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thank you kindly


I feel thick, but I just have always been unclear on prices for magical weapons. I have always played very low level campaigns so it hasn't been an issue. Now i'm playing something higher level, and I am trying to figure out the cost of a +1 dueling spiked gauntlet and am having trouble. any help would be much appreciated.


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How would blood money apply to the material components of the spell tattoo potion? Is it just the 500gp worth of ink that blood money would apply to? or the potion as well?


anyone have any idea what an item that increases the caster level for the purpose of overcoming spell resistance might go for? The only instance I can find of it is on the robe of the archmagi, and I can't gauge a value from that item. I'm thinking bonus squared x 2-3,000 is reasonable, but looking for a second (or third) opinion.


So I am a level 1 sorcerer with a cha of 20. This gives me a bunch of bonus spells including levels much higher than I can cast. So my question is what happens to these bonus spells before I can cast them. For example, could I use a level 4 bonus spell slot to cast a maximized burning hands? If I had the spell and feat obviously. If I can't apply the metamagic feat to anything beyond the spell level I can cast, can I at least use the level 4 spell slot to cast a level 1 spell?


Ok so I'm doing my first campaign with magical items and am having some trouble with them. I have a few questions. 1. I keep encountering these tables witha column labeled d% and various values like 1-10 below. what do these mean?

2. I just want to make sure I understand correctly you can give any weapon up to a +5 enhancement bonus, and anther +5 through special abilities so a +5 vorpal sword is maxed out because vorpal is a +5 ability right? below vorpal on the list is dueling for example. dueling, instead of saying it costs a +4 or +5 bonus lists its cost at 14,000 gp. how does that work for determining the value? so if a +5 vorpal sword totals a +10 weapon, what would a +5 duesling sword be along those lines?

3. I understand how it works to turn a +1 sword into a +2 sword, but how does it work with special abilities. say you add the vorpal ability to a sword. can that enchantment be replaced? or is it there for good?


yes but it wouldn't be a +2 weapon then would it? where you are placing the value of what you recommended at 7-10,000. I am placing the value at what I'm giving him at like 2,500. obviously something 3x the cost is going to be better. I'm not looking to give him something great, I'm looking to give a low level character a little something.


That was my thought weirdo. It was inspired by the power and deadly sneak abilities. They are still low level so I'm not looking to give them anything crazy. just something to make his healing a little more consistant. Thanks for all the input guys, i think i have a good idea of the value now.


I want to give my groups healer a ring that boosts his healing, by making either all 1s into 2s or maybe all 1s&2s into 3s when he rolls his healing dice. I am having trouble finding a way to put a value on this though, and I want to make sure I'm not giving him something more powerful than the rest of the group is getting. anyone have an idea of how i could figure out what value this magic item would be?


ok, thank you. To simplify my questions then:

1. If I made a full round attack while invisible, would I get the sneak attack bonus to all attacks, or just the first one?

2. Does being invisible make it so that I can apply my sneak attack damage to a spell with the arcane tricksters surprise spell ability.


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So it says that if you are invisible you ignore your opponents dexterity to ac. Would I be right in thinking this makes your opponent flat footed and subject to sneak attacks? If if does, what about the second attack against the enemy? After the first attack they will have an idea of where you are (is that only if the attack hits?) so do they regain their dex bonus to ac?

Assuming this does mean their flat footed, would that effect an arcane tricksters surprise spells? So could I use invisible thief to go invisible and then, since I can ignore my opponents dex to ac consider them flat footed for a fireball or something?


Can you add a permanent spell effect to an item through enchanting? EX. could I add the permanent effect of mage armor to a robe? if so what would the cost be? I've found a table for the cost of adding a spell to an item if it has charges, but what about a permanent effect?


I made everything avialable to them so it's moot, but thanks anyway. The only thing I may use that they couldn't, are classes with an evil prereq.


thanks guys


thanks a lot guys. I have a bad feeling my pcs are in for a party wipe. I've been nerfing things for them and they're still struggling.


Sorry, I feel like this is a question I should be able to find the answer to on my own, but I'm having trouble. How does it work if you are attacking with a melee weapon from above your opponent. Say you have a reach weapon like a glaive. Can I have him stand on a table or something where he is out of reach of a standard melee attack but still able to strike down on opponents? if so how high up does he need to be?


