Cold Steel, icicle's, and a dream


Rules Questions

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Can the Cold Steel Bloodline Power from the Boreal Bloodline be used on the icicle of frozen water vapor created when the liquid ice alchemical power component is used with the spell Ray of Frost?

The Spell in question:
Ray of Frost
School evocation [cold]; Level magus 0, sorcerer/wizard 0; Elemental School water 0
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration instantaneous
Saving Throw none; Spell Resistance yes
DESCRIPTION
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

Alchemical Power Component:
Liquid Ice
Ray of Frost (M): The spell creates an icicle of frozen water vapor that strikes the target and deals 1d3 points of piercing damage and 1 point of cold damage.

Bloodline Power Boreal Bloodline:
Cold Steel (Sp): 2 rounds, 7 times per day
At 1st level, you can touch a weapon or up to 50 pieces of ammunition as a standard action, giving it the frost property for a number of rounds equal to 1/2 your sorcerer level (minimum 1).
At 9th level, you can confer the icy burst property instead, but the duration of the power is halved.
You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Frost Property:
Frost
a frost weapon is sheathed in a terrible, icy cold that deals an extra 1d6 points of cold damage on a successful hit. The cold does not harm the wielder.


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No. The spell immediately fires when cast so there is no way to hold the ray and use the Cold Steel bloodline ability on it.


Each ray would require its own daily use of the Bloodline Power, but other than that, I don't see a problem with it. You can add the Frost property to a weapon, a ray is a weapon (enough for Weapon Focus, at least).


I get that the ray is instantaneous but is the icicle?


Zotpox wrote:

I get that the ray is instantaneous but is the icicle?

Alchemical power components unless specifically stated otherwise do not change the qualities of the spell. Ergo, the icicle is instantaneous.


It specifically stated otherwise.

See Alchemical Power Component above.


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No, I don't think so, merely for timing reasons:
When you cast Ray of Frost, including your additional Liquid Ice material component, then the icicle is created and immediately fired as part of casting the spell.
There is just no time for you to use a standard action for your Bloodline power in between casting the spell and the icicle being fired.

It's also questionable from an efficiency point of view: Even if this were to work somehow, you'd need 2 standard actions (casting the spell, using the bloodline power) and 40gp each time to deal 1d3 piercing +1d6+1 cold damage (average: 3.25dmg/round).
If you use the Liquid Ice as a focus, you'd pay 0gp per each spell cast for 1d3+1 cold damage (an average of 3dmg/round).
And critical hits don't change much about this either.

If you use False Focus (or something similar) to offset the gold cost, then it's more efficient to use both Liquid Ice and Black Powder as material components for 1d3 piercing +2 cold damage (average 4dmg/round).

----

Edit: I assumed a single caster. However, if someone else casts Ray of Frost with Liquid Ice and you Ready your Action to use your bloodline power on the icicle immediately, then yes, that would work.


Zotpox wrote:

It specifically stated otherwise.

See Alchemical Power Component above.

What I mean to say is that this

Liquid Ice
Ray of Frost (M): The spell creates an icicle of frozen water vapor that strikes the target and deals 1d3 points of piercing damage and 1 point of cold damage.

does not say this

Liquid Ice
Ray of Frost (M): The spell creates an icicle of frozen water vapor that strikes the target and deals 1d3 points of piercing damage and 1 point of cold damage. This material component changes the Duration of the spell from Instantaneous to Duration [Insert whatever here].

Evocation spells do not typically create effects that last after the spell is cast. That would be conjuration spells or evocation spells with a duration.


I'm not asking for practical. im asking for possible.

Extending out the casting time to enable this would be practical for wand crafting.

If you are trying to add a touch more damage to this monstrosity

Super Ray of Frost Wand:
Quickened Empowered Reaching Ray of Frost
School: Evocation [Cold]
Effective Spell Level: 1
Effective Caster Level: Evoker Wizard 6
Casting Time: 1 swift action
Components: V, S, M
Range: Medium (160 ft.)
Effect: Ray +6 to hit [charged wpn, favored class bonus]
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
The spell creates an icicle of frozen water vapor that strikes the target. The target of the spell is slowed (as the spell) for 1 round. A Fortitude save (DC 15) negates the effect.

Casting spell is a swift action [Quickened via metamagic rod]
Varable damage multiplyed by 1.5 [Empowered]
+1 Caster Level [Urea M]
Increase range to medium [Reach]
Slow spell effect [Rime-Blooded]

1d3 +1 x 1.5 points of piercing damage [False Focus - Liquid Ice M] (2, 4, or 6 +2)

1 point of force damage [Havoc of the Society]
4 points of force damage [Fierce Evocation]
6 points of force damage [Favored Class Bonus]

1 point of cold damage [Black Powder M]
1 point of cold damage [Liquid Ice F]
3 points of cold damage [Intense Spells]
1d4 x 1.5 of cold damage [Volatile Conduit] (2, 4, 6, or 8)
1d6 x 1.5 of cold damage [Cold Steel Bloodline Power] Frost Property (2, 4, 6 ,8, 10, or 12)
3d6 x 1.5 of cold damage [Charged Weapon] (3 to 18 x 1.5 round down)

Thats (1d3+1x1.5) piercing, (1d6x1.5) cold, (3d6x1.5) cold, (1d4x1.5) cold, +5 cold, +11 force damage rounded down.

Thats min dmg = 30, max dmg = 80

You must succeed on a ranged touch attack with the ray to deal damage to a target.

