Deviation Actions

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Invisible Obsessive

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Don't download or read this document. It is long and rambling.

Below is the final conclusion to the document, so you don't have to read it.

"Exactly what can you get away with when using the Unseen Servant spell?"

Open or close:
*open a door, drawer, lid, or simmular item
*an animal cage
*Open a treasure chest
*Taking the brunt of the trap, whatever it may be
*Close a door over and over again (cutting off the monsters as they come through a door)
*close book or roll up a scroll
*shut the hood on a lantern
*Lock a lock (with a key)
*Open a lock (with a key)
*If a 1' diameter hole can be found or bored through a wall, cast or send the US to the other side to unlock the door

Clean:
*Rub the lamp
*Scrape green slime off something
*clean (may designate an "area" to clean)
*Wash clothes
*laundry and ironing
*shine shoes (shoes not currently being worn)
*shine silverware
*sweep a chimney
*Polish armor (armor not currently being worn)

Moving things around:
*Lift and move any unattended object under 20lb
Fetch:
a foe's unattended and disarmed weapon,
Pick up MY disarmed weapon so I don't provoke AOO, then hand it to me
an unconcious foe's magic item
a shot arrow,
the enemy's standard,
rubble or caltrops from the floor
soak up oil with a rag
gather firewood
Lugging water buckets of hot water to fill a tub
food from the kitchen
other people's gold
keys for the jail you're stuck in
Send:
a healing potion to a hurt character
a pebble with Darkenss
or Silence cast on it,
a torch to light the room
pour a pint of oil on a square
Sow a square with caltrops
spread chalk dust or flour to help detect invisible creatures
Stack small boxes or kegs
a collection plate
Wait tables - delivering food
pour acid on a square (where there is an object)
Pour ink on a square (where there is a garment)
Pour water on a square (where there are plants)
pour a bucket of water on a square (where there is a fire)
Take water from a spring and pour it into a square inside the giant 5' wide cauldron over and over again
*Drag
Fetch:
a treasure chest (Up to 100lb)
Send:
100lb of rocks to a square to dump out and make it difficult terrain

Holding items:
*Hold a sign that says, "If the wizard who created me is taken more than 25ft away from me, this sign will fall to the ground." Or as an indirect threat: "If this sign falls to the ground, kill the hostages." (As I have been killed or dragged more than 25' away from this area)
*Hold a sign that says, "I am invisible"
*Hold a sword, and a sign that says, "I am an invisible something and I'm going to kill you."
*Hold a sign that says, "I am mindless"
*Hold a sign that says, "I will disappear in 1 hour"
*Heel with the caster, carrying or dragging its load
*Hold a sign that says, "You can't kill me"
*Hold an umbrella
*Hold a mirror

Carting around:
*Cart 400lb - cart 200lb. and treasure

Moving furniture:
*Knock over a table to help with cover
*Knock over normal furniture
*hold a chair for someone to sit in
*Pull a chair out from under someone about to sit
*Roll up a carpet
*dump over a chamber pot
*tug on random wall sconces or books in a shelf to desperately hope to trigger a secret door
*raise a ladder against a castle wall
*Hang curtains

Ignoring effects that affect living, corporeal creatures, but do not damage:
*Carry a rope to the burly fighter stuck in the poison cloud
*Fetch something from a smoke-filled room
*ignore entangling effects while moving... (aid another to escape?)
*ignore grease effects while moving... (aid another to balance?)
*carry the Stinkiest Thing Ever

Mending:
*mend a wooden spoon (DC 5: "Very Simple:" Wooden Spoon mend 31cp/hour
*mend a metal pot or tattoo (DC 10: "Typical:" Metal Pot, Tattoo mend 62cp/hour
*Sharpen a sword

Shovelling:
*Digging in loose soil (or making an earthen berm) per 5'X5'x5' or 2,000 lb area:
By hand: 20 minutes (100lb/minute)
With shovel: 10 minutes (200lb/minute)
*shovel snow
*rake leaves

Find traps:
*Lead the party, pressing against any tripwires
*Drag 100lb - rocks to set off a trap
*Cart 400lb - 200lbs in a 200lb cart to set off a trap
*throw a lever

Activate a trap and working mechanical effects:
*At silent command from its master, pull a certain lever to send a crushing block into a PC
*Reset a trap
*heat a fire with a bellows
*ignite a smokestick (concealment)
*strike a sunrod (light)
*Light a fire with a tindertwig
*use a magnifying glass to light a fire
*tip a merchant's scale one way or the other
*douse a candle
*toss and drag a fishing net
*row a boat
*Load a light crossbow (provoking AOO, but can only be stopped if "disarm" or "sunder" is used)
*fold a net
*Lower an anchor
*Raise an anchor (with a capstan)

