
Dakota_Strider |

880,000 GP will buy 35,200 flasks of holy water, Which is 4400 gallons of holy water. Do what God would do. Drown them in a holy flood.
It takes 660,000 gallons to fill an Olympic size swimming pool. While 4400 gallons is a lot, even if we could somehow target it in exactly the right spot, it wouldn't be enough to solve the problem. And, we have to worry about the delivery method. How are we supposed to travel cross country that is overrun by a hostile army in land and air, with the only item we bought is holy water?

Dakota_Strider |

Have you considered making the blade intelligent? Perhaps with a purpose of slaying undead, and the ability to detect all undead within 60'? It is an extra pair of "eyes" to watch for trouble, and those eyes could have blind sense to detect invisible enemies. If you are worried about the ego of an intelligent sword getting too high, you could have multiple intelligent items with different specialties. Perhaps your ring of regeneration can cast Restoration at will, you helmet have great senses to be your extra eyes, and your sword cast spells to help you in combat.
The other tank has designed an intelligent blade for himself (sorry, don't have all the particulars). While it is a good idea, I am not sure it would fit into the budget of what I already plan to spend. I will re-evaluate the cost of adding some Intelligence features to some of my more unique items though, and see if it fits the concept and budget.

Dakota_Strider |

With that much money, why not buy off the enemy?
I realize the out-of-game answer is because that's no fun, but what is the in-game justification?
The ruler of this nation is actually of the alignment that he would pay off the enemy... if the enemy were interested. They are not. If my paladin were not dedicated to the people of the land, he would probably abandon the scumbag ruler.
As I mentioned earlier, the characters going on this suicide mission are not our main characters in this campaign. They are expendable, and it is the DM's idea to do this, to let the players see how massive this threat is, and how it is going to threaten the entire continent, not just this little kingdom, down in the far corner. Basically its motivation to get us off our @$$es and stop partying and crafting in town.

fictionfan |

Just get a few scrolls of Storm of Vengeance
Really just get a lot of scrolls of high level army/fortress destroyers and blast them to bits. You can do it from a distance.

Dakota_Strider |

Add Holy Burst to the Sun Blade. With the x3 crit mod against undead the holy burst would add 3d10 damage.
I love Holy on weapons. I am guessing Holy Burst is from 3.5 and is a +3 ability? (I skipped playing that version of the game, long story). Just adding regular Holy to my sword would add 64,000 to the sword. Holy Burst would make that an extra 98,000. Not in the budget.
However, I am not real worried at being able to deal out the damage. One handed, my minimum power attack against undead is 41 points a hit. Max two-handed is 77 a hit. If I crit, it is basically x3. And, my helm is constantly damaging undead within 20 feet, as well as adding fire damage to my sword. The Sun Blade is considered a Good weapon, so it bypasses the same DR that a Holy weapon does.

markofbane |

The other tank has designed an intelligent blade for himself (sorry, don't have all the particulars). While it is a good idea, I am not sure it would fit into the budget of what I already plan to spend. I will re-evaluate the cost of adding some Intelligence features to some of my more unique items though, and see if it fits the concept and budget.
If your big ticket items are taking the bulk of your cash, it doesn't have to be too expensive. I believe it is 1,200 gp to have an intelligent item be able to cast a first level spell three times per day. If you have a ring of protection designed to protect you, that protection could be taken one step further with spells. Shield of Faith, Mage Armor (for those incorporeal foes), Grease (to escape and avoid grapples). Feather Fall, Protection from Evil (if you get enchanted, the ring could cast this on you to give you another roll against it).

fictionfan |

Just get a few scrolls of Storm of Vengeance
Really just get a lot of scrolls of high level army/fortress destroyers and blast them to bits. You can do it from a distance.
Also bring a lot of boulders shrunk with shrink object just in case the place is protected by an anti-magic field to stop this sort of thing.
Also there is really no reason to buy anything that is going to last more then one day. So consumables to temporally enchant your weapons are the way to go "greater magic weapon"

Dakota_Strider |

Just get a few scrolls of Storm of Vengeance
Really just get a lot of scrolls of high level army/fortress destroyers and blast them to bits. You can do it from a distance.
Very good chance our enemies will be using the Storm & Swarm spells on us...multiple times. Our arcane caster is not going to be any where near the level he can cast those spells, though he may get some on scrolls.
The problem with the siege of trees (I had researched that earlier) is the limited mobility...basically they just move enough to dig up ammo and adjust their aim. And we have to travel a long ways fast. Perhaps possible to cast it near the keep we are eventually assaulting, but I am probably sure if we survive long enough, we are meant to go deep underground, which would be safe from siege craft. And aren't trees a bit susceptible to fire? Good chance any spell casters would not think twice about starting a few bonfires.