Components: Urea (M) 5 sp, Black Powder (M) 10 gp, Liquid Ice (F) 40 gp, False Focus-Liquid Ice (M) 0 gp False Focus


Are you sure that fireballs don't catch things on fire and have a concussive wave, or lightning bolts leave scorch marks and set fires? I mean Evocation spells do typically create effects that last after the spell is cast.

Conjuration spells or evocation spells usually have a continuing effect over multiple rounds.


A second caster sounds brilliant!

Thank you Theaitetos


Zotpox wrote:

Are you sure that fireballs don't catch things on fire and have a concussive wave, or lightning bolts leave scorch marks and set fires? I mean Evocation spells do typically create effects that last after the spell is cast.

Conjuration spells or evocation spells usually have a continuing effect over multiple rounds.

Lightning Bolt and Fireball have that text specifically stated in them. Scorching Ray for example, does not and so does not light things on fire or burst through barriers to continue traveling.


So your saying that Evocation spells do not create secondary effects that are not specifically called out in the spell's description, ever.

I'm pretty sure that Lightning Bolt and Fireball have that text specifically stated in them to create examples of how this type of effect is implemented.


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You put this in a wand, then use even more components when using the wand, and a metamagic rod? This combination is not possible. You can craft the spell into the wand, alright, but then there's no more metamagic rods or additional material components allowed, afaik.

I'm also confused as to where all these metamagics go in? The wand? Used when using the wand? This raises the spell level in the wand, therefore the costs, and as you might be hitting 3rd-level spell slots (or even higher with Quickened) on this spell, it might reach a point when other spells might be more efficient (Disintegrate?).

Not sure how the gold costs will look like for the wand, but if you want to put even more costly material components in, you could add expensive Djezet (costs 200 gp per dose) to raise the spell level by +1. That won't increase the damage, but the duration of Rime and other such spell-level dependent effects.


Ok... so

Wands store cast spells. Exactly how their cast.
That means that boosting with Alchemical Power Components is not only possible but practical, and yes sometimes costly.

metamagic
Quicken is from a rod so dose not effect spell level
Reach adds 1
Empowered adds 2

Traits
Magical Lineage (Ray of Frost) uses up a spell slot one level lower than it normally would.
Wayang Spellhunter (Ray of Frost) uses up a spell slot one level lower than it normally would.

This gives you a effective level 1 spell


So all of things are used when casting the spell, and the wand stores the cast spell as you are making the wand.

so yah, eeeet's verrrrr'y possible.


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Zotpox wrote:
So your saying that Evocation spells do not create secondary effects that are not specifically called out in the spell's description, ever.

Yes. Welcome to the Rules forum.

There's a lot to unpack in that wand writeup but it's my lunch time so I'll do it later. There should be no force damage on the wand unless you're using some kind of feature to change the damage to it. Otherwise, any effects adding additional damage go along the energy type(Possibly the piercing damage instead?).

There's third party stuff here so that throws a wrench into things.


To an Evoker Wizard a wand is a way for them to store their very best every little single advantage they can muster spell and have 50 shots of it on hand at all times.


Zotpox wrote:

So all of things are used when casting the spell, and the wand stores the cast spell as you are making the wand.

so yah, eeeet's verrrrr'y possible.

Yes, but why?


There were no features used just the damage type stated in the source.

"any effects adding additional damage go along the energy type
Please show me where this is stated. Begs piteously [ i dont like missing stuff and this is important ]

Which stuff is 3rd party?

That's just the writeup for the spell that goes in the wand.


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Relevant FAQ

Your feats, traits, etc, do not apply to wands. Quickened Spell does nothing for wands. Activating a wand is a standard action.


Making a wand not casting from a wand!

The relevant faq sent me to a shopping cart.


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I'm assuming Fierce Evocation and Favored Class Bonus are coming from this as I cannot find any other source for these. Third Party Evoker Specialist by Rogue Genius Games.

"Items as Spells, Core Rulebook FAQ wrote:


Items as Spells: Does using a potion, scroll, staff, or wand count as "casting a spell" for purposes of feats and special abilities like Augment Summoning, Spell Focus, an evoker's ability to do extra damage with evocation spells, bloodline abilities, and so on?

No. Unless they specifically state otherwise, feats and abilities that modify spells you cast only affect actual spellcasting, not using magic items that emulate spellcasting or work like spellcasting.


My feats, traits, etc, do apply to spells and spells are stored in wands.

Yes you can fire off a quickened spell from a wand as a simple action and still take your standard action that round.

This requires a wand of Quickened "generic spell name here".


cart after the horse again

My feats, traits, etc, do not apply to spells cast from wands.
My feats, traits, etc, do apply to spells cast into aka. stored in wands.


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Spell Trigger Item wrote:


Spell Trigger: Spell trigger activation is similar to spell completion, but it’s even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can’t actually cast spells, such as a 3rd-level paladin. The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.


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Zotpox wrote:
So all of things are used when casting the spell, and the wand stores the cast spell as you are making the wand.

I see.

But I have to agree with Scavion here: You cannot put these special abilities into the spell while creating the wand. You can use some (all?) your special abilities on the crafted wand when you activate it, but the wand cannot store them. I'm not familiar with all of those you mentioned, so I can't say for sure.

The additional material components do work when crafting the wand though, as these are material/focus components of the spell, not special abilities unique to the crafter. You can also add metamagic to the spell in the wand, but no special abilities there either - unless they're permanent changes to the used metamagic itself, like a 20th-level Astral bloodline sorcerer (though he probably has no use for a Ray of Frost wand...).


How is spell trigger relevant?

