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That's what ECL is for! True Believer is a great feat!

Posted: Wed May 20, 2009 3:10 am
by Crissa
...Ugh, this player drives me up the wall.

-Crissa

Posted: Wed May 20, 2009 4:57 am
by Maxus
Details, Crissa! Details, details!

Seriously, go ahead and vent about it. You'll feel better after you do, and we'll all slap our knees and shake our heads and agree with you because we can't believe someone is so damn stupid. Someone may even state some kind of obscene and violent action they'd like to do to this player.

Posted: Wed May 20, 2009 8:48 am
by Username17
Isn't True Believer the one that lets you use Relics as if you'd spent a Cleric spell slot you don't have? And aren't Relics the things that can be made to cast spells on a charge system for free if you set the spell slot sacrifices sufficiently onerous compared to what they are supposed to do?

As such, isn't True Believer the one that lets be a "Freetificer" where you make staves for free and then use them to cast like a high level Cleric who gets like 50 of their highest level spells a day?

That seems pretty great. Like, ridiculously overpoweredly great.

-Username17

Posted: Wed May 20, 2009 11:53 pm
by ubernoob
FrankTrollman wrote:Isn't True Believer the one that lets you use Relics as if you'd spent a Cleric spell slot you don't have? And aren't Relics the things that can be made to cast spells on a charge system for free if you set the spell slot sacrifices sufficiently onerous compared to what they are supposed to do?

As such, isn't True Believer the one that lets be a "Freetificer" where you make staves for free and then use them to cast like a high level Cleric who gets like 50 of their highest level spells a day?

That seems pretty great. Like, ridiculously overpoweredly great.

-Username17
Relic effects aren't actually that good. The best one I've actually seen is putting bane[Whoever the fuck I'm shooting] on all of your arrows.

Posted: Thu May 21, 2009 12:31 am
by Username17
No, I am still going to go with Staves of 4th level spells that require you to be an 11th level Cleric. Because those are fucking free.

-Username17

Posted: Thu May 21, 2009 12:33 am
by Crissa
Ours was, 'you get +2 to all rolls involving geography', and no, you didn't get to make new artifacts.

-Crissa

Posted: Thu May 21, 2009 2:10 am
by ubernoob
FrankTrollman wrote:No, I am still going to go with Staves of 4th level spells that require you to be an 11th level Cleric. Because those are fucking free.

-Username17
Can you show me where the rules allow that (page numbers are all I need; I have all the PDFs)? Cuz that'd seriously be awesome if I'm just reading that wrong.

Posted: Thu May 21, 2009 7:59 am
by Username17
Creating your own Relics, p. 92.

-Username17

Posted: Fri May 22, 2009 12:48 am
by ubernoob
FrankTrollman wrote:Creating your own Relics, p. 92.

-Username17
Doesn't specifically allow for charged items, but doesn't disallow it either. No example relic is a charged item though, so most people would probably miss that.

Posted: Fri May 22, 2009 2:55 am
by Koumei
And I imagine that if you didn't have the foresight to pick the right deity (ie. one not covered by their sample relics, if I'm thinking of the same relic system you guys are*), then you're stuck with whatever shit the book gives you.

And even without looking at it, I'm sure that's a bad deal, given what they think makes a good artefact.

*Are we talking Complete Divine?

Posted: Fri May 22, 2009 6:15 am
by Avoraciopoctules
I know there's a version of relics in the Magic Item Compendium. I think that was the most recent.

Posted: Fri May 22, 2009 10:10 pm
by Crissa
Kitsune Template (Revised 05/22/09)

The kitsune is a magical fox, seen by very few. According to legends, these creatures are tricksters—playful and aloof, seeking fun and amusement however they may find it. Masters of illusion, the most powerful kitsune might conceal an entire army in an illusionary forest or hide itself in an empty, well-lit room under close observation. They are nimble, shy, and careful creatures, often untrusting of outsiders. To gain their trust can be a great boon—to gain their malice, a curse. A kitsune can live to be ancient, and there are rumors of some who have found the means to cheat death entirely.

