Also realized for the initial calculation I was empowering both acid splash spells instead of just the non-quickened one. Can't edit the old post for some reason so here's the new calculation:
Kobold Sorcerer 20 (black) with Crossblooded Draconic/Orc will get:
Favoured Class Bonus: +10
The initial hit will do 1d3 + 13
That`s (1d3 + 13) x 2 + (1d3 + 2) x 4 = avg. 46 damage for one round of spells. Not bad though the damage is spread over multiple rounds.
If you empower instead of extend you get only 2 rounds for each spell but I think you end up with more: (1d3 + 13) x 1.5 + (1d3 + 2) x 1.5 + (1d3 + 13) + (1d3 + 2) = 47 damage average. About the same.
Interestingly this ends up working out to the same as ray of frost because two of the feats don't work for this one, which seems to balance out the extra round of damage we get from the acid flask bonus.
If Vital Strike is allowed you can get an extra 1d3+2 for one casting with either .
Whoops, yeah that was a typo. The third example is acid splash, not ray of frost. Good point about PBS and Flagbearer. Will edit that.
It's a little weird that acid splash doesn't count for that though. You still have to make a ranged touch attack.
Vital Strike is interesting... the issue with it is the use of the language "attack action." Can spellcasting also be an attack action? I'm not sure. If it could then you would get an extra d3 + whatever bonuses per die you got. Of course, then you would really want it as a ray caster as it would make your polar rays do double damage. I'm guessing based on this that Vital Strike probably wouldn't count.
Winter witch is interesting but the Frozen Caress takes a swift action, which means we can't quicken for a second shot.
Admixture wizard gets the same bonus as a kobold favoured class bonus does but has to level dip, so the total bonus is less. As for his spells being more useful, sorcerers and wizards picks spells from the same list.
I agree that the fighter did kind of screw things up here.
Charge + grapple would have worked very well. Yes the baddie gets an AoO, but you are supposed to be the tank here.
Allowing the skeleton to get summons off right away may have tipped things though.
I don't think that casting will save spells on the fighter is especially 'meta'. You cast will save spells on guys who look 'dumb'. You cast reflex save spells on guys who look 'slow'. You cast fort save spells on guys who look 'frail'. Any offensive caster ought to know that this is the best way to use his spells.
Frankly if the skeleton had simply channelled negative energy offensively twice that could have been a TPK too though.
Point Blank Shot and Sneak Attack would work. Arcane Trickster is an idea. Though if were talking Level 1 then that's not an issue.
I don't see how magical lineage helps because the damage from Acid Splash or Ray of Frost does not scale with level; caster level does not matter. Extend spell does not do anything because the spell duration for either spell is instantaneous. If you are using an acid flask for
Weapon specialization will get you a +2 and so will greater but they are fighter feats... how do we get them without fighter levels? Or are we planning for a 4 level or more fighter dip?
Crossblooded Orc/Draconic(Silver) is not bad but since you will only ever get one die of damage Crossblooded Orc/Brutal will be better, giving you a +3 instead of +2.
Kobold Sorcerer 20 (white) with Crossblooded Draconic/Brutal will get:
Favoured Class Bonus: +10
So that's (1d3 + 22) x 1.5 = avg. 36 damage
He could quicken instead of empower but then he wouldn't get arcane strike (both arcane strike and quicken use the swift action). So with one quickened and one empowered that's (1d3 + 17) x 1.5 + 1d3 + 17 = avg. 47 damage - yeah, worth it. The quickened one alone does 1d3 + 17.
Aasimar or Tiefling Sorcerer (Crossblooded Draconic/Brutal) 3/Rogue 7/Arcane Trickster 10 would get:
Brutal Bloodline +2 damage
So that's (1d3 + 10) x 1.5 + 9d6 sneak attack damage. Avg. 50 damage assuming you can get the sneak attack damage.
If you can get sneak attack on both attacks then you quicken one and empower the other so no arcane strike. (1d3 + 7) x 1.5 + 9d6 + 1d3 + 7 + 9d6. Avg. 86 damage.
OK so I figured out how you were getting 4 rounds of action - strictly speaking this might not work because the listed duration of the spell is instantaneous. But if your GM allows it then it works like this:
Kobold Sorcerer 20 (black) with Crossblooded Draconic/Orc will get:
Favoured Class Bonus: +10
The initial hit will do 1d3 + 15
That`s (1d3 + 15) x 2 + (1d3 + 2) x 4 = avg. 50 damage for one round of spells. Not bad though the damage is spread over multiple rounds.
If you empower instead of extend you get only 2 rounds for each spell but I think you end up with more: (1d3 + 15) x 1.5 x 2 + (1d3 + 2) x 1.5 x 2 = 63 damage average. Yeah, that`s better.
Not bad but the arcane trickster does it better assuming you can get your sneak attack in.
This is a good point, except that the OP is using the Primal bloodline, which does not give you this ability. It instead gives you a +1 damage per die of that type.
For the record though the chains of fire spell does exactly the same thing only fire damage (and less range). It is an Ifrit race spell but if your GM allows it and you have the ability to swap elements this is a good one.
This is not a serious idea but I thought it would be amusing.
