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Blue Dragon

Matthew Morris's page

RPG Superstar 2009 Top 32, 2010 Top 8. Goblin Squad Member. RPG Superstar 6 Season Star Voter. Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. FullStarFullStarFullStarFullStar Pathfinder Society GM. 14,305 posts (14,382 including aliases). 13 reviews. No lists. No wishlists. 21 Pathfinder Society characters. 3 aliases.


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Sovereign Court **** RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

Muser wrote:
Yeah, I know, I know. Here's to hoping it gets reprinted in a hardcover like Ultimate Equipment 2: Electric Boogaloo.

Strangely, Herolab has it listed as the much more realistically priced 9K

Edit, and the alchemy manual has the construction cost as 4500, so it does need to be banned/fixed.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

Good eve all.

Just got home, excited to download Bonekeep II Electric Boogaloo, and none of my downloads are, well downloading.

Windows 10, chrome browser. No changes from my last download.

Sovereign Court **** RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

Best use of a slave ever...

Buy one and give him to the paladin. Then when he frees the slave pat him on the should and tell him "Owning your first slave is the hardest. It gets easier after that."

And yes, the player consented to making his pally squirm. He thought it was hilarious.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

Kind of hope there's a rogue/slayer talent that allows knacks instead of cantrips.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

I liked this take from Blackfive.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

I usually had Sovesta (Ksenia's familiar) keep a few wands across her back, between her wings. Always figured they were javalin sized for her. Part of the key is to know what wands to use. ill omen and obscuring mist worked great for her as a winter witch. :-)

a ramped up magic missile wand is good for a familiar on anti-caster overwatch. "If X tries to cast a spell, I shoot him." works for concentration checks.

Sovereign Court **** RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

1 person marked this as a favorite.
Tarma wrote:

Something that gets over looked is that the Shadow Lodge was incredibly difficult to explain to new players.

New Player "So the shadow lodge is looking out for the members of the lodge and fellow Pathfinders? Awesome! I'm in"

GM: So you're adventuring and you get attacked by bandits wearing shadow lodge emblems!

New Player" But they're my faction! I can't attack my fellow faction members!"

GM: "Well, they're a uhhh, different group of the faction! See, this shadow lodge wants to attack the Grand Lodge and destroy it!"

New Player" So, they want to attack the Grand Lodge, but they're also a part of it????" *Confused look on face* "I'm just going to go with the grand lodge"

i always described the lodge as a 'pathfinder's union'. My shadow Lodge PCs saw the job of the Lodge as protecting the interests of the rank and file when the Decembervate put their needs as secondary. After playing Eot10 and Destiny of the Sands, I'm firmly in the camp of 'Torch was right.'

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

Thank you Crystal. I think I might try this route if I ever GM or play, either offering the route or maybe finding out what killed her as a PC.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

One curiosity I wonder, is.. can Blodsodlette be redeemed? From her bio I assume she was LE when alive, based on her memories. But since she remembers being enslaved, I wonder if finding out how she died and the like might lead to her redemption. It's a curiosity I have, but I'm big on second chances.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

Personally, I think the bard VMC provides the most 'bang for the buck' especially for the fighter. trade out 3,7,11,15,19 feats for bardic knowledge, bardic performance, a versitile performance and a buff to bardic performance? Yes please. Shores up the figther's skill deficit quite nicely.

Sovereign Court **** RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

A positive and a funny moment from my own Animal companion experience.

We just got done running Crypt of the Everflame. We had a 7 player party, and one of our druids left his bear guarding the second level entrance so we'd not be as crowded.

