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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:
Mithral Quickdraw Heavy Shield +5 of Arrow Catching, Arrow Deflecting, and Animated/with shield spikes +1 enhancement and Defending and Dueling (+2 shield AC/+5 enhancement bonus to shield AC, +1 AC extra from ranged attacks/+5 non-specific bonus to AC, +4 initiative and its animated!)

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
"At 1st level, a unarmed fighter gains the Improved Unarmed Strike feat and any single style feat as a bonus feat. The 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."


Is anyone in your party interested in teamwork feats?


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:

ts raining effin gold here. And I understand... Staff of wonder is like what 200000gp? at 50 coins per pound when you go to buy your staff of wonder all you need to do is march your 2 SOLID TONS OF GOLD into the market... You know... A 1953 buick made of solid gold... Just you know... Roll it into town square... No big deal....

...

My response is he's the one complaining about too much wealth in the world. And thats not even necessarily the problem. Its too much 'perceived wealth'.. The gm hates the 'idea' of my character walking around with 80 pounds of platinum in his pockets and feels like thats just too much when the rest of the town is paying a gold or two here and there for a loaf of bread and a chicken... And its not just me. Every character in our party is swinging...

I never really thought about these two things. They make total sense.


Kimera757 wrote:

I don't know what you mean by "large weapon". Do you mean a weapon sized for a Large character? In which case said boss was illegal; half-dragons aren't larger than their base.

Also, you can't wield a two-handed...

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.
2.54 cm = 1 inch. 0.625 / 2.54 roughly = 0.25 square inches x roughly 4 inches = roughly 1 cubic inch per roll of 50 pennies. (I personally do not care enough to know the exact volume of a roll of 50 pennies). If each roll of 50 pennies is roughly 1 cubic inch.

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.


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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) Monk 1/Synthesist 19 (Summoner)
(High Elf) Some class with a familiar so the familiar can "Aid Another" for AC
(Run, Just Run) 1 Duelist
(Hawkitan) Halfling 10 Monk/10 Duelist
(Aelryinth) Halfling - Defender Weapons/Shield Spell
(Jackissocool) Kobold Oracle
(Aelryinth) 20 Fighter

(Crosswind)
MoMS 1 (Monk) 1/Synthesist 19
Greater Shielded Meld: +4 shield bonus to ac
L19 Eidolon Battlearmor: +14 NA, +7 str/dex, 25 evolution points, 3 ability score increases
Serpentine Form: +4 NA, Str 12, Dex 16, Con 13
Evolutions(25/25): Improved Natural Armor (3 times): +6 NA, Ability Increase (3 times): +6 dex, Flight (perfect), Immunity (fire/cold/electric/acid), Shadow Blend/Shadow Form (20% miss chance in bright light, 50% miss chance in all other light conditions)
Serpentine Form Adjusted: +24 NA, Str 19, Dex 32, Con 13
Age - Venerable
Race: Dwarf: 20 Wisdom (L4/8/12/16/20: +5 Wisdom) +3 Wisdom (Age) = 28 Wisdom
Alternate Racial Trait: Magic Resistant: (5+level) SR
*Eidolon Battlearmor takes up Armor slot on Body*
Monk's Robes

Base 123 (RoW 131)
Touch 90 (RoW 98)
Flat-footed 63 (RoW 71)
(+2 from AoO, +7 from ranged or thrown attacks)

(High Elf)
MoMS 1 (Monk) 1/Wizard 1/Synthesist 18
same as above except no Shadow Blend
Greensting Scorpion Familiar (+4 initiative) - aids another to AC

Base 125 (RoW 133)
Touch 92 (RoW 100)
Flat-footed 65 (RoW 73)
(+2 from AoO, +7 from ranged or thrown attacks)

