 Inherent, +6 Enhancement, +3 Age and +2 Profane = 41)

Next, the feats while generally ok, could probably be upgraded somewhat. You have Craft Magical Arms and Armor, but no armor or weapon made with it for example. Also, in my opinion having another feat is worth having to pay full price for rings and I would cut Forge Ring as well. Arcane Discovery likewise is a great choice for starting out, but at 20 you have the timeless plane, making the 25% faster crafting less valuable. Iron Will also seems out of place on high Will save chassis that has a positive wisdom score. These could probably be replaced with other good Wizard feats at very low cost.

Moving on to Magic Items there's some choices that should be cut. The Pearls of power are largely unnecessary thanks to your timeless plane. Ring of Fire Resistance also seems an odd choice. My usual rings for casters are Ring of Inner Fortitude, Greater (helps out for Blood Money also), Ring of Freedom of Movement, and Ring of Evasion, (In conjunction with a Ten-Ring Sword for those moments you want all three. Make it Courageous to get a free +2 to morale effects for a +1 bonus and a casting of Greater Magic Weapon)

Your list could also use Beads of Karma (3 or so), which is the strongest Caster level boosting item at +4 (I highly recommend taking ranks of UMD even outside of using this item.). A few Ioun stones that I use on casters in approximate order of usefulness:

Orange Prism Ioun Stone
Pale Green Prism Ioun Stone
Flawed Pale Green Prism Ioun Stone
Dusty Rose Prism
Cracked Dusty Rose Prism
Iridescent Spindle
Clear Spindle
Emerald Ellipsoid
Gamboge Nodule

Another great item is the Rod of Absorption (especially since you can craft it yourself). Anyone who is unfamiliar with it should go read it quick. Yes, it absorbs up to 50 spell levels and then give you 50 levels of free casting. It can only ever absorb 50 levels, but still an incredible item.

Those are my suggestions, but I must say that Uniila are insane, good find.


Yeah, it is hard to keep track in hero lab of all the different bonuses, haha, it is like 5 adjustments.

The fire resist ring is actually really nice, especially because my plane does constant fire damage.

More notes, a lot of these feats were to craft for allies as well, and iron will is a good feat regardless early on, if that makes sense.

Also, I forgot to update this, but I will be crafting for my good buddy jake, a +5 weapon would be nice for him, he helps so much

I guess I can retrain out the bad feats on my timeless plane? Hmmmm, that means I could just remove all my creation feats anyway.

Last edit, my base int was 16, with the +2 racial. I think 18 int is fine to start with, and I basically sink the rest of my points into con to be as tough as possible early on

Thanks for the help anzyr! I think it is good to have a relatively standard wizard build to reference in my opinion.


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So basically this entire post is a giant boast about how you've misunderstand of how numerous designers have said simulacrum should be arbitrated?

I'm not really seeing anything impressive outside of that kind of deliberate misapplication of rules, except claims that you've got hundreds of thousands of gold pieces left over despite making thousands of simulacrum with 10 or more hit dice (at 500gp per hit die).

Congratulations I guess? You win the 'prize' for most broken thing that doesn't actually work the way that you think it should.


Peter Stewart wrote:


I'm not really seeing anything impressive outside of that kind of deliberate misapplication of rules, except claims that you've got hundreds of thousands of gold pieces left over despite making thousands of simulacrum with 10 or more hit dice (at 500gp per hit die).

Aside from the personal attacks, and ignoring a lot of things, here is the answer:

http://www.d20pfsrd.com/magic/all-spells/b/blood-money


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CWheezy wrote:
Peter Stewart wrote:


I'm not really seeing anything impressive outside of that kind of deliberate misapplication of rules, except claims that you've got hundreds of thousands of gold pieces left over despite making thousands of simulacrum with 10 or more hit dice (at 500gp per hit die).
Aside from the personal attacks, and ignoring a lot of things, here is the answer:

Lets be clear about what a personal attack is. I didn't call you any names. I didn't offer any insult. I observed (quite accurately) that the entire premise of this post is based on a flawed understanding of how designers have suggested the rules be interpreted.

If I got snarky in doing so it's because you went so far as to suggest that this is or should in some way be the norm within the game. The entire post is basically the equivalent of rubbing grit in people's eye by sarcastically observing what your entire clic of players describe as broken rules.

Suggesting that the original intention of your post wasn't to get a rise out of people is to be blatantly dishonest.

CWheezy wrote:
http://www.d20pfsrd.com/magic/all-spells/b/blood-money

Where I get lost is where you are using a spell that explicitly says that the components revert if not used within a round in an attempt to power a spell that has a 12 hour casting time. There's even a Dev explicitly on record as saying that doesn't work.

Let me reiterate though that beyond your blood money trick (which again, has Dev's on record as saying it doesn't work) your entire set of simulacrum stats are not built in a way that can be reconciled with the expressed intentions of the designers.

Frankly, I find this kind of attempted cheese to be not only personally offensive, but destructive to the hobby as a whole. It is undermines the entire idea of having a GM to sort out things that are not explicitly spelled out in the rules. It encourages designers not to publish spells, abilities, and items that greatly add to the flexibility of the system. It alienates people who don't want to have to deal with these kinds of pointless discussions, and as a whole contributes nothing.

I can admire a creative build that works within the rules to create a powerful combination. I can admire people who put in the work to find particularly powerful rules interactions (vital strike + strongjaw comes to mind). I don't really have a whole lot of respect though for people who are out to stir up controversy by willfully ignoring design and game rules.


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Hi, I would like some citations for your claims, if you want, since I am just reading the rules.

You are implying a lot of things about the post I made that I find offensive, implying I am "rubbing grit in people's eyes" is of course an insult, as was the tone of your previous post.

I mean, you are focused on just my army of simulacrum, and did not even worry about my free level 16 cleric/planetor, my mountains of crafted gear, my timeless plane, or my unbeatable initiative. You can really ignore all those if you want

Do I think this should be the norm? Of course not, wizards are dumb broken. This is just what is relatively standard for the level

Grand Lodge

Blood money is garbage both in concept and execution, people who use it are unapologetic exploiters and it's existence is stain on the Paizo editing staff's track record(Not a huge stain it's hard to account for the machinations of misanthropic jackanapes).

Just my 2 coppers :).


6 people marked this as a favorite.
CWheezy wrote:
You are implying a lot of things about the post I made that I find offensive, implying I am "rubbing grit in people's eyes" is of course an insult, as was the tone of your previous post.

Implying that you are rubbing grit in people's eyes is not an insult, it's an accusation. The entire tone of the opening post here is offensive, and intentionally so. Trying to claim that you are entirely innocent is disingenuous at best. I've no doubt we could stand here calling each other offensive until a mod shows up to nuke us both from orbit (in fact I'd put even money that is exactly what will happen), but that doesn't change the fact that in terms of game rules, you are quite wrong. All snark aside, your entire premise here is built on foundations that are rotten. Let me break down why, step by step, in the most forthright way that I can.

