Wow... just wow. That was a good laugh.
Payne Mykonos wrote:
Also, if the undead have channel resistance, that adds to their will saves against the command undead feat:
I think the duration is permanent; otherwise, how would there ever be a new day for the intelligent undead to attempt a new saving throw?
It does not require concentration to maintain, so I don't think it ends when the cleric is unconscious.
Use spells like unhallow or desecrate to buff saving throws. Also, an enemy necromancer capable of using control undead could counter the cleric. Also, Shadows are a type of undead that only do strength damage. This means that other undead cannot be harmed by them, which might be useful if the cleric keeps using command undead.
I'm fairly certain you can craft 2000 gp per day (4000 with the assistant) by adding 5 to the DC, especially given the order it states these things:
Also, the reason it mentions that it is accelerated to 4 hours per 1000 is probably because:
If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks.
So by RAW I don't see anything stopping you from crafting at double speed for the full 8 hours.
Spontaneously casting cure spells is a class ability that oracles can have. If a lammasu doesn't have any of the class abilities, it would not have the ability to spontaneously cast cure spells, either. It must choose cure spells as spells known.
Because the lammasu doesn't get cure spells as bonus spells, it is selecting them as part of its spells known.
Fabricate Bullets allows you to craft 30 gp worth of firearm bullets at the cost of 2 gp. Even selling at half price, it's a net gain of 13 gp. It's a level 1 spell. If you can cast it as much as you want, you can earn a lot of money with it.
Vanish is the level 1 invisibility spell. I'm sure you can see how this would get used.
Blood Money lets you take 1 Str damage in exchange for 500 gp worth of material components for a spell. You can take as much strength damage as you want, so if you took 10 str damage you could cast a spell that would normall cost 5000 gp. Combined with lesser restoration gives you lots of expensive spells, but no single class has access to both of these spells, so it might not actually work. But, someone more creative than I might know another trick.
Souldrinker is a funky prestige class. It gets Energy Drain at level 2. When you use the Energy Drain ability (it's an at will ability) you get soul points. Soul points can be used for material components, crafting magic items, and a few other things. If you only have 2 levels in souldrinker, a 2 HD animal will give you 100 gp worth of souls to use in crafting or whatever. You can summon things with 2 HD with summon monster 1. So, you can summon a bunch of wimpy animals, energy drain them, and then use their souls for other stuff.
Grace is a swift action and lets you run around without provoking AoO. Good for clerics that need to reposition themselves.
Scratch the gallant inspiration, being that it's a level 2 bard spell.
But, the other thing is buff spells like Resist Energy and Shield of Faith. Both of these scale with level, so you could use these feats to have basically a permanent +5 deflection AC and 30 energy resistance on the entire party. I know from experience that that can make things a little easier than they should be... because I like to break things...
Infinite summon monster 1 can give a level 2 souldrinker infinite money (summon a 2 HD monster, use the energy drain on it, repeat). The money can only be used for certain things, though.
Being able to cast lesser restoration at will would pretty much negate ability damage from the Blood Money spell, which lets you cast expensive stuff without any worries - including animate dead. You would have to multiclass for that, though.
There's a few immediate/swift action spells that would be spammed a lot (Grace and Gallant Inspiration are the first that come to mind). Prepared casters would get a lot of versatility for their lower level spells.
Borderline constant invisibility - which goes well with the summon monster spells and animate dead.
Fabricate Bullets at will would be a stupid way of getting infinite money.
I would compare with Spell Expertise. There are probably other ways these feats could be abused, but those are the first things I thought of.
Also, is it meant to work with people that multiclass? Like, 3 levels of divine casting and 17 levels of arcane would let you use the Improved Spellcasting Reservoir for both classes?
Find Traps on an item would depend on the caster level you wanted. If you wanted the minimum caster level:
2 (spell level) x 3 (minimum caster level) x 2000 = 12000 for use activated (at will, uses the weapon slot)
It would be 24000 if it was slotless.
12000/5 = 2400 gives the price for being able to activate it once a day (it would be 4800 if it didn't take up a slot).
And that was base price; crafting cost would be half that.
In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites.
Well, by RAW, I think that's just scrolls, potions, and wands. Wondrous items usually use command word or use-activation, which is in a separate category on the chart for Magic Item Creation, so I think you can make any of those without the spells if you can make the crafting DC. Metamagic rods I think can be made without the metamagic feats they give. I'm not sure if rods and staves that cast spells are spell-trigger, spell-completion, or use-activated.