Aelryinth RPG Superstar 2012 Top 16 |

Actually, unless you are invoking a house rule, a Sun Blade does not bypass Good DR. It just penalizes non-Good people who are using it. If it bypassed such DR, it would say so. You have to get the enhancement bonus to +5 for it to do so, i.e. Bane.
But that's what you've got weapon bond for, or paladin spells.
All that damage against undead doesn't do any good unless you can hit them. You're only 10th level. Plenty of high level undead with 30+ AC's, and incorps with that 50% miss chance don't care about your damage, either.
Don't forget your Ring of Prot +5 and Cloak of Resistance +5. Your call on 12th level Potions of Barkskin or an Amulet +5 of same.
Also, be aware that if you die, you're giving the GM great undead NPC's to throw at your PC's!!!
==Aelryinth

Dakota_Strider |

Dakota_Strider wrote:The other tank has designed an intelligent blade for himself (sorry, don't have all the particulars). While it is a good idea, I am not sure it would fit into the budget of what I already plan to spend. I will re-evaluate the cost of adding some Intelligence features to some of my more unique items though, and see if it fits the concept and budget.If your big ticket items are taking the bulk of your cash, it doesn't have to be too expensive. I believe it is 1,200 gp to have an intelligent item be able to cast a first level spell three times per day. If you have a ring of protection designed to protect you, that protection could be taken one step further with spells. Shield of Faith, Mage Armor (for those incorporeal foes), Grease (to escape and avoid grapples). Feather Fall, Protection from Evil (if you get enchanted, the ring could cast this on you to give you another roll against it).
I do like your idea, and am going to see how much mileage I can get out of this. I am still relatively new to Pathfinder, and so far haven't had any experience with creating intelligent items. But like you are saying, it appears that for a minimal amount, may get more bang for the buck, than I would with wands or potions.

Dakota_Strider |

Have good use magic device. What is Storm & Swarm?
Storm of Vengeance and Elemental Swarm.
Possible there is anti-magic somewhere. Definitely anti-teleport/dimension door magic in the whole area.
Also, going to be using Non Detection/Undetectable Alignment wands, to hopefully negate the damage taken from spells & items that do damage based on alignment.

fictionfan |

Also use scrolls of Mind Blank on all of you together with some form of invisibility they can't Storm you if they don't even know which direction you are coming from.
really you are in a position that you can use scrolls of like all the spells. You are the Schrodinger's wizard, but not just wizard all the other spell casting classes too at the same time.

Dakota_Strider |

Actually, unless you are invoking a house rule, a Sun Blade does not bypass Good DR. It just penalizes non-Good people who are using it. If it bypassed such DR, it would say so. You have to get the enhancement bonus to +5 for it to do so, i.e. Bane.
But that's what you've got weapon bond for, or paladin spells.
All that damage against undead doesn't do any good unless you can hit them. You're only 10th level. Plenty of high level undead with 30+ AC's, and incorps with that 50% miss chance don't care about your damage, either.
Don't forget your Ring of Prot +5 and Cloak of Resistance +5. Your call on 12th level Potions of Barkskin or an Amulet +5 of same.
Also, be aware that if you die, you're giving the GM great undead NPC's to throw at your PC's!!!
==Aelryinth
I am pretty sure I read a ruling in a previous thread, that swords like the Sun Blade count for negating the DR/Good. Regardless, the DM has given his blessing on it, which is what counts.
Got the +5 protection items you mentioned. Also, my attack bonus is in the mid 20's, without counting any temporary buffs the cleric or arcanist may add. Will have trouble if the AC gets into the 40's, but if it gets that bad, it is probably SMITING TIME!
I have also given thought to what will happen to us if we fall. Have come up with a couple possible solutions. Arcane Mark on all the equipment, by a wizard that then cast Instant Summons on it when we fall. Problem is the damn anti-teleport shell. The Good aligned stuff cannot be used by evil, perhaps we need to modify more stuff to be like that. Also, considering having everyone in the party carry a few bottles of alchemical napalm that we can use to burn their body with when they fall. That leaves the last person unable to do that... I have also considered saving a few gems in the Helm of Brilliance to use as a suitcase nuke on myself if it looks like I am going down for the last time...

