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From the viewpoint of the character, it can be a HUGE benefit to have your missed attack hit you, instead of your angry barbarian party member who will smash you into pieces if you shoot him again.
From the viewpoint of the party, dealing that botched damage to a character not in melee range of the enemy is much better than having it dealt to a pc who will be in range to take hits from the bad guys.
There's no way this would count as a curse.
I suggest you convince the ranger to stop using that feat, or start spreading protection from arrows around the party.
This isn't really a rules question but -- I'd go with the feat granting you the ability to conceal the normal obvious usage of magic.
For what it's worth, I think if spellcasters could cast whatever they wanted and be able to use stealth to conceal it, it would be significantly unbalancing to the game world. And it's not like caster's aren't pretty unbalancing to it already :D
The last we heard, you were running archetypes incorrectly, gaining inherent bonuses and stat enhancement bonuses from items that are greater than what pathfinder allows, ignoring dm's ability to restrict magic items (anti-magic on armor?), and so on and so on. You never mentioned what, if anything, you changed.
dimensional anchor I get as a chosen effect when using the spell hallow. The anti magical field is an expensive ability that can be put onto an item if you are willing to pay for it.
I got my impression that your items were still working from this quote, though I see now that I was probably mistaken on that front.
I am still trying to figure out how you're casting anti-magic field. In previous comments, it seemed to be implied that you'd had it added to an item as a special ability you could activate. From what you're saying now, being able to modify the caster level, it sounds like you picked up the actual ability to cast it somewhere. If it is from an item, then yes, having it isn't normal pathfinder. The item creation rules specifically say that the dm should determine the final price of any custom items, adjusting it based on how powerful it is. If they think it's too powerful, they're completely within the rules to set the price impossibly high.
For the character sheet, some content is ogl, some is not. You might not be able to post your character sheet openly without violating content laws. Depends on what you've slapped into it, and the policy those sources has.
I am curious as to what level you're at. You mentioned that you planned the character up to level 20. Have you actually hit level cap yet?
Here are some interesting notes that your dm might take advantage of to challenge you if you wish to keep playing. In the advanced class guide the arcanist, and an archetype available to wizards, allows casters to counterspell as an immediate action. That would give them an excellent chance to block your anti-magic field before it comes into effect if you're casting it at cl 11.
A wizard with a standard overland flight buff should be able to move out of your antimagic field and take position overhead, assuming they bother being adjacent to the ground. A simple windwall, and your ranged attacks wouldn't affect them either. The wizard would be free to use various shenanigans to deal with you, or simply wait for you to dismiss the spell. Sometimes things that feel overpowered only feel that way due to misunderstandings of the rules, or constantly poor tactics from the enemies. For example,
Legendary beauty, for example, would be simply negated by an opponent closing their eyes, or dropping a darkness effect. It's also supernatural, so it drops in an anti-magic field. Nature's whispers from the divine portfolio is still limited by your max dex bonus from armor. I'm not sure what a ring of +5 felectio armour is, or where it's from. But mithril fullplate +5 has a max dex bonus of +3.
So base 10, +14 fullplate, +7 from +5 shield, +3 from whispers, possible +11 from divine *or 50% miss chance, unless other senses in use* amulet of natural armor +5, and maybe ring, maybe not since it may not stack with armor.
So a possible minimum of 44 ac, or a maximum of 55 otherwise.
Against a red dragon with antimagic aura up? base 10 + 9 from fullplate, +2 from shield, +2 from whispers for a total of 23 ac.
A cr 22 red dragon has blindsense, so it bypasses legendary beauty and takes the 50% miss chance. It has six attacks a round. with a 50% miss chance, assume it only hits with three a round. Since its lowest bonus is twelve points over your applicable ac, that's reasonable. it's dealong, minimum, 40 points of damage a round against you. Ignoring the first attack each round from crane style drops it down to 20 points a around. Or the dragon could use tail sweep and deal a minimum of 13 damage and not worry about crane style or miss chance.
If you're NOT using the antimagic field, your ac is anywhere from 44 to 55. Then the dragon might drop ama itself, or time stop and buff up, or use any of the other caster things that you hate.