Morphic Kitsune Abilities:
Speed: 40 ft
Armor Class: +1 Natural
Size: Medium
Natural Weapon: Bite (1d6 + strength and a half)
Skill Bonus: +4 Listen, +4 Sleight of Hand, +4 Bluff
Ability Score Modifiers: +4 Dex, +4 Cha
Save Bonuses: +4 vs. Illusions
Special Qualities: Scent, Low-Light Vision, Immunities, Feet of the Kitsune
Special Abilities: Detect Magic/Curses, Dispel Magic, Other Spell-Like Abilties or Expanded Spellcasting, Kitsune Imbuement

Non-Morphic Kitsune Abilities:
Speed: 40 ft
Armor Class: +1 Natural
Size: Tiny (+2 AC, +2 to hit, +8 Hide, -8 Grapple, 1/3 Carrying Capacity)
Natural Weapon: Bite (1d4 + strength and a half)
Skill Bonus: +4 Listen, +4 Sleight of Hand, +4 Bluff
Ability Score Modifiers: +4 Dex, +4 Cha
Save Bonuses: +4 vs. Illusions
Special Qualities: Scent, Low-Light Vision, Immunities, Feet of the Kitsune
Special Abilities: Detect Magic/Curses, Dispel Magic, Alter Self/Others, Expanded Spell Knowledge, Kitsune Imbuement


Supernatural Abilities:

Detect Magic/Curses (su): At will. All kitsune have a special foresight into matters of magic. Even those with no training can sense the presence of magical auras and curses, as per the spell Detect Magic. This ability has a caster level equal to the kitsune’s HD (level).

Spell-Like abilities:

Dispel Magic (sp): With their keen sense of magic comes the ability to manipulate it. A kitsune of at least 3 HD can use Dispel Magic, as the spell, once per day. This advances to 2/day at 6 HD, 3/day at 9 HD, Greater Dispel Magic at 11 HD, 4/day at 15 HD, and at will at 18 HD. This ability has a caster level equal to the kitsune’s HD (level).

Alter Self/Others (sp): At will (touch). As the spell Alter Self, but may be uses on other subjects touched by the kitsune (fort save, or fort save harmless, DC 11 + Cha). Shifting the target is limited, however, to aesthetic changes, gender changes, and granting the features and appearance of a fox—up to and including shifting the creature into a fully non-morphic fox. This can be given up to a 24 hour duration at the time of use. More advanced physical changes can be accompanied by more mental shifting, giving the creature a more fox-like mind (taste for mice, etc. ).


Spell-like Abilities:

Expanded Spell Knowledge:

The kitsune as a natural affinity with spell casting. As a kitsune spell caster advances in spellcasting levels, they may add spells to their list of spells known according to the following chart, choosing from the lists bellow (other spells may be added at DM’s discretion, largely from the schools of Enchantment and Illusion).

Kitsune Spell List:

0: Caltrops
0: Silent Portal
0: Dancing Lights
0: Ghost Sound
0: Daze

1: Distract Assailant
1: Charm Person
1: Ventriloquism
1: Silent Image
1: Color Spray

2: Glitterdust
2: Invisibility
2: Mirror Image
2: Minor Image
2: Blur

3: Displacement
3: Tongues
3: Suggestion
3: Major Image
3: Invisibility Sphere

4: Dimensional Anchor
4: Greater Invisibility
4: Shadow Conjuration
4: Hallucinatory Terrain
4: Phantasmal Killer

5: Break Enchantment
5: Seeming
5: Shadow Evocation
5: Mirage Arcana
5: False Vision

6: Mislead
6: Permanent Image
6: Programmed Image
6: Shadow Walk
6: Veil

7: Power Word, Blind
7: Phase Door
7: Shadow Conjuration, Greater
7: Project Image
7: Limited Wish

8: Maze
8: Charm Monster, Mass
8: Screen
8: Shadow Evocation, Greater
8: Scintillating Pattern

9: Shades
9: Weird
9: Shapechange
9: Freedom
9: Wish

For kitsune spellcasters, these spells may be added to their spell list as follows:

