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Weirdo wrote: Secure shelter should make a fine place for crafting. Rope Trick also works. campgrounds at night (if you have watches and a ring of sustenance). My understanding of the 4 hours of work is it takes place throughout the day when your character has time. It just happens. Like during meals, during short breaks, riding on a wagon, waiting in the inn, leaning against a stone wall in a dungeon, etc.
My favorite spiked shield is:
I personally would never put mithral on the spikes. There is no benefit of that. Silver/cold iron (expensive)/adamantite are the types of special materials for the spikes, but good ole fashion steel is just fine.
http://www.d20pfsrd.com/magic-items/artifacts/minor-artifacts/deck-of-many- things Jack of Hearts = Gain the service of a Level 4 fighter. My DM threw in a Deck of Many things and I mathematically figured out the magic number of cards to draw is 7 (to have slightly less than a 50% chance to draw one of the "I'm dead" cards). One of the 7 cards I drew was the Jack of Hearts and poof, a L4 fighter joins the party. This member of the party gained XP from adventuring and leveled.... up until the DM questioned me today whether the L4 fighter can gain levels. Can the Jack of Hearts L4 fighter from the Deck of Many Things gain levels?
Human: Unarmed Fighter
""need not meet all the prerequisites of the style feat he chooses,"" but style feats that grant additional uses of the Elemental Fist feat cannot be taken until the unarmed fighter has that feat." Q. If the Human, Unarmed Fighter takes Earth Child Style, does s/he gain +6 dodge bonus to AC? "Benefit: While using this style, your defensive training dodge bonus to AC increases to +6. Further, against creatures of the giant subtype, you can add your Wisdom bonus on your unarmed strike damage rolls."
All archers should totally dip 1 level into heretic (inquisitor): "Escape (Su): Each time the inquisitor using this judgment hits an opponent with a melee or ranged attack, she can use a move action attempt to create a diversion to hide (see the Stealth skill)." No -20 penalty to re-hide after shooting someone in the face!
What makes this confusing for me is the next sentence "Regardless of the time needed for construction, a caster can create no more than one magical item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by +5."
" Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, "" a caster can create no more than one magic item per day."" This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by 5. The caster can work for up to 8 hours each day." Does this 'one item per day' rule apply to making L1 potions and scrolls?
Vincent Takeda wrote:
I never really thought about these two things. They make total sense.
Kimera757 wrote:
Most of the time correct. Do you remember the arguments involving Vestigal Arms and Synthesist Summoner Extra Arm player-monsters? If you have three hands, you can wield a tower shield and a two handed sword at the same time. The most arms a Synthesist Summoner Extra Arm player-monster should have is 6. Duel wield two handers/bows (4 arms - the only realistic way to hold two bows with 4 hands is holding them sideways - one up near the chest, the other down near the belly), a shield (arm number 5), and a hand for potions/wands (arm number 6). Add on levels of Vivisectionist and wheeee. **Edit** wielding an oversized weapon gives you a -4 to hit, so the paladins strength had to be a 38 for a +14.
There are 50 pennys in a roll of pennys. I could fit 500 rolls of pennys in my hiking backpack. Hypothetically speaking... if the average penny had a diameter of 1 cm and a height of 1/16tg of an inch. area - pi x r^2, volume = area x height. 50 pennies x 1/16 (height each) = 50/16. 0.5 ^2 = 0.625 cm.
We all know the cube rhyme, right? 1 8 27 64 125 216 343 512. 8 cubed = 512. 500 rolls of pennies takes up roughly 8 inch by 8 inch by 8 inch box in a backpack. Yes, 25,000 pennies could easily fit in an average size backpack. --Why waste the time? I have had DM's make me count out the lbs for food and such. This item removes unnecessary bookkeeping that would otherwise bog down a game session.
If you are a player who has a DM that is concerned about weight, try this item on for size. Start with a masterwork backpack (+1 str for the purposes of carrying capacity). Add "Pirateck Cords" item enchant to the Masterwork Backpack (+8 str for the purposes of carrying capacity). Then add the spell "Ant Haul" as a continuous effect (x3 strength for purposes of carrying capacity). The grand total (if you buy this item from a shop) is 3,050 gold. A person with a 1 Strength can light load 99 lbs with this item.... 10 strength - 348 lbs light load.... 20 strength - 1398 lbs light load. Etc. Pirate's example of 25,000 copper pieces would require a 13 Strength and this item to light load it or a 5 Strength and the item to heavy load the cash.