Sort:
*pick similar coins out of a pile

Bluffing with the US:
*Push a rock around on the ground, and caster says, "It's possessed! Run!"
*Push a toy around on the floor "It's my rat familiar, delivering a poison touch to you!"
*Carry a puppet and make it move in a lifelike fasion. "The puppet is alive!"
*Carry a skeleton held together with wires and make it move in a lifelike fasion. "Run! Skeleton!"
*Have it swing around a sword, provoking bad guys to try to attack the "invisible foe"
*Flourish nunchaku or other exotic weapon in a menacing display
*Carry a wickedly designed but completely impractical weapon
*place shoes behind a curtain and/or move it as if there were a person hiding there
*Shake underbrush to distract the enemy while the rest of the party sneaks the other way
*Carry a shield (no cover or AC benefit, just a different way to mark where an invsibile something is)
*Carry a flaming helmet (more distracting than just a floating dagger)

Messing with the enemy:
*Wave a sign back and forth that says, "I am tireless."
*Carry a candle in the same square as a monster, marking it for the other characters to attack
*Carry a sign near an anemy that says, "I'm not touching you. Is this bothering you?"

Blocking the Enemy:
*lift up a sheet attached to sticks to create a 10' wide, 8' tall sheet for 100% concealment (50% miss chance) (6lb.)
*Carry a large flag or sheet on a stick to provide mobile soft cover for allies.
*Cart around a Mobile Wall (wheeled) to provide hard cover for allies


Other simple manipulations:
*Turn food on a spit
*stir a drink
*turn pages on a book
*cause a flag to billow as if wind were blowing
*wave a sheet like a ghost
*draw a chalk outline around a dead body
*Place a portable hole inside a bag of holding within 10' of an enemy
*Do ST checks at -4 (st 2): Try to unstick a door

Collect:
*Act as a mobile valet
*In addition to everything else, carry a bright green feather to help mark where the US is
*Clean by collection - gather up all light debris like a vacuum

Guiding:
*Unroll string in a maze
*roll up string in a maze as you follow the string
*carry a piece of meat to lure a guard dog from its post

Craft:
*Paint a fence
*pitch or tear down a tent
*braid a rope
*make a rubbing of mysterious glyphs
*make a snowman
*Fix a fence
*draw a message on a mirror in blood
*mark the way through the maze with chalk

Identifying illusions:
*move forward, holding a stick, until the stick hits (the possible illusion)"
*Test to see if any particular item is an illusion by trying to pick it up (mindless, so immune to illusions)
*Walk around in the flames for a few minutes, proving that they're illusions, and not actual area effect damagers.

Scouting:
*go into the next room and walk around the edges of the room while the wizard draws the map, detecting where the US is at all times.
*Go into the next room and search around by touch and stopping while the wizard keeps track of the US

Sunder: (brute force Sunder)
*tear up a written message or contract
*tear pages out of a book
*pick the petals off a flower
*Knock over a tent pole

Perform (cha): [Assumed]
*Aid another: Beat a certain repeating rythm on drums, bells, chimes, or gong
*plink one or two notes in a certain repeating rythm on Harpsichord, fiddle, harp, lute, or mandolin.
*ring a bell
*Jingle chains like an archetypal ghost
*turn a noisemaker

Physical Skills for a flying Unseen Servant: [Assumed]
*Hide (dex): Opposed check - Invisible, so result of 30 if moving or 50 if standing still (skill check of 10 +20, or +40)
*Move Silently (Dex): Opposed Check - A check result of 10 won't fool too many people...
*Ride (dex): DC 5 - Guide with knees
*Ride (dex): DC 10 - Guide warhorse in battle. (Note: command Warhorse to attack is not ride: it's Handle Animal (trained))
*Use Rope (dex): DC 10 - Tie a knot (create a knotted rope)
*Use Rope (dex): DC 10 - Secure a grappling hook
*Use Rope (dex): DC 10 - Bind a helpless character with a 20 (check result of 10, +10 tying up modifier)