Caster Level: Spell Level x number added to list

1. 0x1
2. 0x2
3. 0x2, 1x1
4. 0x2, 1x2
5. 0x3, 1x2, 2x1
6. 0x3, 1x2, 2x2
7. 0x4, 1x3, 2x2, 3x1
8. 0x4, 1x3, 2x2, 3x2
9. 0x5, 1x4, 2x3, 3x2, 4x1
10. 0x5, 1x4, 2x3, 3x2, 4x2
11. 0x5, 1x5, 2x4, 3x3, 4x2, 5x1
12. 0x5, 1x5, 2x4, 3x3, 4x2, 5x2
13. 0x5, 1x5, 2x4, 3x4, 4x3, 5x2, 6x1
14. 0x5, 1x5, 2x4, 3x4, 4x3, 5x2, 6x2
15. 0x5, 1x5, 2x4, 3x4, 4x3, 5x3, 6x2, 7x1
16. 0x5, 1x5, 2x4, 3x4, 4x3, 5x3, 6x2, 7x2
17. 0x5, 1x5, 2x4, 3x4, 4x3, 5x3, 6x3, 7x2, 8x1
18. 0x5, 1x5, 2x4, 3x4, 4x3, 5x3, 6x3, 7x2, 8x2
19. 0x5, 1x5, 2x4, 3x4, 4x3, 5x3, 6x3, 7x3, 8x2, 9x1
20. 0x5, 1x5, 2x4, 3x4, 4x3, 5x3, 6x3, 7x3, 8x2, 9x2

The kitsune can instead elect to gain these as spell-like abilities. These are learned by character level rather than caster level, and the kitsune may only use one spell-like ability of each level they know each day. Any of these abilities that require an xp or costly material component to cast still require that component. For example, a kitsune who can cast Wish once per day as a spell-like ability must still supply the experience required.

The kitsune can only choose one of these two methods to gain their abilities. Once it is chosen, it cannot later be changed. If the spells are added to a spell-list, the kitsune must choose one spellcasting class to add these spells to.

Special Qualities:

Feet of the Kitsune: (Minimum 5 HD) This ability grants the kitsune Trackless Step, as a 3rd level druid. A kitsune of this level leaves no trail in natural suroundings and cannot be tracked. She me choose to leave a trail if so desired.

Immunity to Illusions: (Minimum 17 HD) While not completely immune to the effects of illusions, and not under the effects of True Seeing such to see through them automatically, whenever the kitsune of this level is subjected to a saving throw versus an illusion spell or ability, the save automatically succeeds. This would protect the kitsune against such powerful spells as Weird, but not against something less direct like a rogue cloaked by Invisibility.


Special Abilities:

Kitsune Imbuement: (Minimum 10 HD) A kitsune of this level as attained a degree of control that allows them to pass their powers on to another. This requires a melee touch attack. The recipient is then granted this template as a "gift" permanently, changing into a kitsune over the course of 1d30 days. For this same number of days, the kitsune must forgo the use of all kitsune spells it knows.

Before the first day has passed, a Remove Curse will prevent this ability from affecting the target further. After the first day, a carefully worded Wish or Miracle can instead change the subject back to their human form before the transformation is complete. Once it is finished, there is no going back. The new kitsune generally develops their abilities slowly over the course of a month or less. The more willfully they use their new talents, the more easily they adapt mentally to the changes. Someone who resists will be less altered mentally, but may not have near so much fun with their new life.
This is the template that the player is now adding to their human with three skill focus feats.

-Crissa

Posted: Fri May 22, 2009 11:19 pm
by Crissa
Unicorn Template (Revised 5/22/09)

The unicorn is a magical equine creature of the woodlands. Known as a friend to the fae-folk, this creature is covered head to hoof in pure white hair. The unicorn is a symbol of purity and innocence. Virgins and children are among the small number that may chance to see these majestic creatures. The horn upon its head is known to possess supernatural healing properties. Some more wicked collectors may pursue the unicorn to strip it of its horn, and take the boon to craft powerful curative items. Kinder folk may seek the unicorn's grace to heal their wounded as a blessing, and leave it with a gift for it's benevolence.

Morphic Unicorn Abilities:
Speed: 30 ft
Armor Class: +6 Natural
Size: Large (-1 AC, -1 to Hit, -4 Hide, +4 Grapple, 2x Carrying Capacity)
Space/Reach: 10 ft. / 5 ft.
Natural Weapons: Horn (1d8 + strength and a half, piecing)
Skill Bonus: +4 Move Silently, +3 Survival in forests
Ability Score Modifiers: +4 Strength
Save Bonuses: +4 vs. Poison
Special Qualities: Scent, Wild Empathy, Darkvision 60 ft., Immunity to Poison (5 HD), Fortification vs. Compulsion (11 HD)

