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So... Weird words.
I think to recall that it worked as a ray... And I found here that Arcane strike worked with rays:
Does that mean that arcane strike applies to weird words too?
Oh, good catch.
I was actually using both D20 and the book and I was confused by the wording.
So, thanks again for pointing that to me!
Thanks to everybody for their advices!
At the end, she went for the sound striker archetype.
She also changed a few spell; adding Chord of shards and Sonic scream to her list...
We had a session on Monday night and she seemed rather satisfied, so thanks again!
Actually, I was thinking about doing just that.the barbarian was going to be absent for the next session, and I thought about introducing a quasi-NPC. A side character, a ranger, that she would have played to round up the party...
The session ended up being cancelled, so moot. Still, I am tempted to do just that.
On the other hand, she has played another character in another campaign, a half-orc, strength 18 and two handed greataxe... so, yeah, the damage output of her bard might seem a bit inadequate in comparison...
Still, I will suggest all these options...
I actually really like that idea... I will mention that idea to her...Maybe a talisman or "bad-asser shape" found on a druid that would just so happen to also work with a kitsune fox shape...
I am the DM and I have no problem with her switching stats or feats around or even rebuilding her character with a different archetype, or even a different class, although I would really prefer if she kept the "flavour", so a skald would be ok, but a paladin, well, I'd be reluctant...
I was the one that rolled the original character, and she had told me that she wanted to play as a bit of a spellcaster... So, I thought to myself, in the back, with a good charisma for the bardic goodies and DC and the ability to activate wands and stuff, and a high dex for the DC and the ability to shoot rays...
Race, Stats and feats please. "a bard" can be many things. Singing wimpy wuss, or greataxe-wielding half-orc officer.
Fair question and apologies for not posting these in the OP...
She is playing a level 7 Kitsune (they will be levelling up next session, actually).
Right now, her strong stats are charisma, dex and wisdom, with int and 12... (wisdom because the party is quite low in these and lacking a rogue).
The other members of the party are a urban barbarian, a cavalier and a sorceress...
I actually looked into the skald, bought the book last week in fact and lended it to her.
My plan is to get a few options and then bring them to her to decide which appeals to her the most...
Thanks for everybody's suggestions, by the way...
A player of mine posed me this conundrum; she likes playing her bard but feel inadequate as she does not feel like she is dealing enough damage...
I know, damage is not what a bard is about but...
Any of you would have any suggestions? Oh; and she would really like to keep bardic knowledge, so that restricts the choice of archetypes a fair bit... fire dance maybe?
What would you guys suggest?
The field agent (from Pathfinder society primer) can take sneak attack has an advance training.
There is no mention about taking this particular training multiple time, so; based on the description of the class; the player could not take it more than once.
Same thing with the great casting, actually. The character can only improve his spells once?
So, the lance deals double-damage when used "from the back of a charging mount".
Do you know if there other weapons that have that advantage? I suppose it is more of a jousting lance and that's the reason why this bonus does not apply to, for example, a longspear... or any other bracing weapon...
It just always struck me as a bit strange and I was wondering if others felt the same...
Here is an item I designed... What do you guys think?
HEADBAND OF THE TRICKSTER GNOME
Slot headband; Weight 1 lb.
So, basically, I am designing a magical harp for the part's bard. He lacks any ranks in musical skills so we agreed that it would be fun for him to have a harp that plays itself... and can give a Bonus to perform (basically, he just holds it and pretend to be playing, requiring a bluff check, opposed by either the sense motive or perform skill of the person on the other side...).
So, the +5 Bonus to perform is easy. it cost 5² x 100 = 2500GP.
The self-playing part seems to call for a "ghost Sound" spell, as written, it would seems like it would cost 0.5 X 1 x 2000 = 1000GP.
Multiplied by 1.5, that'd make a 4000GP items.
I would also judge that the harp can only "hold" a certain number of tune, let's say half a dozen, and that tunes can be erased to make room for new ones. "Loading" such a tune into the harp would require played on the harp by somebody that has at least a +5 skill modifier to his perform skill.