The reason Hideous Laughter wouldn't work is because it is a single target spell. In most cases, a mass version of the spell will bump it up several levels. Mass Cure Light Wounds, for example, is a level 5 spell, whereas Cure Light Wounds is a level 1 spell.
The Copper Dragon has an ability called Mass Laughter:
SRD Copper Dragon wrote:
That's where the idea of it being the equivalent to a 6th-level spell comes from. CLW goes up four spell levels for the mass version. Hideous Laughter would also up four spell levels if there was a mass version (going off of the wizard spell list).
If you go off a bard's spells, it might be 4th or 5th level.
I hope this helps to clarify.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
So based on how immunity to mind-affecting effects is described, morale bonuses would be included. Undead like vampires have a Sense Motive skill modifier, so I am fairly certain they are not immune to bluffs. I'm pretty sure the same goes for diplomacy, but I'm not sure. And I don't know for intimidate, I'd have to look around.
Agreed, using the level 1 spell wouldn't give an appropriate price. My guess would have been that it's a fourth level spell effect, but he pointed out the example of a sixth level spell effect that does it. So it would be spell level x caster level x 2000 (use-activated):
6 x 11 (i'm assuming wizard spell) x 2000
If it's a bard only thing:
So, it would be MUCH more than 3 or 4 times as much, because you have to add to the spell level AND to the caster level, not just the spell level. You'll have to figure out what level spell you would be emulating.
Also, 1800 is command word, 2000 is use-activated. They're a bit different, but use whatever makes you happy.
Slotless: Items not worn or carried in one of the above slots are called “slotless” items. Sometimes these items take the form of trinkets, like figurines of wondrous power. Other times they are larger items, such as the carpet of flying. Typically the possession of such an item is enough to gain its benefit, but sometimes one must manipulate and activate the item.
This is why slotless items are worth extra; you do not need to wield them or hold them or anything in order to use them. So he could actually scribe tattoos all over his body for each slot and be able to choose which tattoo to use when necessary; they don't even need to be in the hand slot.
Transfer Tattoo makes tattoos transferable. Discounts would have to come from alignment, class, and/or skill restrictions (unless you want to house rule stuff).
I've seen debate over whether these should decrease costs or not. By RAW, I would say they decrease cost, but you can interpret these things how you want.
Caster's Tattoos use a swift action to activate, but they're a bit different from what it sounds like you're going for.
This is what the rules have for metamagic rods (and, by extension, a metamagic tattoo):
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).
Metamagic rods (which is what the effect of the tattoos sounds more like) function the same way as the feat. In the case of someone using a metamagic rod, it makes the act of casting a spell a full-round action if they are a spontaneous caster. In the case of a prepared caster, it has no effect on casting time. Activating the metamagic rod (and a metamagic tattoo, from my understanding) would not require an action. It's effects would be dependent on the type of caster.
A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder.
. So, only one tattoo can be used on a spell at a time.
The cost should be double unless the tattoo is given alignment, class, and/or skill restrictions, because it IS transferable with a spell.
Tattoos (and rods) both take no action to activate. Spontaneous casters are required to cast the spell as a full-round action unless using quicken spell.
Only one rod (or one tattoo) can be used at a time.
Essentially, the tattoo just means he doesn't have something in his hand. It's not a big deal if the cost must be doubled (also, if tattoos can have discounts for restrictions, so can rods; he should definitely be spending double the normal amount for the tattoos)
Hope this answers all your questions.
The Sleeping Dragon wrote:
Are there ways of increasing the speed without the use of hedge magician trait, or peing able to cast planar travel spells?
For increasing speed, these are the things I know of:
Amazing Tools of Manufacture (you have to use the craft skill, but it doesn't specify whether it's only for non-magical stuff, so you could use Craft: Tattoo).
Cooperative Crafting if you happen to have a cohort or something that can assist.
This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by 5.
Dwarf favored class:
Wizard: Select one item creation feat known by the wizard. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.
Perhaps when it's not my nap time I'll look at the other questions you asked. Hope this helps.
Summon monster spells eventually give you access to healing spells. Summon Monster 3 I know can get lantern archons with aid (temp hp is kinda like healing at least). Later you can get cure spells and even heal. Not as effective as a straight up cleric, but it's something.
My two friends were playing thieves (back in the day when they weren't rogues) and were in the process of looting a treasure chest. A monster popped out of nowhere and knocked one of them unconscious. The one that was still standing decides to retaliate:
Thief: "You hurt my friend!" *rolls a natural 1* "... And I'm not gonna do ANYTHING about it!" *dies*
87) Deliberately mispronouncing a demon's name makes it sickened and staggered.