The idea is that a "De-Feat" is a special feat you can take at first level that has a negative effect, but taking it grants you an extra feat. So a "De-Feat" would be about equivalent in value to a feat, only would make things more difficult.
Please post some funny negative feats!
I have seen a wish for to additional arms get granted back in 3.5 so the character could use multiattack,
In 3.5 there was a second-level spell called Girallon's blessing which gave you two extra arms, and the spell could be made permanent with a permanency spell, so this is actually pretty reasonable for a 3.5 wish.
I am in a 3.5 campaign that has just reached 19th level. I used one wish for a stat bonus, but aside from that we used one to restore our dead wizards special item abilities. The GM created a number of powerful items, one for each character, which could be upgraded, but death would re-set the items back to their original state, and we used a wish to restore the items upgrades after he died.
The other one was a wish scroll that I used to add Gargoyle to the list of creatures I could shapechange to - my character is a Silver Dragon and they have an inherent ability to shapechange into medium or small humanoids or animals, but gargoyle is a monstrous humanoid. The GM came up with the character who was originally an NPC and there are apparently rules for playing dragons as characters.
I would recommend against using the stuff in Ultimate Campaign for most games. Ultimate Campaign undermines a lot of core concepts of the game, and tends to do so in ways which aren't very well thought out. It should be considered "variant rules" at best.
Diego Rossi wrote:
A amulet of +4 natural armor is fairly cheap. 8.000 gp (crafting cost) for a +4 to AC isn't a bad deal.
FYI the craft cost of such an amulet is 16,000. The Retail cost is 32,000.
In my mind one of the best roles of the crafter is upgrading items you already have. You probably don't need to buy a +4 amulet of natural armor or make one from scratch; you will probably find a +1 or +2 amulet - just upgrade that one.
Also, if your GM is cool with it you should look into taking effects of minor items and add them to other items, by increasing the base cost of the minor ability by 1.5. Check with your GM though.
With this character, if you see a shadow I advise you to run like hell. Strength damage will cripple you fast.
Are you using traits? Try the planar savant trait for a big boost to knowledge:planes.
Dazing spell is great but only really useful at higher levels. Disrupting is kind of neat, but if I'm reading it right it needs to be used in an ongoing spell to really work. In my mind its more fun using metamagic on your blasting spells (you already get a damage bonus for lightning) which are instantaneous. Intensify spell is a +1 and will bring your electric burning hands up to 10d4+10 and your lightning bolt up to 15d6+15, once you are high enough level.
If you are going to be the party face you will need more skill ranks. I would swap INT and WIS. You generally need Spellcraft and probably knowledge:arcana. Add knowledge:planes and you only have one more skill point left per level (two if you put your favoured class bonus into skills, which you probably should). UMD is useful but less important if you have a cleric in the party.
Skill Focus - Knowledge:Planes is a bloodline feat so you might want to consider getting it that way. Aside from Weapon Finesse and Dodge most of the bloodline feats are decent though.
You will probably want Elemental Spell:Acid so you can swap out lightning for acid if you need to. If something is immune to lightning it is unlikely to be immune to acid. If you are just looking at low-level spells though you could stick with rods for a while. Lesser elemental rod only costs 3000 gp.
As for spells, gust of wind is appropriate though it isn't that powerful. Vanish is handy for first level though if you have
The catching cape grants concealment against missile attacks only, but can be used as a swift action. Boots of nightmare are only on for 1 round but activate as a swift action.
The mirror is neat but it has to be held to work, which means it's not that good for a fighter. I would not recommend mistmail as while you are using it for the miss chance you lose the AC bonus from the armor. I think mistmail is mainly meant for rogues.
Stormlure is an amulet that is neat but only works against ranged attacks.
Cloak of flash and shadow and haunted boots are decent spell-in-a-can items.
A potion of blur costs 300 gp, and lasts for 3 minutes, but takes a standard action to use.
The primary limits for crafting are money and time. The GM has control over how much of both of these are available. So I don't really envision this being a real problem. If the GM doesn't want players to do this, then they have to rush off on the next quest and only have time to stop for a day in town to resupply.
If you are running a sandbox game then the economics of things need to be adjusted heavily anyway, so houserule away.
I am pretty open to ideas if they work.
I agree that the GM should ban any material for which he does not have the text available. However for myself, if the material is on the PFSRD I am usually okay with that since I GM with my laptop open and with wifi access.
3pp material does need to be analyzed a bit more carefully but I would not personally ban it out of hand. I understand why a lot of people do though and I support that. I think that 3pp are best used for adventures and monsters rather than rules and character builds.
I agree that the GM should ban abilities that he feels slow the game down too much. Summoners that conjure a lot of critters do this and unless the player is very competent I wouldn't allow that. Leadership also has this effect. If a player has a cohort that cohort should be very easy to play. For this reason I often encourage players to play spontaneous casters, though I don't require it.
I also feel that a GM should place limits on a character if that character is outshining the rest of the party. Not for any rules reason but just to make sure that everyone is having fun and contributing. I expect the players with good system mastery to help the weaker ones come up with ideas.
