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Morganstern's page

89 posts. No reviews. No lists. 1 wishlist. 1 alias.

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As I understand, the GM is the one asking for the help with making a shield for a player of his. I was simply showing another way to reduce the price to make it within the budget. You could easily switch the Human requirement to Paladin or Fighter only just as easily to fit character flavor. I really don't appreciate having a suggestion to help another person called "Cheese" when I'm only trying to help.
And sorry my math is off, doing this mentally without my books to double check price guidelines.


Price varies a bit more depending on if you want to add restrictions to the shield. Say for example if the character is a Human, it could only function for humans and save you 30% of the item's cost.

So the breakdown would then be:
9 - Shield
150 - Masterwork
4,000 - +1 Bashing
5,000 - Evasion 1/day
2,500 - Different Slot
11,659 - Sub Total
-3,497.7 - Racial Restriction
8,161.3 - Total

Then he could pay 1,750 Gp for each daily use he wanted to gain after the base enchanting was done, (1,750 is 70% of 2,500 IIRC)


Here's a good example.

Pathfinder PRD Magic Section wrote:

Preparing Wizard Spells

A wizard's level limits the number of spells he can prepare and cast. His high Intelligence score might allow him to prepare a few extra spells. He can prepare the same spell more than once, but each preparation counts as one spell toward his daily limit. To prepare a spell, the wizard must have an Intelligence score of at least 10 + the spell's level.

Rest: To prepare his daily spells, a wizard must first sleep for 8 hours. The wizard does not have to slumber for every minute of the time, but he must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest in order to clear his mind, and he must have at least 1 hour of uninterrupted rest immediately prior to preparing his spells. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells.

Recent Casting Limit/Rest Interruptions: If a wizard has cast spells recently, the drain on his resources reduces his capacity to prepare new spells. When he prepares spells for the coming day, all the spells he has cast within the last 8 hours count against his daily limit.

According to this, a wizard with a ring of sustenance can sleep for 2 hours, stock spells for 1, adventure for let's say 8 hours (travel and such, let's say he cast some spells right in the middle of this time block for fairness sake) and now they stop to make camp or get supplies. If he stays awake for 2 hours shopping and what else, then sleeps for 2 more, guess what? He can restock his spells! 4 hours after casting spells, plus 2 more shopping, and the 2 spent sleeping makes 8 hours, so he can even restock all of them. Add in the 7 hours before that and you're only at 15, so you still have plenty of hours left in the day. How is any of this preventing a Wizard from getting the benefit of sleeping more than once per day?

Or is this process, which is seemingly allowed by the Core Rules, somehow illegal based on another rule that you have failed to mention?


Aelryinth wrote:

You can't sleep more then once a day because that would mean you could regain spells more then once a day.

And the rules don't allow you to do that.

There is nothing in the rules that gives you benefits for sleeping more then 8 hours a day. You don't need that sleep. You gain no additional benfit from it.

If you can find a rule that allows you to profit from extra sleep, I'll say otherwise, but you're trying to impose something on the game that simply isn't there and isn't allowed, because casters would abuse the heck out of it. Especially with Sustenance Rings.

You're creating something from a wish list that isn't there. Please do not assume it's core rules just because you want it to be.

==Aelryinth

You actually can regain spells more than once per day if you are an Arcane caster, but any that you have cast in the last 8 hours count against your newly prepared total. It says so right in the magic section. Nowhere have I seen a rule saying that you can only sleep once per day though.

Edit: Can you please just link or quote the rules in question that state that you can't sleep more than once per day instead of accusing me (or others) of just "creating something from a wish list that isn't there". Until then, take your own advice; "Please do not assume it's core rules just because you want it to be."
Show proof, or agree that it's a grey area like I blatantly said it was in my previous post.


Aelryinth wrote:

MDT, You're talking about napping.

The rules specifically say what you need to do to get the benefits of 8 hours of sleep...you need to sleep/rest for 8 hours.

Nowhere does it say that you can sleep for extra time to get extra benefits. You are making that up. You'll just be sitting around, not sleeping.

Nor does the Ring say you can sleep extra time to get the benefits of more then 8 hours of extra sleep. It's nowhere in the description, and catching up on sleep is not what the rules allow. Find it. People have tried that tactic before. It's why you can't use the Ring to memorize spells twice...you can't get the benefits of 8 hours of sleep twice in one day, because you don't need to sleep 8 hours twice in one day. You just won't sleep.