You can push each of the ac's up a notch or two if you're still using that homebrew +8 to cha helm.
The dragon can also still fly around, out of reach, or many other tactics.
This is an example of why specifics are good. You mentioned that a cr 22 red dragon wouldn't be able to affect you, but on analysis, we see there were some errors in that assumption.
It's not a matter of believing you or not. I don't really have that much interest in 3rd party content. I just think that if you're going to be posting a negative review and affecting their income, you should supply as much detail and fact as possible to better support your allegations. You bothered to post on the forums, so while you may not care if "I" believe you, you cared enough to bring it up.
Working within the rules, you'd be right up against the wall. For magic items that don't have a similar one to compare pricing to, your next step is to use the estimating magic item chart.
Since the chart doesn't cover the myriad things that feats can do, you're down to asking the dm to price. Of course, once you started working on custom items, you were in dm-pricing-adjustment territory anyhow.
The ocher rhomboid is handy, if you don't mind the ramifications. There are three important parts to note about it though. First, you must already meet the prerequisites for the feat. Second, it IS cursed. Third, depending on how you interpret "This can be any feat she meets the prerequisites for.", you may or may not get to choose the feat. It may be randomly determined.
A wayfinder is a magic item that acts as a light source and a nonmagical compass. A wayfinder can hold one ioun stone. That ioun stone has a %chance of resonating with wayfinders.
Honestly, the best thing to do is to check with your dm and make sure it's alright with him for you to craft wondrous items that grant feats, because if he has a problem with it he could choose to price the items(since all custom items are at dm discretion for price) high enough to make them impossible to obtain.
Now, assuming the dm has already approved these items and is just looking for a fair'ish price, I think the easiest way to go about it would be to reprice it first as a non-cursed item, and then to price a greater version of it, that ignores prerequisites.
I'm assuming you want these slotless, too.
So some breakdown here. The ocher stone has a 50% chance of forcing a character's removal from pathfinder society. So for non-pfs, we should factor in the risk change to the valuation. Anyone who makes this will be sure to have appropriate precautions in place to remove the curse.
So a standard curse on ioun stones *mindborer* seems to reduce the cost by 50% of the normal item. For now, let's go with that.
A non-cursed version might cost 60,000g. Still, that seems awfully low.
Given that the effects of the curse, once the pfs module is over, aren't reversible, and because the module chose not to present a non-cursed version of the item, I suggest we double the price again.
120k for any feat you meet the prerequisites for. Expensive, but it feels like it's in line for the potential power it offers.
But when we come to removing prerequisites, we come to a greater problem. There are some feats out there that are just silly strong. So I'll just make everything up as I go.
Perhaps in this case, we'll do better by using the metamagic rod style and choosing lesser, normal, and greater versions.
A lesser version might ignore one prerequisite, and only function for feats that are second in a feat chain, or that a character of 8th level or lower could qualify for.
A normal version might ignore two prerequisites, and function for feats that are up to third in a feat chain, or that a character of 15th level or lower could qualify for.
A greater version would ignore all prerequisites, and grant any available feat.
Now, if we lock these ones down to a specific feat, instead of any feat at all, we can reduce the price of the stone we've already priced.
Let's try taking off that 50% increase. So we'll start with a 60k base. Now, how valuable is it to remove one prerequisite, and to be limited to the second tier? Also level 8, for things like bab requirements and such. I'm feeling 15k or so for this one.
So a lesser version would cost 75k. That doesn't seem too bad.
A regular version? Well, let's quadruple the price. Considering the amount of flexibility written into these things, that doesn't seem unreasonable. So 300k for a regular version.
We can already see a greater version is going to be out of reach for 20th level characters with normal wealth per level. That's ok though.
If we quadrauple it a third time, we're looking at 1.2 million for any feat ever, even those requiring bab +16.
That's a fairly expensive item for most people. With 1.2 billion to spend though, that's still pretty much every feat ever made. Though you'd be peering through a literal cloud out ioun stones. Considering we're talking about rods here, I think it'd be reasonable to limit the ioun stones to three of each feat-granting type.