Couple questions about creating my own NPCs.

1. I build them exactly as I would if I were building a regular PC? No traits and different attribute scores, but gets class levels, feats, spells etc the same as a pc? Am i missing anything here?

2. do they receive racial bonuses? ex. human's bonus to an attribute

3. What about archetypes, prestige classes etc. or is it just core rulebook for npcs?


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thanks guys. thats what i was thinking as well, but wanted a second opinion before i shut him down


I have a player who wants to play an incantatrix prestige class from 3.0

http://dndtools.eu/classes/incantatrix/

Is this class overpowered in pathfinder or is it safe to let him play?


Is there any feat or ability that allows you to turn during a charge, so you don't have to charge in a straight line.


thanks movin, that was very helpful :)


looks like most of them are in the complete scoundrel from what I've found so far.


yeah, it's 3.5 I'm pretty sure, but I was going to adapt it for my campaign, scattering these magical locations throughout the land.


I've heard about the otyugh hole where you can go and basically get iron will for free. I've heard reference to other magical locations too, but can't seem to find them anywhere. Can someone tell me where to find a list of magical locations?


I know this is a very strange question, but I'm doing a campaign where I am custom adapting classes for my pcs. I am adapting one from a paladin and am having trouble placing "values" on some of the paladin abilities. If you were to trade all the following abilities for feats, how many do you think they would be worth? The abilities are:

aura of good
aura of courage
divine health
mercy
aura of resolve
aura of justice
aura of faith
aura of righteousness
holy champion

I'm aware this is a strange and probably time consuming question to answer. I thank anyone willing to take the time to help me in advance.


I see it being a love hate thing. He rewards them really well, and they end up discovering valuable info during the course of their prank. The wizard is doing it intentionally to feed them info in his own eccentric way but the pcs won't know this. I'm looking to add 1... maybe 2 more quality hooks with this character.


So I am going to have an npc wizard in my campaign who will take a liking to the party. Unfortunately for the pcs he will have an odd sense of humor, and considers things like drugging his friends and selling them into slavery a practical joke. So far I have come up with that and framing them for a crime. Does anyone have any other ideas along these lines for my wizard to mess with my pcs?


Oh thank you too diamondcat. That's actually what I was planning on doing. One level per good session. I'm in a similar situation where we don't have a ton of time, and don't know how long I will have before people get busy with other things. I don't want them to toil at early levels, and quit before they get to the good stuff, so I will probably do something in between what you and the previous two awesome comments suggested. Maybe 2 levels every three sessions in early levels, then 1 every 2 sessions later on. thanks again guys, this has given me some good perspective.


Awesome Guys. Thank you for your quick responses. This is good, and I'm glad I asked. I would have progressed them too quickly.


Hi, sorry if this is the wrong place for this question, but I am about to start running a campaign that I see having a lot of roleplay. This campaign is going to have less combat than average, and I don't want my PCs to be stuck on one level too long and get frustrated, so I don't want to use the standard method of distributing xp.

I was thinking I would just award them levels for "X" hours of gameplay. I'm not a very experienced DM, and am not sure how long they should be at each level though. What is a good rule of thumb for hours of gameplay per level? Looking for like a medium or slightly slower progression speed.


I am going to be starting a new campaign soon. It is an Evil campaign where the ultimate goal is world domination. Looking for various ideas of how they might "Take over the world."


thank you kindly good sir


I know there is either a feat or a trait that shortens the spell preparation time for wizards etc. from 1 hour to 15 min for all spells. Also shortens prep time for 1 spell from 15 min to 1 min. I can't remember what it is though, and I'm having trouble finding it. Does anyone know whether it's a feat or a trait and what it's name is?


So I was looking at the feat burning spell:

Burning Spell (Metamagic)
You cause creatures to take extra damage when you affect them with a spell that has the acid or fire descriptor.

Benefit: The acid or fire effects of the affected spell adhere to the creature, causing more damage the next round. When a creature takes acid or fire damage from the affected spell, that creature takes damage equal to 2x the spell’s actual level at the start of its next turn. The damage is acid or fire, as determined by the spell’s descriptor. If a burning spell has both the fire and acid descriptor, the caster chooses what kind of damage is dealt by the burning spell effect.