Fierce Evocation and Favored Class Bonus are coming from Evoker - d20pfsrd so yah that 3rd party all right, sorry I did not realize it as i was a little punchy after a long watch and did not think to question it later.

Thanks for pointing that out.


That wand stores My spell. Not sum other guys spell not a random generic spell but My spell like I cast it wit all of my ability's that affect my spells.

So buy you zappy wands from an evoker when you can, and avoid the off the rack generic stuff.


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Spell Trigger Items you are not casting the spell. You are activating a magic item. The item is casting, not you. This is a major reason why Staves are awesome.


Spell Trigger Items you are not casting the spell. You are activating a magic item. The item is casting, not you. This is a major reason why Staves are awesome.

If you got better feats, traits, etc, (Explitive) skippy staves are bomm.

Handing the Super Ray of Frost Wand to the party rogue so he can sneak attack with it, twice in the same round is one of those moments that make all worthwhile.


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Wand Activation wrote:


Activation: Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn’t provoke attacks of opportunity. (If the spell being cast has a longer casting time than 1 action, however, it takes that long to cast the spell from a wand.) To activate a wand, a character must hold it in hand (or whatever passes for a hand, for non-humanoid creatures) and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole.

Note that it doesn't say that if a spell takes less than a standard action then it uses that.


I was stumped as to how the wand is being activated as a swift action, as well. Where? How?

You can put a Quickened spell into a wand... sure. Activating the wand is still going to be a Standard action. Lol.


You can put special abilities into the spell while creating a wand.
You cannot use any of your special abilities on the crafted wand when you activate it, unless specifically stated otherwise.
The wand can store spells with special abilities applied to them.


May I introduce

Ray the fabulously Magnificent:
One must keep blasting the enemy until they change shape or shatter. Only then will they know true peace.

Ray the fabulously Magnificent
Male Human Wizard Evoker 5 (CL 5th; concentration +5)
None Medium humanoid (Human)
Init +6, Senses Perception -2

=================================================
DEFENSE
=================================================
AC 14, touch 14, flat-footed 10 (+4 Dex, )
hp 18 (5d6)
Fort +1, Ref +3, Will +4

=================================================
OFFENSE
=================================================
Speed 30 ft.

Wizard Spells memorized
4 Level 0: Acid Splash, Light, Prestidigitation, Disrupt Undead
1 Evocation 0: Ray of Frost (Empowered, False Focus Liquid Ice M, Liquid Ice F, Urea M, Black Powder M)
3 Level 1: Burning Hands (Elemental Attunement (Ex) Cold, Liquid Ice F, Urea M, False Focus Black Powder M), Ear-piercing Scream, Magic Missile
1 Evocation 1: Snowball (Liquid Ice F, False Focus Urea M, Black Powder M)
2 Level 2: Frigid Touch (Liquid Ice F, Urea M, False Focus Black Powder M), Frost Fall (Liquid Ice F, Urea M, False Focus Black Powder M)
1 Evocation 2: Ice Slick (Liquid Ice F, Urea M, False Focus Black Powder M)
1 Level 3: Lightning Bolt (Elemental Attunement (Ex) Cold, Liquid Ice F, Urea M, False Focus Black Powder M)
1 Evocation 3: Fireball (Elemental Attunement (Ex) Cold, Liquid Ice F, Urea M, False Focus Black Powder M)

=================================================
TACTICS
=================================================
Zap track ambush Zap

=================================================
STATISTICS
=================================================
Str 10
Dex 16
Con 11
Int 19 +2 racial bonus
Wis 10
Cha 19 +1 4th level bonus

Base Atk +2
CMB -2
CMD 12

Feats
1 Skill Focus (Survival)
1 Eldritch Heritage (Rime-Blooded/Boreal)
1 False Focus (Metamagic)
3 Reach Spell (Metamagic)
5 Craft Wand (Crafting)
5 Empower Spell (Metamagic)

Skills
Knowledge (Arcana) +5
Knowledge (Religon) +1
Spellcraft +5
Perception +5
concentration +5
Survival +12
Stealth +7

Languages
Common
Wayang
Draconic
Aklo
Infernal

SQ

Race: Human
Humanoid Traits
+2 Int Racial bonus
Bonus Feat Human: Skill Focus (Survival)
Skilled was replaced by Practiced Hunter
Favored Class Bonus Human: Gain a +1/2 bonus on cantrip attack and +1 bonus to cantrip damage rolls. x 5 [CL 5 = +2.5 Att. +5 Dmg]

Traits
Magical Lineage (Ray of Frost)
Wayang Spellhunter (Ray of Frost)
Volatile Conduit
Havoc of the Society

Wizard
Cantrips
Scribe Scroll
Arcane Bond: Familiar (Fox, Artic +2 Ref Saves)
+1 Cha 4th level bonus
Bonus Feat Wizard 5th: Craft Wand

Envoker
Arcane School: Evokation
Opposition School's: Divination, Illusion
Elemental Attunement (Ex) Cold
Fierce Evocation (Ex) +4 dmg to evocation spell that deals hit point damage, single target
Charged Weapon (Su) 7 times per day
Intense Spells (Su) +2 dmg, single target
Force Missile 1d4+2, 7 times per day

Bloodline
Eldritch Heritage (Rime-Blooded)
Rime-Blooded/Bloodline Arcana
Bloodline Power/Boreal Bloodline/Cold Steel