Would I allow these items? Nah, no way, not in a normal game. Maybe an epic one, that was already over the top cheesy. But I wouldn't give a player that much gold unless they were well into epic levels anyhow.
So anyhow, there are some pricing ideas, for what they're worth :p
Well, you shouldn't complain about the archetype when you're not running your character consistently with the pathfinder rule set. You're not getting a real comparison when you slap on an antimagic aura that doesn't affect your gear :p Given some of the other stuff you mentioned before, such as the maximum +6 enhancement bonus to a stat, or the max +5 inherent bonus, I expect there are probably some additional errors or oversights that got you where you are now.
Heck, an accurate pricing for an antimagic aura that you can cast through? Way, way, way beyond the wealth of the average 20th level character.
If your group enjoys that sort of play, that's fine. But don't malign a 3rd party class if you feel it's too powerful when coupled with all this extra stuff.
Here's a thought for you. Try replacing your gear with only magic items that already exist in the books. No custom ones. Then play that and see where you're at.
I'd love to see your character sheet, but sadly the 3rd party limitations probably prevents you from sharing it openly :(
Because they don't get improved two weapon rapid shot, or greater two weapon rapid shot. Because when these feats came out, clustered shots wasn't a thing. Because not provoking when firing a bow wasn't a thing either, when those feats came out.
But most importantly, because it follows the vision that the game designers have to make each class and combat style feel unique.
Monks can flurry with one weapon. While flurry shares some characteristics with two weapon fighting, the two aren't exactly the same. Just because one class gets a special ability doesn't mean they all should. For example... If a rogue can deal extra damage by hitting a vulnerable spot, then so should any melee class. All melee builds should get sneak attack. And if a barbarian can deal extra damage just because he gets angry, then all classes should be able to do that. Rage for everyone!
If you don't like it, run a homebrew where you change it and share the results on the forum. Maybe in time, you can change the dev's minds and we can all rage and sneak attack as we two weapon fight with our two handed falchions, using a charge action to make a full round attack and critting on all of the attacks if one of them crits.
It'll be fun!
It's more like not allowing the leadership feat. Free extra minion that you craft to be as powerful as you like? Sure, it costs some money, but not THAT much money. And doubling up on actions is always extremely powerful, even before you get to handpick the skills and feats.
To use your own quote, the benefits of a feat don't stack. Not unless the feat specifically says they do. Which means, when a feat has multiple options, you choose one. If later you take the feat again, the benefit doesn't stack and allow you to choose a secondary option.
One of the benefits in these cases is allowing you to pick multiple options. And yes, you'll absolutely be shot down in PFS. But if you want certainty on that account, hit up the PFS forum and ask if it's legal for PFS play.
Considering it's not legal for normal play, I doubt you'll get what you want.
Well, pummeling style contains the following:
"If any of the attack rolls are critical threats, make one confirmation roll for the entire attack at your highest base attack bonus. If it succeeds, the entire attack is a confirmed critical hit."
So if you hit with three scythe attacks and three kukri attacks, and one of the kukri attacks threatened a critical hit, you'd make one roll to confirm it. If successful, all three scythe attacks, and all three kukri attacks are now critical hits.
I'd assume that from there, you'd just apply the appropriate critical modifier to each damage roll you made, and factor in whatever "on critical" abilities the weapons possessed.
Rushley... if you're complaining about power gamers, you're in the wrong forum, my friend.
On reading the relevant passages, I think that the intent of the ability is to allow the brawler to use whichever damage value is most beneficial. Also, given the line about not affecting any other aspect of the weapon, I believe the damage comparison and choice is limited to the base weapon damage, before magical effects.
A spiked shield isn't a magical enhancement, but rather a specific type of weapon. It's listed as such on the paizo srd. (http://paizo.com/prd/equipment.html)
So I'd say you could either use the spiked shield damage, or the unarmed strike damage. After choosing your base, you would then apply bashing to increase the damage dice from there.
Ehh... I kind of have to disagree with you there, blackbloodtroll.