I ban things that do not fit into my campaign world. So no gunslingers, for example. That seems to be a pretty common one. The problem I have is with the firearms themselves rather than the class, so if someone wanted to build an archer using the gunslinger rules I would be open to the idea. If I did allow guns they would not have all the weird restrictions; they would just be another weapon and practically anyone could use them. Historically when handheld firearms became practical they became the preferred choice for whatever people were being outfitted to fight.
If you have a cool idea though for something I never thought of for my world then I might work it in somehow rather than ban it. My personal campaign world was designed to accommodate a lot of races so most "regular" races are OK, but the "advanced" races like Drow & such I ban for balance reasons. If we started at a higher level I might allow them but I usually start at level 1 and they are a little too powerful early in the game. If someone really wanted to play a race like a Drow I might say that it will cost him his first feat and see if he still wants to go with it.
If you can write a good story around something and roleplay it well I would probably allow it, even if I think it is a bit OP. On the other hand, a player that comes up with a DPS-machine that doesn't have a name will get a cool reception from me. Uniqueness is important for me so if two players have the same idea then whoever has the better story for his character wins the "bid."
Commonly the creatures you will fight at level 10 will have an attack of between +13 to +20 depending on type and number. The BBEG might have more.
An AC of 40 means you will almost never get hit. This is pretty hard to arrange though at your level.
An AC of 30 will mean you get hit probably less than half the time. This is pretty decent.
An AC of 25 will get hit a fair bit; an AC of 20 will get hit most of the time. This can still be workable if you have lots of HP and your party has a lot of healing handy.
It really depends on whether you are carrying a shield or not. Having a shield means a secondary source of enhancement bonuses, which means a considerably higher potential armor class.
If you have full plate, a heavy shield, and no dex bonus your AC will be 21.
+3 to the shield and the armor each will cost 9,000.
The Sash of the War Champion is only 4,000 and enhances your armor training ability (if you are a basic fighter without archetype) by 4 levels. That will increase the max dex bonus of your armor so if you have a decent dex you can do that. Mithral armor is also good but is quite expensive for heavy armor.
At your level though you should start thinking about gaining abilities that give your enemy a miss chance, like blur or displacement. As you increase in level you will gradually lose the AC vs attack rating arms race, and these abilities will do more for you at high levels to reduce the damage you are taking. Likewise if you can find ways to get DR that will do a lot for you.
Sadly, 3.5 had armor properties that did these things but I'm not sure where to find any for pathfinder.
Can any of these caster level feats apply to crafting magic items? Like can you make certain weapons and armor much earlier than normal?
Permanent items can allow you to qualify for feats so I don't see why not (though if you lose the item you lose access to the feat until you get it back). However, it would be reasonable to say that only a caster level bonus that applies across the board would count. Something that gives you a bonus to spells of a specific school or subtype of spells probably wouldn't.
Actually the Strand of Prayer Beads is a little weird this way. When you have them in your possession, the first time you cast a divine spell you suddenly know how to activate it. But it doesn't actually *require* divine casting to use; divine casting only gives you the *knowledge* of how to use it. Once you have the knowledge you can use it at will.
So I would say that without divine magic you would need to make the *first* UMD check to get the knowledge of how to use it. Once you know how you can use it no matter what your class. If there was some other way to learn how to activate it (like simply being told how by the crafter who made it) then you wouldn't even need a UMD check.
Diego Rossi wrote:
Yeah, we talked about this once in this thread:
At the very least you should be able to retrieve 250 gp worth of usable iron out of it, since that's what the material components cost. In an area with little iron but a decent supply of gold this might be viable. 250 gp buys more than a ton of iron.
The funny part is that the iron made by the spell can't be made into anything... except walls. Obviously they work fine as a wall so it's not clear why they can't be used for something else.
If they had just made the spell not permanent that would have solved the whole thing.
One could dip maneuver master monk to get a free dirty trick maneuver with a full attack.
I've seen the recommendation for a Maneuver Master dip in several places here. But it doesn't really work. Look at Flurry of Maneuvers again:
The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers
So a one-level dip into maneuver master will give you a free maneuver, but only calculating CMB as if your BAB was +1. That might work for a little while but you will quickly run out of gas on it.
Generally we play charmed as "everyone is my friend and I want them to stop fighting" Lots of Disarms and trips and such come out
This is basically how I do it in my games. The charmed character jumps in the middle and calls to everyone "whoa, wait guys I know this guy he's okay!" Being charmed makes the caster your "best friend" but does not mean your other friends are no longer your friends. It also does not mean that a dutiful guard will desert his duties just because his "friend" wants him to.
To be fair though I generally assume that evil beings make less loyal friends than good ones. If the bad guys are a band of recently thrown together mercenaries then they may not really be friends; it's just a job.
Casting charm person doesn't make an enemy obey you. You are friends, but in your "relationship" the spellcaster is not automatically "the boss." The charmed NPC may just as well expect the caster to go along with what he wants.
Casting charm person doesn't turn an evil NPC good, either.