CWheezy wrote:
Hi, I would like some citations for your claims, if you want, since I am just reading the rules.

Designer responding to you by name on the topic of how simulacrums should be built. You had a designer tell you explicitly months ago that the spell requires GM oversight to work, that GMs should be building siulacrums, that they should not get every ability of the original creature, and that they should be scaled for their CR, hit dice, and adjusted caster level as appropriate.

You ignored him and instead chose to post your simulacrum army almost a month later. That's about as clear an example as can be had that you are simply out to stir up trouble and don't really care about getting any kind of response to your implied criticism of the system.

James Jacobs explicitly stating that blood money only works with standard action spells.

CWheezy wrote:
I mean, you are focused on just my army of simulacrum, and did not even worry about my free level 16 cleric/planetor, my mountains of crafted gear, my timeless plane, or my unbeatable initiative. You can really ignore all those if you want

The Planetor you are getting through True Name, which has this to say?

Ultimate Magic wrote:
It is in your best interest to call this creature only sparingly, and occasionally reward it in some fashion to mollify its wrath. If you repeatedly fail to offer it a reward appropriate to its type and ethos, the creature may begin plotting ways to destroy the bond between you, whether by creating an accident that will destroy your memory of the name, by plaguing you with nuisances or dangers until you vow never to call on it again, or by actively seeking to destroy you through its own devices or those of an underling. If this creature is of a lawful type and you are violating its ethos, its superiors may even destroy it or you rather than allow you to contaminate their servant further. Worse, they may establish situations where it is necessary for you to summon this outsider, opening gateways to infernal or angelic interference, in order to gain a foothold on the Material Plane.

.

Looks like using him completely for free with no ramifications is not at all what the rules say. They actually seem to say that doing so will likely result in the creature (in this case a celestial general) plotting against you, getting his allies to attack you, manipulating you towards their own ends, and otherwise undermining you at every turn.

CWheezy wrote:
my mountains of crafted gear

Which only really doubles your wealth when you create a character at 20th level out of whole cloth illegally (because you are supposed to spend specific percentages of your wealth on specific areas when drafting a higher level character), and otherwise provides a marginal increase. I've played crafting even with SKR's suggesting that it should let you stretch wealth further and never seen it produce a problem in a 1-20 or even 5-20 game.

The rules have this to say

"CoreRuleBook wrote:
Table: Character Wealth by Level can also be used to budget gear for characters starting above 1st level, such as a new character created to replace a dead one. Characters should spend no more than half their total wealth on any single item. For a balanced approach, PCs that are built after 1st level should spend no more than 25% of their wealth on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins. Different character types might spend their wealth differently than these percentages suggest; for example, arcane casters might spend very little on weapons but a great deal more on other magic items and disposable items.

That says nothing about getting all your wealth at 20th level in coin that you can then use to craft yourself double the normal amount of item based wealth. It actually says you should get approximately 10% of your wealth to do so.

CWheezy wrote:
my timeless plane

You mean this timeless?

"GameMasteryGuide wrote:
On planes with this trait, time still passes, but the effects of time are diminished. How the timeless trait affects certain activities or conditions such as hunger, thirst, aging, the effects of poison, and healing varies from plane to plane. The danger of a timeless plane is that once an individual leaves such a plane for one where time flows normally, conditions such as hunger and aging occur retroactively. If a plane is timeless with respect to magic, any spell cast with a noninstantaneous duration is permanent until dispelled.

Seems pretty nifty, but not nearly as good as you seem to make it out to be, with the suggestion that it in some way allows you to step outside of the universe's time to do whatever you want. It lets you not eat or drink for a while until you leave, at which point it all catches up to you. Not broken.

Actually seems like a cool plot device - ancient wizard watches the universe and sees evil, but is so old that if he ever leaves himself to confront it he'll die. Instead he has to send adventurers!

CWheezy wrote:
or my unbeatable initiative. You can really ignore all those if you want

Is quite good. You can go first in a completely legitimate way. Is this supposed to jump out at me as insanely broken? It seems like it can give you the upperhand in a lot of circumstances. It should, since it's a 20th level capstone and you've invested feats, wealth, and (I think) a familiar) in it. Sorcerers are getting boat loads of immunities, martials are getting high levels of unbeatable damage reduction, extra multipliers on crits, and the ability to turn their rage on and off at will. It should be good.

CWheezy wrote:
Do I think this should be the norm? Of course not, wizards are dumb broken. This is just what is relatively standard for the level

It isn't the norm. You're creating a false argument based on an invalid premise. Most of the exploit you describe or attempt to take advantage of are things that go blatantly against the intent of the rules or don't function as you suggest they do.

MassivePauldrons wrote:

Blood money is garbage both in concept and execution, people who use it are unapologetic exploiters and it's existence is stain on the Paizo editing staff's track record(Not a huge stain it's hard to account for the machinations of misanthropic jackanapes).

Just my 2 coppers :).

I think it is a pretty cool spell conceptually, though I think it is a little too good right now. The cost in terms of strength damage should probably go up a fair bit - perhaps to 1d6 per 500gp, rather than 1 point. I might also increase the spell level.


Peter Stewart wrote:
CWheezy wrote:
Peter Stewart wrote:


I'm not really seeing anything impressive outside of that kind of deliberate misapplication of rules, except claims that you've got hundreds of thousands of gold pieces left over despite making thousands of simulacrum with 10 or more hit dice (at 500gp per hit die).
Aside from the personal attacks, and ignoring a lot of things, here is the answer:

Lets be clear about what a personal attack is. I didn't call you any names. I didn't offer any insult. I observed (quite accurately) that the entire premise of this post is based on a flawed understanding of how designers have suggested the rules be interpreted.

If I got snarky in doing so it's because you went so far as to suggest that this is or should in some way be the norm within the game. The entire post is basically the equivalent of rubbing grit in people's eye by sarcastically observing what your entire clic of players describe as broken rules.

Suggesting that the original intention of your post wasn't to get a rise out of people is to be blatantly dishonest.

CWheezy wrote:
http://www.d20pfsrd.com/magic/all-spells/b/blood-money

Where I get lost is where you are using a spell that explicitly says that the components revert if not used within a round in an attempt to power a spell that has a 12 hour casting time. There's even a Dev explicitly on record as saying that doesn't work.

Let me reiterate though that beyond your blood money trick (which again, has Dev's on record as saying it doesn't work) your entire set of simulacrum stats are not built in a way that can be reconciled with the expressed intentions of the designers.

Frankly, I find this kind of attempted cheese to be not only personally offensive, but destructive to the hobby as a whole. It is undermines the entire idea of having a GM to sort out things that are not explicitly spelled out in the rules. It encourages designers not to publish spells, abilities, and items that greatly add to...

