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You absolutely should consider specifics of the spell when adjudicating how much to price items.
The magic item creation rules are guidelines that require GM adjustment.
Else every player would be doing what the original poster was talking about... making cheap-ass items with constant effects like Shield or Protection from Evil, Expeditious Retreat, Mage Armor, et al.
There are lots of spells that you shouldn't just follow the table guidelines for cost. If you want to create such an item anyway, then you need to consider other factors... bypassing the personal only aspect of spells, or casting time of said spells, etc, are definitely factors that should be considered...
Perhaps why you can't make potions of personal spells.
Just be aware you can't take the Horse Master feat if you have less then 4 cavalier levels or if you have the beast rider or strategist cavalier archetypes (due to not having Expert Trainer class feature to qualify)
Otherwise, as others have said:
Boon Companion if you're mostly cavalier with a (<=4 level) dip into fighter.
Horse Master, if you want more fighter levels and don't mind waiting to qualify for it.
Air walk isn't flight. Not even close.
You're walking, not flying.
You can't go straight up, you can't go straight down (or any angle > 45 degrees for that matter.)
Never mind if it gets windy.
The Sable Company marine archetype, with the hippogriff is from the Curse of the Crimson Throne adventure path, and is not legal for PFS play as far as I've ever been able to tell.
The d20pfsrd is just a renamed version of that, as James pointed out above I believe.
Not sure if there's another Korvosa source book anywhere that might have added it in legally or not.
The Role described in the Varisia book is not the archetype, just descriptive fluff, and really should not have been made 'legal' if only to avoid this sort of confusion.
You should think twice about making any 'personal' only spell into a magic item usable by anyone without additional cost.
The fact that you can't cast shield on another player, only on yourself, is a significant restriction of the spell. Same for most personal only spells (see invis, divine favor, expeditious retreat, true strike, et al)
Putting that same affect on a magical item, that allows you to ignore this balancing restriction, should have an additional cost above and beyond the base cost of doing such a thing.
The same is true for spells with casting times longer then 1 action (enlarge person, sleep, lesser restoration, silence, et al), as you are effectively allowing them to reduce the action to a standard action (activating a magic item). If its a spell-trigger item, that's ok, since the casting time is the same, but use activated, or constant, is a big benefit that should cost extra as well.
Its easy to make broken magic items if you're not careful.
So, when looking at the 'Sessions' tab for one of my PFS characters on this site, I notice that it has the following text in the Notes section for two different scenarios: (paraphrased somewhat to remove specific names/#'s)
"Player has already played scenario at [session#] of [event#] on [date]."
Both scenarios are listed as no prestige gained.
Can someone explain what's going on? Or how to fix it if its an issue?
Was playing a Gunslinger who got 4 shots in this particular round.
Rolled four d20's at one time.... got three 20's and something else.
Rolled three d20's (all at once) to confirm the three possible crits... got three 1's.
Ah, the fickle things that are the dice gods.
If it wasn't for the disease attack also the dire rat could have been a valid option, anyway I think this is a good way to look for a solution, thank you!
Dire Rat's never get bigger then small anyway... and if you use one as an animal companion, you can just pick the +2 dex/con option instead of the 4th level advancment, and it doesn't get the disease.... not to mention if you look under dire rat in the animals and transport section of ultimate equipment, it states "However, dire rats raised in captivity can be trained as loyal pets and protectors. Pet dire rats do not have filth fever." ... so not hard to exclude it under that pretext.
Perhaps look at the Goblin Dog as a base? Its actually a rodent. Just lose the allergic reaction stuff, and you could use the animal companion stats as is. Though wouldn't be large enough to ride until level 4.
Robert A Matthews wrote:
Not how I read that at all.
The mount itself, is just horse.
I view it more like the Maker's Call class feature for Summoners.
All its doing is saving the horse from walking to the same location.
Amanda Holdridge wrote:
Really? Wow, totally missed that, even though I'm sure it was mentioned a few times earlier in this very thread.
That means muleback cords would be an issue too.
Andrew Christian wrote:
I'm assuming you took Extra Item Slot to get that headband?
Giant Wasp isn't classified as 'verminous' ... its under quadruped/hexapod (which get shoulder and armor and headband, et al slots just fine) ... so is not really an apt comparison to the actual verminous category critters. =)
This is referring to the following text under the Special section of the Handle Animal skill:
A druid or ranger gains a +4 circumstance bonus on Handle Animal checks involving an animal companion.