Imagine that a Dwarf fighter (we'll call him "Dwarg") and an elven wizard (she'll be called "Eleiar") encounter a couple of orcs. Dwarg dispatches one and then strikes the other for several points of damage. Then Eleiar casts charm person on the remaining orc (we'll call him "Orak"). Suddenly Orak realizes that Eleiar is his long-lost best friend; he can't recall her name or where they met but he is sure of it. On the other hand, Dwarg is still clearly an enemy who has drawn Orak's blood, and it takes some intense persuasion by Eleiar to get Orak to back down. Orak is constantly trying to take Eleiar aside to explain that "we need to get rid of the dwarf" and despite Eleiar's insistence that Orak leave Dwarg alone, Orak may take it on himself to see that Dwarg has an "accident" when Eleiar is not looking. Orak thinks to himself that deep down he is doing Eleiar a "favor" by doing this because "Eleiar doesn't know dwarves the way I do. They are scum and she will be better off without him."
Think of Gollum if you want inspiration. He was willing to work with Frodo, but never liked Sam and tried to drive a wedge between them.
Actually, to be fair PFS has some strong limits on what magic items are available. No item crafting feats are allowed, nor are any custom items. Only low-level items are "always available" and you have to earn the right to buy better stuff, either by finding it in an adventure or by reaching a certain amount of "fame" (which is more or less tied to XP). This guarantees that unless you found it in-game you won't ever be able to dedicate too much of your wealth to any specific item.
Personally I think straight published-adventure-based games should allow magic marts since you basically don't want to spend time on that sort of thing. The GM should tell people what kind of things can be bought in the town (usually it will be a gp limit) and they submit their shopping lists and move on. Let's get on with the actual game, which was written assuming players have gear by WBL.
On the other hand, in sandbox games you can make a "game" out of a lot of things including finding items, so by all means adjust the world as you see fit. I actually do prefer this type of game and to me the high availability of magic items should have a lot more ramifications than are shown in most game universes.
But I like playing published adventures too and the magic items don't bother me in those since you just want to get on with playing the module.
Okay guys, the One Ring was not a ring of invisibility. It was a ring of greater invisibility. :)
Seriously though the one ring had a lot of powers that were only hinted at that Frodo and Bilbo could never access (their UMD wasn't high enough?) but Gandalf seems to think that the power he would gain by wielding it would make it too tempting. Clearly Gandalf has a really high Wisdom score... maybe he is actually a cleric who only looks like a wizard. :)
As has been mentioned elsewhere Gandalf and his order of wizards were actually istari, created beings much like angels. No human wielded magic in the books without the help of Sauron or other evil powers.
LotR makes for poor comparisons to Pathfinder because Middle Earth is a
The confusion here is due to the differences between the book and the movie. In the movie Narsil was kept in Rivendell; in the book Aragorn carried it around.
Yes, this is exactly correct. I still have a lot of my AD&D stuff and I could probably look up the exact text if it is needed.
The way I always handled this was that it was assumed that you sold the items at auction in a major city. I would do a little d20 roll and give the players 90+1d20 % of the listed value.
Occasionally I would have other items appear at the auction house determined randomly but it was rare and usually lesser items.
Tequila Sunrise wrote:
Actually no, 3.5. I am in a 3.5 game currently. Maybe it's an artifact of 3.0 but the magic items we have definitely have item levels.
I am currently in a 3.5 game that has run many years. We are nearly at level 19 now. It's fun but I wouldn't recommend it to too many people since it is pretty slow calculating all the bonuses you get and we often only get one encounter done in a session. Of course the GM has also given us souped-up magic items that give us the ability to defeat CR+6 or greater encounters. The big bad at the end of the current adventure we know is at least CR 29 and he probably has extra class levels, abilities, or minions in that encounter that we don't know about yet.
Most of our characters are poorly optimized. But at the power level we're at right now it doesn't seem to matter that much. One was very well optimized for 10th-15th level but his optimization gets nerfed by DR and most of the enemies at this level have that.
Against the right enemies my paladin can do somewhere in the neighbourhood of 300 raw damage against the right opponent assuming every attack (of 4) hits and he is properly buffed. That's pretty rare though so in a typical round I consider 120 damage over 2 hits to be decent.
Your issues regarding the "Christmas tree" problems are well argued.
Rather than using WBL, though, I might be inclined to make your "meta-wealth" based on XP rather than WBL. It would end up being a type of XP and therefore is completely intangible. Then you just reduce the total amount of treasure they get by 60%.
However, the basic cost of some items using your "meta currency" would probably have to increase to account for the fact that since those bonuses stack with other bonuses they become more valuable.
Yeah, this would be really cool. It would be the kind of game where pretty much "anything goes" as far as what the players are allowed to attempt. It would take a really good GM with lots of system mastery to make it work though.
Tiny Coffee Golem wrote:
1) Nothing says the demiplane portals have to be stationary. Also, you can make them whatever size you want.Actually this one is not true. It says specifically:
Portal: Your demiplane gains a permanent gate to one location on another plane, which can only be used for planar travel. This location must be very familiar to you. This gate is always open and usable from both sides, but you can secure it using normal means (such as by building a door around it).
Making a permanent gate to one location pretty clearly indicates that you can't move the gate. Also, since the caster has to be very familiar with the destination, it is unlikely that all the members of the Order would have houses or shops that are "very familiar" to the caster. The advantage of a ring gate is that you can just hand it to someone and they can take it home.