Non-Morphic Unicron Abilities:
Speed: 60 ft.
Armor Class: +6 Natural
Size: Large (-1 AC, -1 to Hit, -4 Hide, +4 Grapple, 3x Carrying Capacity)
Space/Reach: 10 ft./ 5 ft.
Natural Weapons: Horn (1d8 + strength and a half, piecing) and 2 hooves (-8 to hit, 1d4 + half strength, bludgeoning)
Skill Bonus: +4 Move Silently, +3 Survival in forests
Ability Score Modifiers: +4 Strength
Save Bonuses: +4 vs. Poison
Special Qualities: Scent, Wild Empathy, Darkvision 60 ft., Immunity to Poison (5 HD), Fortification vs. Compulsion (11 HD)



Special Abilities:

Wild Empathy: As the druid ability

Unicorn's Touch: The unicorn can touch an opponent and cause a temporary transformation into an woodland shape.
Time: 1 standard action
Foci: Unicorn Horn
Duration: 1 day (varies)
Range: Touch
Target: Living Creature
Saving Throw: Will negates; DC 11 + Cha

The unicorn must succeed a melee touch attack. On a failed save, this touch inflicts 1d4 shape damage; this damage is subdual, and is represented by gaining aspects of a particular woodland animal such as ears, tail, gender, hindlimbs, forelimbs, head, body; then movement and type. Mulitiple uses of this ability on the same target stack, adding new aspects of the new creature type with each successful hit and failed saving throw.

Once the target has gained eight aspects, they are transmuted a non-morphic creature and gain its size and natural attack types. This compels them to act within the Unicorn's Forest code, and also erases any shape damage they may have taken. Any violation of the code renews the spell another day, no matter which way they changed. The target may not be turned into a creature type higher than it or the unicorn's HD. Suitable creatures are rabbits, mustelids, deer, elk, wolves, bear, hunting cats, or various birds. The unicorn may have 1 creature per three levels affected by Unicorn's Touch at any given time.
Woodland Creatures are typically wolfs, deer, rabbits, birds (various species), horses, mice, etc.

Unicorn Forest Code:

Animals should not speak the human tongue.
Animals should not dwell with humans, or be servants to them.
Animals should not wear the clothing of humans.
Animals should not lust after humans, or human things.



Spell-like Abilities:

The Unicorn may use the following spell-like abilities. Each requires a minimum number of HD to be used. As the unicorn advances in HD (levels), it gains access to more of these abilities and more uses of them. These abilities have a caster level equal to the Unicorn's HD (level).

Purify Food and Drink: At will. (Minimum 1 HD)

Detect Poison: At will. (Minimum 1 HD)

Shillelagh: 1/day. (Minimum 3 HD, 2/day at 6 HD, 3/day at 9 HD, 4/day at 12 HD, at will at 15 HD)

Neutralize Poison: At will. (Minimum 5 HD)

Tree Shape: 1/day. (Minimum 5 HD, 2/day at 8 HD, 3/day at 11 HD, 4/day at 14 HD, at will at 17 HD)

Magic Fang, Greater: 1/day. (Minimum 7 HD, 2/day at 10 HD, 3/day at 13 HD, 4/day at 17 HD)

Geas, Lesser: 1/day. (Minimum 9 HD, 2/day at 13 HD, 3/day at 17 HD)

Tree Stride: 1/day. (Minimum 11 HD, 2/day at 15 HD, 3/day at 19 HD)

Transport Via Plants (Or Teleport, which is better?): 1/day (Minimum 13 HD, 2/day at 17 HD)

Heal: 1/day (Minimum 15 HD, 2/day at 19 HD)

Animal Shapes: 1/day (Minimum 17 HD)

Foresight: 1/day (Minimum 19 HD)


Special Qualities:


Immunity to Poison: (5 HD)

Fortification vs Compulsion: (11 HD) +10 saves vs. Compulsion

Unicorn’s Horn:

If removed while the unicorn is still alive, the unicorn’s horn will be magically imbued with any one of the unicorn’s existing supernatural abilities for its HD. This ability is chosen randomly from the list of powers the unicorn possesses, and is usable the number of times per day given by the unicorn’s HD at the time the horn is removed. Therefore, a 1 HD unicorn’s horn would only have the ability to purify food and drink or detect poison any number of times per day. A 20 HD unicorn’s horn, however, could have any one of these abilities, foresight, at the highest number of uses per day possible for the unicorn. It is, however, possible that this horn would still only purify food and drink at will. Still, the draw of potentially great power makes the unicorn’s horn a prize sought after by many.
Phoenix Templete

Version 1.1: April 17, 2009

The high phoenix is a mysterious bird, and without a sense of death it believes itself above human nations refusing to interact when called upon except when its interests are served. It manifests by inhabiting a human host, often completely dominates the mind, then transforms the host into a six-limbed creature to better suit its desires.