Does this bonus apply for people who have animal companions who are not druids or rangers? Sylvan Sorcerers, Hunters, Animal Domain Clerics?What about mounts that function like animal companions in other aspects for Paladins or Cavaliers or Nature Oracles with the mount revelation?
Because the bonus is a rider on the Handle Animal skill *not* the animal companion ability itself, it seems like it is pretty specifically just for druids/rangers.
My initial reaction is only druids and rangers (though chances are hunters should be counted) ... The fact it doesn't mention Paladins, for instance, leads me to think it wouldn't apply to them... or cavaliers by extension...
I've seen GM's rule it the other way though, so am a bit confused. Has this been clarified anywhere?
Hm... I was sure I'd checked and it was.
Additional Resources wrote:
Hmm... originally I'd seen the Sable Company Marine in the Curse of the Crimson Throne adventure path. It was a feat available to 4th level rangers. Since that was 3.5 material and the hippogriff didn't hit the official pathfinder bestiaries until Bestiary 2, I just assumed seeing the quoted bit above that it was back on...
Perhaps I was mistaken! What is a 'role' anyway?
This seems to have gotten worse on the profile pages.
Now you can't get the bullets to show up at all.
All three variations of the tags indicated do the same thing now.
Again, this appears to be specific to the user profile pages.
There are only a handful of flying creatures that can be animal companions,
Two of them (birds and puffballs) never get above size small, so they're out for riding.
Two of them start at size small (dimorphodon and giant beetle), but grows to medium, so can be a mount for a small-sized PC once they do (levels 7 and 4 respectively).
One starts large (hippogriff) and stays large, but is only available to rangers with the sable company marine archetype.
The other 6 (giant mantis, pteranodon, quetzacoatlus, roc, giant wasp, giant vulture) all start at size Medium, so can be ridden by small PC's from level 1, and medium size PC's at level 7 (or 9 for the quetzacoatlus)
So that covers most of the options for what's available that can fly.
Next is getting them available to you due to restrictive list choices. Other then the hippogriff, you have to have access to the druid AC list to get any of the others... which means only Druids, Hunters, Sylvan Sorcerers, and Rangers with the Beastmaster archetype.
Then there's the special case of Cavaliers with the Beastrider archetype... at level 7, medium-sized beastriders get a caveat that lets them pick any animal who's natural size is large or huge as long as the animal companion version can be medium at 7th level.
As far as I can tell, all these creatures are PFS legal.
There's probably some odd corner cases or obscure reference material I'm missing, but that seems a decent starting point.
If you don't fix it before your 10th post, you won't be able to fix it (assuming its supposed to be Imbroglio).
If its the other text that's wrong, and its supposed to be Imroglio, then its no biggie =)
This is working differently in different sections of the forums it seems.
For instance, here in this forum, the following:
[* ]Other Item 1
But, if I use the *exact* same tags in the Paizo People section for my aliases, I get this.
If I just use the [* ] without the list tag, I can get the little stars to actually move left out of the defined tab area.
The list tags were working differently (the way you described above and how they work on this forum) a bit back, this change happened relatively recently.
As a summoner, you really do want to gain the four elemental languages (or a subset of them), because the elementals are handy for all sorts of out of combat things, and not being able to ask them to do them negates this whole option (you want an earth gliding earth elemental to explore somethin and report? Or a water elemental to quench a fire? Or a air elemental to whirlwind up a swarm? etc, etc... you need to speak the language)
No language will help you with templated animal summons, as they are animals and do not speak a language of any sort. Mostly they're just good for attacking things.
(To be honest, I'd assume a celestial creature would smite everything it can, as its not smart enough to know the difference, and would never use the option otherwise)
Most of the outer planes outsiders (demons/devils/angels et al) could benefit from you knowing the outer planar languages, but most of them can speak enough languages to cover common and/or have telepathy or truespeach or the like. So you can avoid learning those (Check the language entry for the creatures you can summon to see if you can talk to them)
Your GM, IMO, was wrong about the smiting. Even if you knew celestial, you could not have told it to do so.
OK, so according to the Handle Animal skill and training of animals, normally they will only attack humanoids, monstrous humanoids, giants, or other animals (extra attack tricks aside)
Most folks know about this, and apply it when they're using animal companions and the like...