Start 120 gp
WBL 10,500 gp
130% of WBL 17,850 + 120 = 17,970 gp

Combat Gear
Crossbow, Heavy 2,350 gp (+1)
Mithral Buckler 2,015 gp (+1)
Bracers of Armor 4,000 gp (+2)
Cloak of resistance 2,000 gp (+2)
Amulet of natural armor 4,000 gp (+2)
Poppet (Tiny) 2,000 gp (fleet, sealed, mighty, nimble, armor, heavy lifter, Unguent of Timelessness, Continual flame (heightened to 4th level) cast on concealable part of poppet) "A backpack full of quarels" and "For a fiew quarels more"
Pearls of power 2,000 gp (1st level x 4)

Other Gear
100 gp Holy Symbol, Tattoo
5 sp Urea (M)
40 gp Liquid Ice (F)
40 gp Liquid Ice (M)
10 gp Black Powder (M)

=================================================
SPECIAL ABILITIES
=================================================
Favored Class Bonuse Human CL 5 = +2.5 to hit, +5 Dmg
Gain a +1/2 bonus on cantrip attack and +1 bonus to cantrip damage rolls. X 5 [CL 5 = +2.5 to hit, +5 Dmg]

Fierce Evocation (Ex) Int = 19 (+4 dmg)
Starting at 1st level, whenever the evoker casts an evocation spell that deals hit point damage, she adds her Intelligence bonus to the damage dealt (for example, a 1st level evoker with a 17 Intelligence would deal a total of 1d4+4 damage with a magic missile spell).This can only be added one to the damage a single creature takes from a spell. Thus if the same evoker was casting magic missile and got two missiles, she could fire them both at a single target (for 2d4+5), or at two different targets (each for 1d4+4).

Elemental Attunement (Ex) Cold
At 2nd level, when the evoker prepares her spells for the day, she chooses one energy type from the following list: acid, cold, fire, or electricity. The evoker becomes attuned to the chosen element type. Whenever the evoker casts a spell of one of the element types she did not choose, she may choose to have the spell act as her attuned element instead; the spell loses the previous element’s descriptor replacing it with the attuned element, and any damage the spell deals is now damage of that type.

Charged Weapon (Su) Int = 19 (+4) +3 = 7 times per day
Starting at 2nd level, the evoker can use a swift action to charge any weapon she wields with destructive might (including ray spells, though this ability must be used in the same round the spell is cast).The charged weapon deals +1d6 elemental damage per two class levels the evoker possesses on the evoker’s next attack with it; this damage is of the same type as that chosen for the evoker’s elemental attunement (see below).In addition, while her weapon is charged, the evoker gains a competence bonus on attack rolls equal to the highest level wizard spell she can cast. If the evoker does not make a successful attack with the weapon before the end of her next turn, the charge dissipates and that use of this ability is wasted. She may do this a number of times per day equal to 3 + her Intelligence bonus.

Intense Spells (Su) CL 5 = +2 dmg to evocation spells, single target
Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

Force Missile 1d4+2 7 times per day
As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Arcane Bond (Su) You have selected to establish a powerful arcane bond with a Familiar.

Bonus Feat Humans select one extra feat at 1st level.

Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Trait: Magical Lineage (Ray of Frost) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Scorching Ray, treat its actual level as 1 lower for determining the spell's final adjusted level.

Trait: Wayang Spellhunter (Ray of Frost): Select a spell of 3rd level or below. When you use this spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.

Trait: Volatile Conduit (Basic, Magic): Once per day as a free action add 1d4 dmg of the same type to a spell that deals acid, cold, fire or electricity

Trait: Havoc of the Society (Sorcerer, Society) +1 Force bonus to the total damage dealt.

Practiced Hunter: Members of some human cultures train from youth to find and follow the trails of vital game and at the same time hide the evidence of their own passage. These humans gain a +2 racial bonus on Stealth and Survival checks, and Stealth and Survival are always class skills for them. This racial trait replaces skilled.

Feat: Eldritch Heritage (Rime-Blooded) Associated Bloodline: Boreal.
Descended from inhabitants of the lands of ice and snow, you count among your ancestors giant-kin, troll-born, and frost-rimed spirits. Their savage and raw energies flow down through generations to infuse you to the marrow with the chill of the polar wind, crackling auroras, and the long winter’s night. You are descended from a long line of sorcerers, and the wintry origin of your magic flows like ice water in your veins.
Prerequisites: Cha 13, Skill Focus with the class skill (Survival) of the Borial bloodline, character level 3rd.
Benefit: Select one sorcerer bloodline (Borial). You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (Survival). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.

Rime-Blooded Bloodline Arcana
Whenever you cast a spell with the cold descriptor, you may select one target of the spell to be slowed (as the spell) for 1 round. A Fortitude save (DC 10 + the level of cold spell + your Charisma modifier) negates the effect.

Bloodline Power Boreal Bloodline
Cold Steel (Sp): 2 rounds, 7 times per day
At 1st level, you can touch a weapon or up to 50 pieces of ammunition as a standard action, giving it the frost property for a number of rounds equal to 1/2 your sorcerer level (minimum 1).
At 9th level, you can confer the icy burst property instead, but the duration of the power is halved.
You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Frost Property
a frost weapon is sheathed in a terrible, icy cold that deals an extra 1d6 points of cold damage on a successful hit. The cold does not harm the wielder.

Icy Burst Property
An icy burst weapon functions as a frost weapon that also explodes with frost upon striking a successful critical hit. The frost does not harm the wielder. In addition to the extra damage from the frost ability, an icy burst weapon deals an extra 1d10 points of cold damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of cold damage instead, and if the multiplier is x4, add an extra 3d10 points.
Even if the frost ability is not active, the weapon still deals its extra cold damage on a successful critical hit.