Level Increase: +2 (a burning spell uses up a slot two levels higher than the spell’s actual level.)

Now let's say I use this feat when casting a fireball. The description would lead be to believe that the only damage I would gain would be 6 at the beginning of the next round (2x the spells actual level: 3) But that just seems like such an awful reward. Much worse than empower spell which does the extra damage immediately, and it's more damage, and it's not specific to an energy type. So I'm hoping that I have the description wrong. How can this feat even exist if it's as useless as i think it is?


haha, thanks. he's gonna throw a fit.


he's still pretty much a bear, just a weird mutated bear.


Hi, my gm likes to make up his own magical items, and I'm having trouble determining the value of a specific item. It is a ring that adds 2HD to all summoned creatures and turns them into Aberrations. I can't ask him because he is delusional as to what things cost, and typically rewards us about 10% of what pathfinder recommends. If I asked him he would tell me 100 gp.


thanks a lot man i appreciate it


I was more looking for some free advice. I am well aware the paizo has products for sale.


Does anyone know of a good book or website with ideas for plot twists, side quests, puzzles etc. for GMs?


One thing doesn't make sense to me though. Say I have a 4 members of a party, with an APL of 5. According to this if they were to face a 6th level Cleric, or Fighter, etc. That would be a CR of 5 which would be an average challenge for them. Am I missing something here? The 5 man party would just destroy the single 6th level enemy.

A Challenge rating of 3 more than the APL should be an EPIC challenge, so if my 4 member party were to fight a single 9th level enemy that would be considered an epic challenge? My current gm just had my 4 man party fight a 10th level enemy with 3 level 3 guards...


Thanks everyone. Thus far I have just been using d20pfsrd.com I thought it had everything the CRB did. It would seem I was mistaken. I will have to invest in a CRB after all.


Ok, so I am preparing to run my first campaign. When looking at CR, how does that relate to the level of the Enemy? If I am creating an evil cleric with a CR of 8, does that mean he is an 8th level Cleric. I know this is a noob question so thank you for your patience. Also is there a book or something for looking up CRs or is that just the bestiary?


Does anyone know if there is a magical item to increase your reflex save? If there isn't could someone give me an idea of what an amulet that increases your reflex save by 2 would be worth. I found one and am trying to determine its value.


is there a trait that allows me to make escape artist a class skill, if so what is it?


I plan to take the leadership feat and have some questions about cohort statistics etc. I have read some old thread and gathered that a lot of this is up to the gm. What I don't see addressed anywhere is feats, traits, and racial bonuses. Do cohorts get these? Also can cohorts multiclass?


thank you. I'm having trouble finding the machinesmith though, if you could post a link i would greatly appreciate it.


I'm building an Artificer as a Cohort, and have a question about the DCs for someone else activating one of his weird science items. It says the DC is 15 for someone else to use the item. My question refers to activating an item combining multiple magical effects. It says the dc for the artificer to activate it is 25 + the number of effects activated, but it doesn't mention whether it's any different for someone else activating said device. Would I just have the save 25+DC for activating my cohorts item, or would i have to pass 2 saves? 1 of 15 and 1 at 25+? What I am hoping not to hear is that I add the 2 DCs together.


Hi I'm playing a Wizard Blaster. I'm looking to increase the DC of my spells to ensure I get full damage as often as possible. So far I've found the feats spell focus and Greater, and Elemental Focus and Greater. Thats 4 feats to only increase the dc by 4 though. Does anyone know of any other ways I can increase the dc of my saves? Oh and Yes I have considered persistant spell already.


Ahh, excellent point. The tetori Grappler is so much better than the martial artist for his build though. Chooki, what you should do is take the 5 levels you plan on taking in monk first. Then you can change your alignment to non lawful. This way you cannot gain any more monk levels but you retain your current abilities, and begin taking Barbarian. This would make way for an interesting backstory. You used to be a monk but something happened that changed your outlook. maybe you witnessed some corruption in the monastery that turned you against it, and you took to living in the wild. Maybe you were kidnapped, maybe lost on a journey and taken in by a tribe. There are a number of possibilities.

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