But I had never actually thought about this from the other direction. Given that PC's can fall outside of those 3 types quite often (with the influx of races like aasimars, fetchlings, oreads, et al)
Does this mean an aasimar, thiefling, oread, et al character will not be attacked by animal enemies?
I don't think I've ever seen a GM take this into account. Should they? Has anyone ever actually cut both ways with this knife?
Well, you have to first ask yourself if the eversmoking bottle would subject you to smoke inhalation penalties.
I'd have to think there are varying degrees of 'smoke' ... and if the eversmoking bottle were pumping out the heavy smoke variety that people would choke on, it would have been referenced in there somewhere.
As it stands, all it appears to do is pump out vision obscuring smoke, little different them obscuring mist, not the choking on it kind.
Whether this is true or not I dunno..
If it were not PFS, I'd say ask your GM.
So how does one adjudicate the following:
NPC starts a coup de grace action on fallen opponent while threatened, thus provoking an attack of opportunity.
PC hits NPC with their AOO, taking the NPC to exactly 0 hp's, thus NPC is now staggered.
Can the NPC complete their coup de grace action this turn? next turn? at all?
Similar sort of situation could come up if a character charges.
Also note that it mentions Channel Energy (which is a supernatural ability).
If animals like him over all other targets... why not put in some bat or rat swarms?
Swarms typically just kinda of target whoever's closest... now they have a reason to target him! =)
I'm sure some abandoned place full of constructs has a few magical traps lurking that could summon such things... especially given they won't hurt the constructs at all.... so have both!
A teleportation circle is a permanent spell effect, not a magical device trap. Craft Wondrous Items was not involved.
You can't 'identify' that... but I'd have to guess that there is an actual circle of some sort inscribed on the floor that one knowledgeable about such thing (aka via knowledge (arcana)) could figure out. That seems a perfect example of what knowledge (arcana) is meant for...
The bad water on the other hand, seems a little less obvious. It also is not a magical device trap.... (but one has to wonder if the fountain itself is the actual magic item?)
Might depend on what skills your trying to get access to.
Investigator would work if you're not multiclassing from rogue or alchemist.
lots of class skills, 6 skill points, plus a free 1d6 on any int-based skill check that you have trained a point in. And 1d6 to any other roll at the cost of inspiration (depending on intelligence)
Plus trapfinding, alchemy, and some extracts.
I agree, you cannot expect other players to sign anything. I know I would not. Since it would be quite obvious, from a PC standpoint, that this is all because of some diabolic thing, and I would have no interest in signing anything one of hell's agents puts in front of me.
You are still required, by the Pathfinders, to cooperate with your team, and work with them to achieve whatever your current objective is, contract or no.
Its just a bad idea in general.
Just because you have a contract with your employer, does not mean all your coworkers have to have a contract with you to expect you to do your job.
If you get permanent enlarge person on yourself, you are pretty much required to get all of your equipment in a large size.
If you just assume your equipment, prior to being enlarged, will work just fine, you are not really thinking things through...
From that point on, you can never take off your armor (to go to sleep, to bathe, to swim, to have a night off at the local brothel, or just get captured and have it removed for you). If you do (and you will) you can't use it anymore.
Same with a weapon, if you ever put it down (or get disarmed, have to drop it to grab something else, or asked to leave it to attend a fancy party), you now have a inappropriately sized weapon from that point forward.
So if you're walking around with a medium sized bow and arrows, as a permanently enlarged humanoid, your going to screw yourself sooner rather then later.
Just get large everything and avoid the whole argument.
Jesse Davis wrote:
What sort of response time should I be expecting?
If you are more then 5' from your target with smoke in between, you have total concealment from said target (just like being invisible).
At which point, all the sneak attack stuff comes online.
(Jiggy, check out the Firesight ifrit-only feat, that's the important one for this build)
One of those numbers was mine (and one of the other players in the same game I was in).
So I assume that means our GM was not responding. =)
Also sent a personal message to the other player, hopefully he will see it. Can the powers that be work with a Paizo account ID?
I've always been under the impression that Oracles don't really choose where their power comes from... so they can worship anyone they want, and change whenever they want... cause their power was never guaranteed to come from that source. =)
Probably why oracles don't have the Aura class feature like clerics and paladins.
So go ahead, make Abadar your deity of worship... doesn't mean your power isn't still coming from Asmodeus =)