Simulacrum is being interpreted as it is written. Very little about a monsters statistics are actually changed when it's HD go up or down. A 14 HD and a 20 HD Contract are going to have the same SLAs at the same Caster Level regardless of HD, the same is true of SU abilities. If the designers dislike the spell they may errata or FAQ it, but when one is discussing what the rules are, one should look to what the rules in fact are.

Blood Money can be used with Wish, which can then be used to cast Simulacrum. Free Simulacrums are completely legit. If you have a rule that indicates otherwise please feel free to post it.

Peter Stewart: You may want to reread the WBL thing again, because none of his areas exceed 25%. He actually has more than 10% in cash at the moment.

You also missed the Immortality ability, he can come and go from the demi plane as he pleases.

Finally, there are several spell combinations that virtually guarantee a kill. So going first is extremely in important as 1 round is all you need to end the encounter.


Anzyr wrote:
Simulacrum is being interpreted as it is written. Very little about a monsters statistics are actually changed when it's HD go up or down. A 14 HD and a 20 HD Contract are going to have the same SLAs at the same Caster Level regardless of HD, the same is true of SU abilities. If the designers dislike the spell they may errata or FAQ it, but when one is discussing what the rules are, one should look to what the rules in fact are.

Actually, no. Lets look at what the spell actually says.

CoreRuleBook wrote:
Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only half of the real creature's levels or HD (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD).

Basically, the spell's own wording explicitly calls for GM arbitration - for determining what the appropriate special abilities are for a version of a monster with half of the normal hit dice. Nowhere does simulacrum say that you get a copy with the same spells, special abilities, and so forth of the base creature. It explicitly states otherwise.

Anzyr wrote:
Blood Money can be used with Wish, which can then be used to cast Simulacrum. Free Simulacrums are completely legit. If you have a rule that indicates otherwise please feel free to post it.

Blood money can indeed be used with wish, for the low low price of 50 strength damage. Now, I've stated that I think from a mechanical standpoint that price should go up, but in practice very few wizards are going to have 50 points of strength to suck in order to power free simulacrums, so this is really a moot point.

Anzyr wrote:
Peter Stewart: You may want to reread the WBL thing again, because none of his areas exceed 25%. He actually has more than 10% in cash at the moment.

Which he achieve by crafting all his items from scratch. Using 100% liquid assets towards the end of crafting. That isn't what the rules lay out in any way shape or form, and is the kind of exploitative behavior that can only begin to exist in rare 20th level one shot adventures and intentionally provocative posts like OP's.

Anzyr wrote:
You also missed the Immortality ability, he can come and go from the demi plane as he pleases.

Which has very little if any mechanical impact on the game. Yes, he can hang out in his demiplane as long as he wants. The universe keeps spinning around him. Not having to eat and drink isn't really that broken. I can achieve that same effect for the low price of 2,500, and get to sleep only 2 hours a night as well.

Anzyr wrote:
Finally, there are several spell combinations that virtually guarantee a kill. So going first is extremely in important as 1 round is all you need to end the encounter.

I'd be interested in seeing these combos that 'virtually guarantee a kill', and in seeing how many times they can be pulled off in a day, along with how many a given character can have access to at a time.


How do you afford all of this? A demiplane is expensive (or should be), and so are simulacra.

I'm not sure how you're controlling all those outsiders. Planar Ally and Gate let you control creatures for a "service" or for a limited period of time.


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Well, I personally, don't agree with how CWheezy is interpreting the Timeless Trait since Time still passes the effects are just reduced for you, so there is no actual time benefit. I use Double Time Planes personally to get two days to every one day that everyone else gets, which allows for the stockpiling of a number long duration spells, effectively allowing you to compound your power.

Virtually guarantee a kill huh?

Hungry Darkness + Mage's Excellent Enclosure (Quicken Rod the one of your choice) spells will kill everything in the 10 ft. radius (Go all out with a Widen Rod if you want a 20 ft. radius emanation) you can enclose. If the opponents do not possess an Ex means of being immune to CON damage, they about to die a very painful death. (And melee types who want to break down the wall? Try and get through a Hardness 40, 500 HP wall before the Hungry Darkness kills you. Fun fact: Spell Sunder is SU.) There is no save involved with this, and it takes one round.

It can be repeated by the OP's Wizard (assuming his correct INT is in fact or atleast 39 discounting the Succubus' profane bonus) 6 times. That is 6 encounters a day that you can simply end on the first turn, no muss, no fuss. The best part is, since I use a Double Time plane to be able to perform this 12 times a day.

This is mostly just an example, there are a number of such combinations that can effectively end encounters, multiple times a day.

Also, you need 51 STR to cast Wish with Blood Money (having only 50 would make you unable to actually cast the spell you want), but its very easy to get 51 STR for a Wizard. Here's my handy guide:

9 Base STR
+10 Form of the Dragon 3
+10 Blood Rage
+2 Succubus Boon (Ideally off a Simulacrum, but a quick summon works to).
+6 enhancement (Belt of Physical Perfection, make it yourself on the cheap.)
+8 Inherent Blood Reservoir of Physical Prowess is an excellent +8 Inherent option for 2k Price on the cheap.
+6 Ring of Inner Fortitude (effectively) =
51 or 25,000 worth of material components and 1 STR left (cause it would suck to fall to 0 while casting).

Kimera757: With Blood Money and Wish his Simulacrum are free, furthermore he only needs to spend 20,500 making his Demiplane permanent (500 for Demiplane, 20,000 for permanency).

Also he is only controlling one outsider Jake, with the True Names ability. The others are Simulacrums created for free via the above method.


Anzyr wrote:
Hungry Darkness + Mage's Excellent Enclosure (Quicken Rod the one of your choice) spells will kill everything in the 10 ft. radius (Go all out with a Widen Rod if you want a 20 ft. radius emanation) you can enclose. If the opponents do not possess an Ex means of being immune to CON damage, they about to die a very painful death. (And melee types who want to break down the wall? Try and get through a Hardness 40, 500 HP wall before the Hungry Darkness kills you. Fun fact: Spell Sunder is SU.) There is no save involved with this, and it takes one round.

Right, you're killing them with a long duration spell inside a sphere of antimagic. Seems really cool, no possible... wait. I'm sorry, your hungry darkness is functioning inside the excellent enclosure? I'm interested in knowing how that works.

Anzyr wrote:
This is mostly just an example, there are a number of such combinations that can effectively end encounters, multiple times a day.

Do they also rely on trapping someone inside a an antimagic field and using magic to kill them?

Anzyr wrote:

9 Base STR

+10 Form of the Dragon 3
+10 Blood Rage
+2 Succubus Boon (Ideally off a Simulacrum, but a quick summon works to).
+6 enhancement (Belt of Physical Perfection, make it yourself on the cheap.)
+8 Inherent Blood Reservoir of Physical Prowess is an excellent +8 Inherent option for 2k Price on the cheap.
+6 Ring of Inner Fortitude (effectively) =
51 or 25,000 worth of material components and 1 STR left (cause it would suck to fall to 0 while casting).