(Hawkitan)/(Run, Just Run)
Halfling 10 Monk/10 Duelist
Monk's Robes (+1 AC + 10 monk = +3 AC)
Max Base Stats: 20 Dex, 18 Wisdom, 18 Intelligence
Headband of Wisdom +6, Intelligence +2
(L4/8/12/16/20: +4 Wisdom/+1 Dexterity)
Parry: potentially avoid an attack
Enhanced Mobility (Ex) +4 non-specific bonus to AC vs AoO
Elaborate Defense (Ex): +1 dodge bonus to AC/3 levels of duelist when fighting defensively

Base 103 (Row 111)
Touch 94 (Row 102)
Flat-footed 49 (RoW 57)
(+6 from AoO, +7 from ranged or thrown attacks)

(Jackissocool)
Kobold Oracle
Maximum Stats
20 dex, 18 cha
Special Defenses: +1 bonus to Natural Armor
Oracles are proficient with...light armor, medium armor, and shields (except t. shields)

Revelations:

Ancestor:
Spirit of the Warrior: +4 enhancement bonus to dex, +4 natural armor bonus to AC (natural armor from different sources do not stack, take highest available)
Spirit Shield: +12 armor bonus
Spirit Walk: immune to critical hits, immune to sneak attack, immune to non-magical attacks, 50% damage from magical attacks, cha to AC/no NA to AC

Battle:
Final Revelation: +4 insight bonus to AC to avoid critical hits

Bones:
Armor of Bones: +12 armor bonus, DR 5/blunt

Dark Tapestry:
Cloak of Darkness: +12 armor bonus, +10 circumstance bonus to stealth

Heavens:
Coat of Many Stars: +12 armor, DR 5/slash

Juju:
Craft Juju Fetish: a legit way to get the extra 30% off for specific class requirement
Path of the Snake: immune to critical hits, immune to sneak attack, immune to non-magical attacks, 50% damage from magical attacks, cha to AC/no NA to AC

Metal:
Skill at Arms: Heavy Armor Proficiency

Nature:
Bonded Mount: Animal Companion/Mount
Nature’s Whispers: Add Cha instead of Dex to AC

Outer Rift:
Demonhide: +12 armor bonus, DR 5/cold iron

Waves:
Ice Armor: +12 armor bonus, DR 5/pierce - cold weather +2 armor, warm weather -2 armor

Wind:
Air Barrier: +12 armor bonus; arrows, rays, and other ranged attacks have a 50% miss chance

Flame/Life/Lore/Spellscar/Stone/Time:
Nothing...

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
(9 armor +8 dex +5 enhancement x2 (Litany of Defense put continuously on the armor)) = +27

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)
Touch 74 (RoW 82)
Flat-footed 70 (RoW 78)
(+2 from AoO, +8 from ranged or thrown attacks)

(Aelryinth)
Fighter 20
Base Stats
20 Dex +5 (leveling) + 5 inherent (wish) +6 enhancement (belt) = 36 dex
Armor Training (Ex): +4 max dex in armor

Celestial, Mithral Full Plate +5
(9 armor +8 dex +5 enhancement x2 (Litany of Defense put continuously on the armor)) = +27

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)
Touch 68 (+1 dex) (RoW 76)
Flat-footed 84 (RoW 92)
(+2 from AoO, +8 from ranged or thrown attacks)

The generic magical buffs, feats, and magical items will be as follows
(From Mekkis) -- Rod of Wonder that can shrink characters by two sizes on a 66-69 roll
-tiny to two sizes smaller = fine = +4 Dex and +6 to A from size
Beast Shape 4/Undead Anatomy 4: +8 dex (size)
Tiny = +2 AC for size
Wish - +5 inherent bonus to dex and wisdom
Monk = 0-5 AC + Wisdom + Dexterity
Age Resistance, Greater
Dance of a Hundred Cuts: +5 morale bonus to AC
Tactical Acumen +4 insight bonus to cover AC
Interposing Hand +4 cover AC
Bullet Shield +8 deflection bonus to AC from ranged and thrown weapons
Cloak of Winds (-4 to enemy ranged attack, just like a +4 non-specific bonus to AC from ranged attacks)
Aspect of the Stag +2 dodge bonus to AC vs AoO
Blessing of Fervor +2 dodge bonus to AC