88) You can run 120 feet in six seconds. If you mispronounce that demon's name, you can now run only 30 feet in those six seconds, because saying that name just really slowed you down... somehow...
89) If you can normally swing a sword 4 times in six seconds, mispronouncing that name takes so much effort that now you can only swing it once.
Robe of the Archmagi is the best example I've found of an item with multiple discounts. The price is only 75000, but the spell resistance on its own is worth 60000. As soon as you put the saving throw bonus on its already worth over 80000. At one point I figured out an approximate value for it, and it was well over 100k. Adding all alignment, class, and skill restriction discounts was the only way to get the price to 75000(plus change). And the crafting cost is 50% the market price. This is one of the items that I base my previous statements on (that you can use multiple discounts and such).
RAW does not exclude any types of magic items from being discounted. As Malachi mentioned, tattoos are already exclusive to an individual, so it would be sensible to rule that discounts cannot be applied to tattoos. However, the RAW does not support this, because RAW doesn't have anything excluding particular magic items from the discounts. As much as I agree that it is a very silly idea, you can technically apply the discounts to a tattoo.
I don't know what RAI is in this situation, but a 30% discount for an alignment restriction probably won't screw things up that much. As you said, you're essentially handing out ioun stones that can't be sold. Also, I'll just mention that I've found cheesier than the 65% or so discount you can get if you use all of the discount things.
I love how the whole thing where the GM can use it is supposed to be the ultimate argument winner for things that seem powerful... My GM actually HAS used that against us... It was quite a pain to try to handle the 4 or 5 rogues that were suddenly full-attacking (with sneak attack damage) the spellcasters.
aah k , and what about choosing squares for the lugage?
I think everything is in the same arrangement before and after the teleport. So, if the fighter is in front of the wizard and the rogue is on the wizard's left when the wizard teleports, I think that's how they finish the teleport. I have no rules for that, though, I'd have to see if I can find anything.
I'll use the FAQ from dimension door:
Dimension Door FAQ wrote:
The restriction of no more actions only applies to the caster (no restriction on actions from dimensional steps, btw). By extension, the restriction of having used up a standard action only applies to the caster. The other two will still have all their actions.
This implies that any creature always has only 15 slots. Regardless of how many heads, arms, legs, or whatever a creature has, it cannot benefit from extra items. Yes, you can argue that this only specifies humanoids. Again, I don't know where there are rules for this, so I'm showing the rules that relate to the question.
As for goggles of minute seeing (I didn't see an item called goggles of true seeing, this is close to what you probably had in mind)... technically, by RAW, just one head has to wear them. It says "placed over the eyes of the wearer," but it does not say that it has to be ALL of its eyes.
Malachi Silverclaw wrote:
From the magic items page:
Use Activated: This type of item simply has to be used in order to activate it. a character has to drink a potion, swing a sword, interpose a shield to deflect a blow in combat, look through a lens, sprinkle dust, wear a ring, or don a hat. Use activation is generally straightforward and self-explanatory.
Before I say anything else, we disallowed making an item that does that with true strike, for the reasons you said. It's slightly retarded that it's 2000 for +20 to all your attacks.
That said, if you went strictly by formula, wouldn't that work? I don't see why it would affect something else with true strike.
Malachi Silverclaw wrote:
Ah, I didn't notice the earlier maths. My bad.
Disallowing discounts for the tats does make sense, actually. Although, weird players might try to argue that if the person had split personalities, the discounts prevent the tattoos from being used by all of them...
I have no idea where to find actual rules for that situation, so I'm basing this on the Vestigial Arm ability that alchemists can get:
So, based on this, they would have multiple neck slots, but could still only wear one neck slot item. That's my best guess.
In case you want to see where I got my information.
You can disregard the third paragraph, being that you are going to be following the rules for magic weapons. I just kept that in case you wanted it for future reference.
As for making the flaming longsword:
You have a +1 longsword to start with. If you just add flaming, you calculate the cost as though you were making it a +2 longsword. This is because flaming is worth a +1 enhancement bonus, which adds on top of the existing +1 to make it a +2 for the purpose of determining the cost. This does not mean it is a +2 longsword; it is still just +1 to hit and damage.
The price for a +2 weapon is (2)^2 x 2000 gp = 8000 gp. Subtract the value of the existing +1 longsword (worth 2000 gp) to see what the INCREASE in base price is: 8000 - 2000 = 6000 gp. The cost for crafting that is 3000 gp, and would take 6 days (unless you do the accelerated crafting, which could reduce the time to 3 days).
If you wanted to make it a +2 flaming weapon, the total base price would be 18000 gp (the value of a +3 weapon). The increase from the +1 longsword is 16000 gp, the crafting cost would be 8000 gp, and it would take 16 days (8 accelerated).