Laying aside that a ring of inner fortitude should not function when you are voluntarily inflicting ability damage on yourself (laying aside because you can swing a 15 starting strength), this is a whole lot more bending and shaking to get off a simulacrum, with a whole lot of things that could go wrong at any point (like a succubus withdrawing a boon). It requires an exceptional amount of metagaming to accomplish, an ally to inflict damage on you for blood rage, the infliction of 50 points of ability damage that has to be cured ASAP, and the expenditure of numerous high level spells, and everything coming together within the context of a single round given that the blood reservoir only lasts for one round. Oh, and if you don't have someone on hand to heal you then you are helpless.

Yeah, I'm ok with that. Any GM is going to chase you out of the room with this kind of rule bending, and it is a lot easier to poke holes in than "I cast blood money for thousands of free simulacrums".

Anzyr wrote:
Also he is only controlling one outsider Jake, with the True Names ability. The others are Simulacrums created for free via the above method.

Right, controlling one outsider that is going to turn on him because he isn't paying, then using a simulacrum spell to create copies that don't actually do what you think they do. Oh, lets also throw out that if and when your little "Jake" dies, he's gone.

Liberty's Edge

I have to agree with Peter on pretty much everything. I don't know for sure what this thread was hoping to accomplish, I'm guessing it is supposed to be edgy and show about a hundred rules exploits that no one in the universe (except the o.p.) knows about, and if that is the case it is a horrible failure, not a single original trick in the thread.


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Peter Stewart wrote:
Anzyr wrote:
Hungry Darkness + Mage's Excellent Enclosure (Quicken Rod the one of your choice) spells will kill everything in the 10 ft. radius (Go all out with a Widen Rod if you want a 20 ft. radius emanation) you can enclose. If the opponents do not possess an Ex means of being immune to CON damage, they about to die a very painful death. (And melee types who want to break down the wall? Try and get through a Hardness 40, 500 HP wall before the Hungry Darkness kills you. Fun fact: Spell Sunder is SU.) There is no save involved with this, and it takes one round.

Right, you're killing them with a long duration spell inside a sphere of antimagic. Seems really cool, no possible... wait. I'm sorry, your hungry darkness is functioning inside the excellent enclosure? I'm interested in knowing how that works.

Anzyr wrote:
This is mostly just an example, there are a number of such combinations that can effectively end encounters, multiple times a day.

Do they also rely on trapping someone inside a an antimagic field and using magic to kill them?

Anzyr wrote:

9 Base STR

+10 Form of the Dragon 3
+10 Blood Rage
+2 Succubus Boon (Ideally off a Simulacrum, but a quick summon works to).
+6 enhancement (Belt of Physical Perfection, make it yourself on the cheap.)
+8 Inherent Blood Reservoir of Physical Prowess is an excellent +8 Inherent option for 2k Price on the cheap.
+6 Ring of Inner Fortitude (effectively) =
51 or 25,000 worth of material components and 1 STR left (cause it would suck to fall to 0 while casting).
Laying aside that a ring of inner fortitude should not function when you are voluntarily inflicting ability damage on yourself (laying aside because you can swing a 15 starting strength), this is a whole lot more bending and shaking to get off a simulacrum, with a whole lot of things that could go wrong at any point (like a succubus withdrawing a boon). It requires an exceptional amount of metagaming to accomplish, an ally to inflict damage on you for...

This is what happens when that 5% chance of failure comes up and you derp on something like that. Nonetheless the underpinning of the combo is effective and I'll correct it. Shrink Item will get you 50 cu. ft. of lava. Move the Shrink item to where your enemies are (Method is your choice, Mage hand should probably work since its cloth, but if not Telekinesis), then cast Mage's Excellent Enclosure. You enemies are now immersed in lava and taking 20d6 a round, and have any non-Ex Fire Resistance/Immunity turned off. For those targets who do have Ex Fire Resistance/Immunity, use a Shrink Item of Acid. The immersion damage is less at 10d6, but has the benefit of fewer things having resistances/immunities.

Bending and shaking? Its just casting spells to reach the requisite Strength and requires 0 metagaming, since while you may not know your STR value, you do know how many material components you can substitute your blood for...

The Succubus can't withdraw the boon if it summoned or a simulacrum (though you should make sure to have the summoned succubus withdraw before the summon ends...)

As a high level caster, you can summon monsters, that know Heal, which will cure you of your ills in a single round. Having an ally inflict damage requires no metagaming, the wizard knows when he is damaged blood rage makes him stronger and he knows he needs more STR to substitute for components. Finally, a Ring of Inner Fortitude does work with Blood money the way it is written. My stat boost combo to hit 51 STR is very solidly RAW.

ShadowcatX: The point is that the OP's wizard is what a Wizard is capable of under the Rules as Written. It is intended to be a rebuttal to those who say wizards under the Rules as Written are not overpowered. They are not "tricks" they are effective combinations of spells used in an intelligent manner.

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Um. 50 cubic feet is 5 feet by 5 feet by 2 feet. Nobody is going to be 'immersed' in such a scenario. 10d6 per round, tops.

Also keep in mind that at the level a mage can pull this off, the melees can probably batter through that Enclosure in one round, maybe two.

at the same level, any character can move up into the wizard's square with a standard action, activate an anti-magic field from a throwaway consumable, and proceed to grapple your Str8 Wuss to death while Holy Word or a similar effect sends away your enslaved planetar with a poof and his mocking salute to you.

Secondly, Excellent Enclosure is a touch spell. Do you really want to be inside the Enclosure with hostiles?

Thirdly, it's a 10' radius. 3.14 r^2 says you have 314 square feet of ground to cover with your 50 cubic feet of rock or acid. Meaning that unless you want them to just stand outside the AoE, you need to spread it out, and they'll be standing in less then 2 inches of whatever you put in place.

Foruthly, I'd dearly like to see what happens when you're hit with a Targeted Dispel and your Shrink Item is dispelled. Having your lava or acid dumped on you and your items should be interesting, to say the least.

And unless you somehow convince a DM that you can precisely shape a Shrunken Item in less then 1' cubic block increments (i.e. trying to justify that you can Shrink Item a massive carnival tent because you can fold it up to less then 50 cubic feet), you're going to get a blob of lava that slowly runs off and tries to fill the area in slow motion.

If they have blueshine treatment or something similar on their boots (hey, black dragonskin) they might even be immune to the acid. Who knows? Me, I'd probably have them dump some alchemical cold flasks on the ground and avoid the damage entirely.

I'd also like to see the justification for being able to manipulate Time as you like in your Demiplane. Is Double Time specifically one of the options? The Permanency spells you'd have to cast for each expansion of your plane and keeping it intact haven't been figured into your WBL, either, and they can't be Wished into effect.