Feats
Dodge Feat: +1 dodge bonus to AC
Crane Style/Crane Wing/Crane Riposte - fighting defensively (with 3 ranks in acrobatics)
+3 AC for fighting defensively, +1 extra dodge bonus to AC
Combat Expertise (-3 A, +3 dodge bonus to AC)
Shield Proficiency

Magic Item
(Aelryinth) (Non-monk only) Mithral (Shield Type) 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)
+5 AC bonus to luck
+5 AC bonus to profane or sacred
Belt of Dexterity +6
Headband of Wisdom +6
Ring of Protection +5 deflection
Amulet of Natural Armor +5 (enhancement bonus to deflection)
Bracers of Armor 8 (reality - +4 Armor bonus for being tiny)


MechE-
My understanding of Undead Anatomy is that most undeads themselves are templates to other races. No undead is tiny by itself, so it must be templated over top a tiny character for Undead Anatomy to be successful in polymorphing you into a tiny critter. If Undead Anatomy can simply polymorph your base form into a tiny undead version, it would still be pretty awesome. Does anyone else read the spell with the understanding that it shrinks/grows your current form and turns you into some sort of undead?

Eridan-
There are at least 83 items that have lower CLs to make than the minimum Caster Level to cast the spell from spells memorized/prepared/spontaneously cast.

Example 1:
Ring of Mind Shielding is a CL 3 item, but requires a minimum of CL5 to cast the spell of Nondetection.

Example 2:
Sepia Ellipsoid (Ioun Stone). In the item description, the creater level must be at least 12. However, two of the spells are L7 and L9 - normal caster level of 13 and 17.

The list of the other 81:
Ring of Arcane Mastery, Scholar’s Ring, Ring of Delayed Doom, Ring of Rat Fangs, Ring of Spell Storing, Minor, Ring of Spell Knowledge (Type 4), Abrogalian Corset, Folding Plate, Celestial Shield, Elysian Shield, Mwangi Spirit Shield, Fighter's Fork, Mace of Smiting, Lesser, Ricochet Hammer, Slaying Arrow, Greater, Trident of Warning, Musical Staff, Staff of Cackling Wrath, Staff of Speaking, Staff of the Avenger, Staff of the Hierophant, Fiery Nimbus Rod, Rod of Ruin, Rod of Shadows, Rod of the Wayang, Scepter of Heaven, Suzerain Scepter, Apple of Eternal Sleep (L18 hex requirement), Bandages of Rapid Recovery, Bear Pelt of the Bonebreaker, Belt of Tumbling, Belt, Blink Back, Belt, Merform, Boat, Folding, Clay Golem Manual, Flesh Golem Manual, Boots of the Mastodon, Boots, Earth Root, Boots, Jaunt, Bracers, Raven, Canard, Raucous, Cap of the Free Thinker, Cloak of the Bat, Cloak of the Crusader, Cloak, Great Barghest Hero, Elixir of Vision, Eyes of the Eagle, Figurine: Obsidian Steed, Figurine: Silver Raven, Gauntlet, Iron Cobra, Gloves of Reconnaissance, Gloves of Shaping, Gloves, Deliquescent, Gloves, Magnetist’s, Goggles of Minute Seeing, Goggles, Darklands, Goggles, Kinsight, Horseshoes of Speed, Iron Circlet of Guarded Souls, Poisoner’s Jacket, Lesser, Lambent Window, Lantern of Dancing Shadows, Laurel of Command, Lyre of Building, Mask of Giants, Lesser, Mask, Demon Mother's, Mask, Goz, Mask, Grappler’s, Mask, Holy Mask of the Living God, Mask, Miser’s, Monocle of the Investigator, Nightmare Tears, Osirian Spirit Jars, Pectoral, Prophet’s, Pendant, Azlant, Periapt of Wound Closure, Stone, Scavenger's, Talisman, Melancholic, Talisman, Sanguine, Tankard of the Drunken Hero, Vambraces, Merciful, and Vest of the Vengeful Tracker.