Your 'shrimping' example would NEVER let a wizard recover for spells, at least without a Ring. He'd never get the 8 hours of sleep he needs. By the way, that trick for catching sleep is used all the time in the military. Guys who can fall asleep 'on command' are highly envied.

Furthermore, you're sleeping on and off because you need to sleep on and off. WIth the Ring, you wouldn't need to sleep, so you'd just sit there and do nothing, healing non-lethal fatigue damage as long as you aren't exhausted. But you'd never get the 8 hours of clear sleep neccessary to regain spells while shrimping.

=================
Proxi, the benefits of the Ring are quite clear.

You only need two hours of sleep a night, meaning the time required for you to be vulnerable is minimized. That and getting spell slots back in 2 hours is 90% of the reason it is used.
You don't need food and water, so you don't have to carry such things. that's the other 10%. No scrambling for supplies for you!

and that's it. that's all it does.

The ring doesn't help you with Fatigue. It doesn't help you with exhaustion. You can't work any harder or longer with the Ring then anyone else...you still get tired just as fast as they do. It certainly doesn't let you get the benefits of sleeping more...

Why in the world can't you sleep more than once a day? I do it all the time in real life, and i'm not talking about naps. I'll routinely get 8+ hours of sleep, wake up and go to work for 8 hours, and then sleep another 8 to 10 hours before going to a different shift. If you can give a rules quote then that's another story, but so far it's just a house rule.

And as far as fatigue goes, strictly speaking they would have to not sleep for 24 hours before the fatigue sets in unless they do something that actually causes the fatigued condition such as a forced march.

The shrimping example above would actually work, as every time a wizard is woken up it only adds 1 hour to the total time he needs to sleep, so sleep for 4 hours, wake up and work, sleep for 5 hours and boom! Spells are ready to be stocked again.

Edit: not trying to sound upset or angry, just saying that as far as I can see there is nothing against the said actions as far as rules go. This is obviously the territory o individual GMs.


Diego Rossi wrote:
mdt wrote:
Diego Rossi wrote:


A decent sized fire, an anvil and a lot of sweat and you can work even metal armors while travelling. My point is that it can't be done inside a wooden wagon when you need to work on stuff like that (unless the wagon is specially made to be a travelling blacksmith shop, something that, AFAIK, wasn't ever made. From what I know for the forging process travelling smiths used a fire outside the wagon, while using the wagon for storage and living accommodations).

If you had followed the link I put up earlier Diego, you would have seen a purpose built wagon used as a portable black smith shop, complete with forge, used by the Los Angelese Fire Department around circa 1900. They used it for shoeing horses, making wagon repairs, etc. I'll include another link, maybe you'll follow this one.

Blacksmith Wagon

Some extra info

Nice. But I don't see the connection between that wagon and a gipsy wagon.

So it is possible to have a purposely built travelling working wagon, that is completely open and give very little protection, to work in the wilderness. But it is completely different from the enclosed, protected space that has been proposed in most posts.

It wouldn't take much to turn that wagon into an enclosed and protected space. Some armor plates on the outside, a chimney or smoke stack to help ventilation, and depending on the technology level available a hand-crank to alter the height of the roof so that it can collapse down when not in use. Not saying it's a typical wagon, but that's not what we're looking for to make this work. It's now enclosed, relatively safe, and stable when not actively in motion. It has all of the needed equipment, and is not going to kill you while you're inside.

And if you're worried about constant threats of attack, simply cast alarm and put someone on watch. That should help to relieve the threat of imminent attack.


Ganryu wrote:
Morganstern wrote:

This is how we're looking at handling weapon and armor degradation so far, but any input is welcome.

Whenever you score a critical hit OR deal maximum weapon damage, your weapon takes 1 point of damage. If both occur, it takes 2 points of damage.

Whenever you take damage greater than the AC bonus of your armor or shield, it takes 1 point of damage. Damage is assigned from shield to armor, so if your shield gives 2 AC and your armor gives 4, if you take 5 damage it only damages your shield.

This system is meant to be difficult for players, but it also is meant to give some level of realism.

I'm not convinced the second point is sound.

Damage scales much faster than armour class bonuses. For example with those rule a shield or buckkler will pretty much always take damage every time its wielder takes damage...

This applies to armour too. This last session I played today the paladin took, over two encounters, about 5 or 6 hits. The weakest hit was something like 8 damage.

I think it's going to be pretty much a guarantee that every time the character takes damage, his armour will be damaged.