Tiny Coffee Golem wrote:
2) You only pay the permanency cost once. Then you can recast the spell to alter, which includes adding/removing doors. Says so in the spell.
Yeah looking at it now my reading is only castings that increase the area of the spell need to be made permanent; other castings have an instantaneous duration.
Tiny Coffee Golem wrote:
3) you could always have the entrance and exit right next to each other. Effectively functioning like a ring gate, but without the distance limitation. Hell, if you only used the deplane this way it would be far more cost effective than purchasing a crap ton of ring gates. Perhaps everyone is just told they're using ring gates, but it's in fact a small planar portal.
I don't really understand what you mean by "having the entrance and exit next to each other." A permanent teleportation effect that transports you to a location right next to you isn't much use. If you are talking about the "length" of the "tunnel" connecting the demiplane to the material plane, there isn't any. You are either in the demiplane or you aren't. And the gates don't have an "entrance" and "exit;" they are two-way, just like ring gates.
Tiny Coffee Golem wrote:
4)With a permanent demiplane you can have an effect that makes the casting of a spell effectively permanent.
I don't see any text in the spell that supports that statement. Maybe I am missing something? You can make the area an "enhanced magic" area, but that doesn't let you make spells permanent at will.
There's one more problem. That is, you can cast the spell to adjust a demiplane that you have created yourself. What if the original creator is long dead? Remember that the ORder has been around for over a thousand years. Is there a way to "take over" someone else's ongoing spell?
The gates for a demiplane are certainly valid, but you can just hand someone a ring gate. Each addition of a portal in the demiplane requires a new casting of the spell greater create demiplane, greater and you may need to re-pay the permanency cost after that to make the gates you added permanent... I'm not sure. It seems likely that if you made changes to a demiplane after you made it permanent you would have to re-pay the permanency cost. If not though it would certainly be cheaper just to add more portals.
Part of the idea is that the ring gates make it easy to transfer objects but not as easy to move people through them. Even with reduce person they may still be a little too tight, depending on the person. Also I wasn't sure if the Order would want a direct connection from an ordinary member to their demiplane. Having an intermediate area separating the merchants and the Order seemed like a good idea. But flavour it the way you want.
Frankly, when I read the description of a ring gate, putting the other end in a magic shop was the first thing I thought of.
The game tells us certain things about the magic item economy. It tells us that magic items can be sold for 1/2 price, and bought for full price, but while players can easily learn to craft items they never are able to sell them for more than half price. It seems strange that the economic system is so rigid. While this exists for game balance purposes, we can come up with a system for why this might be in a role-playing sense.
May I present:
In most civilized regions, the The Ancient and Esoteric Order of Artificers has at least one agent, or "member," often more in well-established areas. The The Ancient and Esoteric Order of Artificers (or AEOA for short, sometimes referred to simply as "the Order") exists as a means to generate wealth for its members and to guarantee the security of this wealth.
Consider the independent artificer. He has just gone to great expense and invested his time in crafting a +2 flaming burst greatsword. He now wishes to sell it for 32,350 gp, having spent 16,350 and about three weeks of his time making it. A fighter walks into his shop, and he shows the fighter his beautifully crafted greatsword. The fighter says "Sorry, but I'm actually looking for a +2 keen undead bane scimitar. Have you got one of those?" Our crafter doesn't, so the fighter leaves empty-handed. That night, a thief breaks into the shop and steals the greatsword and also several thousand gp worth of reagents he needs to make his next item.
So the problems of the magic merchant are these:
1. Maintaining an inventory of items is extremely expensive, and whenever you craft an item without already having a buyer you are taking a risk of having spent gold on an item nobody will buy. Possibly such an item might remain on the shelf for months or years before finding a buyer; considering the expense of such items we can expect only occaisional sales of them as most oif them are more expensive than normal people could ever afford.
2. Protecting crafted items from theft is potentially a very serious issue. A third level caster can get the craft wondrous item feat, but probably does not have sufficient resources to protect himself from being burgled by a 3rd level rogue with mundane equipment. Magical security can be built but it is very expensive and your low-level crafter is unlikely to be able to afford it. Even high-level crafters have difficulty affording it; if you are crafting items for profit the amount of money you have to pay for security can mean it takes along time for your crafting operation to simply break even.
This is where the AEOA comes in. This ancient organization has existed for milennia in one form or another and was founded by a group of crafters who banded together for mutual protection. Today the AEOA is present in one form or another in most "civilized" lands, in some places operating openly while in others it exists secretly. Most established merchants are members or associates of the AEOA.
Members of the AEOA communicate with and exchange goods with one another through the use of ring gates. These items allow for instantaneous transportation of any item that can fit through an 18" hole. Larger items like suits of armor can be re-sized magically before transport. Though the details of the AEOA's network of ring gates remains a secret, rumor has it they posess the means to make "master ring gates" capable of transporting objects further than 100 miles. Reputedly there is a single "headquarters" where the AEOA operates which coordinates the work of its members.
If a member receives a request for a specific item, and he does not have one available, he writes a request on a piece of parchment, seals it with his personal seal, and passes it through the ring gate. The other end of the ring gate is at the AEOA headquarters (whether there is one or many headquarters the effect is the same). If an item like that is available it can be sent via ring gate within a few hours. If the item needs to be commissioned then a quote will be sent back indicating the amount of time required and the price. The merchant then must reply whether or not he orders the item through the network. Commonly the item must be paid for before being received; commissioned items must be paid for at least 50% before work begins.