As for the funny... I have a gnome horselord ranger with a wolf. The wolf has muleback cords, making her light load 300 lbs. So she can carry an unconscious/wounded companion. At one point I couldn't get her to climb a sheer cliff. So off come the muleback cords, they go on the gnome, and she climbs with the wolf on her back. Made for a funny image. :-)

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

Helcack wrote:
I made my archaeologist bard gain a ki pool and use tea's of transference personally, I also refluffed the singing-casting to be speaking in ancient tongues to summon the magic ala 3.5's wordcasting(without it being weird)

I like that. Ki pool is a clever idea. Thinking about making another archaeologist soon, half elf with the whip trees and finesse rogue.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

Melkiador wrote:
Jason Bulmahn wrote:
The archaeologist is not intended to gain additional rounds of its luck ability as it levels. It receives a number of other abilities to balance out the loss of bardic performance.
This is one of those things like investigator's using wands. It's an ability that sounds like it should be there to such a degree, that it really needs to say you don't get it. Otherwise people out of the loop will just assume the omission is a mistake.

Funny, I always read it that way.

I feel the Archaeologist is wonderfully balanced. While I might try the unchained rogue, I'd take an archaeologist over a core rogue any day of the week. And depending on party composition, over a lot of the other bard types.

Oh, and one other love of the errata. Half elf bards can start with a weapon that can do lethal damage out to 15' *or* threaten normally. Yes please.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

Darkbridger wrote:


I agree on the feat and trait, but then does that make the archetype overpowered, or the bolt-ons?

There was an old 3.5 saying. "Feats Should Be Nice, Not Necessary." (FSHBNNN). The 'problem' with the archaeologist is that Lingering Performance is a feat that pretty much becomes a 'must have' The benefits are 'too good' to not have. I know my archerologist is better than my meleeologist, but part of that is from his trick quiver.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

plaidwandering wrote:
Torbyne wrote:
except as noted by others, there are favored class bonuses to grant extra rounds, Lingering Performance triples the bonus and frees up action economy further and extra performance is also a thing (when the two feats are combined you get better action economy and ~24 rounds of luck)

None of that is archaeologist specific, those are feats available to it or standard bard, thus a comparison is without them is perfectly valid.

you shouldn't need to jump through extra hoops to get a workable for more than 1.5 encounter class ability when the one its replacing is meant to do so and for the whole group...the bard takes them when he wants to be able to handle a really long day. The arch would have to to handle...just about anything, thus crimping their choices in other character building decisions

Given the other bonuses (rogue talents, evasion, bonuses to perception and knowledge skills) *and* that it stacks with bard song, *and* that it stacks with heroism I've never had any issues with my Archaeologists (an Archerologist and a meleeologist) running short on luck. +2 on pretty much everything is a heck of a bonus at 1st level with the right combo.

Sovereign Court **** RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

Wraith235 wrote:
forgive me ...maybe Im blind ... but I see nothing in the errata that applies to pistols, Muskets yes but nothing for pistols

Check the FAQ. The PDT missed other double barrels in the errata.

ninja'd

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

It's kind of a grey area. I know that wizards don't gain spells from prestige class, but since the text on a wtich's spells are in the familiar, and the familiar 'levels up' with the prestige class, I'm prone to say yes. It's also how I read it for my seeker witch.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

1 person marked this as a favorite.
Darkbridger wrote:
Tectorman wrote:
...still requires you to sing your spells. Ugh!

"Every bard spell has a verbal component (singing, reciting, or music)."

I'm sure a creative player or DM can re-flavor those spells that specifically call out music or instruments. But really... I think expecting the archetype to re-write the entire spell list is reaching a little. Does the archetype really need to state "only recitation" somewhere for players to figure that out?

Amusingly, I picture my bards whistling the Indiana Jones theme when casting or using luck.

The real 'problem' with the archaeologist is that you basically have to spend your first feat on lingering performance. (and if you have Ultimate Campaign, Fate's Favored trait is a must have)

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

3 people marked this as a favorite.

So I guess Roy's going to know Durkula isn't worshipping Thor anymore...

Sovereign Court **** RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

Ok so now scorpion whips work as described in the errata? Cool. My half elf bards thank you.

Sovereign Court **** RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

don't forget the mighty tangleshot arrow (20 GP)

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

Owen K. C. Stephens wrote:

Well, I have my pdf!

For Calistria-specific options, there are two feats.