That's actually the idea. Characters are told ahead of time that field repairs will be necessary, and there are plenty of ways to repair armor and weapons. Thankfully, armor has a lot of Hp, and most shields can take a hit. Even a buckler has 5 Hp, so it can take 5 hits before breaking. While a buckler isn't very sturdy and can be easily broken, a Heavy Steel Shield has 20 Hp and can take a better beating. It just makes sense.

And yes, they will usually get the option to reforge a shield or piece of armor for significantly less than its cost to create. It mostly just takes time.


This is how we're looking at handling weapon and armor degradation so far, but any input is welcome.

Whenever you score a critical hit OR deal maximum weapon damage, your weapon takes 1 point of damage. If both occur, it takes 2 points of damage.

Whenever you take damage greater than the AC bonus of your armor or shield, it takes 1 point of damage. Damage is assigned from shield to armor, so if your shield gives 2 AC and your armor gives 4, if you take 5 damage it only damages your shield.

This system is meant to be difficult for players, but it also is meant to give some level of realism.


rkraus2: Thanks for the idea of the potion miscibility table. Thankfully i still have the 1st and 2nd edition books laying around.

blackbloodtroll: I should clarify that i meant Magical Item Crafting, not just crafting in general. It doesn't make much sense in a low magic world to have the PCs just create magic items like candy.

Gamer-Printer: thanks for the materials, i'll look at the adventure and see if i can use anything. The "survival horror" genre actually fits really well with this campaign idea.

Dyvant L'Stranj: Thanks for the idea about wild magic. If you know what books i could find info about that i would appreciate it.


So, any ideas for more difficult crafting?


Typically speaking, when you salvage a weapon or armor (Melt it down) you tend to lose a decent amount of material. Whenever we salvage anything in the campaign a friend of mine runs, we get half of what it takes to craft the item as usable salvage. This means that salvaging two short swords would allow us to craft one new one.


The general idea is that magic items aren't actually that available, as around Half of the magic items in the world have become inert. we're still working on details about magical item crafting, but we're definitely making it harder.

If you have any ideas about sanity rules I would love to hear them, as we already talked about insanity as a potential threat.

As of right now (Just had a sit down with a few players, looks like i'm definitely the GM this time) the consensus is to make spells a lot more rare by reducing all casting classes by 1 spell per spell level, and remove casting from Rangers and Paladins.

One of my players also brought up a really god idea. As the world slowly begins to die, many druids would try their best to save it. But there would have to be at least a few that see the world dying as part of the natural order, and try to help it towards its final rest. These "Death Druids" could potentially be some of the most dangerous beings on the planet.


My gaming group had taken a break from Pathfinder and moved to a few other games, but recently the call of our favorite system has beckoned us back. Now we're looking to play a campaign with dark elements and a very gritty playstyle, similar to Darksun and Ravenloft. Here's what we have so far.

The gods of the world have withdrawn, leaving few people with access to divine magic. Meanwhile, the unseen forces that allow arcane magic to function have become unstable and led to a culture that fears and hates this form of magic. The loss of these forces has caused civilization to falter, as monsters grew more numerous by the year and the magical aid that many cities received faded away. Wars are constantly fought over natural resources, and banditry has become a common problem.

As far as actual game mechanics go, no player is restricted in what class they can play, although a lot of roleplay may be required. We're using the piecemeal armor rules, and looking into various ways to have a Durability system where armor and weapons wear out. In addition, we're using the slow level progression, and the game's level cap is 10. After tenth level, players will gain feats at every uneven level, and a bonus at even levels that is yet to be determined.

Any input helps, and all discussion is appreciated.


I'm a huge fan of Magi, but I was also a fan of Duskblades from 3.5 as well. I'm not really partial to Sorcerer or Bard, simply because they use charisma as their casting stat and I'm not a fan of it flavor-wise.
Currently playing a Magus in a Homebrew campaign that a friend is GMing where I managed to hit a Red Dragon with a called-shot "Heart" for a critical strike with a Shocking Grasp through a Bastard Sword. made for a fun bit of role play.


Mark Hoover wrote:

I like the furnace angle from the valcano's name. How about the Dragonforged? Forge is a synonym for furnace (sort of) and the red dragon you overcame can be the symbol.

The main guildhall can be called the Crucible. Here the heroes of the guild meet to test the best of the best in order to determine venture captains (or your world's equivalent) who will establish new lodges in other nations.