Morphic Phoenix abilities:
Speed: 30ft, 45ft (Fly)
Armor Class: +1 natural armor
Natural Weapon: Talon, 1d6 slashing
Immunity to Fire: Fire and fire based attacks deal no damage.
Vulnerability to Water and Ice: Water and Ice based attacks deal double damage.


The Phoenix may use the following supernatural abilities. If the Phoenix had previous spellcasting, these consume their spell slots as a spontaneous caster. Else, they have ability slots per the core table below.

0 - Cloak of Flame
Casting: Swift Action
Duration: 1 min. per level, or until discharged.
Range: Personal
Save: Discharge Effect, Reflex (DC 11+CHR)

Surrounded in a cloak of flame, the caster adds one 1d4 per two levels to their melee attacks. When struck in combat, the flames may discharge and envelope the attacker in the flames, taking 1d4 damage per two levels of the caster. While shrouded, a touch may inflame objects.

1 - Allure of Flame
Casting: Free Action
Duration: Varies, 1d6 hours then Permanent (D)
Range: 20-ft.-radius spread
Save: Will (DC 13)

The shimmering vision of the phoenix may enthrall the unwary Charm Person. This can be suppressed or resumed as a free action. Once charmed, the target must remain within line of sight to the phoenix, though eye contact does not need to be maintained, during this period of 1d6 hours. At this point, the target undergoes a transformation; and the duration of the charm becomes Permanent (or until dismissed by the Phoenix). The charmed creature is magically compelled to display the transformation, and finds attempts to cover the transformations cause them to spread to unaffected areas. The High Phoenix may chose what cosmetic changes happen to the target, and sum of all these changes may not amount for more than 50% of the target creature. Only one target per three levels may be charmed at any one time.

2 - Pyrotechnics
3 - Reincarnate
4 - Freedom of Movement
5 - Break Enchantment
6 - Phoenix Splendor
Casting: Full Round
Duration: 10 min./level (D)
Target: One creature/level
Range: Touch
Save: None

A cape and cowl of feathers appears upon the subject, temporarily granting +4 to intelligence checks and allowing flight as a standard action. The appearance of the cloak is completely subjective to the desires of the caster.

7 - Prismatic Spray
8 - Fire Storm
9 - Phoenix Rebirth
Casting: Free Action
Duration: Instant
Target: Self
Save: Will (DC 18)

The high phoenix is immortal spirit; once his physical body is destroyed the spirit can possess and transform any host into a High Phoenix. When a high phoenix is in control of a host, they may cast Reincarnate and leave the host, choose too completely dominate the host for 24 hours, or allow the host's free will to surface. The transformation is permanent, and once completed the host will be treated as a High Phoenix with all their memories, a True Neutral alignment, skills, and hit die. The host will not have access to the Phoenix's class levels regardless what the High Phoenix inhabiting them chooses.

Spells per day, if not in a spellcasting class: (as a cleric)
  1. 0x3, 1x1
  2. 0x4, 1x2
  3. 0x4, 1x2, 2x1
  4. 0x5, 1x3, 2x2
  5. 0x5, 1x3, 2x2, 3x1
  6. 0x5, 1x3, 2x3, 3x2
  7. 0x6, 1x4, 2x3, 3x2, 4x1
  8. 0x6, 1x4, 2x3, 3x3, 4x2
  9. 0x6, 1x4, 2x4, 3x3, 4x2, 5x1
  10. 0x6, 1x4, 2x4, 3x3, 4x3, 5x2
  11. 0x6, 1x5, 2x4, 3x4, 4x3, 5x2, 6x1
  12. 0x6, 1x5, 2x4, 3x4, 4x3, 5x3, 6x2
  13. 0x6, 1x5, 2x5, 3x4, 4x4, 5x3, 6x2, 7x1
  14. 0x6, 1x5, 2x5, 3x4, 4x4, 5x3, 6x3, 7x2
  15. 0x6, 1x5, 2x5, 3x5, 4x4, 5x4, 6x3, 7x2, 8x1
  16. 0x6, 1x5, 2x5, 3x5, 4x4, 5x4, 6x3, 7x3, 8x2
  17. 0x6, 1x5, 2x5, 3x5, 4x5, 5x4, 6x3, 7x3, 8x2, 9x1
...etc.
The Phoenix one was originally written by the DM; the Unicorn by the player in question as well.