Even if you're making attacks without using limbs, two-weapon fighting requires a main hand designation and an off-hand designation. Even if they're not actual hands.
Copypasta from two weapon fighting section.
In order to get that extra attack, you must have a designated off-hand, regardless of what limb or non-limb ends up being used.
Even when you are two-weapon fighting with no hands, you're still two-weapon fighting with two hands :D
Well, the feat in question is being debated. It might be better to wait until there's a ruling rather than risk your character becoming non-fuctional.
That being said, I have a thought.
Two levels of Titan Mauler Barbarian.
Main hand scythe. Off-hand Kukri.
The idea here is to use the critical range with the Kukri to allow you to treat your scythe hits as critical hits, through the pummeling style feat. Keen or improved critical on the kukri would be a good choice.
Given this is for a lenient-ish dm, here's something you might be able to get away with.
Take a level dip to grab channel energy, and spend a feat on weapon focus, and then pick up crusader's flurry, which allows you to use your deity's favored weapon as a monk weapon.
Urgathoa has a scythe as her preferred weapon. Then you stack the rest of your levels into brawler.
So this would look something like titan mauler 2/cleric 1/brawler 17
And you'd be two-weapon fighting with a x4 crit weapon in one hand, and a 15-20 crit range weapon in the off hand.
1. Well... I believe a dagger is a light weapon, not a one-handed weapon, so you couldn't select it as a valid weapon for Slashing Grace.
2. Precise strike requires melee, not ranged.
May I suggest you consider the flying blade archetype for your dagger hurling needs? It's not dex to damage, but it allows precise strike to work with daggers.
If your possibility about how something works requires rules that you cannot quote, then you are not dealing with raw.
You can certainly make an argument about it being rai, but don't misrepresent yourself about it.
Your argument about all writing being a matter of interpretation is a non-argument. These are the rules forums. raw and rai have clearly understood meanings here.
You're arguing rai, what was intended to happen by the rules. This is great, but accurate raw readings are also necessary to adjust and correct future printings of the book, so that what is written matches together clearly and understandably with what is intended.
Intent is pretty much the definition of a rai argument. If a strict reading of an ability means that it's impossible to use, that doesn't mean the reading is wrong. It probably means the devs need to go through and fix the ability so that it DOES work.
And arguments about how it's SUPPOSED to work are fine. But, by definition, they fall into rai.
1) There's nothing that would stop both abilities from working together. Nothing in the phrase, "gain wisdom to AC" prevents it from stacking with a different source that also adds wisdom, or charisma, or dexterity to ac. They clearly stack. Bonuses from different sources stack. In this case, one source is ex, and one is su. Different sources. By raw, they stack. Just like a +1 from luck and a +1 from dodge.
2) These guys don't stack.
3) debate ongoing. Raw would seem to imply the damage is delivered by a punch, but makes no mention as to the attacks that can contribute to the total damage that is delivered.
Well, I wouldn't argue that headbutting would be fine. It's not a punch. I WOULD argue though, that pummeling style has to be DELIVERED via a punch. At least, as it's worded.
If there are other attack types other than unarmed strike that specifically reference a punch as the method of delivering your attack, then by all means, use those in place of an unarmed strike.
That seems appropriate to the way it's worded, at least. As far as the intent? Maybe it was meant to be limited to unarmed strikes, or close weapons, or weapons you could flurry with. Until we get feedback though, there are too many different ways the actual intent could go to make a solid argument of one over the other. Not that that will stop anyone from trying :D
I have to say, I like the flavor of martial monk that the brawler is. And I would love to see flurry of blows errata'd to use the same mechanics as the brawler's flurry.
Given the wording used on pummeling style, I have a couple thoughts about the strangeness here.
The benefits section specifically says "one devastating punch."
So I think the cumulative damage is delivered via that subset of unarmed strike.
Here's where it gets weird.
You make a number of rolls equal to the number of attacks you can make with a full attack, or a flurry of blows. Ok. This wording implies that if you were wielding two shortswords with three attacks each, you'd roll six attacks to hit, and total up the "normal" damage. (I'll come back to this.)