Now, I ma thinking that the items might be more interesting in use if you can put it on the ground and it Plays by itself... But, based on the description of the spell, it seems like the harp could only Play for a round...
Is there something I do not understand?
Ps- As usual, the goal of my question is as much for me to clarify and improve my understanding of the rules than to have a simple answer, so if you could explain your answers as much as possible, that'd be much appreciated...
Durngrun Stonebreaker wrote:
Unless that weapon is different (don't have the book), wounding does 1 point of bleed damage per hit. The enhancement bonus has nothing to do with it.
You are indeed most correct. Funny that, I was convinced otherwise... Actually, it makes more sense that way...
Re-doing the math, the pricing seems actually similar to the rapier...
I ended up calculating a theorical price of 30 000 for the ability to be "always on".
Adding a +3 enhancement on a +1 item, would rise the price of this weapon by... 30 000 GP, from 2000 to 3 2000 GP.
But the rapier is more powerful, dealing an average 3.5 (id6) instead of 1...
Thanks for info. Xeryz, is is interesting...
I see... it does make sense...
I'd like to give my players their "dream items", something that will accompany their character through the campaign so, this sort of runs against using sub-optimal weapons... Although, I generally round up the cost of the magical items I design...
Case in point, the party thief has expressed her love for the Elven curve blade, as well as for viridium weapons.
Fake Healer wrote:
It just plain shouldn't be allowed. It is, as you said, overpowered to have a weapon that does 1d6 con damage with every hit. Some abilities just shouldn't happen.
Indeed, I certainly agree with that, but I wish to have the numbers, mostly to improve my understanding of how to calculate this kind of values for other spells...
And, yes, there is a dagger of poison that use the poison spell and is much cheaper too (8000gp) and I will most likely end up using that template...
But I would like to make sure my math is, at least theorically, correct...
The rapier of puncturing (page 159 of "Ultimate Equipment") is a really nifty weapon and I have been looking at it to try to understand the design behind the magic weapons a bit before.
Basically it is a +2 rapier that not only has the wounding quality, but also can deal 1d6 points of constitution damage three times a day.
Ok, so the 320 GP are easilly accounted for, this is the price of a masterwork rapier.
Then, the wounding ability is a +2 enhancement, so the rapier is the equivalent of a +4 weapon (I guess, it means it deals 4 points of bleeding damage? Nasty...).
That means that a +2 wounding rapier would cost 320+32000 =32320GP.
So, the nifty 1d6 con damage three times a day will costs 18000 GP.
Now, I believe that adding a secondary ability on an object increases its prices by 1.5 which suggests that the price of the spell, by itself, would be 20 000 GP.
A use activated spell costs 2000 X Spell level X Caster level so that suggests that the spell level X Caster level is 10.
If I am wrong about the 1.5 the cost bit, that makes the caster level X spell level = 15 which makes much more sense. It is a third level spell cast by a 5 level mage as soon as he gets it, makes perfect sense.
Now, I can't find any spell that deals 1d6 points of constitution damage... The weapon description mentions the spell "harm" that deals the usual hit points damage and... is a 6th level spell... So, could never produce a SLXCL value of 15, let alone 10...
Now, I understand that these discrepancies could be there simply for balance and flavor reasons and that the formula does not really apply.
But it makes me wonder if it is the case or I am just really misunderstanding the math behind such complex weapons... so if anybody more knowledgeable than me could fix my misunderstandings, I would be most grateful...
Amusingly, I logged on the forum to ask the same question: what's be the cost of of a shortsword that'd give a +2 bonus to strength.
8310; I believe, was my calculation. 9510 for one made of reinforced viridium...
I was also thinking about one that let you cast "enlarge person" on yourself; I guess it would cost 10 (base)+300 (masterwork)+200(viridium)+1000(reinforcement)+2000(+1 magic)+1800*1*1*1.5 = 6210 gp.
Now, I might make the activation a free action, but raise as if it was "use activated" instead and, in this case; the cost would be:
Or is there something I got wrong?