-Crissa

Posted: Fri May 22, 2009 11:54 pm
by Crissa
Phoenix Templete

From Version 1.1: April 17, 2009

The high phoenix is a mysterious bird, and without a sense of death it believes itself above human nations refusing to interact when called upon except when its interests are served. It manifests by inhabiting a human host, often completely dominates the mind, then transforms the host into a six-limbed creature to better suit its desires.

This is a template that is intended for Humanoids.

Size: Doesn't change
Type: Change to Monstrous Humanoid.
Speed: Change to 30ft, 45ft (Fly)
AC: The Natural Armor of the base creature is increased by +1. The creature is incapable or wearing armor.
Attack: The Phoenix retains any attacks it has prior, its hands and feet turn to talons, giving it a single Natural Attack.
Damage: It retains its prior damage abilities, or may use its Talons, which deal 1d6 damage.
Special Qualities: It gains Immunity to Fire: Fire and fire based attacks deal no damage; and Vulnerability to Water and Ice: Water and Ice based attacks deal double damage.
Special Attacks: The Phoenix may use the following supernatural abilities, in addition to those it had before. If the Phoenix had previous spellcasting, these consume their spell slots as a spontaneous casting. Else, they have spell slots per the table below, cast as a cleric their level. Any XP cost or material cost is still required.
  1. Cloak of Flame (Level 0)
    Casting: Swift Action
    Duration: 1 min. per level, or until discharged.
    Range: Personal
    Save: Discharge Effect, Reflex (DC 11+CHR)

    Surrounded in a cloak of flame, the caster adds one 1d4 per two levels to their melee attacks. When struck in combat, the flames may discharge and envelope the attacker in the flames, taking 1d4 damage per two levels of the caster. While shrouded, a touch may inflame objects.

    Allure of Flame (Level 1)
    Casting: Free Action
    Duration: Varies, 1d6 hours then Permanent (D)
    Range: 20-ft.-radius spread
    Save: Will (DC 13)

    The shimmering vision of the phoenix may enthrall the unwary Charm Person. This can be suppressed or resumed as a free action. Once charmed, the target must remain within line of sight to the phoenix, though eye contact does not need to be maintained, during this period of 1d6 hours. At this point, the target undergoes a transformation; and the duration of the charm becomes Permanent (or until dismissed by the Phoenix). The charmed creature is magically compelled to display the transformation, and finds attempts to cover the transformations cause them to spread to unaffected areas. The High Phoenix may chose what cosmetic changes happen to the target, and sum of all these changes may not amount for more than 50% of the target creature. Only one target per three levels may be charmed at any one time.
  2. Pyrotechnics
  3. Reincarnate
  4. Freedom of Movement
  5. Break Enchantment
  6. Phoenix Splendor
    Casting: Full Round
    Duration: 10 min./level (D)
    Target: One creature/level
    Range: Touch
    Save: None

    A cape and cowl of feathers appears upon the subject, temporarily granting +4 to intelligence checks and allowing flight as a standard action. The appearance of the cloak is completely subjective to the desires of the caster.
  7. Prismatic Spray
  8. Fire Storm
  9. Phoenix Rebirth
    Casting: Free Action
    Duration: Instant
    Target: Self
    Save: Will (DC 18)