One is the Trick Spell metamagic feat, that allows you to have single-target enchantment spells also cause the target to attempt to dirty trick itself.

The other is Wasp Familiar, which allows a worshiper of Calistria of any class to gain a cat-sized wasp as a familiar. It normally has statistics similar to a flying greensting scorpion, but if you could already normally gain a familiar and are at least 5th level, it instead has statistics similar to an imp (with an unnatural lust spell-like ability replacing the invisibility spell-like ability).

Gods I hope this is PFS legal, will tie up two of my bard's feats, but so worth it.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

I prefer Herosim for my bards, preferably with a rod of extend. Potions of blur are a somewhat substitute for displacement. 20% vs 50%

Sovereign Court **** RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

We've often wondered the effects of casting light or continual flame on a whip. with 15' reach, does it mean when it's out it extends through the length of the whip.

My bard realized she invented rhythm gymnastics when she used her whip in bardic performance. :-)

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

Ooh, one for Miroslav when he hits high levels. (trying to play all the artic ones with my snowcaster half elf)

Sovereign Court **** RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

4 people marked this as a favorite.

Take a tibetan mastif as a halfling horse lord? Bonus if you name him 'Mouse'

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

Wei Ji the Learner wrote:


Can a deity be influenced by their worshippers?

Well we've precident that they can be affected by other powers (Dou Bral/Zon-Kuthon) and possibly mythic forces.* But PAizo has not revealed the interaction of worshipers and deities.

*:
Noctula could shift to CN and become another lust goddess per WothR

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

Caineach wrote:
Matthew Morris wrote:
Hama wrote:

This is awesome news

Thank you CW

Oh Hells yes! Now if hulu or Prime would pick up the series. (or lesser TNT). I assume Netflix wouldn't, because of their Marvel/Disney contracts.
Netflix has Arrow

*nods* But I can't picture them doing an DC original and the Marvel originals

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

Hama wrote:

This is awesome news

Thank you CW

Oh Hells yes! Now if hulu or Prime would pick up the series. (or lesser TNT). I assume Netflix wouldn't, because of their Marvel/Disney contracts.

Sovereign Court **** RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

Also to the OP. if you have a certain AP, elixir of spirit sight is a must have for my charcters 'utility belt'

Sovereign Court **** RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

I'll chime in on this one. I'd like jolt for an electrical themed character for example.

It does look like penumbra would need to be renamed, and maybe they should show up on chronicle sheets...

Sovereign Court **** RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

I'm looking at a mindblade. Might dust off one of my planetouched numbers to do it even.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

Belabras wrote:
Matthew Morris wrote:

My favourite is the Archeologist. AKA "I don't need sneak attack, so why play a (chained) rogue?"

It's a 'greedy bard' who has a buff that stacks with a 'real' bard. You get rogue talents, delayed uncanny dodge and evasion, trapfinding AND bardic knowlege AND all your bard spells. Oh, and add half your level to perception and disable device. Sadly, you don't get sneak attack. trust me, you won't miss it.

Sure, you need a feat to make it work (Lingering performance) but if you have a certain trait, it gets even better. (I'll take a +1 to my luck bonus for a half a feat, Alex.)

I thought this was the Hall of Shame. The Archeologist is pure win, and other Archetypes only wish they were that cool.

Nah it's the broken hall. Archeologist is scary good, maybe too good.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

6 people marked this as a favorite.

Goblins.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

2 people marked this as a favorite.

My favourite is the Archeologist. AKA "I don't need sneak attack, so why play a (chained) rogue?"

It's a 'greedy bard' who has a buff that stacks with a 'real' bard. You get rogue talents, delayed uncanny dodge and evasion, trapfinding AND bardic knowlege AND all your bard spells. Oh, and add half your level to perception and disable device. Sadly, you don't get sneak attack. trust me, you won't miss it.

Sure, you need a feat to make it work (Lingering performance) but if you have a certain trait, it gets even better. (I'll take a +1 to my luck bonus for a half a feat, Alex.)