*Provide a circumstance bonus to characters using Profession (wis)
-Apothercary -assist in handling dangerous substances
-boater-provide a second set of hands
-bookkeeper-turn pages, put away books on high shelves
-brewer-stir a vat of hops
-cook-stir a pot
-farmer-provide an extra pair of hands
-fisher-provide a mobile net or guide the fishing line
-herbalist-Grind a pestle and mortar
-herder-wave a flag to scare sheep into line
-hunter-flush out game by wiggling a bush
-inkeeper-serve drinks
-lumberjack-Clear away brush
-miller-Haul small sacks of grain
-miner-push a 400lb cart of ore
-porter-carry an extra load
-rancher-snap a whip
-sailer-tote that barge, lift that sail
-stablehand-muck out stables
-tanner-handle dangerous chemicals
-woodcutter-tie up bundles of wood, haul a 400lb cart full of wood

*Provide a distraction for a rogue using Slight of Hand (Dex) (too many examples, many already covered above)

Aid Another on Physical Skills: [Assumed]
*Hide (dex) - Aid another: Yes, if the US holds up an opaque sheet.
*Use Rope (dex)



DM rulings: Fly/swim/sight [Assumed]
Fly/---/---*Carry a candle above a monster beyond its reach, marking it for the other characters to attack
---/swim/---*Retrieve any items it finds at the bottom of a pool of water
Fly/---/---*Secure a grappling hook at the top of a pit
Fly/---/---*Fetch any out-of-reach object up to 20lbs, or dislodge/drag up to 100lb above you.
Fly/---/---*Push that 51-100lb. statue over on top the square of a goblin 30' below
Fly/---/---*Push that 400lb. cart over the edge of the balcony abve onto the goblins near you
Fly/---/---*Carry a kite so that it flies against the wind
Fly/---/---*Deface a statue high above you
Fly/---/---*Write a message on a wall high above you
Fly/---/---*Carry up and flap the wings of a puppet
Fly/---/---*ignore pit traps, securing a grappling hook on the other side of a pit
Fly/---/---*pull down the fire escape
Fly/---/Sight*Fly up and point out (using a stick) where creatures are hiding behind low walls
Fly/---/Sight*Fly up and point to any creatures waiting around the pit you just dropped in
---/---/Sight*go into the next room and draw a crude map
---/---/Sight*Human wizard tells US to stand in the same space as the nearest enemy, allowing the wizard to target the enemy even if blinded, in darkness, or in obscuring mist
---/---/Signt*guide a blind caster by the hand


DM ruling: involves targeting/touching living creatures: Helpless or willing creatures:
(See attacking helpless creatures, below)
*Guiding:
*Cart 400lb - cart around the caster himself
*hold a horse's bridle
*guide a blind companion by the hand
Assist in Handle Animal (Cha)
*If trained to respond to a specific bell or sign like a flag being waved, US can trigger the trick
*Guide a familiar, mount, or animal companion by leash
*Walk the dog
*Lead a tamed animal around by a leash
*plant flowers
*Pick crops
*Wave a fan, blowing fresh air at a party member affected by a troglodite's musk
*Fetch and drag the halfling out of the poison cloud
*Tie a rope around the burly fighter stuck in the poison cloud so YOU can pull him out
*Fan a hot character
*Scrape green slime off someone
*Drag halfling below 0 hp in dire need of healing away from the battle
*Aid Another on Physical Skills:
*Balance (dex)
*Climb(str)
*Escape Artist (dex) - Aid another: As long as the US can grab the PC. A "swallowed whole" character would beyond an Unseen Servant's help. May push or pull a character to assist it squeezing, as long as the US can squeeze through the space too...
*Jump (str)
*Ride (dex): Aid another: Yes. Holding reins, steadying the rider, etc.
*Swim (Str)
*agitate a snake or other animal
*Milk a cow, goat, or other herd animal
*Shear a sheep
*Tie a note to a pidgeon's leg
*Unbuckle a saddle
*scratch a character's back
*Shave a character
*braid hair
*force-feed a potion down an unconcious and dying character's throat
*wake a sleeping character
*weed the garden
*groom a horse
*shaving (Valet)
*massage
*trim hedges
*mow the lawn



DM ruling: involves targeting nonliving objects
*Perform full round Sunder unattended objects every round (no attack roll, auto hit, -4 str modifier applies to wpn dam)
*Cut a net to free a trapped character
*Throw splash weapons
*Fling books across a room (not targeting any square or creature)
*Uncork a bottle (butler)
*chop down a tree
*Skin or butcher a dead animal


DM RULING: UNSEEN SERVANT IS VULNERABLE TO ANTI-INVISIBILITY MEASURES [Assumed]
*Deliberately send it someplace where Glitterdust or Faerie Fire is about to be cast to provide the bad guys with another foe to hit (one which they can never destroy) (but spellcasters get an immediate DC 16 spellcraft check to ID it)
*Sow flower on squares to point out invisible creatures... then have US walk around in it, disturbing the flour...
*Send US into water, making the water wiggle as the US moves through it
*sprinkle flour on the US, outlining the shapeless blob