Members will also be offered the chance to work on items and will be paid a markup on items they craft for the Order. However, in order to become a member a membership fee must be paid to the AEOA; this fee covers the cost of the ring gate that the member has the use of and also pays of a share of the cost of operating the network and the security involved.
Members are paid 60% of base cost for most items they craft. Items of less than 1000 gp in value, including most low-level potions and scrolls, are paid for by the order at 70% of base cost. They are also paid 55% of value of items they have bought from the public. Members who order items from the Order pay 90% of base cost. An extra 50% markup is charged for "rush" items can be charged; a rush item is crafted in half the time normally required (more on how that is possible later). Members who are not busy with commissions may craft items "on spec" and receive 55% of the base price for them. Members who do not want to keep extensive inventory on hand typically work this way.
Note that a member can sell an item he has personally crafted to a customer in his own shop for full price, and he keeps the full profit. But it is assumed that this will be rare; for items that a person has crafted themselves the network provides a means of finding buyers.
Members have a number of obligations. Firstly, the prices charged by members are fixed and they are not permitted to bargain. Likewise they pay a fixed amount for items they buy back from the market. Members are not permitted to disclose any secrets of the Order, including how they communicate with the AEOA or how items are sent and received.
An "associate" is a person who answers to a local member of the AEOA. They can buy and resell items as members do, but they do not have their own ring gate, so they need to approach a member for such things. Any profit they make through the selling of crafted items provided by the Order or commissioned for the Order they must split with the member who brokered the arrangement. They have the same obligations with regards to pricing as members do. However, they do not need to pay membership dues. Typically there will only be one member in any but the largest towns; the right to be the sole member in a town (and thus have sole access to the Orderès network) is called a "franchise". The amount of dues paid by a member may in part depend on the value of his franchise. In major cities there are often multiple members. Note though that AEOA rules prevent them from undercutting each other.
In parts of the world where strong civilized governments exist, the Order commonly has made arrangements with the state government to enact laws guaranteeing an Order "monopoly" on the operation of magical shops and businesses. While little can prevent people from simply buying and selling things, the difficulty of operating without a shop or a stall in the marketplace makes it difficult for independent crafters to operate. Governments (particularly in Lawful states) are willing to put up with this as it guarantees them access to high level crafting and also constrains crafting to certain rules which promotes stability. Less orderly nations are often convinced to adopt such ordinances through bribery, or at least convinced to "look the other way" when agents of the Order use violent tactics to enforce their monopoly.
Morally the Order is strictly Neutral, though it tends to attract more lawful members than otherwise. They realize that artificers exist in every country, good or evil, lawful or chaotic, and if the Order is to coherently maintain the monopoly it has developed it must accept all these as members; to exlude any one group would be to create competition for themselves. In the interests of protecting the interests of the Order as a whole they do not allow themselves to become involved in politics or petty local struggles. They only intervene to protect and enhance their own position. The AEOA maintains a "faceless" presence; when buying or seling items to the Order a local member has no idea who made an item (it it wasn't him) or who will use it when it is sold (if he made it). It is possible that a lawful good crafter in Lastwall could make an item that ends up being used by a chaotic evil vampire lord in Ustalav... or vice versa.
The site of the headquarters of the AEOA is a closely guarded secret, and powerful magics prevent others from divining its location. The order has been around for milennia and if your players come up with a plan to rip them off, well, the Order probably thought of that one centuries ago and already has a counter in place. It is rumored that the headquarters is in Druma since the ideology of Druma is in harmony with the goals of the order. However, other rumors place the order actually in a separate demiplane created specifically for this purpose. This demiplane as a different rate of time, and time there passes at double the rate that it does in the normal world, allowing items crafted there to be finished in half the amount of "Golarion" time normally necessary. Rumor also has it that only those who have "acclimated" to the demiplane actually experience time at this rate; visitors experience the demiplane as if everyone else has been hasted or as if they have been slowed until they have been there for a sufficient time. Another rumor suggests that items crafted by the order include an enchantment that prevents them working in the demiplane unless used by a person who is acclimated to the demiplane. This makes it very difficult for anyone to penetrate the demiplane without invitation and any attempt to rob the Order would probably have to at the very least be an inside job.
The Order has the possibility of being a significant patron in a Pathfinder game. It is possible that one particular reagent has become scarce and the Order (or one of its members) hires the player characters to find a new source. Perhaps the Order needs to "discipline" a member who is violating Order rules or has broken faith with them altogether, and hires the PCs to "teach them a lesson." The order may offer a bounty on someone who has stolen from one of the Order's members. Or perhaps the party has to "convince" a local Lord in the River Kingdoms to honor the Order's monopoly rules.
All in all the existence of the AEOA justifies the system of pricing for the buying and selling of magic items in Pathfinder, and for magic stores that seem to have access to an extensive inventory. The Order tends to limit the ability of Player Characters to earn money by crafting items, though it does not inhibit them from doing so for their own use. The Order can also act as a starting point for adventures, since there are many reasons for the Order to hire the player characters.