Ok. Here it's basically working like clustered shots.
If ANY of the attack rolls are critical threats, you roll once to confirm at your highest bab. If it succeeds, the entire attack is a confirmed critical hit. Ok.
So, let's say I'm a titan mauler barb wielding a scythe in one hand, and wielding a kukri in my off-hand. The kukri crits, and now I get my x4 scythe crit damage. This is delicious, but very strong. But ok, let's roll with it.
Now, all that damage is delivered via a punch. It's specifically a punch in the benefits section. So, do we HAVE to have a free hand to make this attack? If we're fighting with a temple sword, do we need to drop it to deliver the attack? Or, if we don't HAVE a free hand to punch with, does the ability fail?
Clearly, the ability is delivered through a punch. So, do you apply the +5 from your +5 scythe to overcome damage reduction? Or does your damage suddenly suffer from dr/magic because you don't wear an AOMF?
Now, let's revisit the above comment. "Normal" damage. Does normal damage include precision damage like sneak attack? How about damage bonuses from things like hammer the gap, that deal additional damage on multiple hits? How about something like elemental fist damage? I'd like to think that normal means all the damage you'd deal if you were making the same attack routine without using pummeling fist.
I think Ravingdork's right. There's something worth discussing here.
1) the arcanist isn't limited to spells that are only in the core rulebook. The arcanist cast spells from the sorcerer/wizard spell list. That list is presented in chapter ten of the CRB, and modified by other officially released content.
The sentence says the list is presented in chapter 10, not restricted to chapter 10. Which is true. The list IS presented there, and expanded in other books.
2) The arcanist can't leave spell slots open. "An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare and refreshes her available spell slots for the day."
There's nothing in the chapter about preparing spells like a wizard, so for now, it appears that they can't hold out slots for later use.
First, holy thread necro batman!
Second, let's take the pit trap and compare it to a fireball trap.
Rick James the bard has managed to slide his feet sideways, and grabs the edge of the newly revealed pit. He sighs with relief and continues on.
A few steps down the hall, he is assaulted with a violent burst of flame that appears instantaneously and immediately vanishes. Despite having literally no time to react, he manages to avoid much of the flame. Somehow.
Saves don't just represent reactions. They also represent a healthy chunk of luck. Against an instant effect, you've got no time to move. But you still get a reflex save without any penalties.
I think that the assumption has been made that initiative begins at 300ft away, where the telepathy and unspeakable presence kicks in.
If that assumption changes, then execution becomes much trickier.
Let's assume, for example, that initiative begins a thousand feet out. After the time stop ends, the Nalfeshnee will not be close enough to trigger the runes.
And here's something else interesting that I noticed. Cthulhu has triple treasure and the craft wondrous item feat. I don't see any reason why the majority of that loot wouldn't be items he'd forged at cost for himself. Why have the feat if he doesn't use it? It's in the stat block, so it must be intended. Anyone want to deck Cthulhu out with appropriate amount of silly gear?
Well, the abilities you gain aren't coming from those spells at all. They just provide you the list. The abilities are coming from your mutagen. The only thing I can think of that would prevent them from stacking would be the order of application.
I think an argument can be made that after drinking the mutagen, the abilities are part of the physical form. Spells that change your physical form *and thus cause you to lose abilities based on that form* could cause you to lose access to them.
But enlarge wouldn't fall under that anyhow.
I'm late to the party, but I'll toss my hat in as well. I'm a fairly experienced pathfinder player. On wednesdays, I dm a pathfinder game for some friends of mine, and I'm looking to get some play time in myself.
I'd be interested in a skype/maptools/roll20/ect... game. I'm available any time monday, tuesday, thursday, friday, or sunday. I'd prefer something on monday, tuesday, or thursday though.
Any of those modules would be great to play in. I don't believe I've been through any of them myself, so no spoilers for me! :D
I assume you mean the lightning bolt spell?
On page 424 of the core rulebook, table 3-15: cost modifiers for magic device traps
Automatic reset trap:
However, you need to determine the kind of trigger you're going to use. That may end up modifying the final price. For example, a visual trigger requires the casting of one of three spells, and that will increase the cost.
