Candle of invocation


Pathfinder Society

1/5

I have a question about this item in PFS.

Assuming you're high level (13+) and can afford this could you use it to call a solar for the adventure? You'll be flush with cash anyway I figure this would be a cool party trick to have just in case.

5/5 **** Venture-Captain, Massachusetts—Central & West

Undone wrote:

I have a question about this item in PFS.

Assuming you're high level (13+) and can afford this could you use it to call a solar for the adventure? You'll be flush with cash anyway I figure this would be a cool party trick to have just in case.

Remember that Gate has limits on the control of the things it calls.

Gate spell wrote:
In the case of a single creature, you can control it if its HD does not exceed your caster level. A creature with more HD than your caster level can't be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.

A solar has 22HD, so you probably won't be able to control it outright. If it does follow you, you may still have to give it payment depending on the task and duration.

1/5

The candle's caster level is 17 so you can call 34 HD with it. If it uses your caster level (It doesn't) it would be 26-30HD. A solar has 22hd.

I'm fully willing to pay it for it's hour/level assistance. My intent is to use it for siege of the diamond city but having access to it just in case for moonscar and the like would be nice.

Sczarni 5/5 5/55/5 ***

Can someone quote or link the item?

Shadow Lodge 4/5 ****

Candle of Invocation:
Aura strong conjuration; CL 17th
Slot none; Price 8,400 gp; Weight 1/2 lb.
DESCRIPTION

Each of these special tapers is dedicated to one of the nine alignments. Simply burning the candle generates a favorable aura for the individual if the candle's alignment matches that of the character. Characters of the same alignment as the burning candle add a +2 morale bonus on attack rolls, saving throws, and skill checks while within 30 feet of the flame.

A cleric whose alignment matches the candle's operates as if two levels higher for purposes of determining spells per day if he burns the candle during or just prior to his spell preparation time. He can even cast spells normally unavailable to him as if he were of that higher level, but only so long as the candle continues to burn. Except in special cases (see below), a candle burns for 4 hours. It is possible to extinguish the candle simply by blowing it out, so users often place it in a lantern to protect it from drafts and the like. Doing this doesn't interfere with its magical properties.

In addition, burning a candle also allows the owner to cast a gate spell, the respondent being of the same alignment as the candle, but the taper is immediately consumed in the process.

CONSTRUCTION

Requirements Craft Wondrous Item, gate, creator must be same alignment as candle created; Cost 4,200 gp

1/5

Quote:
In addition, burning a candle also allows the owner to cast a gate spell, the respondent being of the same alignment as the candle, but the taper is immediately consumed in the process.

That's mostly the line that matters for this.

My goal is to use it to gate in a solar to fight demons in siege of the diamond city. Not sure if the adventure description counters as metagaming but I'd keep the candle during retirement just in case anyway.

The item's CL is 17.

Shadow Lodge 4/5 ****

So, using gate to call an outsider costs an additional 10,000gp

Also, the Solar isn't under your control because it has more than 17HD.

While as a GM I would almost certainly let you win whatever encounter you happened to be in. The Solar would not follow you around for the rest of the adventure and stomp on everything that looked at you funny.

Instead it's got a whole city to save! There's Balor out there. Surely it can do much more good saving hundreds if not thousands of other crusaders and innocent non-combatants instead of following a single group of clearly competent Pathfinders.

Depending on how things were going, I'd give you lots of extra flavor as it flies around kicking ass. Might even cross paths with it again from time to time and get more help from it.

1/5

I suppose I could call two Angel, Planetar's so I could control them but it's no solar.

Shadow Lodge 4/5 ****

Note that controlling them for more than say an encounter or so still requires bargaining as per planar ally.

There will be some variance in cost here as there's some GM interpretation in "an especially hazardous task might require a greater gift." and "if the task is strongly aligned with the creature's ethos, it may halve or even waive the payment."

So your GM could rule no extra cost to get them to help.

Normal cost for the Planetars to work for hour/level would be 17*500*2 = 17,000gp

So, that gets us up to 8,400 + 10,000 + 17,000 = 35,400gp.

Could be a hell of a way to retire.

1/5

Considering there's not a ton of things other than tomes to buy at that level conjuring up a pair of angels to stop the armies of the abyss is an interesting way to end a character.

I didn't think of the 10k extra cost (For some reason thought it was not needed for item spells.)

It's also possible the GM rules that the task is strongly aligned with the creature's ethos (I find it extremely difficult to believe any reasonable person would think angels would not fight demons.) which could reduce or eliminate a lot of the cost.

Although looking at them now they're pretty whimpy compared to a single solar.


Robert Hetherington wrote:
There will be some variance in cost here as there's some GM interpretation in "an especially hazardous task might require a greater gift."

You are Pathfinders. You ARE an especially hazardous task.

:)

Also:

http://www.youtube.com/watch?v=zFuMpYTyRjw

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