A standard gift to these captains and subsequent mark of their rank and affiliation would be masterwork scale armor or some other dragon-motif article of clothing. In honor of your own personal legend there might be a special lightning enchantment laid into a weapon for an act of extreme good.

So the other PFS factions have a defined mission statement of sorts: end oppression, thwart the unholy, secret power for themselves, etc. What sort of theme are you looking for in your own group, besides the general "doing good" you've stood for already. Granted the other PCs each have a personal agenda, but is there a theme that you guys have striven toward/against, like an evil empire or the greed of dragonkind or something?

After seeing this, we went with Knights of the Dragonforge for the guild name. And after another long night of gaming, we've established the main hall, which we did in fact name the Crucible, and fought off the Dragon's angry mate.

We're working on a custom magic item for the Guild Hall that we're calling the Dragonforge, based off of the old 3.5 magic forges from the dwarven book. We're mixing powdered Dragon bone into the very bricks that are making the forge, and we're definitely going to be handing out specially made Scale-motif armor to venture captains. The first of such armor was actually made out of Dragonhide, and given to the Cohort of the cavalier.


Gnomez: The volcano is actually the highest peak in the mountain range, and although the volcano has no official name the nearby towns all refer to it as "the Furnace Peak". it's part of a mountain range known as the Crimson Fangs, as several of the mountains are actually volcanoes.

Mark: Our party is centered around a common drive to make a good mark on the world, although each character has their own individual goal. We're founding this to be a sort of "Hero's Guild" that spans several nations so that common folk can come to us to handle things that the local militia or guard can't deal with without significant losses. The entire party is actually either Neutral Good or Lawful Good.
They kind of pushed me to the "leader" position in our group after a battle where my character took out a BBEG in one turn (I did called shot Heart and critted with a shocking grasped Bastard Sword strike) in view of a large crowd of citizens, and now i'm the one that has to organize our guild and act as the figurehead.


Mark: We never caught its name. My primary weapon is a Bastard sword, and the Guild is so far containing me and my followers (I took Leadership), an Elven Druid with a Treant companion, a Goblin summoner and a Human Cavalier who also has leadership.


During the course of the current campaign I'm in, my character (a fire-themed Magus that wears Dragonhide armor) was given permission to found an adventurer's guild that is similar to the Pathfinder organization but set in a different world. This guild's first (and eventually central) chapter-house is being built inside a mountain/volcano that housed the toughest and most respected enemy my character has faced so far, a quite powerful Red Dragon. Now that the guild hall is complete, I have to name the guild and have come up with nothing.
I want to name it something that either directly or indirectly ties in with the Dragon theme my character follows, but i'm drawing a complete blank. Any input is appreciated!


Mark: the rituals are performed at certain levels to unlock least, lesser and major powers; basically one at 5th level to unlock its hidden powers in the first place, one at 11th to unlock even more powers, and one at 17th level to unlock its greatest powers. there are only three rituals per item.


Figured I'd share a Wizard orientated item.
Dinin's Fury.

I'm also willing to take requests if there's a specific flavor or theme you'd like to see. Been in a creative mood lately, and decided to work on a campaign idea that's been on the back burner that uses Legacy Weapons.


Mark Hoover wrote:

I'm trying something similar in my homebrew, only making them from scratch. I made sure each character had some item that was personal and meaningful to them - the wizard obsesses over his spellbook, the dwarf fighter just got a masterwork hammer, etc. Then I had this BBEG fight planned where in addition to defeatig the villain there was a source of evil power they had an option of destroying. In taking that option, the ensuing release of freed divine and arcane power imprinted on these items.

Currently all they know is that each of the items radiates magic and confers a minor bonus related to their character. The wizard for example is an Abjurer so his spellbook radiates an aura of protection granting a +1 AC bonus.

As they go on further adventures they will have the opportunity to perform certain acts that unlock future powers. I do have a dilemma though - none of my players seem to want to learn anything about these new items!

In the fluff I gave each of them a unique mark no one could readily identify - that didn't spark any interest. The PC wizard identified them and I gave them the base powers but hinted at a "deeper power lingering under the surface" - still no further investigation.

I am going to try and get them interested in learning how to unlock them a couple other ways. The dwarf player doesn't have any set motif for the character so I thought it would be cool to take him down a sonic energy road with the hammer - shatter spell, sonic damage bonus, that kind of thing. So I figured next time we meet in person I'd describe how he hears an audible hum when he grips it, maybe give it a permanent base ability of the spell Clarion Call whenever gripped and held forcefully (silence this effect or return it as a free action).