Also, abusing Wish AND the servant rules is just asking for it from other Wishcrafters. "I Wish the next time that Wizard Munchkin casts Blood Money via any method, any Str buffs on him are neutralized." You go right to negative Str and die as your heart is too weak to beat, and your bones fall apart. I can so totally see some CR 30 pissed off extraplanar doing this to you for daring to abuse summonings like you do.

Plus, isn't the Blood Money damage equal to the Wish + the cost of the Simulacarum? Wish allows you to duplicate the spell, but doesn't let you off the hook for any extra costs, AFAIK.

==Aelryinth


This conversation is so amusing!
Hey guys, I have the Rise of the Runelords adventure pack.
Did you know that Blood Money is a Golarion-exclusive ancient spell?
This means you have to contact a Sin Specialist from Ancient Thassilon or something of equal significance to learn it.
To do that, you must convince your GM to let you obtain it and include that to your background.
Personally, I don't know many GMs who just let a player create a character with items or spells that are supposed to be obtained through playing.
For example, you can't have a Sihedron Medallion in your starting gear unless your GM lets you do so, because it is supposed to not be a commonly found magical item, but a lost one.
Also, almost all casters of Blood Money are Sin Specialists of Greed, which means
1) Transmutors
2) Evil
The NG Diviner above us is neither of those.
Peter Stewart has analyzed the rest of the flaws in this build, so my job here is done.


To the OP: I do not consider your setup consistent with WBL guidelines. The total wealth includes *everything*, including things that you financed through blood money and other activities. Until a short time ago crafted items also counted fully until Paizo staff reversed that ruling in an FAQ.

If you do not care about WBL, then of course you can have "infinite" of everything :-)

Consider a non-wizard equivalent, a 20th level fighter: He could have
- incredible strength ("you know, I am powerful, I rescued that wizard a while ago. To thank me he gave me +6 inherent strength through wishes and also a manual")
- thousands of retainers and dozens of castles ("you know there were these crusades and the gratitude of the two kings that I rescued who bestowed lordships on me...")
- etc.
There is no difference to what you did, that fighter could also have his demiplane ("loyal high-level wizard cohort whose mother he helped etc.") and all that you wrote about.

Your build and setup would not be allowed in any of our games, I do not consider it "standard" ;-)
Since much of your build seems to depend on your entire scenario (demiplane plus simulacrums etc.), I cannot assesss its validity.

Maybe if you made a pure wizard build without all that demiplane/simulacrum stuff...? :-)

RPG Superstar 2012 Top 16

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He doesn't consider himself borking the rules because Blood Money is paying for spells, not material possessions.

However, WBL includes all wealth from all sources, and money spent on 'disposables' i.e. simulacra, Planar Allies, Permanency, etc, does indeed count towards the total.

And he's being very, very generous with his rule interpretations, let alone having LE, NE and CE simulacra servants and 'staying' NG.

==Aelryinth


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Aelryinth wrote:

Um. 50 cubic feet is 5 feet by 5 feet by 2 feet. Nobody is going to be 'immersed' in such a scenario. 10d6 per round, tops.

Also keep in mind that at the level a mage can pull this off, the melees can probably batter through that Enclosure in one round, maybe two.

at the same level, any character can move up into the wizard's square with a standard action, activate an anti-magic field from a throwaway consumable, and proceed to grapple your Str8 Wuss to death while Holy Word or a similar effect sends away your enslaved planetar with a poof and his mocking salute to you.

Secondly, Excellent Enclosure is a touch spell. Do you really want to be inside the Enclosure with hostiles?

Thirdly, it's a 10' radius. 3.14 r^2 says you have 314 square feet of ground to cover with your 50 cubic feet of rock or acid. Meaning that unless you want them to just stand outside the AoE, you need to spread it out, and they'll be standing in less then 2 inches of whatever you put in place.

Foruthly, I'd dearly like to see what happens when you're hit with a Targeted Dispel and your Shrink Item is dispelled. Having your lava or acid dumped on you and your items should be interesting, to say the least.

And unless you somehow convince a DM that you can precisely shape a Shrunken Item in less then 1' cubic block increments (i.e. trying to justify that you can Shrink Item a massive carnival tent because you can fold it up to less then 50 cubic feet), you're going to get a blob of lava that slowly runs off and tries to fill the area in slow motion.

If they have blueshine treatment or something similar on their boots (hey, black dragonskin) they might even be immune to the acid. Who knows? Me, I'd probably have them dump some alchemical cold flasks on the ground and avoid the damage entirely.

I'd also like to see the justification for being able to manipulate Time as you like in your Demiplane. Is Double Time specifically one of the options? The Permanency spells you'd have to cast for each expansion of your plane...

Lets go in order:

I always cast Arodens Spellbane the day before thanks to extend, set to Antimagic Field, Mage's Disjunction, Mage's Excellent Enclosure and others chosen by day. At high levels, wizards are literally immune to Antimagic fields. Since my Spellbane protects the area while I'm there, the enclosure takes effect once I leave the area. Which addresses point 2, I won't be in there with any hostiles.

Moving to point three, 50 cubic ft. is sufficient to completely fill 10 squares. A 10' radius emanation fills 12 5 ft. by 5 ft. squares. Thus, 10 squares would be completely filled. Admittedly, it seems it would help to increase your CL to be able to fill in those 2 remaining squares, but in the event you can fill those remaining 2 squares, I'd definetly qualify that as immersion.

Fourth point, no shrink item (my casters carry many many shrunken items, one example of compounding power by having time to cast lots of long duration spells) is kept within line of effect, until it is about to be used so a targeted dispel would only work if a readied action, that is not mage's disjunction and even then it'll only hit one item.

Blueshine boots should not render you immune to acid that goes up to your chest. This kind of seems like an odd argument.

Fifth, yes with Create Demiplane, Greater you can explicitly give your plane the flowing time trait, but it is restricted to only half or double normal time. Obviously with the immortality trait, you want the double normal time.

Sixth, Wish *does* let you off on costs provided they are 10,000 gold or under (this is why he must spend the 20,000 to permanency). Simulacrum is 500 gp per simulacrum hit dice, so 10,000 gets us up to 20 HD Simulacrums, which allows you to duplicate 40 HD creatures.

Seventh, the same could be said of any class. "Powerful casters have wished this specific thing dead" is not an objective way to look at classes.

Herr James Anderson: Please reread the Uniila's Infernal Arcana ability, it explains why this is a non-issue.

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I think you need to look at your basic math again.

A 5 x 5 square 1 foot deep is 25 cubic feet. You know, cubic area.

In short, your 50 cubic feet covers 2 5x5 squares 1 foot deep. Not the 314 sq ft inside your Enclosure. Not ten of the squares.

You CAN'T immerse anything! 'Immerse' means 'cover head to toe', not 'covers to mid-calf'. They'll just step out of the AoE and smirk at you.