Eridan, do you believe Paizo messed up at least 83 times?

**Staff of the Hierophant - this item costs 220,000g.

stuart haffenden-
Thank you for pointing out that tiny creatures only get 1/2th their armor bonus to AC. I was personally unaware of this. :)


Gauss wrote:

johnlocke: How is anyone gaining a level in one day?

It is approximately 20 equal CR encounters per level. The general metric is that a group of 4 can handle around 4 equal CR encounters per day. That equates to 5 days worth of adventuring per level. Now, if I were crafting I would have a Ring of sustenance and a Rope Trick in order to maximize my crafting time.

5days of crafting will get me 10,000gp of accelerated crafting for a cost of 5,000gp. A check of WBL is that between level 6 and 7 you will not have enough time to craft your full 7,500gp worth of treasure. Ok, fine. But then if you have a couple days of downtime afterwards itll make up for it. Or you can spend it on a few items that you are not able to craft.

Of course, after that it goes downhill fast until level 9. At level 9 you MIGHT be able to find a fast time plane to keep up with the rate of treasure but it is doubtful. I usually attribute that to around a level 11 group (to really handle planar problems).

So, there is certainly a gap and if the GM doesn't give the players an extra week or so every couple levels the crafter will fall behind. Then again, some GMs may desire this.

- Gauss

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
Gremlin, Pugwampi-Lich is probably the most powerful.
Mockingfey-Lich is probably one of the easiest to walk around Town and not be kill on sight.

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."
-Paizo Errata-


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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:

Age Resistance, Greater + Venerable Age Category

Crosswind wrote:

I note that, in your post, your wisdom _should_ be 20+5+14 = 39 wisdom.

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:
Effect Base Price Example
Ability bonus (enhancement) Bonus squared x 1,000 gp Belt of incredible dexterity 2

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.


Timeless Demiplane exploit. (going to and from during combat - wizards I WIN button)


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:

Mapleswitch: Is it really that unreasonable that a level 17 spellcaster creates a fast time demiplane?

- Gauss

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.
-edit- A properly built L17 wizard (non-mystic) will have an initiative modifier of around +35. They always go first.

This second option is broken. I would not allow it in my game.


Blood Crow Strike spell:
Range medium (100 ft. + 10 ft./level)
Your unarmed strikes release blasts of energy in the form of glowing red crows, which fly instantaneously to strike your target. You can make unarmed strike or flurry of blows attacks against the target as if it were in your threatened area; each successful attack deals damage as if you had hit it with your unarmed strike, except half the damage is fire and half is negative energy (this negative energy does not heal undead). For example, if you are a 14th-level monk, you can use a flurry of blows to attack five times, creating one energy crow for each successful attack against the target, and dealing 2d6 points of damage (plus appropriate unarmed strike modifiers) with each crow.


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:


You cannot cut off your leg, and wield it with two hands, and have a Flaming weapon that deal x1.5 strength to damage.

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.
http://www.d20pfsrd.com/magic#TOC-Transmutation-Polymorph

Under the Transmutation description, the +disguise is 20.
http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo--- arcane-schools/classic-arcane-schools/transmutation (right column)

-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."
http://www.d20pfsrd.com/magic#TOC-Transmutation-Polymorph
Does this mean all ability scores are subject to change with Polymorph?


I have encountered 2 spells that generate positive cash flows when cast. I have never had a player use either spell during a game.


What does WBL stand for?