JiCi wrote: Why? Crafting is LOOOOOOONG, The most broken item in the game requires a craft skill (and by broken I mean a huge, positive cash flow when using the item).I personally find all professions, minus sailor, to be a complete waste. Appraise and intimidate are rarely used in the campaigns I have been in.
Does Cooperative Crafting (+2 circumstance bonus) stack with masterwork artisan tools (+2 circumstance bonus). If not, who would ever take Cooperative Crafting feat?
For spell casters and maybe your tablet guy - notecards with brief information is nice. (A = Attack, D = Damage, F,R,W,etc.) 3rd Party feats and spells are slightly overpowered compared to feats and spells in the main books.
I'm pretty sure magical items are not form fitting according to RAW (medium sized items don't fit/shrink to fit small players). Avoid this rule is a favorite house rule among players though.
So far in this Forum, the following race/class combinations have been suggested:
(Crosswind)
Base 123 (RoW 131)
(High Elf)
Base 125 (RoW 133)
(Hawkitan)/(Run, Just Run)
Base 103 (Row 111)
(Jackissocool)
Revelations: Ancestor:
Battle:
Bones:
Dark Tapestry:
Heavens:
Juju:
Metal:
Nature:
Outer Rift:
Waves:
Wind:
Flame/Life/Lore/Spellscar/Stone/Time:
A base 20 dex, +5 (L4/8/12/16/20) +5 inherent from wish, +6 enhancement from belt = 36 dex = +13 AC from dex. The main question is: Can we get a +12 armor bonus or higher +13 dex modifyer for not wearing armor = 25 AC bonus or higher. Celestial, Mithral Full Plate +5
Mithral Quickdraw Light Shield +5 of Arrow Catching, Arrow Deflecting, and Animated/with shield spikes +5 enhancement and Defending and Dueling (+2 shield/+5 enhancement bonus to shield, +1 extra from ranged attacks/+5 non-specific, +4 initiative) Base 114 (RoW 123)
(Aelryinth)
Celestial, Mithral Full Plate +5
Mithral Tower Shield +5 of Arrow Catching, Arrow Deflecting, and Animated/with shield spikes +5 enhancement and Defending and Dueling (+2 shield/+5 enhancement bonus to shield, +1 extra from ranged at tacks/+5 non-specific, +4 initiative) **I personally do not know all the fighter feats for defense. I cannot see how they will overcome (High Elf/Crosswind)'s Synthesists' Armor Classes. Base 114 (+1 dex) (RoW 122)
The generic magical buffs, feats, and magical items will be as follows
Feats
Magic Item
MechE-
Eridan-
Example 1:
Example 2:
The list of the other 81:
Eridan, do you believe Paizo messed up at least 83 times? **Staff of the Hierophant - this item costs 220,000g. stuart haffenden-
Gauss wrote:
Gauss There are only two broken magical items in Pathfinders (magical items with positive cash flows when you use them). The more broken of the two items can make 1.125 million gold (after the 50% sale price... if they only sell for 10%, that is still over 200kg) in the same time it took you to craft 10kg worth of items. A DM needs to watch what crafty players make - else they might pull wool over your eyes.
Are you allowing continuous effects placed on items magically? I'm almost done with a 50+ page guide on Mystic Theurges that includes a s@#$ ton of spells that affect CMB/CMD.
Undead Anatomy 4
These two options will receive a +3 Natural Armor bonus (given from the spell). "Creating magic armor has a special prerequisite: The creator's caster level must be at least three times the enhancement bonus of the armor." I thought this said "three times the bonus" before looking it up, rather than specifying the type of bonus to armor class that must meet this prerequisite. Thank you for pointing this out, Can'tFindthePath, and that the other bonuses to AC should be higher. "If your item costs more than 200,000 gp, it's probably an artifact rather than a regular magic item."
To refer back to the original post: From my experience as a DM, there will always be certain players who will try to break the game - to take the rules to the extreme for their desire to be more powerful than the rest of the party. These people typically use 99% of their money to make magical items. Some people will steal from the party to make more magical items for themselves, effectively using greater than 100% of their own wealth. There are a few ways for DMs to alleviate this problem that the rest of the group faces. One way is to keep the game going - to prevent down time for crafting. Back in 3.x, having no down time literally meant that the feats were a waste of a feat. In Pathfinders, people can work 4 hours a day and get 2 hours worth of credit towards the magical item. (There are a whole host of ways to get more crafting hours in which I'm sure other people can be more specific about). This 4 hours of work for 2 hours of crafting - while adventuring - is one of the ideas that makes Pathfinders better than 3.x. The player should not feel "cheated" for having the ability to make magical items while adventuring. If there is ample time to craft from L1-13, that is fine. When characters get higher levels (14+), they have the ability to acquire more ways of increasing the amount of time they can spend crafting each day. The demiplane example, refer to above, is one of the stupidest, most broken ways to achieve this end. Clearly at L17, they no longer need any free time to craft :p
I know one obscure thing that gives a +1, +2, or +3 insight bonus to CL. It is great for familiar wands (for the familiar to use a wand to cast it on you) or for cohorts to cast it on you (through the Squire/Leadership feat or one of a myriad of other ways to get a cohort). The spell is Sharesister. The person who casts the spell receives temporary negative levels - great for familiars who don't care and can hide in your backpack. When they receive negative levels, you receive an insight bonus to your CL. This spell scales as you level up/the higher CL you put on the wand.