The other way to get them interested is through an NPC. They travel around w/a monk/bard who is researching the mark on her sword at the monastery. Perhaps she can come back with some cryptic info to spur the characters.

I don't want to just hand them new powers,...

As far as getting them interested, let it rest for a little while and then have the NPC mention something about unlocking a hidden layer of magic in her sword to give them all a drive.

Now, as for ideas for requirements/actions to unlock said powers...
I believe that tailoring it to each player is best. Have all of their items have a trigger within the same general time frame, such as planning on adventure that has multiple parts and each part has a different PCs trial.
Take the Dwarf for example; You want to have a sort of "Sonic/melodic" theme for him, so have him use his Hammer (and i'm guessing he's pretty strong) to ring large Gongs in a specific order to open a sealed chamber door. Have it lead to, or be in, a Dwarven ruin that houses great mysteries long forgotten to the ages.
The Wizard could have to solve an arcane riddle, or have a spell duel with another caster in order to unlock his next ability. Something similar to the Test of High Sorcery from the Dragonlance campaign setting could even be used.
Just remember to let each player shine during their particular trial, so that they know that this is meant for them.


I designed them from levels 5-10, and after that just went as they leveled. Gave the weapons a bit of a static "this is what it does", and after that developed it around the Characters themselves and what they were aiming for.

And yeah, i dropped the Lose a Spell Slot and such pretty quickly myself. It just seemed strange that using a weapon meant for a certain character would take AWAY from them. I got rid of the monetary cost because it was a relatively low money campaign, and it just kinda fit to do so.


Azaelas Fayth wrote:

Seems nice...

But I still say drop the Personal Costs...

Maybe make it to where they suffer a little bit of Temporary loss of Stats. Nothing Permanent.

The personal costs bit was something i originally wrote up, and then never used. I still required them to do certain actions to activate the higher tiers of abilities, but I removed the Gold piece equivalents.


Sorry about that, changed the share options.
The party had been pretty powerful at the time, and there were six of them. Only two died, and the dwarf actually killed himself AND the dragons by collapsing the cave on them after making the party flee.


Anathros, the Blade of Kings

That's one of the unique weapons carried by an Aasimar Paladin in one of my campaigns. He eventually died fighting a pair of Elder Red Dragons, but he made a huge mark on the campaign world along the way.

Edit:Ironsworn Gauntlets

These were used by a Dwarven Barbarian that had a unusually high Charisma, and decided to get followers through Leadership. He eventually died fighting the before mentioned dragons, but not before collapsing the entire Cavern on them after they killed the paladin.


If you're looking for items that grow in power as someone advances, I'd suggest giving the 3.5 book Weapons of Legacy a look. It has some really cool ideas, and can definitely help to get the juices flowing.
On a side note, a character could also have something similar to a Blackblade from the Bladebound Magus. Just an intelligent weapon that gets more abilities as you level, and can do a few interesting things (such as teleport to you within 1 mile).
If you want an example of an item that i've put together, let me know and i can post something.


I've actually been extremely curious about this as well. just downloaded the book you all seemed to suggest, and shall be reading that for the rest of my night. Numeria is so far one of my favorite areas for flavor, and i would love to see more information on it.


So far the idea of teleport stations, and a form of "worker" to help maintain the ship both sound good. The idea of an Anti-Magic Field cannon is a little out there, mainly as half of the team casts.


I've been running a campaign that has slowly been working it's way towards a Spelljammer like scenario, with the players researching advanced tech such as that found in Numeria, namely these large structures similar to Silver Mount.

Silver Mount.

As such, they kept searching for a larger and larger bit of tech and have now found what they wanted; a ship (currently only capable of sailing).
the idea is to use it as a floating home base, crewed by people that they have saved or have as followers, allowing them a safe haven and a nearly endless supply of adventure hooks. They want to adventure to upgrade and repair it to eventually use it as a permanent fortress/Spelljammer, and I think this is acceptable (we've been wanting a high-power game for a while now). Here's the question; what would you like to see as upgrades, functions or straight abilities of a sentient magical ship that can travel planes and space?


Just throwing my concerns up here.
After a playtest of 3 adventures with only 1 mythic tier, we discovered that non-mythic creatures and npcs basically can't kill someone with mythic toughness. The DR10/Epic and requiring triple their Constitution as negative hit points to die, plus the champion's ability to stay up and fighting past zero HP was ridiculous. It was less noticeable at higher levels, but at level 5 it was still a problem. Anyone else feel this way?