Dakota_Strider |

be an aasimar and get corruption resistance, or just keep it up from your spell lists =D
I can get Corruption Resistance up to 15. Better than a kick in the head I guess. Was hoping for more. I don't suppose the Human Paladin favored class bonus of resistance (up to 10) can be used for alignment damage...and it probably wouldn't stack anyways.

Dakota_Strider |

Would you expect this to take more then 170 minutes? There are alot of great 10/lv spells.
Also be sure to have mage's disjunction ready. Also get immunity from mage's disjunction you don't want all your buffs striped away.
From past experience with this DM back when Disjunction had a different name, and was far more painful, I know he will probably be using it in this scenario. Was not aware there was an immunity to it. Could you elaborate?
And to answer your other question: Yes, it will probably take some hours of game time. The edge of the anti-teleport dome is 10 miles from the center. Possible we would run into trouble before we reach the edge. I am not going to dismiss 10 minute/level buffs; but would probably try to get as many of them on wands or scrolls for later. Also, while I got my UMD high enough to use wands, not going to be doing opposing class scrolls. Got two other primary spellcasters, and I fill that role with our main characters in the campaign. So, while I will use some spell items, am going to welcome the chance beat on a few things for a change.

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From past experience with this DM back when Disjunction had a different name, and was far more painful, I know he will probably be using it in this scenario. Was not aware there was an immunity to it. Could you elaborate?
Spellbane does it...though that's from the Inner Sea World Guide (As 'Aroden's Spellbane') and so might or might not be allowed. It's pretty awesome.
As a scroll, you can pick 3 spells, and they don't work around you for 17 hours. That's great. Grab Mordenkainen's Disjunction, Antimagic Field, and one of your choice.

Dakota_Strider |

You said they are likely underground then cast earthquake a few times and collapse them.
Will mention to the cleric that he gets a few scrolls of that. It's worth a shot.

Dakota_Strider |

Dakota_Strider wrote:From past experience with this DM back when Disjunction had a different name, and was far more painful, I know he will probably be using it in this scenario. Was not aware there was an immunity to it. Could you elaborate?Spellbane does it...though that's from the Inner Sea World Guide (As 'Aroden's Spellbane') and so might or might not be allowed. It's pretty awesome.
Looks like an awesome spell. Since it comes from a source outside our campaign world, good chance it may get vetoed; especially if it kills his favorite spell. Can't hurt trying to get it by him, I do have that book.

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My favorite item for intelligent items who cast is the Dull Grey Ioun Stone. Slotless hovering CL 12 item for 25 gp.
This would put the cost of an at-will Disrupt Undead ioun stone at 1525 gp. Touch attack at +6 (assuming intelligent items progresses BAB/CL as a wizard) dealing 1d6 to undead. Not much, but something. Throw on Virtue or Guidance and you have a nice little follower.

fictionfan |

fictionfan wrote:And to answer your other question: Yes, it will probably take some hours of game time. The edge of the anti-teleport dome is 10 miles from the center. Possible we would run into trouble before we reach the edge. I am not going to dismiss 10 minute/level buffs; but would probably try to get as many of them on wands or scrolls for later. Also, while I got my UMD high enough to use wands, not going to be doing opposing class scrolls. Got two other primary spellcasters, and I fill that role with our main characters in the campaign. So, while I will use some spell items, am going to welcome the chance beat on a few things for a change.Would you expect this to take more then 170 minutes? There are alot of great 10/lv spells.
You are going to want a few spells to allow you to go faster then
I'm sure there are others this is just from the ranger spell list. One of you could cast shape-change turn into a dragon and cary you all there. (make sure you are invisible and immune to divination)

Dakota_Strider |

You are going to want a few spells to allow you to go faster thenI'm sure there are others this is just from the ranger spell list.
Was going with a wand of Longstrider. Chance we will either get a Phantom Chariot, individual Phantom Steeds...or a magic carpet that the DM modified to go far faster than I feel comfortable getting on top of.