And you do realize that your Shrunk Item trick IS vulnerable to the A-M shell, so the instant you let go of it, it's going to return to normal right on top of you, and you're in the AoE?

I would find it even funnier if you get the spell off and the mage opposite you is allowed to get his Shrunken steeple hat off, and opts to set it down on top of you, trapping you in there with your own lava.
========================================

Wait, on the whole Spellbane thing. You're going to be in touch range of a target to lock the spell, THEN you're going to try and retreat from the area? And he won't, like, just stop you from doing that? Do you really think you're going to make the Tumble check to get away without an AoO, and he'll just grapple or Trip you and dump you in your own lava/acid?

A targeted dispel magic can hit any spell active on you. If they chain it, it can also affect all your magic items directly. And 'out of line of effect' can also mean 'I have to spend a standard action and provoke an AoO to get it out, and then I'm waving around a piece of paper that anyone can identify as a Shrunk Item with a DC13 Spellcraft check, AoO me, please.'

And Aroden's Spellbane can also be dispelled. And it protects against your Enclosure, but not the Anti-magic shell the enemy casts. Damn them dissimilar lower level spells.

In short, this is not an auto-kill. in addition to the math not working, it leaves your mage horrendously vulnerable to whatever you cast the spell on in the first place.

As for Seventh - the proper way to deal with players abusing spells is to abuse spells right back at them. If you're going to abuse Wish like this, well, there was an entire write-up in one of the AP's on how the Powers That Be deal with rampant Wishcrafter abuse. You're prime.

==Aelryinth


Uh.. I specifically listed Antimagic Field as one of the set spells read again. And again, because of it the effect of Mage's Excellent Enclosure is suppressed until I leave (did you know quickened spells don't provoke?). I think you need to check your math, while I make not claims at being at good at math a cubic foot means; the volume of a cube with sides of one foot (0.3048 m) in length. Thus 2 cubic feet is the volume of a 2 ft.x 2 ft. square up to a height of 2 ft.. Thus 5 cubic ft. is the volume of a 5x5x5 cube, which will fill a 5 foot square entirely up to 5 ft. high. (I guess if their six feet tall it could be defined as not immersion so fine 10d6 if over 5 ft tall.) If you need further clarification I can provide it, but this absolutely works as a sealed room that deals 10d6 damage while making it extremely difficult to escape.

Next, while it is a standard action to retrieve I would be doing that before the fight, I'm only eve going to be holding at most 1 Shrunken Item at any point and time with the others out of line of effect and safe from Dispels.

Aroden's Spellbane can be dispelled but only if that isn't one of the effects chosen.

RPG Superstar 2012 Top 16

You are mistaken on your terminology.

50 cubic feet is MUCH different then a fifty foot cube, which is what you are inferring. 5 cubic feet is 5 1 foot cubes, not one 5' cube.

50 cubic feet is gained by multiplying length x width x breadth. So, 5 x 5 x 2 = 50 cubic feet.

What you are trying to say is a fifty foot cube, which is 50 x 50 x 50, which is 125000 cubic feet, and needless to say, far beyond the limits of the Shrink Item spell (and far bigger then your Enclosure, too.)

And remember that Aroden's Spellbane is an EMNATION, which means it prevents the spell in an area. Which means you can't even CAST THE SPELL if you are immune to it, because it simply can't go off. Read the spell...any spell Baned against is treated as if an AM Field. Which means when you cast Enclosure, you're casting it in an AM Field, and the spell never takes effect.

So this combo won't work because you can't cast the spell you are making yourself immune to. Kindly note that ANY spell you are spellbane to you can't cast yourself...which could be fairly perilous. You aren't immune to the effects of your own Spellbane.

It's also a DC 19 or so Spellcraft check to discern you've got the effect up, so the only surprise effect you're going to have is what spells you're immune to.

And something like the enemy casting SPellbane to Spellbane could really ruin your day.

I'll note you've also changed your tactics on the Shrunk Item, so now you've got it in hand to use and it's subject to Dispels. You've also got a Greater Quicken metamagic rod in one hand, so what exactly are you casting with?

You see how it isn't as easy as it appears when you fiat everything in your favor? :) These rules exist for a reason, spellcasters can't have it THAT easy.

==Aelryinth


I am saying that Shrink Item uses cubic feet. A cubic foot is the "volume of a cube with sides of one foot in length". Thus a cube with 1 ft sides is 1 cubic ft., a cube with 2 ft sides is 2 cubic ft. and a cube with 50 ft sides is 50 cubic feet. You seem to be applying the term wrong as cubic feet is a measure how many cubes with 1 foot sides there are as each has a volume of 1 cubic feet. Thus, 50 cubic ft. is equivalent to 50 cubes with ft. sides, not 50x50x50 as you seem to think as this would make no sense if 1 cubic ft. is the volume of a cube with 1 ft. sides.

You cast the spell after you have left the area obviously. You also cast with your free hand once you've tossed the shrunk item where you want it. I can continue to further clarify if needed. And yes the biggest threat to the overpowered casters is... another overpowered caster... thank you for agreeing with my general point?

I am not fiating anything in my favor. I prefer to use the rules that are written down and I find the rules exist to make things exactly this easy for casters.


I can't help but notice how many of the spells cited by theorycrafters who maintain that it's "totally possible RAW" to have infinite power come from softcover sources.

It really does reinforce me and my friends' policy of "Core Rulebook, APG and the Ultimates, anything else requires specific GM approval".

Liberty's Edge

Sir Ophiuchus wrote:

I can't help but notice how many of the spells cited by theorycrafters who maintain that it's "totally possible RAW" to have infinite power come from softcover sources.

It really does reinforce me and my friends' policy of "Core Rulebook, APG and the Ultimates, anything else requires specific GM approval".

Honestly, this really has nothing to do with the sources used / allowed. Simularcum, possibly the worst abuse put forth here, is a core rule book spell. No, the problem is the people involved, if you have a good group who doesn't try and use rook and crook to gain every possible advantage then you'll be fine regardless of what you use. If you don't have a good group then you end up with threads like this.

Liberty's Edge

Anzyr wrote:
I am saying that Shrink Item uses cubic feet. A cubic foot is the "volume of a cube with sides of one foot in length". Thus a cube with 1 ft sides is 1 cubic ft., a cube with 2 ft sides is 2 cubic ft. and a cube with 50 ft sides is 50 cubic feet. You seem to be applying the term wrong as cubic feet is a measure how many cubes with 1 foot sides there are as each has a volume of 1 cubic feet. Thus, 50 cubic ft. is equivalent to 50 cubes with ft. sides, not 50x50x50 as you seem to think as this would make no sense if 1 cubic ft. is the volume of a cube with 1 ft. sides.

I'm not even the least bit sure what that paragraph means, but I'll just leave this handy dandy volume of cubic feat calculator here and you all can do what you want with it.