The strangest party setup I've experience came shortly after our gaming group allowed Ultimate Magic and we all read Magus. After everyone built characters without knowledge of each other's builds, the party of FIVE, repeat FIVE, Magi was born. We all died horribly in an antimagic field around 13th level. Good times.


I understand the idea about preparing more encounters (I usually have 3 or more sessions worth planned in advance, depending on the group's choices), but I'm a little more concerned with toning down battles. the group is only comprised of three steady players, and they are playing a Kobold Cleric, a Ratfolk Rogue and a Ratfolk Gunslinger. I'm a relatively experienced DM, but i'm not used to teams that don't have frontline fighters. any adjustments i should make to combat?


I've been one of the two DM's for the same group of players for about 4 years now, and I will admit that I've gotten extremely used to this group. As of late, clashing work schedules and personal problems have forced most of the "regulars" to either stop gaming or switch nights. One of the players had another group that he occasionally games with and invited me to run a game for them, and i agreed. Here's the problem; I'm used to running games with six to eight players, and this group consists of three or four (depending on the week, one player can only make it about half of the time). any advice for adjusting to the smaller group?


judging by other interactions with additive damage dice, I do believe that 3) is the correct answer. Not an authority on this, just going off of my experience with other abilities.


Grimmy wrote:

Morganstern, that would make sense if full-attack action was an example of an attack action. As it stands though, the full-attack action is one of the full-round actions. The attack action is an example of a standard action.

Edit: What I did there was italicize the terms for specific actions and bolded the terms for types of actions. That convention doesn't exist in the game since they already italicize spells and stuff, but I just did it for clarity. I think the game is sorely missing a convention like this, be it bolding, caps, whatever, just something to delineate when something is a game term versus plain english.

I definitely agree that there should be something delineating game terms from plain english.


It seems that logic and RAW don't like to agree. I'd be inclined to believe that an attack action would include the option of a full-attack, but that is apparently not the case. if that is so, they should definitely clean up the wording in the combat section as it seems to point towards getting multiple attacks with sunder. that's just based on the wording though; we can hope for a FAQ on this to clarify it.


CRB wrote:

Sunder

You can attempt to sunder an item held or worn by your opponent as part of an attack action in place of a melee attack. If you do not have the Improved Sunder feat, or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver.

By looking at the wording of the Sunder section of the combat section in the CRB, it says that you sunder as part of an attack action in place of a melee attack. Considering that they specifically state that you replace "a melee attack" and not "your melee attack"", or "the melee attack", you would have to assume that you can in fact use sunder as part of a full-attack action. Especially as it is called a Full Attack action is the CRB.

just my thoughts on this matter.


From what i can gather from reading the spells themselves, it would appear that the lighting would be as follows.

Cult Members: Low-Light. (perhaps use a cult of a single race that all have Low-Light vision to further benefit from this lighting situation)

PCs of a different faith: Magical Darkness. possibly countered by a heightened Continual Flame torch or a Daylight spell.

so long story short, yes it works as you believed it would.


AnnoyingOrange wrote:

- Warlord's Quiver

* Maybe I am not that sharp today, but could you explain to me why the quiver would be preferable over a +2 bow so I can gauge it's value properly ? As I see it now it pretty much functions as a bow in all ways, the only possible benefit I see is to enchant a bow to +1 and load it up on special abilities, at the current price it will only be beneficial if you have a +1 bow with +9 equivalent of additional enhancements. I can see how you came by the price, but at an average of 5 encounters per day shooting 6 arrows per round for 5 rounds will be 150 arrows and that will be most likely a generous estimation of how many you will use in a day, so I advise cutting the price by 40%, this would come down to 28,800 gold, round up to 30k and call it a day.

- Tabard of the Warlord

* Sash of the war champion for 4,000 gold increases the armor training and bravery class features by 4 levels but difference is you actually need to have fighter levels, in the case of the tabard it not only bypasses the fighter's class features it also bypasses the need to have proficiency in any armor by stacking it with similar abilities.

Mithral fullplate of comfort +5 could be combined with the tabard and suffer no penalties at all for less than 65,000 gold and have +14 armor bonus, it is prone to abuse with the right archetype combinations. At least add a clause that you need to be proficient with the armor you are wearing to gain those benefits.

That is all I have right now, at a quick glance I think I don't like the other two items much, though I am not a big fan of teleporting effects and DR 10/- seems too much to grant outside of a major class feature.