The perception dc looks right, depending on the trigger type again, as does the disable device dc.
Reset would be automatic reset. You can have it reset once a round, or increase the delay if you wish.
The save dc for the trap is set to (10+spell level)*1.5 so for this trap the dc is 19 for half.
If you're using alarm for the trigger, as seems implied, then everything is perfect.
It's a magical device trap, so you're using wondrous items (spellcraft), and not craft traps.
creation time looks good, again depending on your trigger method.
The father, unable to sire a child, and hearing that his once-love had borne a child after she left him, assumes that the child is his.
He has the woman brought to him, as he is perhaps dying or just sorrowful and lonely, and begs her to tell him the truth of the child.
He learns that the child was male, declares it to be his, and bestows the right of his title so that his family name, at least, may carry on after his end.
I don't know. While you get synergy from Cleric2/empyreal sorc1/MT10, you're still advancing a reduced progression caster class.
If you split stats, you can go Wizard2/cleric1/MT10. I think that nets you something like 9th lvl spells and 7th lvl spells respectively.
There IS something to be said for lore oracle/sorc. Noble scion moves your cha to init, sidestep slaps it onto your reflex and ac, and using a tiefling variant you can grab the fiendish sorcery/imp. fiendish sorc stuff.
It seems to me that there are a lot of interesting and potentially powerful ways to slap this together. What is really drawing my attention at the moment, however, are the remaining 7 levels. Yes, you could stick them back into one of the basic classes. But surely there's a better use for them in one of the myriad prestige classes. Sorc2/oracle1/MT10/bloodmage7 perhaps?
I do not know.
Oh, that's an interesting point. The older the elemental is, the more intelligent it is. They can be as smart as -or smarter than- humans.
What's going on behind the scenes with these intelligent elementals?
With the core thing, keep in mind that you're looking at a lot of golems, and a lot of industry from their labors. Consider for a moment the variety of cars that exists in our world. There's no reason a similar degree of variety couldn't exist in your world.
It's certainly within the realm of imagination that some golems are tasked as repairmen, or construction equipment, and just spend all day building replacement bodies for various common golems.
I'd take some time and look at the different golems you want to use in your world. Consider what the "basic model" would be. Everything above that is an upgraded model, and everything below it is an amateur build.
I'd probably stick with maybe two or three general use models, which cuts down on the need for a bunch of different power cores floating around. Specialized models are out there, but power cores and replacement bodies are much more difficult to find.
Alternatively, you could go with a top-down model. Each power core is rated for a specific body type. E.g., Mithril. However, the mithril power core can also power any golem of lesser cr. You can't use it to power a higher cr one though.
Well, I'd translate a percentage of the cost of the golem into the core. You'll need to decide how much cheaper you want to make it to replace/rebuild your golems.
So, assuming the core itself is intact, maybe repairing the golem only costs 50% or 25% of the cost to build a new one.
Keep in mind though that the cores will become targets for some folks. What happens if the core is broken open? Will it release an elemental?
And how do folks feel about enslaving sentient creatures to power their devices? Do they even know? Or are elementals not intelligent or possibly even alive?
So then, divine favor being a spell makes all of your attacks count as magical? Bulls strength too? And enlarge? That's a magical buff as well.
Smite evil doesn't make your attack a supernatural attack. It is an ability that grants you a number of specifically listed bonuses. It'd be nice if smite evil allowed you to hit incorporeal creatures. But, sadly, that's not one of the listed bonuses.
My understanding is that the issue with allowing players to craft intelligent items is one of action economy.
An intelligent item can take its own actions, activate its own abilities and such. Basically, you can design a buffing machine that stacks all sorts of round/level defenses on you.
From page 532 of the CRB, "these items think and feel the same way characters do and should be treated as NPCs."
Personally, I limit crafting to existing items in the book. That effective cuts out intelligent item costs. But if you do allow your players to craft intelligent items, remember that the crafting cost table in 550 is an "estimation" table. Don't forget that you should look at the abilities of the item and compare it to other, existing items to determine its actual cost.