CWheezy |
Ok I just read the Helm of Brilliance. Why would anyone wear this item ever
If a creature wearing the helm is damaged by magical fire (after the fire protection is taken into account) and fails an additional DC 15 Will save, the remaining gems on the helm overload and detonate. Remaining diamonds become prismatic sprays that each randomly target a creature within range (possibly the wearer), rubies become straight-line walls of fire extending outward in a random direction from the helm wearer, and fire opals become fireballs centered on the helm wearer. The opals and the helm itself are destroyed.
If you ever get damage by magical fire you have to make a will save or it EXPLODES???? Now, you make that will save no problem, but you can fail it on a 1, which will happen eventually.
You could get hit by up to 30 fireballs, 20 walls of fire and 10 prismatic sprays.
This is a trash item, never ever buy this thing ever

Dakota_Strider |

Ok I just read the Helm of Brilliance. Why would anyone wear this item ever
Quote:If a creature wearing the helm is damaged by magical fire (after the fire protection is taken into account) and fails an additional DC 15 Will save, the remaining gems on the helm overload and detonate. Remaining diamonds become prismatic sprays that each randomly target a creature within range (possibly the wearer), rubies become straight-line walls of fire extending outward in a random direction from the helm wearer, and fire opals become fireballs centered on the helm wearer. The opals and the helm itself are destroyed.If you ever get damage by magical fire you have to make a will save or it EXPLODES???? Now, you make that will save no problem, but you can fail it on a 1, which will happen eventually.
You could get hit by up to 30 fireballs, 20 walls of fire and 10 prismatic sprays.
This is a trash item, never ever buy this thing ever
If you have not taken precautions I would agree. #1, make sure you have evasion, so that if you make your first save, no damage gets through at all. #2 The helm does give 30 points fire protection, so that it would take the type of magical fire that grants a save chance to get through. Thus, you would need to fail two saves in a row, probably each with a 1 for it to blow up. Not impossible, but improbable. You can further hedge the odds in your favor by adding a Protection from Fire spell which will combine with the Resist Fire protection the Helm provides.

Dakota_Strider |

Bags of holding. Portable hole. Two PCs. One holds their action until the other throws the hole. Send mobs into the Astral Plane.
Now its their problem.
???
Profit! You keep most of your money, gain more, and live the retired life before lvl 20.
That is something to consider. I am guessing that there is still a good chance that the PC's will be sucked in along with the mob, and everything else in the area, but it is a sacrifice they would likely make, if it were to end the threat.
It will still be expensive.... our DM HATES magical bags of holding, and anything related. We are permitted to have them, but they cost 10x the book cost. But it is within our budget, perhaps to do a couple times. But we still have to equip ourselves suitable enough to get to the center of the problem, to hopefully take out the root of the problem. Just setting off this trick on the outskirts, is not going to have the desired results.

Cevah |

Wand of Mirror Image CL 20. Give yourself miss chance. Better than AC.
Wand of Silence. Screw up most casting.
Wand of Hide from Undead. Sneak past the little ones to get to the big ones that really need destroying.
Wand of Stinking Cloud. Staggered is a great condition to impose.
Rod/Feat: Ectoplasmic Spell @ +1. For incorporeals.
Rod/Feat: Enlarge Spell @ +1. Get more in your spell.
Rod/Feat: Extend Spell @ +1. Get more in your spell.
Rod/Feat: Persistant Spell @ +2. Double chance they fail a save.
Rod/Feat: Quicken Spell @ +4. Get more spells out.
Rod/Feat: Rime Spell @ +1. Entangle targets.
Rod/Feat: Thanatropic Spell @ +2. Affect undead.
Rod/Feat: Tenebrous Spell @ +0. Bump DC in darkness.
Rod/Feat: Widen Spell @ +2. Get more in your spell.
Remember, that covens exist that can grant a huge boost to CL, at the price of many aid another actions to aid the caster. If you can disrupt that, you reduce the CL.
Stinking Cloud, Silence, and other stuff can ruin a caster's day, and help with the witches.
Casting Hallow will also help against undead.
Entangle and assorted Walls are great for reducing enemy movement options.
Feather Step boots let you ignore difficult terrain.
/cevah