Ah, the classic, "Hey, guys, this is fun, critique it for me." followed by, "You're a terrible person killing the hobby."

It's broken. It may or may not adhere perfectly to the rules, but it's pretty close at an extremely rough eye-ball at a once-over. Doesn't make him a bad person or ruin the hobby.

Ultimately, allow me mention, "Everything comes before D&D - even D&D."

The rules are used as a guideline and, while fun things can be done with them, they're not their to make the game un-fun. In fact, the opposite is the case.

What you find fun may not be fun for everyone. The reverse is also true.

Critique the build, don't accuse or criticize the person, please.

Incidentally, this is a dot for later, because this looks fun, but I'm out of time.


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Tacticslion wrote:

Ah, the classic, "Hey, guys, this is fun, critique it for me." followed by, "You're a terrible person killing the hobby."

I think my favourite part is being accused of abusing Jake, my bro planetar who helps me fight evil and right wrongs. I even have craft magic weapons and armor, which I forgot to do but would be using to craft stuff for him.

He is also a planetar of nethys, who would understand my use of simulacrums for more magical power.


Quote:

Moving to point three, 50 cubic ft. is sufficient to completely fill 10 squares. A 10' radius emanation fills 12 5 ft. by 5 ft. squares. Thus, 10 squares would be completely filled. Admittedly, it seems it would help to increase your CL to be able to fill in those 2 remaining squares, but in the event you can fill those remaining 2 squares, I'd definetly qualify that as immersion.

No. 50 cubic feet is enough to fill 2 squares (each 5x5, thus, one 5' square is 25 square feet in area) to a depth of one foot, or one square to a depth of two feet. It isn't enough to fill any squares to a depth of 5 ft - to fill one square to a depth of 5 ft would require 5^3 = 125 cubic feet.

Quote:
Thus a cube with 1 ft sides is 1 cubic ft., a cube with 2 ft sides is 2 cubic ft. and a cube with 50 ft sides is 50 cubic feet.

Nooooooooooo. To determine how many cubic feet are in a cube, you cube (get it? There is a reason that raising something to the third power is called cubing it!) the length of the side in feet.

So a 1 ft cube is 1^3 = 1 cubic foot, a 2 foot cube is 2^3 = 8 cubic feet, a 3 ft cube is 3^3 = 27 cubic feet, etc.

Aelryinth is correct, you are significantly overestimating the volume of the spell.


CWheezy wrote:
Tacticslion wrote:

Ah, the classic, "Hey, guys, this is fun, critique it for me." followed by, "You're a terrible person killing the hobby."

I think my favourite part is being accused of abusing Jake, my bro planetar who helps me fight evil and right wrongs. I even have craft magic weapons and armor, which I forgot to do but would be using to craft stuff for him.

He is also a planetar of nethys, who would understand my use of simulacrums for more magical power.

See, many people won't like the style of play you tacitly espouse with your OP. And that's fine. There's nothing wrong with disliking that kind of style. By the same token, there's nothing wrong with your style of play either.

So long as everyone at a given table has fun, that's what's really important.

If one person isn't having fun, but most people are, it's in the best interests of everyone for that one person to just enjoy or find a different game.

But fussing at people for doing silly, fun things isn't really productive. While not everything works like your assert in your OP (most notably what I got from a second-over, I'm pretty sure the timeless trait does not do what you assert - in the old 3.X it could have, but in PF, the spell specifically calls out that it doesn't; the best you can get is double time, which is still really sweet, though you can get practically limitless Time Stop, plus constant Haste, if you're into that), it's a fun build, and creates lots of fun possibilities. It's also (for the most part) entirely doable based on RAW. Devs give suggestions, but they're not absolute arbiters.

While I wouldn't ever demand (or even request) a GM accept it, or anything like it, in a game*, as that would be both needless and probably justifiably get you into trouble with the GM, in theory-crafting it's great fun, and could be a fun campaign if a GM was good with that sort of thing.

Anyway, I hope you enjoy it. I don't expect others to do so, but it's kind of goofy for them to take umbrage with it, for the sake of the hobby. Just enjoy a different kind of game.

The specific rules-debate looks neat, though.

* Although one GM totally accepted my OP theory-crafter without me ever asking for it. I just mentioned how much fun I was having making it, and she suggested I used it. I ended up semi-retiring it for the sake of the game, though.


Aelryinth wrote:


And he's being very, very generous with his rule interpretations, let alone having LE, NE and CE simulacra servants and 'staying' NG.

==Aelryinth

That was on my mind, too. His angel companion is not a simulacra, right? Well, how does the angel feel about all those devil and demon simulacra wandering about? As a GM, I would have something to say about that.


As far as the OP goes, just for kicks, I am going to give it the benefit of the doubt and assume (pretend?) that the question is asked in good faith.

Quote:
I think this is pretty standard for a wizard, what do you guys think?

I harbor strong doubts that this is typical of a standard 20th level wizard in play.

Not going to spend the effort to take it apart via RAW (though I notice that other posters have identified quite a few large holes to poke at), due to this suspicion that it fails the test of standardness even before getting into RAW at all. Therefore, given that the point of the thread was a standard 20th level wizard, I could only judge it as a failure, no matter what the RAW status of the tricks.

Better luck next time, and I hope that the feedback here will help you get closer to your goal.

Shadow Lodge

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Peter Stewart wrote:
James Jacobs explicitly stating that blood money only works with standard action spells

With all due respect to James, that's a forum thread, not a FAQ or an errata document. The spell as written does NOT exclude other spells. Until it is corrected, RAW is that you can use it for any spell.


Bruunwald wrote:
That was on my mind, too. His angel companion is not a simulacra, right? Well, how does the angel feel about all those devil and demon simulacra wandering about? As a GM, I would have something to say about that.

Jake is pretty cool with them! Since he is incredibly intelligent, he realizes they are actually just snow and ice, and tools used to further the cause of good.

Quote:
Not going to spend the effort to take it apart via RAW (though I notice that other posters have identified quite a few large holes to poke at), due to this suspicion that it fails the test of standardness even before getting into RAW at all. Therefore, given that the point of the thread was a standard 20th level wizard, I could only judge it as a failure, no matter what the RAW status of the tricks.

Most of the raw things I counter with actually reading the rules. I think a lot of the people trying to make RAW arguments know that yes, wizards are very overpowered if you read the rules and do not house rule. Instead of saying "Yes, these tactics are quite broken, hopefully the devs will do their best to update the rules in order to limit some of these exploits" They take the stance of "This is crazy overpowered if it works, so it must not work otherwise the game I like is worse"

It is a quite common sentiment on these boards, I think. I mean, gms wont allow this type of thing, but if the only way to get a playable high level game is to not follow the rules I think there are some issues with the game itself, balance wise.

Project Manager

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Removed inappropriate post.