Mapleswitch wrote:
Crosswind wrote:
Venerable Age Category = +3 Wisdom/Intelligence/Charisma. Age Resistance, Greater - removes the -6 Strength/Dexterity/Constitution. If someone with Craft Wondrous Items put Age Resistance, Greater onto an item as a continuous effect, then the item would cost 5,000g (Level 5 x Caster Level 1 x 1/2 (duration = 1 day) x 2000 = 5,000). 39 Wisdom + 3 Wisdom from being really old = 42 Wisdom :) Granted your Wisdom would go from 44 to 47 using very old age. (which would make 1 more AC from Wisdom) You have a very nice Synthesist analysis. You could raise your AC by 1 from the non-specific bonus given by Monk's Robes: Totalling an AC 25 over my post above :)
To WerePox47:
The maximum an item's base cost can be before becoming Epic is 200,000g. The highest Belt of Incredible Dexterity is a +6 stat at a cost of (6^2)x1000g. 14^2 = 196 x 1000 < 200,000g cap. Thank you, Can'tFindthePath, for pointing out Tree Shape makes dex go away. Tree shape would be removed. Beast Shape 4/Undead Anatomy 4 give a natural armor bonus of +3. I see the sacred/profane not supposed to be able to stack. But the defensive fighting and combat expertise - why don't they stack? I also noticed that Barkskin should be turned into an amulet of Natural Armor +5 instead.
Thank you for the information about the +10 to disguise. I think all polymorph spells only describe size modifiers to stats. I cannot find any polymorph spells that describe racial modifiers to stats.
Gauss wrote:
If a character really wanted to do this.... Time is still normal to you. Creating said magical item still takes as long as it normally would. You still age like you normally do. The difference is that you would have more days to create items during an adventure/during the breaks between adventures. As for a separate timeless Demiplane to Teleport to and from during fights, this is ridiculously broken. You could take out an entire army in a matter of minutes (material plane time) by casting time stop - delayed empowered fireball x number of times and the final spell of time stop to teleport away. Rinse and Repeat.
This second option is broken. I would not allow it in my game.
Blood Crow Strike spell:
It is possible to make ranged attacks (100+ feet away from the target) with melee unarmed strikes, but throwing unarmed strikes is impossible.
blackbloodtroll wrote:
awwwwww.......
If a Human commoner is Polymorphed into an Elf commoner, does the human get the physical racial stat adjustments of +2 Dex/-2 Con (while also losing any physical racial stats granted by the Human Race)? The other question is how much is the +disguise from Polymorph? Under the sub-school Polymorph, the +disguise is 10.
Under the Transmutation description, the +disguise is 20.
-edit- "Each polymorph spell allows you to assume the form of a creature of a specific type, granting you a number of bonuses to your ability scores and a bonus to your natural armor."
I have encountered 2 spells that generate positive cash flows when cast. I have never had a player use either spell during a game.
***Non-Mythic*** AC 132 Base, 97 Touch, 125 Flat-footed (+2 vs. AoO, +7 vs ranged/thrown weapons) This hypothetical character was a (Asura-Spawn) tiefling with a starting Wisdom/Dexterity of 20. She took 20 levels in Monk and put all extra ability points (L4/8/12/16/20) into Dexterity. Beast Shape 4/Undead Anatomy 4: +8 dex (size)
Age Resistance, Greater + Venerable Age Category
Dodge Feat: +1 dodge bonus to AC
Magic Item
Did I miss anything?
If you hate the players having so much money, the town could be flooded with magical items and not buying. Maybe the town ran out of money because they are selling so much stuff. Maybe the town ran out of the magic ju-ju used to make magical items that the players need to craft them. I have a rule where the players have to tell me what they are crafting - to make sure they do not cheat and that magical items do not appear in game without my knowledge. I also am pretty strict about creation time. As a GM, I would not allow the 'different planes that flow at different speeds (time), so your crafting time is hurried' b$77@%!t.