A +1 flaming bane weapon would be the equivalent of a +3 weapon. Bane is worth a +1, and flaming is also worth a +1. A weapon has to have a +1 enhancement bonus before adding other abilities, which is why I made it a +1 flaming bane weapon. So, the overall enhancement bonus for determining cost is +3, but it is a +1 weapon for to hit and damage bonuses. The base price is 18000 gp, which would require 18 days and 9000 gp to craft.
You would also add the cost of a masterwork weapon into these figures if you didn't already have one to work with. I assume you would just buy one, though.
Clear as mud?
It's not specified, but I think you have to be touching the other person being that they are brought WITH the caster. It also does not specify how far the willing target can be, which I think implies that they have to be with you (next to you) when you use the ability. The wording is similar to teleport and dimension door, if you want to compare the ability with those spells.
Malachi Silverclaw wrote:
Yes, but only if you can't add the discounts to that. Discounts make things much cheaper if you stack them up (and again, I don't know about RAI on this).
True, but our GM scales baddies up if we get stronger anyway. Finding obscure ways of beefing ourselves up with overpowered magic items is a double-edge sword, because we just end up in tougher fights. Or in an anti-magic field. So realistically, there's no advantage. And I've pointed out stuff like this for my GM to use against us to keep things challenging.
Perhaps RAI is that you adjust your stats as though using beast shape, but gain the abilities of the Ooze (including acid, blindsight, and whatever else an ooze has). Just throwing out guesses as to how this version of wild shape is supposed to be worth the archetype.
There is some stuff in these forums, I believe from developers, but not sure, that point toward the idea that the price reduction for alignment restriction, etc. reduces the marketability of an item (lower price), but not the creation cost. I'll leave it to those with better search fu.
That may be RAI, but I'm just pointing out RAW:
Cost and price are used interchangeably. You could argue that requiring a skill only reduces the cost, not the base price, since it specifically says cost. You could also argue that requiring a class and/or alignment just reduces the base price, not the cost. However, the cost is figured out by cutting the base price in half, so I don't see how (by RAW, mind you) how reducing the market price would not then reduce the cost. The way I think of it, you're skimping on cost by making the item super quirky, and the quirks make it nonfunctional for most people.
I haven't been on the forums long enough to know about old threads with RAI or such from devs, so I can only use RAW to answer questions =P. Although yes, RAW is often quite ridiculous.
If you give the intelligent item True Strike as an intelligent item ability, then the item would cast that on itself since the range is personal. You can still give it true strike as a normal magic item ability, though; it doesn't have to be one of the intelligent item powers. In that case, you could activate the true strike spell and it would affect you, not the item.
Also, you can always do use-activated: swing weapon. That means you get the true strike every time you swing. Little bit broken, but well within the rules.
It looks like wouldn't get the acid damage. If you compare to elemental body, that spell specifically mentions getting the burn ability. Acid damage is not something mentioned in the beast shape spells, so I think you would only get the other benefits of being an ooze. Not sure how much sense it makes to turn into a giant glob of acid and then do normal damage, but this is pathfinder; things don't have to make sense.
I think everything you've done is correct. Also, regarding item discounts, I have seen items in the rules that appear to have several of the discounts applied (as in a class restriction and an alignment restriction). The rules don't say anything about having only one applied. You could technically add all 3 of them, in which case the formula would look like this:
(+1)^2 x 2000 = 2000 x 30% discount x 30% discount x 10% discount = 882 x2 = 1764 gp.
Just don't go giving people tramp stamps.
I think if you go strictly by RAW, those bonus combat maneuvers would technically suffer from the miss chance. I think RAI is that if you hit with the normal part of the attack, the combat maneuvers don't have a miss chance. If a creature has grab and hits you, I don't understand why it would have any extra difficulty closing its fingers (or claws, or hentai-tentacles, or whatever) to start the grapple, assuming it succeeds on the CMB. If you go strictly by RAW, concealment and invisibility essentially give double protection against that stuff. That said, I don't think any GM should go by that.
You can get up to another +10 morale bonus from the Blood Rage spell.
I think ablative barrier would be affected first, because it is creating a shield around the target creature. So an incoming attack must first go through the barrier, and then it causes damage as normal. Then the extra hit points from false life would be affected.
That's what I could find from the pathfinder site (Link)
It doesn't necessarily say how long it takes to get the fatigued condition, but I think it means that if you stay up all night you have to make a saving throw in the morning.
Shh! Don't make things so simple, let them fight it out a bit more. It's fun to watch.