As far as funky weapons, I recently gave a masterwork heavy crossbow to one of my player and, in a spur of inspiration, described it as shaped like a skeletal dragon, with the bow like the wing bones of a dragon. He really liked it and made it into his weapon of choice, even taking a proficiency feat he was not planning on so that he could actually use it.
Or am I wrong?
Or maybe have it work as a "see invisibility":
Anyway, thanks for your patience and advices. I love tailoring magic items for my players, but I am new and not very good at it and I am always worried about "breaking the game"...
You're right, I was confused.The price I gave was for a CL1 item, but then, I remembered the CL3 requirement... So, I adjusted that in the item description and in the damage, but not in the price...
Also, there are some special rules for haunts.
You could drop a few of them on your players (I imagine, each haunt could be a different aspect of the druid's personality, maybe personalize them to reflect the various animals he turned into. Or maybe it's not one druid but a whole convent that died). That could keep them busy for a while...
And, if you still find your ghost druid lackluster in a single fight... Cheat. Give them abilities the rules don't say he should have... Maybe he can still turn incorporal in his animal form. Maybe his presence is so infused in the local surrounding that he can use summon animals at will, even in his animal form, as a free action and an unlimited number of times a day.
Well, changing the damage to acid was mostly cosmetic and to impair my players...
So, I could use the helm as initially priced if it dealt fire damage, right?
Ok, actually, it makes somewhat more sense as a arm item that way:
Bracers of the Forest Drake
This helmet is formed from the head of a Forest Drake and seems to retain some of the creatures power. When a command word is spoken, the helm adds 3d4 points of acid damage to its wearer next melee attack.
Well, now I imagine a whole suite of armour, your helm, these bracers, and, I guess, a suite of studded leather that grant resistance to acid. Maybe a pair of boots that mimickate the drake's speed surge ability...
What do you think?
Ok, I did initially post it in its own thread, but it did not seem to generate much interest... I have since reworked it a bit, and here is a good thread for it anyway...
Helm of the monitor lizard.
-This helm was designed based on the burning hand spell.
So, once again, I am working on designing magic items tailored for my party.
One idea I had was to give a "helm of the Komodo dragon" (or some such name).
So, I'd like to know if people agree with my pricing or have any suggestion to improve the item.
Another idea I had was simply to give him an item that grants extra round for his rage but, once again, I could not find any on have no idea as to how to even start pricing such item.
Anyway, thanks for any help you guys could bring to it, I always prefer to have the opinion of more experimented DM before twicking the mechanics...
So, now that the bard left the group, my party finds itself without a healer. Between magical potions, I decided to throw a wand of minor healing at them.
They have also found a magical ring (initially, a ring of spell knowledge I had put there for the bard) but have not so far identified it.
Anyway, I think my pricing is correct, but I'd like you guys' opinion.
Wow, thanks to both of you.
Both of these are great and fairly close from what I have in mind (I did not believe I was particularly creative, I just couldn't find anything).
Both are quite a bit more powerful than what I had in mind, however.
Let me starts from the sun blade, as it seems closer from what I have in mind:
So, based on that, it would seem like both the sunlight illumination and the enhancement I want are too minor to even qualify as a full level enhancement.
So, I guess, I could add "invulnerability to sunder" on top of it and maybe another minor other effect and that'd be about worth a +1 enhancement.
I am also thinking about adding "ghost touch" to the item after all, ghosties do still exist on our plane of reality, so cutting reality in half should affect them just the same...
That'd sounds like a pretty good weapon already, I think... What's your opinion?
Anyway, thanks for your help guys!
So, a player of mine is rather adamant about using two bastard swords for her two handed fighter.
Now, I was wondering about designing a magic weapon to go with it.
I am thinking about making it a +1 enhancement bonus. After all, the main effect is that the weapon deals 1d10 instead of the 1d6 she'd be dealing with a short sword, so it's effectively a +2 bonus to damage rolls, in average and that's not better than the +3.5 she would get from a flaming sword which is also a +1 enhancement...
Do you guys agree?