For the quiver, I had actually not noticed the relation between magical ammunition and the ranged weapon (the bonuses don't stack, i now realize) so i'm gonna be altering that a bit to just create infinite ammunition for bows and crossbows.

The tabard was originally designed to be used by a fighter, so I didn't write up any requirements for its use. Thanks for the suggestion about adding a clause about needing proficiency with the armor.

As for the bracers, well it might just be different DM styles, but I rarely fight more than three monsters within five minutes, so it probably shouldn't get up to DR 10/- unless there's a massive fight. I thought that was enough balance for its price, but if there are any suggestions to limit it a bit more, i'd be glad to hear them.

and finally the tarot deck. Well, that was just me designing an item i saw in a book. i can understand not liking items that allow teleportation, but plenty of them exist already. Figured one more wouldn't upset the scales too much. but if you think that it's too powerful, any suggestions for limiting it?


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I see that this is of no interest to anyone. Nevermind then, carry on.


These are some magic items I threw together to fill a "Blueprint" book that belongs to an Artificer that the Party is heading up against. as one of the team is also an artificer, he may try to make some of these, so i was hoping for some input about balance, if i did the calculations wrong, so on. well, here you are!

Warlord's Quiver
This blackened metal quiver generates magical arrows or bolts, as the wearer prefers. Any ammunition taken from the arrow disappears after being fired, or if handed to another person or taken forcefully. The ammunition the quiver makes is treated for all purposes as +2 arrows or bolts, and add to attack and damage rolls as such.

Abundant ammunition (1st level spell)
Greater Magic Weapon (3rd level spell)
Base Cost: 48,000
Cost to Create: 24,000

Tabard of the Warlord
This gold edged black tabbard bears a design of a Hawk clutching a spear in it's beak and carrying a shield in its talons, all in gold thread. While wearing the tabbard, your movement speed is not reduced by your armor, and you reduce the armor check penalty of any armor worn by 2. The tabbard takes 24 hours to attune to the wearer if removed, as well as for the first time worn.

Effortless Armor (2nd level spell)
Base Cost: 24,000
Cost to Create: 12,000

Warlord's Bracers
These blackened metal bracers look worn and battered, but are still comfortable to wear. With every enemy life you take while wearing these bracers, you become increasingly dangerous and difficult to stop. You gain a cumulative +1 luck bonus on melee attack rolls, melee weapon damage rolls, Strength checks, and Strength-based skill checks as well as DR 2/— each time you reduce a qualifying opponent to 0 or few hit points (maximum 5 bonus and DR 10/—) with a melee attack. A qualifying opponent has a number of Hit Dice equal to or greater than your Hit Dice –4. This bonus lasts until you go 5 minutes without killing a qualifying opponent. The bracers take 24 hours to attune to a wearer, during which they grant no bonuses.

Deadly Juggernaut (3rd level spell)
Base Cost: 36,000
Cost to Create: 18,000

Trumps of the Pattern
These magical tarot cards look exactly like a normal set of tarot cards, save that each of the 13 trump cards are replaced by blank cards, which are replaced by portraits of you and up to 12 allies or locations. These cards allow instant communication between the holders by simply holding up the card of the individual you wished to speak with and concentrating on it,and if both parties are willing, instant travel. Traveling in this way requires trust — placing oneself temporarily at the mercy of the non-traveling host. People watching someone leave via a Trump will notice them suddenly becoming two-dimensional, followed by a burst of color. Contact is broken by passing one's hand over the Trump. Contact is prevented if the person is drugged, deeply asleep, has some form of brain damage (such as amnesia), unconscious or imprisoned in a fashion designed to prevent teleportation, or in an area of anti-magic or on another plane of existance.

Clairvoyance/Clairaudience (3rd level spell) – 22,500
Greater Teleport (7th level spell) – 182,000
Base Cost – 204,500
Cost to Create – 102,250

P.S. - Some of these items are inspired from books i've read (the tarot cards), so i realize that it's not a new idea.


Honestly, allowing the "part of a larger mass" isn't too bad, so i'd say go for it. but otherwise, leave the spell as is. just make sure to stress that it makes a fragile substance, much like earthenware. a good smack from a hammer or other weapon should probably break it.


JasonKain wrote:

I'd personally go with the Mobile Fighter Archetype and a reach weapon.