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

Still wish we could get 10 dice sets.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

f5 f5 f5...

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

Brother Fen wrote:
I'll be ready to run some classic Blakros scenarios with this! Order's on the way!!!

FYI this doesn't fit the 0-2 season maps.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

A lyrankin azlata can take a tangleshot arrow sized for her and entangle an ogre.

A rune giant can not take a tangleshot arrow sized for him and entangle a storm giant.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

Ok, here's what I think the mechanics for a Vanguard Arcanist would look like. Call it the Vanward.

Vanward Archetype:

Vanward
Spells: A vanward casts arcane spells drawn from the sorcerer/wizard spell list, presented in Chapter 10 of the Core Rulebook. A vanward must prepare his spells ahead of time, but unlike a wizard, his spells are not expended when they’re cast. Instead, he can cast any spell that he has prepared consuming a spell slot of the appropriate level, assuming he hasn’t yet used up his spell slots per day for that level.
To learn, prepare, or cast a spell, the vanward must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against a vanward’s spell is 10 + the spell’s level + the vanward’s Intelligence modifier.
A vanward can only cast a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1. In addition, he receives bonus spells per day if he has a high intelligence score (see Table 1–3 in the Core Rulebook).
A vanward may know any number of spells, but the number he can prepare each day is limited. At 1st level, he can prepare four 0-level spells and two 1st-level spells each day. At each new vanward level, the number of spells he can prepare each day increases, using the Vanguard Spells Known table for the number of spells prepared. Unlike the number of spells he can cast per day, the number of spells a vanward can prepare each day is not affected by his Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells a vanward can prepare.
A vanward must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the vanward decides what spells to prepare and refreshes his available spell slots for the day.
Like a sorcerer, a vanward can choose to apply any metamagic feats he knows to a prepared spell as he casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats on page 113 of the Core Rulebook). However, he may also prepare a spell with any metamagic feats he knows and cast it without increasing casting time like a wizard. He cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting.
This alters the Spells and Cantrips class features.

Arcane Reservoir (Su): A vanward has an innate pool of magical energy that he can draw upon to fuel his arcanist exploits and enhance his spells. The vanward’s arcane reservoir can hold a maximum amount of magical energy equal to 2 + 1/2 the vanward’s level. Each day, when preparing spells, the vanward’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 1 + 1/4 his vanward level. Any points he had from the previous day are lost. He can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Initially, the Vanward has limited uses for this arcane reservoir. The Vanward can expend 1 point from his arcane reservoir as a free action whenever he casts a vanguard spell. If he does, he can choose to increase the caster level by 1 or increase the spell’s DC by 1. He can expend no more than 1 point from his reservoir on a given spell in this way.
As the Vanguard gains levels, he may also use the arcane reservoir to fuel any arcane exploits he knows.
This ability replaces vanguard blast and the blast improvements gained at higher levels.
Arcanist Exploits: The Vanward has limited access to arcanist exploits. At 3rd level the vanguard gains the arcane weapon exploit. He gains another arcane exploit at levels 8, 13, and 18th level. Also at 13th and 18th level, the vanward may select a greater arcane exploit instead.
This replaces Vanguard Tactics.


Technically the arcane pool is more balanced with vanguard tactics while the exploits are more balanced with the blast, but I don't want to swap out features before they're gained. I decided to go with Int Based. Makes it a little more MAD, with the bonded weapon tricks based off Cha still, but my design philosophies sees a 'half caster' just fine with a 14 casting stat.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

1 person marked this as a favorite.

It's a penalty, and IIRC, penalties can't drop a stat to zero.

psionic ego whop otoh (Dreamscarred, 3.5 psionics) is damage, so it is as scary as you believe.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

I know it's too late, but Stoneheart Valley/Crucible of Freya/Tomb of Abysthor are updated to PFS, and were recently in the bundle of holding.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

Wallie, I think I'm the only four star (currently!) in Columbus, and I don't know if we've any five stars yet. Seems to incentivize running events. (I know I'm trying to get my specials in)

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

Hmm, given I'm used to ability damage burn from psionics to get an oomph, nonlethal hp burn seems minor to me. Still digesting the book though.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

For novels, I'd also mention Pardoe's Archer Christifori arc

Measure of a Hero (novel)
Call of Duty (novel)
Operation Audacity (novel)
The Longest Road (short story)

Tastes may vary, but I enjoy them.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

Ok, the Vanguard is one of my favourite 3pp (that isn't Dreamscarred) so I've been looking at archtypes for it.