You need a rogue. A 1 level dip into rogue the the rest in wizard (conjurer) is the most powerful character you could make. A 1 (first) level dip is all anyone needs to fill the role of rogue. -edit- make charisma a 7, wis 11, int 16, dex 16, con 15, str 12 Rogues and Wizards need a lot of the same stuff as far as stats go. In other words, it blends well. *I am going to post a guide on Mystic Theurges in the next few days that will explain in some detail about non-stackable item creations and bonuses of +odd to stats.
He did not want a necklace. He did not want to have a stone he would have to equip. He wanted something similar to an ioun stone.
You know that you CAN put multiple magical affects on the same item...right? You can totally have a cloak of Resistance and of the Manta Ray and of the Bat. These are not similar properties, so the lowest affect is normal cost and each additional property is 50% more than normal cost. If you are crafting this item yourself, the lowest affect is 50% normal cost and every additional property is 75% normal cost.
This might be a bit bizarre of a question, but I have no clue. The situation: one player at my table has decided to craft a magical stone of +1 enhancement bonus to weapons through both the Craft Magical Arms and Armor feat and Craft Wondrous Item Feat. Since the +1 enhancement bonus to weapons (similar to +1 magical weapon enhancement bonus) does not take up a body slot, he has doubled the price of the enchantment. Is this allowed in Pathfinders?
PF has no penalty to item creation in relation to which slot is used in the crafting process. The only time there is a penalty is when the item does not take up a slot on the body.
Do you mean spells like Campfire Wall except more specific for Strongholds? If so, how big is your Stronghold?
At my table, there are several players who want more realistic hp and penalties to people as they loose hp, similar to rifts/shadow run. The issue that keeps coming up is keeping up with everyone's hp and then the % of their hp is overly complicated and burdensome on my end. Rifts does have a decent/good system for breaking bones or getting internal injuries and the like. HP themselves represent how much damage you can tolerate, your ability to 'dodge' less significant limbs into the way of strikes, or your ability to dodge the attack itself in a way that it barely scrapes you. Vorpal swords have a d12 as to cutting off body parts. I agree with the original poster that the 4d6 lava damage from a lava bath is stupidly low. And while the human record of falling and surviving is 26,000 feet (without a parachute), PF would rule that he would take 2,599d6 damage. I'd like to see a character that can survive 2,599d6 damage. If you do not like the hp system in PF - the Starship Trooper hp system is probably for you. Characters gain between 1 and 3 hp each level depending on their class (no rolling), characters start with their con in hp. As for the general population of an area, I usually look at the leadership feat for levels and spread (very helpful to populate an area) One thing I miss when I'm the player is virtually no DM takes elevation or terrain into effect. *sorry if I broke any of the rules for message boarding (bringing up other system's to be potential used as house rules in PF). If this is against the rules, this was not my intent.
Squire Feat from Pathfinder Player Companion: Knights of the Inner Sea
When I play monks, I take a 4 level dip then go elsewhere. More specifically: L1 Unarmed Fighter (Fighter Archetype)
L2 Unarmed Fighter (Fighter Archetype)
L3 Master of Many Styles (Monk Archetype)
L4 Master of Many Styles (Monk Archetype)
After this, I believe Barbarian is the best class to go into. Lots of people like Monkey Style. I like Crane/Dragon the best myself and used these as examples for this post. *I would definitely get a masterwork/magical Nine-Section Whip (you can still punch with a weapon in your hand) and the Monk Robes.
I am a DM. If someone came up to me with this question, I allow them to enchant a weapon similar to the lacrosse throwing thing to hurl their bombs.
He should be able to spend his gold to enchant thrown weapons that break, which will waste all his money if he so chooses. He is an alchemist and so he gets the Bomber's Eye spell. He could put this spell continuously on an item if he wants a passive +1 A. He can get Arcane Strike feat if he wants +D.
When I am the DM, one of the few things I outlaw is the 5% reduction in cost for magical items trait. Also, if players are using the 10%/30% reduction in costs for their magical items, so do the enemies. And the enemies have an alignment not in the book. Also, I have to approve of magical items being created (I write them down to make sure people are not cheated by bringing in items from no where). Also, my games have no copper, silver, or platinum in dungeons. All money is gold, gems, or artwork. Gems cannot be turned into gold, but can be used to purchase items.
Darksol the Painbringer wrote:
So an alchemist with the Vestigal Arm could wield a large bastard sword with her three hands?
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