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***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)
Tiny = +2 AC for size
Wish - +5 inherent bonus to dex and wisdom
L4/8/12/16/20 +5 dex
Monk L20 = 5 AC + Wisdom + Dexterity
At L20, the modified Wisdom = 42 and the modified Dexterity = 52

Age Resistance, Greater + Venerable Age Category
Tree Shape: +10 to natural armor
Barkskin +5 enhancement bonus to natural armor
Dance of a Hundred Cuts: +5 morale bonus to AC
Tactical Acumen +4 insight bonus to cover AC
Interposing Hand +4 cover AC
Bullet Shield +8 deflection bonus to AC from ranged and thrown weapons
Cloak of Winds (-4 to enemy ranged attack, just like a +4 non-specific bonus to AC from ranged attacks)
Aspect of the Stag +2 dodge bonus to AC vs AoO
Blessing of Fervor +2 dodge bonus to AC

Dodge Feat: +1 dodge bonus to AC
Crane Style/Crane Wing/Crane Riposte - fighting defensively (with 3 ranks in acrobatics)
+3 AC for fighting defensively, +1 extra dodge bonus to AC
Combat Expertise (-3 A, +3 dodge bonus to AC)

Magic Item
+5 AC bonus to luck, profane, sacred,
Bracers of Armor 8
Belt of Dexterity +14 (196kg)
Headband of Wisdom +14 (196kg)
Ring of Protection +5 deflection

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
then
Leadership Feat from Pathfinder RPG Core Rulebook


I think there was one exception. Please give me some time to look for it.


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When I play monks, I take a 4 level dip then go elsewhere. More specifically:

L1 Unarmed Fighter (Fighter Archetype)
(1) Armor Proficiency: Light only
(1) Weapon Proficiency: All Monk Weapons, including exotic monk weapons
(1) Improved Unarmed Strike Feat
(1) One bonus style feat ~ not Elemental Fist, not any style feats that give bonuses to Elemental Fist, and not any feats down the Style feat chains - very different from Master of Many Forms.
(a) Dragon Style (best choice) - +2 saves vs. Sleep, Paralysis, and Stun. Ignore Difficult Terrain when running, charging, and withdrawing. Add Strength and a half to the first unarmed strike each round.

L2 Unarmed Fighter (Fighter Archetype)
(2) Bonus Feat: Crane Style (must take Dodge as a feat prior to getting L2 Unarmed Fighter): -2 penalty on attack rolls while fighting defensively (as opposed to -4). While fighting defensively or full defensive, gain an additional +1 dodge to AC.
(2) Harsh Training: +1 saves against exhaustion, fatigue, stagger, and temporary ability drain. This ability replaces Bravery.

L3 Master of Many Styles (Monk Archetype)
*Take after Ultimate Fighter
(1) Bonus Feat: "At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or Elemental Fist feat (APG 158). He does not have to meet the prerequisites of that feat, except the Elemental Fist feat. Alternatively, a master of many stles may choose a feat in that style's feat path (such as Earth Child Topple [sucks]) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style [sucks]). The master of many styles does not need to meet any other prerequisite of the feat in the style's feat path. This ability replaces the monk's standard bonus feat."
Best Feat = Crane Wing: "Once per round while using Crane Style, when you have at least one hand free and are either fighting defensively or using the total defense action, you can deflect one melee weapon attack that would normally hit you. You expend no action to deflect the attack, but you must be aware of it and not flat-footed. An attack so deflected deals no damage to you."
(1) Fuse Style: swift action - first form, 2nd swift action - second form. This ability replaces monk's flurry of blows.
(1) Stunning Fist bonus feat
(1) Improved Unarmed Strike bonus feat
(1) Unarmed Damage: d6, considered light weapons, and can deal lethal damage

L4 Master of Many Styles (Monk Archetype)
(2) Bonus Feat: Best Feat = Crane Riposte: "You take only a –1 penalty on attack rolls for fighting defensively. Whenever you use Crane Wing to deflect an opponent’s attack, you can make an attack of opportunity against that opponent after the attack is deflected."
(2) Evasion

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:

You did find a Hero Lab bug.

A Large Bastard Sword can only be wielded in 2 hands by a Medium PC, and they must have the Exotic Weapon Proficiency feat in order to do so. Without it, they can't wield it at all due to requiring 3 hands to even use it.

So an alchemist with the Vestigal Arm could wield a large bastard sword with her three hands?

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