False Focus
You can use a divine focus to cast arcane spells.
Prerequisite: Knowledge (religion) 1 rank, ability to cast arcane spells.
Benefit: By using a divine focus as part of casting, you can cast any spell with a material component costing the value of that divine focus (maximum 100 gp) or less without needing that component. For example, if you use a silver holy symbol worth 25 gp, you do not have to provide material components for an arcane spell if its components are worth 25 gp or less. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than the value of the divine focus, you must have the material component on hand to cast the spell, as normal.
Normal: A divine focus has no effect when used as a component in arcane spells.

Feat: Skill Focus (Survival)
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Feat: Aditional Traits (General)
You have more traits than normal
Benefit: You gain two caracter traits of your choice. Thies traits must be chosen from diffrent lists, and cannot be chosen from lists from which you have allready selected a caracter trait. You must meet any additional qualifications for the caracter traits you choose.

Feat: Craft Wand (Item Creation)
You can create magic wands.
Prerequisite: Caster level 5th.
Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges.
See magic item creation rules for more information.

Feat: Empower Spell (Metamagic)
You can increase the power of your spells, causing them to deal more damage.
Benefit: All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls.
Saving throws and opposed rolls are not affected, nor are spells without random variables.
Level Increase: +2 (an empowered spell uses up a spell slot two levels higher than the spell’s actual level.)

Feat: Reach Spell (Metamagic)
Your spells go farther than normal.
Benefit: You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long.
Level Increase: Special. A reach spell uses up a spell slot one level higher than the spell’s actual level for each increase in range category. For example, a spell with a range of touch increased to long range uses up a spell slot three levels higher.
Spells modified by this feat that require melee touch attacks instead require ranged touch attacks.
Spells that do not have a range of touch, close, or medium do not benefit from this feat.

***********************************************************

Urea (Alchemical Power Component) Material: 5 sp X 100 = 250 gp
Spells with the [cold] descriptor are cast at +1 caster level for the purpose of all effects.

Liquid Ice (Alchemical Power Component): 40 gp x 1 + 40 = 40 gp
Ray of Frost (F): The spell deals +1 point of damage.
Ray of Frost (M): The spell creates an icicle of frozen water vapor that strikes the target and deals 1d3 points of piercing damage and 1 point of cold damage.

Powder, Black (Alchemical Power Component): 10 gp x 100 = 1000 gp
Price 10 gp; Weight —
Black powder is a volatile explosive and is the primary component in fireworks and other explosives.
Alchemical Power Component
Doses 1 (10 gp); Spells evocation school
Spells of the evocation school deal 1 additional point of the same type of energy damage.

*************************************************************************** ********************

Going to make Thiese... Because, Who else can???

Chargeless Wand of Quickened Empowered Reaching Ray of Frost (Cuz Heavy Crossbows are for Wusses)
Aura moderate Evocation [Cold]; CL 6th; Slot —; Price 23,428 gp; Weight 10oz.

DESCRIPTION
The wand creates an icicle of frozen water vapor that strikes the target up to 160 ft. away. The target of the spell is slowed (as the spell) for 1 round. A Fortitude save (DC 15) negates the effect. This wand dose (1d3x1.5) piercing, (3d6x1.5) cold, (1d4x1.5) cold, +6 cold, +11 magic damage rounded down (Thats min dmg = 22, max dmg = 48). No saveing throw is allowed, however spell resistance is effective. You must succeed on a ranged touch attack at +6 to hit with the ray to deal damage to a target.

Physical Description: This wand is 11 inches long with 4 inches of this as hilt, at 1/4 inch thick tapering to a fine point, and weighing only 10 oz. Fashoned of adamantine and featureing a foil style hilt. This wand has Armor Class 7, 16 hit points, a hardness of 16, and a break DC of 26.

Activation: Icicle is the single word that must be spoken to activate the wand.

Special Qualities: Bears an inscription of the word "Icicle " in Common.

CONSTRUCTION REQUIREMENTS

Feats Craft Wand, Spell Empowered Reaching Ray of Frost; Urea (M) x 50, Liquid Ice (F), Liquid Ice (M) x 50; Cost 11,714 gp

************************

Wand of Empowered Reaching Ray of Frost as cast by a 19 Int, 19 Cha, Evoker Wizard 5th, with the Create Wands Feat.

Quickened Empowered Reaching Ray of Frost
School: Evocation [Cold]
Effective Spell Level: 1
Effective Caster Level: Evoker Wizard 6
Casting Time: 1 swift action
Components: V, S, M
Range: Medium (160 ft.)
Effect: Ray +6 to hit [charged wpn, favored class bonus]
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
The spell creates an icicle of frozen water vapor that strikes the target. The target of the spell is slowed (as the spell) for 1 round. A Fortitude save (DC 15) negates the effect.

Casting spell is a swift action [Quickened via metamagic rod]
Varable damage multiplyed by 1.5 [Empowered]
+1 Caster Level [Urea M]
Increase range to medium [Reach]
Slow spell effect [Rime-Blooded]

1d3 +1 x 1.5 points of piercing damage [False Focus - Liquid Ice M] (2, 4, or 6 +2)

1 point of force damage [Havoc of the Society]
4 points of force damage [Fierce Evocation]
6 points of force damage [Favored Class Bonus]

1 point of cold damage [Black Powder M]
1 point of cold damage [Liquid Ice F]
3 points of cold damage [Intense Spells]
1d4 x 1.5 of cold damage [Volatile Conduit] (2, 4, 6, or 8)
1d6 x 1.5 of cold damage [Cold Steel Bloodline Power] Frost Property (2, 4, 6 ,8, 10, or 12)
3d6 x 1.5 of cold damage [Charged Weapon] (3 to 18 x 1.5 round down)

Thats (1d3+1x1.5) piercing, (3d6x1.5) cold, (1d4x1.5) cold, +5 cold, +11 force damage rounded down.