================STOP ASSUMING THESE WILL WORK WITH YOUR DM:=================

DM RULING: UNSEEN SERVANT IS IMMUNE TO ANTI-INVISIBILITY MEASURES
*Carry a weapon and ignore Faerie Fire and Glitterdust, as it's a shapeless force, furthur confusing and scaring the enemy spellcaster...
*Sow flower on squares to point out invisible creatures... then have US walk around in it carrying a sword, but NOT disturbing the flour...
*Send US into water carrying a sword, making no disturbance in the water, implying the sword is independantly animated

DM ruling: May cast Unseen Servant on an area rather than have it centered on the caster
*open and close a door over and over again or bang swords together to lure monsters in for a trap, or to escape, running the other way

REACT ON ITS OWN TO NEW STIMMULI
*write or copy text at the caster's command
*take dictation
*Wait tables - taking orders
*Send it to the next room to craft (crude map) of the next room
*Use its Darkvision and/or low-light vision and Spot to help alert party to foes

DM ruling: must command servant verbally
*Command it in your race's language in stead of common

DM ruling: Is Unseen Servant Earth-bound? Physical Skills - Defining an earthbound/non-flying Unseen Servant:
*Balance (dex) DC 10: 7-12 inches wide
*Balance (dex) DC 10: Running over Uneven flagstone, newn stone floor, sloped or angled floor
*Climb(str): DC 0: A slope too steep to walk up, or a knotted rope with a wall to brace against
*Climb(str): DC 5: a rope with a wall to brace against, or a knotted rope, or a rope trick rope
*Climb(str): DC 10: A surface with ledges to hold onto and stand on, such as a aship's rigging or very rough wall.
*Concentration (con): DC 10: vigorous motion( on a moving mount, a bouncy wagon, a small boat in brough water, belowdesk in a storm-tossed ship)
*Concentration (con): DC 5: weather is a high wind carrying blinding rain or sleet
*Concentration (con): DC 10: weather is wind-driven hail, dust, or dibris
*Concentration (con): Auto lose concentration if hit with damage. (DC 11+), entangled, violent motion
*Escape Artist (dex): DC 10: As a Medium force effect, it may "squeeze" through a space as small as 2.5'x2.5'x2.5'
*Jump (str): DC 10: 5 feet across (long jump, with no running start)
*Jump (str): DC 8: 1 foot up standing still
*Move Silently (Dex): Opposed Check. A check result of 10 won't fool too many people...
*Swim (Str): DC 10: Calm water.

DM Ruling: US is earth-bound. Physical disability implied:
*Balance (dex) US has weight, touches the ground, and needs to right itself over rough terrain
*Concentration (con): US needs to focus to do tasks.
*Escape Artist (dex): Fills a space the size of a Medium creature and needs to squeeze through smaller spaces
*Jump (str): A medium character has an 8' vertical reach standing on the ground...
*Move Silently (Dex): While moving, the Unseen Servant makes noise it has to cover up for
*Swim (Str): US has a physical presence that is denser than water (like a human)

ATTACKING HELPLESS FOES
*Perform full round Coup De Grace on unconcious foes (No attack roll, auto crit, -4 str modifier applies to wpn dam)
*force-feed a vial of acid to an unconcious and dying foe
*Perform full round Coup De Grace on helpless foes (No attack roll, auto crit, -4 str modifier applies to wpn dam)


MENTAL SKILLS BANNED BY MINDLESS TRAIT: MENTAL AID ANOTHER -DM ruling: allow mental Aid Another:
*Appraise (int):
*Bluff (cha): An US can decieve (poorly)
*Craft (int)
*Diplomacy (cha): Aid another: Yes, but only able to do more harm than good!
*Disguise (cha):
*Forgery (int): Opposed roll. A skill check of 10 won't fool many. Could be used to photocopy, poorly.
*Heal (wis):
*Intimidate (cha): Aid another: Yes. An invisible ally (the unseen servant holding a sword) might be intimidating.
*Perform (cha): DC 10: routine performance. Essentially begging. 1d10 cp/day (8 hours)
*Survival (wis): Yes (carrying things, flushing game out by shaking a bush)