    The high phoenix is immortal spirit; once his physical body is destroyed the spirit can possess and transform any host into a High Phoenix. When a high phoenix is in control of a host, they may cast Reincarnate and leave the host, choose too completely dominate the host for 24 hours, or allow the host's free will to surface. The transformation is permanent, and once completed the host will be treated as a High Phoenix with all their memories, a True Neutral alignment, skills, and hit die. The host will not have access to the Phoenix's class levels regardless what the High Phoenix inhabiting them chooses.
Spells per day, if not in a spellcasting class: (as a cleric)
  1. 0x3, 1x1
  2. 0x4, 1x2
  3. 0x4, 1x2, 2x1
  4. 0x5, 1x3, 2x2
  5. 0x5, 1x3, 2x2, 3x1
  6. 0x5, 1x3, 2x3, 3x2
  7. 0x6, 1x4, 2x3, 3x2, 4x1
  8. 0x6, 1x4, 2x3, 3x3, 4x2
  9. 0x6, 1x4, 2x4, 3x3, 4x2, 5x1
  10. 0x6, 1x4, 2x4, 3x3, 4x3, 5x2
  11. 0x6, 1x5, 2x4, 3x4, 4x3, 5x2, 6x1
  12. 0x6, 1x5, 2x4, 3x4, 4x3, 5x3, 6x2
  13. 0x6, 1x5, 2x5, 3x4, 4x4, 5x3, 6x2, 7x1
  14. 0x6, 1x5, 2x5, 3x4, 4x4, 5x3, 6x3, 7x2
  15. 0x6, 1x5, 2x5, 3x5, 4x4, 5x4, 6x3, 7x2, 8x1
  16. 0x6, 1x5, 2x5, 3x5, 4x4, 5x4, 6x3, 7x3, 8x2
  17. 0x6, 1x5, 2x5, 3x5, 4x5, 5x4, 6x3, 7x3, 8x2, 9x1
...etc.
I think this changes the tense of the sentences to translate to Frank.

Posted: Sat May 23, 2009 12:21 am
by koz
What's with all the furry?

Posted: Sat May 23, 2009 12:28 am
by Crissa
Technically, it's 'what's with all the transformation'.

But that's kinda the theme.

-Crissa

Posted: Sat May 23, 2009 4:15 am
by CatharzGodfoot
So does a phoenix-possessed person look more like this:
Image
or like this:
Image
?

Posted: Sat May 23, 2009 4:59 am
by Crissa
More like http://www.furaffinity.net/view/2228067/ Probably yellow and gold instead of white or maybe red instead of white and ... Anyhow.

Hard to look at.

-Crissa

Posted: Sun May 31, 2009 4:26 pm
by Roy
Someone mind telling me how the fuckity fuckstar we went from relics to furry porn?

Posted: Mon Jun 01, 2009 8:57 am
by Draco_Argentum
Roy, even the state government wouldn't call that porn. Be less prudish.

Posted: Mon Jun 01, 2009 9:24 am
by Prak
See, Roy must be one of those people who's so repulsed by furries that anything above a robin williams layer of fur coverage and he automatically thinks it's porn. Shame, he's missing out on some great disney movies.

Posted: Mon Jun 01, 2009 2:47 pm
by Roy
Draco_Argentum wrote:Roy, even the state government wouldn't call that porn. Be less prudish.
Prak_Anima wrote:See, Roy must be one of those people who's so repulsed by furries that anything above a robin williams layer of fur coverage and he automatically thinks it's porn. Shame, he's missing out on some great disney movies.
:rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl:
:rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl:
:rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl:
:rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl:
:rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl:
:rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl:
:rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl:
:rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl:
:rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl:

Obvious Snark is (apparently not) Obvious.

Posted: Mon Jun 01, 2009 8:38 pm
by Prak
no, apparently not.
:tongue:


Looking at true believer, it's almost good... except Devil's Favour is better... Devil's favour is a smaller bonus but applies to almost any d20 roll, and can be used more than once a day when you take other feats that also give scaling benefits...

allowing you to use relics.... woohoo... like that fucking matters...

Posted: Mon Jun 01, 2009 9:46 pm
by Roy
Most relics are inferior to comparable standard magic items. Especially before MIC fixed them.

"Lulz, let's burn a feat and a lot of cash to use a weapon that sucks, and FUCKING KILLS YOU if someone Sundertards it!"

*insert no bear here*

About the best one is Raptor Arrows for the Bane: Anything and indestructible qualities so you can use them to get more special properties. And even then, the fact you need as many arrows as you have attacks per round for it to matter much (and they're 6k each) ends up canceling out most of the cost advantage.

Posted: Tue Jun 02, 2009 2:26 pm
by Cynic
Roy wrote:Most relics are inferior to comparable standard magic items. Especially before MIC fixed them.

"Lulz, let's burn a feat and a lot of cash to use a weapon that sucks, and FUCKING KILLS YOU if someone Sundertards it!"

*insert no bear here*

About the best one is Raptor Arrows for the Bane: Anything and indestructible qualities so you can use them to get more special properties. And even then, the fact you need as many arrows as you have attacks per round for it to matter much (and they're 6k each) ends up canceling out most of the cost advantage.
i'm not near my pdfs or the books but raptoran arrows, weren't they a customized item to be returning as well? don't ask me how the writers broke their own rules for that one item.