I hope this may be useful to some of you!
It's not directly relevant to Pathfinder, but in 3.5's Savage Species there were a number of rules for handling characters with more than 2 arms. Pathfinder doesn't really have them because it hasn't really come up.
One benefit of extra arms was that if you used more than 2 arms to wield a 2-handed weapon, each extra arm increased the STR bonus to damage by another x 0.5.
If you are using that rule then a Kasatha 4-handed fighter with a single greatsword would add 2.5 x his STR bonus to damage for the one attack.
If you are doing it this way then I see no reason to let the rogue get all those extra attacks. How else can he keep up?
I do agree with BlackBloodTroll though that it causes the game to slow way down. I would almost be inclined to houserule that all off-hand attacks use the same damage and to-hit roll, just to speed things up. You hit, you hit three times. You miss, you miss three times.
I have an alchemist and am constantly using vials for my mutagens, extracts, and bombs. My DM had me buy vials to use for these and I track the number remaining after each session. If you just drink a liquid from a vial, as opposed to throwing one, can you reuse it?
Yes, of course. However, it does not reduce the gp cost to make a new potion, if you are using the brew potion feat.
I am currently playing in a 3.5 game where the GM has designed custom elemental-themed artifacts, one for each party member. It provides a theme for the campaign. They are fun, though the design of the artifacts does take away some character design decisions from players since you want to optimize your use of the artifact. We are currently 18th level.
If one were to calculate the gp value of the artifacts it would be huge and it would totally knock us off the WBL scale. The GM compensates for this by adjusting the CR of encounters up by about 4 or 5 levels. We know the boss monster of the adventure we are in is a CR 29 monster and we don't know if he has any upgrades that raise that or how many minions he will have when we find him.
The campaign is fun, but there are a lot of things that just don't work, mainly involving spellcasting. Our Wizard isn't especially optimized though he's not bad and his artifact lets him do wonders with metamagic. But at the CR we are at, every monster makes almost every save, and summoned monsters are completely useless because their CR is not adjusted upwards.
Having experienced this distortion of a game first-hand I would prefer a game where the enemies are CR-appropriate. In other words the GM is doing his PLAYERS a favour by using WBL.
I agree that there are too many demons, devils, gremlins, dragons and giants. I also don't think we need too many more good-aligned outsiders. Undead too- a lot of undead that we've been seeing seem to me like the company has been scraping the bottom of the barrel.
Don't want to see as many high-CR monsters. There are templates and class levels that increase CR but such things generally don't reduce CR. Therefore it seems to me that CR needs to be skewed a bit lower. Also, most new campaigns start at level 1 but many don't finish, which means that really high level monsters will be seen less often.
Really the design team should not worry about page count so much... they should instead only approve monsters that are really outstanding, and reject the ones that will probably only get used once in a campaign, if that. If they are waiting until 2015 to publish then they can probably do that.
To address the name issue, I agree that some names get to be difficult to pronounce. I don't have a problem though if some other "slang term" is included which locals refer to the creature as.
For example: "The Xabãzhutsiioy'khphh, also known as a 'lava toad' by the tribesmen of the Mwangi expanse, is not actually related to the toad..."
For intelligent creatures, I wouldn't mind an entry that differentiates the name the creature uses for its own species versus the name humans use to describe it.
Beings with teleportation ability might simply bug out and look for a new hidden base. If they did it would turn the next set of encounters into a mystery, and the players have to figure out where the bad guys have gone.
On the other hand, if they are running out of mooks, teleportation lets them go elsewhere for reinforcements (if the party can go back to "regroup" so can the bad guys). If they are planning to "dig in" then the party may return to find that many of the people they have killed have been replaced, and the new ones are expecting trouble.
Likewise having the bad guys call in reinforcements also means that their attack on the town might be able to go ahead as planned. A bit rushed, perhaps, but nevertheless still a serious problem.
If you want a science-y explanation of the ethereal plane you can refer to beings on it as "out of phase." This causes beings who are in such a state to become insubstantial to us and vice-versa. It may have some connection to "hyperspace" or "subspace" if your adventure uses those.
Star Trek periodically had beings that were like this. There's also "Final Fantasy: The Spirits Within" for inspiration. Things that have the Ghost Touch property can be given it by technology if you want.
If you are starting a campaign from the beginning make sure you tell players what kind of environment it will be. The players can come up with their own ideas and they will be unlikely to want to play the "knight on the horse" in such a campaign.
My point is if the players are informed of this ahead of time they generally don't need to be coddled. They will figure out their own solutions.
You may be able to just fix your wizard. Take a level of crossblooded sorcerer with dragon/orc bloodlines. If you are an admixture wizard that's even better. Varisian tattoo, spell specialization, intensify spell are your friends. Magical Lineage for your main damaging spell of up to 3rd level. Empower rods are nice. So is blazing robe (or another element robe if that's your thing).
A wizard 5/ crossblooded sorcerer 1 with a blazing robe, spell focus (evocation), Varisian tattoo (evocation), spell specialization (fireball), and a blazing robe can cast a fireball for 9d6 + 18, average 49. If you have a rod of empower instead of the robe that's 8d6 + 16 x 1.5, average 63. That won't instakill most CR 6 monsters, but will take out most groups of CR 4s.