I'm thinking..

  • A witch archtype, drops the arcane bond for familiar and hexes, but not sure of a good balance. Maybe drop the arcane blast for hexes and make the bonded weapon also hold spells like the bonded witch archtype? It would likely be an int based caster so, the bonded item also works as a spell book, like the witch.

  • An arcanist version. I'm thinking keep the spells/day the same, but unsure yet how many spells prepared. Remove the teamwork feats and the Vanguard tactics for adding arcane exploits, one at 3rd level, and add the extra Arcanist exploit to the list of Spell Maneuver options. I'm thinking giving him an arcane pool of 2 + 1/2 level, and the pool starts each day at 1 + 1/4th level. This one should be able to remain a charisma based caster.

  • An Occult adventures version. Pretty straight forward would be replace 'sorcerer/wizard' with 'psychic' I'd not give them the phrenic pool though.

    Anyone want to see these?

  • Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

    Amusing the Fetchlings and Elemental kin didn't get the lifespan nerf.

    Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

    2 people marked this as a favorite.

    Mine means, well, duh. ;-)

    Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

    3 people marked this as a favorite.
    graystone wrote:
    BadBird wrote:
    I'm honestly surprised that the option of being able to pick up an easy feat to go dex-to-damage with a wide range of weapons that work with Piranha strike is being called useless; perhaps it's a case of people thinking only in terms of how it benefits what is already done, rather than the new options it opens up.

    Well I think people are calling it useless because the way the feat has been kneecapped, it's a one weapon fighting style so it's compared to the other one weapon style, two handed fighting. Two handed fighting crushes Slashing Grace AND can be used in flurries all without using feats and from level one.

    Even in a sword and shield situation, slashing grace falls down. Take 2 of that Pharasma Warpriest. One goes dex and one str. Dex loses out on AC (buckler vs heavy shield) and on damage as the str one can pick up a bigger weapon and start off dealing more damage until sacred weapon catches up.

    So it's pretty much lose/lose. Most builds don't involve having a hand that's eternally empty...

    Sadly I find it annoying that the idea of a swashbuckler keeping that hand occupied with something that's not a weapon, like a stein of ale (or the various tankard style magic items) shuts down his damage bonus.

    Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter Season 6

    Cao Phen wrote:
    Matthew Morris wrote:
    andreww wrote:
    Paladin of Baha-who? wrote:
    Ioun stones provide a boost separate from the headband. It's more expensive to begin with, but doesn't increase the cost of future headband upgrades.

    The 8k enhancement bonus stones don't stack though so you are getting at most +2 for 8ooogp. The stacking ones cost 24k each so your +6 modifier is costing you 72000gp.

    True, but a +4 ioun stone (seekers of secrets) is 'only' 32k

    However, they are very selective on which Ability score is upgradable beyond +2.

    Perks of having the source material:

    Seekers of Secrets, pp 43-44 wrote:


    Advanced Ioun Stones
    Most ioun stones use the normal pricing rules for magic items; the major difference is that they all use the ×2 modifier for not using a magic item space on the body. For example, figuring out the price of upgrading a deep red sphere ioun stone from a +2 enhancement bonus to a +4 enhancement bonus is just a matter of using the formula (bonus squared × 1,000 gp × 2), which gives a final price of 32,000 gp; the difference between that and the standard item cost of 8,000 gp is 24,000 gp, so a qualified character with the Craft Wondrous Item feat can upgrade the stone by spending half that amount (12,000 gp) in materials.

    Doesn't help in Society play, but it helps.

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