Thats min dmg = 30, max dmg = 80

You must succeed on a ranged touch attack with the ray to deal damage to a target.

Components: Urea (M), Black Powder (M), Liquid Ice (F), Liquid Ice (M)

Wand cost
Spell has material component cost/Add directly into price of item per charge / 10 gp 5 sp x 2 = 21 gp x 100 = 2100 gp + 40 gp
If item is unlimited, not charged, determine cost as if it had 100 charges.

Unlimited, Spell Trigger
Spell level x caster level x 750 gp + (material components x 100) + focus = total
[Spell level 1 x efective caster level 6 x Wand Base Cost 750 = 4500] x 2 to determine cost as if it had 100 charges + 100 material components 1250 + focus 40 = 11,580 gp
9000 + 1250 + 40 = 11,580gp x 2 for retail = 23,160gp and takes 100 days to complete

************************

Powder, Black
Source PZO9445
Price 10 gp; Weight —
Black powder is a volatile explosive and is the primary component in fireworks and other explosives.
Alchemical Power Component
Doses 1 (10 gp); Spells evocation school
Spells of the evocation school deal 1 additional point of the same type of energy damage.

Spell Book [Arcane Mark, Secluded Grimoire, Book Ward, Arcane Lock]

0-Level Sorcerer/Wizard Spells (Cantrips)

Abjuration
Resistance
Conjuration
Acid Splash
Drench
Divination
Read Magic
Enchantment
Daze
Evocation
Breeze
Dancing Lights
Flare
Light
Penumbra
Ray of Frost
Scoop
Spark
Necromancy
Bleed
Disrupt Undead
Touch of Fatigue
Transmutation
Jolt
Mage Hand
Mending
Message
Open/Close
Root
Scrivener’s Chant
Universal
Arcane Mark
Prestidigitation

1st-Level Sorcerer/Wizard Spells

Abjuration
Alarm
Endure Elements
Hold Portal
Incendiary Runes
Invisibility Alarm
Protection from Chaos/Evil/Good/Law
Shield
Shock Shield
Stunning Barrier
Winter Feathers

Conjuration
Adhesive Spittle
Air Bubble
Celestial Healing
Corrosive Touch
Expeditious Construction
Grease
Icicle Dagger
Infernal Healing
Mage Armor
Mount
Mudball
Obscuring Mist
Secluded Grimoire
Snowball
Summon Minor Monster
Summon Monster I
Unseen Servant

Enchantment
Charm Person
Hypnotism
Keep Watch
Memorize Page
Sleep

Evocation
Burning Hands
Ear-Piercing Scream
Flare Burst
Floating Disk
Gentle Breeze
Magic Missile
Shocking Grasp
Snowball
Touch of Combustion

Necromancy
Bed of Iron
Cause Fear
Chill Touch
Decompose Corpse
Interrogation
Itching Curse
Positive Pulse
Ray of Enfeeblement
Ray of Sickening
Repair Undead
Restore Corpse
Sculpt Corpse

Transmutation
Animate Rope
Ant Haul
Blood Money
Crafter’s Fortune
Dancing Lantern
Emblazon Crest
Enlarge Person
Erase
Expeditious Excavation
Expeditious Retreat
Feather Fall
Lighten Object
Magic Weapon
Mirror Polish
Recharge Innate Magic
Reduce Person
Reinforce Armaments
Swift Girding
Touch of Gracelessness
Transfer Tattoo
Unerring Weapon
Wizened Appearance
Youthful Appearance

2nd-Level Sorcerer/Wizard Spells

Abjuration
Anti-Summoning Shield
Arcane Lock
Book Ward
Bullet Shield
Bullet Ward
Crimson Confession
Disrupt Link
Obscure Object
Protection from Arrows
Resist Energy
Suppress Charms and Compulsions
Warding Weapon
With the Wind

Conjuration
Acid Arrow
Alter Summoned Monster
Callback
Cloud of Seasickness
Create Pit
Cushioning Bands
Euphoric Cloud
Fiery Shuriken
Fog Cloud
Glitterdust
Instant Weapon
Mud Buddy
Retrieve Item
Returning Weapon
River Whip
Shackle
Summon Monster II
Summon Swarm
Web
Web Shelter
Whip of Spiders

Enchantment
Arcane Disruption
Bestow Weapon Proficiency
Compulsive Liar
Delay Pain
Hidden Presence
Hideous Laughter
Passing Fancy
Seducer’s Eyes
Tactical Acumen
Touch of Idiocy
Unnatural Lust

Evocation
Admonishing Ray
Aggressive Thundercloud
Burning Arc
Burning Gaze
Burst of Radiance
Contact Entity I
Continual Flame M
Darkness
Defensive Shock
Elemental Touch
Fiery Runes
Fire Breath
Fire Sneeze
Flaming Sphere
Flickering Lights
Force Sword
Frigid Touch
Frost Fall
Gust of Wind
Gusting Sphere
Ice Slick
Imbue with Elemental Might
Molten Orb
Pilfering Hand
Protective Penumbra
Ricochet Shot
Scorching Ray
Shatter
Sonic Scream
Spontaneous Immolation