At lower levels you can do the same kind of things with burning hands. A wizard 2/ sorcerer 1 with the same build can cast burning hands at 5d4 + 10 (average 22) instead of 3d4 (average 7) for a level 3 average wizard.
Look at the guides to see more details on how this works.
If you were going to get a whole new character anyway then maybe your GM will let you retrain your feats and traits so you can redesign the wizard you're playing. Perhaps some kind of magical event or effect.
Yeah, I think this would inhibit most mounted characters. You have a lot of obstacles and difficult terrain to work with. On the other hand, mounts are often not able to participate; most dungeon environments are hard on mounts too.
A small character with a medium mount will have an easier time but it is still a problem.
Rangers don't usually ride their animal companions (though they certainly can). The right animal companion in these environments could be really awesome - something with a climb speed and jumping ability would work very well. So if your ranger knows what to expect he could really cash in here.
The Paladin class has an alternative to a mount which is actually better for most dungeon crawl games and probably would be good here too.
Not sure about cavaliers - there may be a non-mounted archetype around somewhere.
Riding lizards would be good in a jungle environment - they're not fast but they can take the heat and they tend to have a climb speed.
Playing an exiled royal is a tricky one. You have to work with your GM on it, leaving room for your GM to fit it into the campaign.
Do you anticipate that your character will eventually try to reclaim their lost place? If so, the GM has to make room for this. Becoming the monarch of even a minor nation like Korvosa instantly creates a lot of power and influence for the character but also forces the character to work hard at maintaining control. This can kind of derail the campaign, unless other players also have similarly important backgrounds. The party is supposed to be a team - imagine if everybody in the party had such a background. Furthermore it significantly warps any adventure seeds that come from Korvosa, so if the GM wanted to do something with that city he has to adjust everything based on your character.
On the other hand, if your character never intends to return to the kingdom of her parents, then you should let the GM decide where it is. He will have an idea as to where the campaign will go and what places will be a part of it. Figure out what it is like rather than where it is and let the GM do the rest. It could easily be somewhere like the River Kingdoms, or off the map in Casmaron or Iobaria.
There is a system in Ultimate Campaign for running a kingdom. It isn't very good and it takes most of the RPG out of it but it can be a decent starting point.
You should consider the "Noble Scion" feat from the Inner Sea World Guide. It helps come up with a noble concept for your character. There are several options depending on the type of character you have. Also you probably want the leadership feat if you are ever getting your kingdom back.
A chaotic character probably doesn't have a lot of respect for the institution of the monarchy, and she may wish to rule because "it's better to be on top" but a chaotic character will probably have a lot more fun undermining other monarchs than ruling herself.
Ability Score: Str: 14, Dex: 18 (need high dex), Con: 14, Int: 16, Wis: 16, Cha: 14 (base 12 then 25 points buy standard) I think I have counted it right?
I think you have this wrong. If you are starting from 12 then this is the same as a +2 across the board, which means it should be the equivalent of:STR 12 - 2 points
DEX 14 - 5 points (+2 human)
CON 12 - 2 points
INT 14 - 5 points
WIS 14 - 5 points
CHA 12 - 2 points
That's only 21 points. Unless you don't get the +2 for being human in which case you've spent 26 points.
BTW, if you want to make wine the skill would be "craft: vintner." A brewer makes beer, not wine. Traditionally, though, aristocrats do not work or take trades; other people do the work for them. You could try "profession: wine taster" which would be a suitable thing for an aristocrat and doesn't really require them to work.
One way to help yourself with your background is to spend your starting skill ranks and then come up with stories about how your character learned those skills.
Your equipment isn't important to her background unless it is inherited.
Her relationship with her brother though is VERY important. Is he her enemy? Did he support her father in exiling her? Or is he a potential ally who might help her return? Does he see her as potential competition for the throne? These things you need to set up with your GM.
Ok wait where can I read about the different bloodlines of races? (particularly aasimars) it wasn't in the prd.
The variant heritages are from the splatbook "Blood of Angels" which isn't in the PRD. Only stuff in the hardcovers makes it to the PRD. You can find some details here: http://www.d20pfsrd.com/races/other-races/featured-races/arg-aasimar
If you are planning on playing an Aasimar I would recommend getting the book though. There's some good stuff in there.
BTW for the original poster - Arcane Strike is another feat that Aasimar immediately qualifies for because of their SLA. And yes, Archon-blooded does seem very good for an inquisitor.
By tenth level players do need to be prepared for mind control. Dominate person will always have a DC of at least 17, and it comes into play around that level or a little before.
Dominate person can be completely blocked by the first-level protection from evil spell. Even if you don't cast it until the dominate drops, you still get a second save from it at +2. It is both arcane and divine, so it's on just about every spell list.
You totally want to get wands of it; it doesn't really scale by level except for duration so it's an ideal wand spell. If your GM allows wands with spells modified by metamagic you can get one with reach spell so you can do it at range.
If your GM allows custom items a continuous slotted protection from evil item would cost 4000 gp. Unslotted would be 8000 gp.