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.
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:
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:
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?
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."
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:
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.
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.
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.
Mark Hoover wrote:
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.
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.
Mark Hoover wrote:
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:
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.
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.
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.
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.
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).
Just throwing my concerns up here.
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?
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.
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.
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?
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!
Abundant ammunition (1st level spell)
Tabard of the Warlord
Effortless Armor (2nd level spell)
Deadly Juggernaut (3rd level spell)
Trumps of the Pattern
Clairvoyance/Clairaudience (3rd level spell) – 22,500
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.
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.
I want to be relatively versatile, but close combat is already handled. any suggestions?
pres man wrote:
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.
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).