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CWheezy wrote:

It is a quite common sentiment on these boards, I think. I mean, gms wont allow this type of thing, but if the only way to get a playable high level game is to not follow the rules I think there are some issues with the game itself, balance wise.

See, a statement like that is just going to open a can of worms. We're going to end up with another thread like the one we finally just got rid of today.

The game is very "playable" at high levels. What you are saying is that it is not playable to your satisfaction. In other words, to your tastes.

That's a completely different animal.

Project Manager

Removed posts arguing about moderation decisions. If you believe someone is trolling, flag the post and move on. Do not respond to it. If you have questions about moderation decisions, PM a moderator or email webmaster@paizo.com.


Sangalor wrote:


Consider a non-wizard equivalent, a 20th level fighter

I am pretty sure Izzy here will be able to defeat any fighter thrown at him.

If you have one, I'd like to see it!

In the meantime, the nasty dwarven fighter, Fighter Franky, has a bone to pick with izzy!

Fighter Franky:

Fighter Franky
Male Dwarf Fighter 20
NE Medium Humanoid (dwarf)
Init +9; Senses darkvision 60 ft.; Perception +28
--------------------
Defense
--------------------
AC 39, touch 20, flat-footed 34 (+14 armor, +5 Dex, +5 natural, +5 deflection)
hp 281 (20d10+157)
Fort +23, Ref +18, Will +18 (+5 vs. fear); +4 vs. effects that cause you to lose your grip on weapons, +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities bravery +5, defensive training; DR 5/—
--------------------
Offense
--------------------
Speed 20 ft.
Melee +5 Greatsword +34/+29/+24/+19 (2d6+51/17-20/x3)
Ranged +3 Adaptive Composite longbow (Str +0) +27/+22/+17/+12 (1d8+32/x3)
Special Attacks hatred, weapon training abilities (heavy blades +6, bows +5, close +3, thrown +4)
--------------------
Statistics
--------------------
Str 34, Dex 20, Con 22, Int 10, Wis 18, Cha 8
Base Atk +20; CMB +21; CMD 52 (52 vs. Bull Rush, 56 vs. Disarm, 56 vs. Sunder, 52 vs. Trip)
Feats Blind-Fight, Breadth of Experience, Combat Reflexes (6 AoO/round), Critical Focus, Dazing Assault (DC 30), Deadly Aim -6/+12, Disruptive, Greater Weapon Focus (Greatsword), Greater Weapon Specialization (Greatsword), Improved Critical (Greatsword), Improved Initiative, Iron Will, Lightning Reflexes, Point Blank Shot, Power Attack -6/+12, Precise Shot, Staggering Critical (DC 30), Steel Soul, Toughness, Weapon Focus (Greatsword), Weapon Specialization (Greatsword)
Traits Indomitable Faith, Seeker
Skills Acrobatics +4 (+0 jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Climb +17, Escape Artist +4, Fly +4, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Perception +28 (+30 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride +4, Stealth +4, Survival +12, Swim +17
Languages Common, Dwarven
SQ greed, hardy, slow and steady, stability, stonecunning +2, weapon mastery (greatsword)
Combat Gear Truesight goggles; Other Gear +5 Adamantine Full plate, +3 Adaptive Composite longbow (Str +0), +5 Greatsword, Arrows (80), Amulet of natural armor +5, Bag of holding II (empty), Belt of physical perfection +6, Cloak of resistance +5, Gloves of dueling, Headband of inspired wisdom +6, Manual of bodily health +1, Manual of gainful exercise +5, Manual of war (1/day), Ring of freedom of movement, Ring of protection +5, Winged boots (3/day), 30446 GP
--------------------
Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Bravery +5 (Ex) +5 to Will save vs. Fear
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Critical Focus +4 to confirm critical hits.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazing Assault (DC 30) -5 to all attacks and maneuvers but struck foes are dazed 1 rd (Fort neg).
Deadly Aim -6/+12 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Disruptive +4 DC to cast defensively for those you threaten.
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.

Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Poison/+4 Spells or Spell-like Effects Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Manual of war (1/day) Study for 1 hr to exchange bonus fighter feat for another combat feat.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ring of freedom of movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.

Construction
Requirements: Forge Ring, freedom of movement; Cost 20,000 gp
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Staggering Critical (DC 30) Critical hit staggers target
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Weapon Mastery (Greatsword) (Ex) Chosen weapon has an improved critical multiplier, always confirms criticals, and cannot be disarmed.
Weapon Training (Blades, Heavy) +6 (Ex) +6 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training (Bows) +5 (Ex) +5 Attack, Damage, CMB, CMD with Bows
Weapon Training (Close) +3 (Ex) +3 Attack, Damage, CMB, CMD with Close-in weapons
Weapon Training (Thrown) +4 (Ex) +4 Attack, Damage, CMB, CMD with Thrown weapons
Winged boots (3/day) Fly as spell for up to 5 minutes. +4 to fly checks.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


He seems pretty scary! As a note, his attack routine is with dazing assault, power attack, and deadly aim on. He can fly, his ac is ok, his saves are ok, and he can see invisible things with true sight. Seems great!
Also, I have 30,000g left unspent.

Now, franky is a pretty mean guy, and isn't stupid, and he knows he has no way to get to my plane on his own. What he would do is something to call me out, such as the slaughtering of a few churches. What do you think franky does once I finally appear?


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He loses initiative even on a 20 and gets hit with Wish + Geas/Quest for a standard action no save mind control effect. All Hail Britannia! (Obligatory)


Anzyr wrote:
He loses initiative even on a 20 and gets hit with Wish + Geas/Quest for a standard action no save mind control effect. Arr Hair Britannia! (Obligatory)

Fixed. =)


Rynjin wrote:
Anzyr wrote:
He loses initiative even on a 20 and gets hit with Wish + Geas/Quest for a standard action no save mind control effect. Arr Hair Britannia! (Obligatory)
Fixed. =)

Ah, yes I thought had missed something.


You missed the point of the fighter example :-)


Sangalor wrote:
You missed the point of the fighter example :-)

Well I stated earlier that most of your points involve other wizards.

Also, a kingdom being thankful isn't isolated to fighters, I think many kingdoms would welcome the help of a wizard, be it solving crimes with spells, solving food shortages with spells, labour issues with spells, etc.

I feel like if your answer is "fighters are equal to wizards if the fighter also has wizard friends", then maybe you should rethink your premise.

Although, if you feel like I haven't summarized your point correctly, I would like you to state it more clearly!

EDIT: Oh, I am seeing now that you ban simulacrum and create demiplane in your games. I don't know about demiplane, it seems pretty fun, but yes banning simulacrum is a correct choice. The problem is that your game is no longer standard, since my wizard is made with Pathfinder rules, and your game is played with Pathfinder + Some guy's rules

Dark Archive

Looks like Peter won this thread to me.

Also, Pathfinder Rules includes "The Most Important Rule," on CRB pg. 9.

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