Necromancy
Blindness/Deafness
Bone Fists
Boneshaker
Brow Gasher
Command Undead
Companion Life Link
Curse Terrain, Lesser
Defending Bone
Defoliate
Dress Corpse
False Life
Ghoul Touch
Life Pact
Pernicious Poison
Sentry Skull
Spectral Hand
Stricken Heart
Touch of Bloodletting
Unshakable Chill

Transmutation
Aboleth’s Lung
Accelerate Poison
Adoration
Air Step
Alter Self
Angelic Aspect, Lesser
Animal Aspect
Bear’s Endurance
Bull’s Strength
Buoyancy
Carry Companion
Cat’s Grace
Certain Grip
Darkvision
Disfiguring Touch
Eagle’s Splendor
Eldritch Conduit
Extreme Flexibility
Fox’s Cunning
Glide
Hidden Knowledge
Human Potential
Knock
Levitate
Make Whole
Masterwork Transformation
Merge with Familiar
Mirror Hideaway
Owl’s Wisdom
Pyrotechnics
Quick Change
Raven’s Flight
Rope Trick
Sculpt Simulacrum
Silk To Steel
Snow Shape
Spider Climb
Splinter Spell Resistance
Strong Wings
Tattoo Potion
Twisted Space
Visualization of the Body
Visualization of the Mind
Whispering Wind
Winged Sword

3rd level spells

Gentle Repose
Lightning Bolt
Fire Ball
Anthropomorphic Animal
Animate Dead, Lesser
Dispel Magic

Familiar

Fox, Arctic (Familiar)
This cunning yet wary animal pounces on live prey.
Fox CR 1/4
XP 100
CN Tiny animal
Init +2; Senses low-light vision, scent; Perception +8

DEFENSE
AC 17, touch 17, flat-footed 15 (+2 Dex, +2 size) +3 Natural Armor
hp 5 (1d8+1) (HD counts as 5) (HP = 1/2 of master = 9)
Fort +3, Ref +4, Will +4

OFFENSE
Speed 40 ft.
Melee bite +4 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 9, Dex 15, Con 13, Int 8, Wis 12, Cha 6
Base Atk +2; CMB +0; CMD 9 (13 vs. trip)
Feats Skill Focus (Perception)

Skills
Knowledge (Arcana) +5
Spellcraft +5
concentration +5
Acrobatics +2 (+6 when jumping)
Perception +8
Stealth +10 (+14 in snow)
Survival +13 (+17 scent tracking)
Climb +2
Swim +2
Racial Modifiers: +4 Acrobatics when jumping, +4 Survival when tracking by scent,
+4 racial bonus on Stealth checks in snow.

SPECIAL ABILITIES
Familiar
The master of a fox familiar gains a +2 bonus on Reflex saves.
Alertness (Ex)
Share Spells
Empathic Link (Su)
Deliver Touch Spells (Su)
Speak with Master (Ex)

ECOLOGY
Environment any
Organization solitary, pair, or skulk (3-12)
Treasure none

A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.

A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.

Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.

If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Small-sized familiars threaten the areas around them like Small creatures, and can be used to flank enemies, though both familiars and their masters are often loath to use such tactics, as the result is often a dead familiar. Small-sized familiars are also harder to keep on a master’s person than Tiny or smaller familiars. Often they require some form of magic item, like a bag of holding, for such a feat to work.

Slow
School transmutation; Level bard 3, bloodrager 4, magus 3, medium 2, occultist 3, psychic 3, sorcerer/wizard 3, spiritualist 3, summoner 2, unchained summoner 3
CASTING
Casting Time 1 standard action
Components V, S, M (a drop of molasses)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed.
Multiple slow effects don’t stack. Slow counters and dispels haste.

Quicken Spell (Metamagic)
You can cast spells in a fraction of the normal time.
Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 full-round action cannot be quickened. [FAQ]
Level Increase: +4 (a quickened spell uses up a spell slot four levels higher than the spell’s actual level.)
Casting a quickened spell doesn’t provoke an attack of opportunity.
Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell’s casting time.

Metamagic Rod, Quicken
Aura strong (no school); CL 17th; Weight 5 lbs.
Price varies by specific type:
Lesser quicken metamagic rod 35,000 gp
Quicken metamagic rod 75,500 gp
Greater quicken metamagic rod 170,000 gp
DESCRIPTION
The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat.
CONSTRUCTION REQUIREMENTS
Feats Craft Rod, Quicken Spell
Cost varies by specific type:
Lesser quicken metamagic rod 17,500 gp
Quicken metamagic rod 37,750 gp
Greater quicken metamagic rod 85,000 gp

He's a work in progress, so don't beat him up to bad and a little help can go a long way.

Cheers ZOT


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Zotpox wrote:

You can put special abilities into the spell while creating a wand.

You cannot use any of your special abilities on the crafted wand when you activate it, unless specifically stated otherwise.
The wand can store spells with special abilities applied to them.

Yeah, we all are on the same page here. Nobody is arguing with this, that I know of.

Activating the wand is a Standard Action. Unless tge casting time of tge spell is longer, then it takes longer... it says nothing about activating in a shorter time for spells with quicker casting times... therefore, it is still a Standard Action to activate a wand, even if it contains a Quickened spell.

I love this. I really do. A magic user finally being told NO. Lol.


1 person marked this as a favorite.

You don't cast spells when creating a magic item. The spell is unavailable during creation and "triggered"

Creating Wands wrote:


To create a magic wand, a character needs a small supply of materials, the most obvious being a baton or the pieces of the wand to be assembled. The cost for the materials is subsumed in the cost for creating the wand: 375 gp × the level of the spell × the level of the caster. Market value is double this creation cost. Wands are always fully charged (50 charges) when created.