MENTAL SKILLS - DC 10 or lower mind skills:
*Bluff (cha): An US can decieve (poorly) with a skill check of 10. (See bluff, above, for examples)
*Craft (int): DC 5: "Very Simple:" Wooden Spoon -> Create at 6cp/hour, mend 31cp/hour
*Craft (int): DC 10: "Typical:" Metal Pot, Tattoo -> Create at 12cp/hour, mend 62cp/hour
*Craft (int): NOTE: NO OTHER EXAMPLES FOR Very Simple OR Typical EXIST. Everything else described (weapons, armor) are too high a DC for US to handle.
*Craft related (destroying/modifying nonliving objects)
*cooking
*Build a makeshift wooden freestanding wall in an 40 minutes (according to the Stronghold Builder's guidebook, a freestanding Wood Wall can be made for 57gp in materials, take 40 minutes, and have the stats: 1 ft thick, hard 5, hp 120, break dc 26, climb dc 21)
*door repair
*peel vegetables
*scale fish
*pour acid on an object
*Pour ink on a a garment
*Water the plants
*pour a bucket of water on a fire
*Diplomacy (cha): DCs 5 or lower: maintain or ORSEN an NPC's attitude ONLY.
*Disguise (cha): Opposed skill: creates some sort of disguise from available materials.
*Gather info (cha): DC 10 and a few gp: Gerneral idea of city's major news items
*Intimidate (cha): Opposed check. Skill result check of 10. May have to Bluff to first get the opponents to believe there's an actual threat.
*Listen (wis): DC 10 listen checks:
*A battle from 200 feet away
*A battle through a door 150 feet away
*A battle through two doors 100 feet away
*A battle through 3 doors 100 feet away
*A battle through a stone door 50 feet away
*People talking 100 feet away
*People talking through a door 50 feet away
*People talking right next to you(5' away), and you can understand what they're saying, assuming you know the language.
*A person in medium armor walking at a slow pace 50' away
*Perform (cha): DC 10: routine performance. Essentially begging. 1d10 cp/day (8 hours)
*Search (wis): DC 10: Ransack a chest full of junk to find a certain item
*Sense Motive (wis): Opposed roll. On a prisoner and raise a sign if the guy's lying
*Spot (wis): DC 10:
*A small person 60' away
*A medium person 100' away
*A medium person trying to hide right next to the US
*A Large creature 140' away
*A large creature trying to hide 40' away
*A huge creature 180' away
*A Huge creature trying to hide 80' away
*A gargantuan creature 220' away
*A gargantuan creature trying to hide 120' away
*A Colossal creature 260' away
*A colossal creature trying to hide 160' away
*Survival (wis): DC 10 only provides for the US, and the US can't "hunt", and it's a skill check per day (8 hours)

MENTAL SKILLS - Ability implied:
*Appraise (int): Can ID what an object is (if not how MUCH it's worth) without help from the caster.
*Bluff (cha): An US can decieve (poorly) US has some sort of reasoning autonomy to make something up
*Craft (int): THE POWER OF CREATION ... crude creation...
*Diplomacy (cha): US can speak and reason with others
*Disguise (cha): able to wear clothes to appear as a coporeal creature
*Forgery (int): US can see flat writing or pictures
*Gather info (cha): Ability to speak
*Intimidate (cha): Unseen Servant can be intimidating
*Listen (wis): An Unseen servant can understand language, if they're less than 10' away...
*Perform (cha): Again, another nod toward saying the US can speak, blow wind instruments, sing even! ... poorly...
*Search (wis): US can see
*Sense Motive (wis): Furthur evidence of reasoning capabilities.
*Spot (wis): US can see and react to new situations


Disrupting active, hostile creatures:
*Disrupt a charge by resisting when opponent enters his square
*overrrun ghosts
*pull a rug from beneath someone (TRIP at -4)
*Bull rush or Overrun every round for a 6. Maybe a goblin will get pushed back, or tripped.

EXPANDING INVULNERABILITIES
*Ignore less than 6 hp of damage from area attacks, automatically "regenerating" as the damage doesn't pass the threshold for disrupting the spell
*Fetch the special key at the bottom of a pool of acid
*Retrieve the One Ring from the fires of Mount Doom

BANNED BY LOGIC AND OVERREACHING A 1ST LEV SPELL ABILITIES:
*Cast Darkness or Silence on the unseen servant and send it into the enemy ranks
*Burrow at 15' movement
*Make objects it picks up invsible by "hiding it in its cloak" per lev 2 invisibility description
*Disrupt non-area (ray or other targeting spells) effects passing through it
*Pick up ghostly objects
© 2011 - 2024 picklejuice13
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Budderisveryspecial's avatar
If I could I would hug this ghostly figure><