1. Dodge, Combat Reflexes, Power Attack
2. Mobility
3. Spring Attack
4. Iron Will

Probably not the strongest build, but with 20 Con and 22 Str, there's really not a whole lot else you'll need starting out. With 18 Dex, there's very little reason in my opinion to not get Combat Reflexes, as you move from 1 attack per round to the possibility of up to 5 with good positioning and tactics. Iron Will replaces bravery for your weak save, and the Spring Attack tree should get you wherever you'd like to go.

I especially like that when you aren't fighting creatures with reach, you get to make trip attacks without provoking an attack of opportunity, so you don't even really need the improved trip feat.

This looks like it could be pretty fun. So far the team has a rediculously high amount of damage output, but little Crowd Control. And thanks to out higher stats, the DM has just informed us that he's gonna treat us as +2 CR (usually by addin another creature or two, not nastier creatures), so this might help keep the wizard from getting smeared as fast.


Play an Artificer from Tome of Secrets. get your DM to allow two 3.5 feats from the Eberron Campaign Setting, Exceptional Artisan and Extraordinary Artisan. Then make a special Magic Item, possibly a forge, that applies those two feats to all magic item creation feats. If your DM is generous, he might even allow you to use Mystical Materials (aka Quested for materials) that reduce the creation cost. now, add haste to the forge so that you can craft at double rate (i'm sure a DM can be persuaded to allow that) and increase the craft check to cut the rate in half again. you are now crafting 4 times faster on an item that takes you only 3/4 the usual time to make. ENJOY!

Side note, you're now broke.


I am currently playing in a campaign (the first time i'm not DMing in a long time) and I need help designing a character. The DM based the campaign off the idea that we're "chosen" by the gods to act as their champions on this realm, so our stats are pretty high. It was a Dice Pool system, where we roll 22 dice and add them together as desired to get our stats (none over 20 before racial mod). So, building a 4th Level Human Fighter (no archetypes, but if anyone has a good suggestion i'm willing to listen) with the following stats after racial adjustments.
Str 22
Dex 18
Con 20
Int 13
Wis 12
Cha 14

I want to be relatively versatile, but close combat is already handled. any suggestions?


Don't make it a permanent transformation. make it only last about 5 minutes. Long enough to be of use, but not permanent and thus not cutting into the area of the higher level Rock to Mud/Mud to Rock spells.


pres man wrote:
Knight Magenta wrote:

There is a way to make Monkey Grip Mechanically good. But it requires leaving core. Look at the size progression:

2d6, 3d6, 4d6, 6d6, 8d6, 12d6

So, size becomes worth a -2 to attack after 3 increases. A half-giant Psychic Warrior wielding a great-sword, using monkey-grip and enlarge person deals 6d6 damage. Monkey grip is worth +7 damage here which is about 1 power attack step.

Monkey grip and powerful build do not stack in 3.5. So monkey grip on a half-giant is a wasted feat.

Where did you get that ruling?

A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

That's straight from the Half-Giant racial breakdown. And i know for sure that Goliaths from 3.5 had the same clause, because i've had to check that ruling myself when a player made a Monkey Grip using Goliath that wielded two-step larger Fullblades. He was basically hitting people with small cars, with an edge.


I actually like that regular horses are just that - Regular. They will die if hit with a fireball. The big bonus of picking a class with an animal companion is getting a mount that WILL survive. If you really want your horse to live through combat, take the feats suggested earlier and protect it yourself. Or hand it a truck load of magical items to make it better. I have seen a horse that transfered all of the damage it took to its rider, but that was a high CON fighter that just pounded potions of healing every couple of rounds.


MagiMaster wrote:

Are there any existing weapon properties that add sonic damage on a regular hit? (Thundering only adds on a critical.)

If not, would 1d4 sonic be about right for a +1? (Thundering is 1d8 instead of 1d10 like the other bursts.)

I actually use the 1d4 Sonic damage enchantment from D&D 3.5, called Screaming. It's a +1 enchantment, just like the other elements. Check out the Magic Item Compendium if you get a chance, it has some cool enchantments and magic items that I typically port over into most of my campaigns.


I see no reason to use this spell as it stands. reversing Rock to Mud would be a lot easier on soft earth, and if it's dry dirt then just sprinkle it with water until it's a dense mud. If you want the spell to be a viable option, i'd say decrease the casting time to a full-round action and make it able to affect parts of a larger mass (allowing for a tactical use of the spell; harden areas of dirt into a ceramic-like substance would definately slow creatures with a burrow speed in my opinion).

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