The creator must have prepared the spell to be stored (or must know the spell, in the case of a sorcerer or bard) and must provide any focuses the spell requires. Fifty of each needed material component are required (one for each charge). Material components are consumed when work begins, but focuses are not. A focus used in creating a wand can be reused. The act of working on the wand triggers the prepared spell, making it unavailable for casting during each day devoted to the wand’s creation. (That is, that spell slot is expended from the caster’s currently prepared spells, just as if it had been cast.)

What would convince me utterly is if you had an example of a Paizo made wand that stated it had class features, feats, or traits utilized in the creation of the item. An example from an Adventure Path or module would be super useful.


VoodistMonk their is an exception called out in the description of quicken. cuz that's kind'a the point of quicken and +4 spell levels is a hefty tax.

I concur with you assessment of the situation Scavion. I believe that such examples are purged from official products to prevent them from becoming named items.


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Zotpox wrote:

That wand stores My spell. Not sum other guys spell not a random generic spell but My spell like I cast it wit all of my ability's that affect my spells.

So buy you zappy wands from an evoker when you can, and avoid the off the rack generic stuff.

Not yours. You might have charged the magic item but it's not your spell any more once it's in the magic item. The FAQ is crystal clear on this.


AVR got me.

Once it's triggered and the spell's unique energy signature is stored in the wand for the first time and that exact unique energy signature that only I can create when casting that specific spell with all of its modifiers another 49 times, it's in the magic item and at the mercy of whomever triggers the wand.

The spell is mine until I give it to the wand and then whomever triggers the wand will be casting my wand stored spell.

We are so used to using the generic wands off the list to save time that we just don't think that anything else is possible.

The reality is none of the wands off the list would exist as they are ideals and generic, and that is not something magic favors.

I believe that when a person go's to buy a wand that he's going to go to a group or person with a good reputation for high quality items and not bob's discount wands to get his first wand of CLW, that's right he's gonna want to know the guy or know of the famous guy who made his wand.


Most of the time I am buying whatever is available wherever I happen to be. If it's just dusty old generic wand of something I need, it gets bought...

They are wands, even super duper wands are still just wands... and I am not going to go out of my way to find the ultra awesome evokers R us premium wand shop for a jazzed up Cantrip. It's literally still not worth my time.


That's an Unlimited charge wand of Quickened Empowered Reaching Ray of Frost with a min dmg = 30, max dmg = 80 plus the target of the spell is slowed (as the spell) for 1 round and the range of a heavy crossbow that you can fire twice a round for 23,160gp. 11,580gp if you make it yourself.

That's one hell of a jazzed up Cantrip my friend.


I am so going to go out of my way to find the ultra awesome evokers R us premium wand shop because if it's just dusty old generic wand of something I really need the DM has messed with it because I assumed and did not pay attention.

Every dam time!


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I'm no expert on wands, but I think the only "special ability" that can be stored in a wand is a level-adjustment of the spell (along with minimum caster level), e.g. a Hold Person wand created by a cleric would be as if it were a 2nd-level spell with a (generic) caster level of 3; a Hold Person wand created by a sorcerer would be as if it were a 3rd-level spell with a (generic) caster level of 6.

If you get a spell at a lower level through domains, bloodlines, et.al. then you should be able to create a lower-level wand than usual, e.g. a Solar bloodline sorcerer could create a Searing Light wand as a 1st-level spell and (presumably) a caster level of 1 [might be caster level 3 though, not sure].


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Quote:
Magic Items and Metamagic Spells: With the right item creation feat, you can store a metamagic version of a spell in a scroll, potion, or wand. Level limits for potions and wands apply to the spell's higher spell level (after the application of the metamagic feat). A character doesn't need the metamagic feat to activate an item storing a metamagic version of a spell.

You can create metamagic versions of magic items, but any other abilities don't count. For instance, an orc bloodline sorcerer with magical lineage (fireball) and wayang spellhunter (fireball) can cast and empowered fireball as a 3rd level spell, but it still counts as 5th level for item creation (thus no wand), and any magical items they create of it don't benefit from the +1 damage per die of their bloodline.


please show me exactly where in the above statement willuwontu it even hints vaguely at mentioning special abilities of any kind, and while you at it please tell me how you might draw such a conclusion?

I'll say it again for the cheap seats. ALL ABILITYS COUNT!

If you do get a spell at a lower level through domains, bloodlines, et.al. then you should be able to create a lower-level wand than usual, e.g. a Solar bloodline sorcerer could create a Searing Light wand as a 1st-level spell and (presumably) a caster level of 1.

Like a paladin and CLW, yes absolutely right, now find me a paladin with the craft wands feat.


There are presumably enough of them (paladins with Craft Wands) that you have a decent chance of getting one of their crafted wands most anywhere you go. Or there’s just one reeeaaaally prolific crafter, I guess.


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Snerk...

LOL

I wonder what the name of that holy order might be?


“The Holy Order of the Prolific Wands: grab our sacred spells - cheap!”
products available nearly everywhere; check your local village for actual availability; 75% guaranteed, probably, dependent on local economic and political elements

EDIT: look, jokes don’t just write themselves, you know - “brilliant” humor takes work!


So...
"The Holy Order of the Prolific Wand's"
Has been around for awhile now and their members have been just cranking those wands out so I assume that they have been leveling something fierce.
I wonder what talents, special ability's, feats, Bloodline Powers, and Alchemical Power Components the wands they make have now?

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