I am adding a houserule for this - you can sell for 25-75% of max value depending on your diplomacy, appraise and profession merchant rolls. So a solo fighter with dumped charisma will be even more underWBLed. But my present party has a cleric with high charisma and diplomacy and a rogue who came from merchant family - they make selling loot more profitable. Crafting mundane things was profitable even before - for 33% of full price, now good merchant can sell it for more profit than before while crappy ones will go red. And for magic items - isn't it actually logical to be making profit selling handcrafted magical items??? It just shouldn't be overwhelming. And with 1000gp craft per day it isn't that big anyway - on higher levels he makes more emoney by adventuring.
The question is quite simple - Death Knell can't be cast by sor/wiz but Death Knel Aura (both versions) can and cannot be cast by antipaladins - is it not strange? I think this is not consistent and should be changed. I think that antipalladins should be able to cast Death Knell (why not - they are antipalladins). And Wizard necromancers should be able to cast Death Knell Aura - they are necromancers. Witches can cast it and so should wizards too:)
The spell Black Spot is too overpowered i think
"The black spot is a specific and feared pirate curse. An intangible, illusory black spot manifests above the target’s head and remains until the target dies or the curse is lifted. The black spot cannot be covered or hidden by any means, including other illusions. The black spot radiates a cursed aura in a 10-foot radius around its target. Anyone within the aura gains a +2 bonus on weapon attack and damage rolls against the target. In addition, the target has a –4 penalty on saving throws against death effects.
Every day in which a creature bears a black spot, it must make a Fortitude save. On a failed save, the creature takes 1 point of Constitution damage. The damage cannot be healed until the black spot is removed. If the creature’s Constitution reaches 0, it dies. Pirates killed by this spell often return as ghosts, but that is not a direct effect of this spell.
The black spot cannot be dispelled, but it can be removed with break enchantment, limited wish, miracle, remove curse, or wish."
You should just touch a BBEG and then teleport/run away and wait for a few weeks - and he is dead.
You are right of course (though i don't really know what is Gencon - i don't track those things). I see a lot of errata in this thread - 10 pages of errata for Ultimate Equipment at a first glance (with a lot of msitakes there).
...... I thought i posted it in the paizo Products subforum... Urgatoa's bony ass, i missed :(
APG's Battlemind link spell for sorc/wiz 6 - has a short descriptions that you gain an attack and AC bonus. But in the spell itself there is no AC bonus.
Dungeons of Golarion's Battering Blast - A sentence in the description is phrased poorly: "For every 5 caster levels you possess beyond 5th, you gain a second ball of force." Should change word 'second' to 'additional'.
That's it for now. Hope it is needed:)
About the adding of additional abilities - it is always 1.5 price of cheaper - so that it is always consistent with the price to create item anew. While making it 1.25 will make it unbalanced - nobody will ever make a ring with 2 abilities. They will make it with one and then add another as second tast and will make it 25% cheaper. Which is totaly WBL screwy stuff:) (as all item creation feats are - i just usually give those feats to caster who wants to craft for free at appropriate levels as a houserule).
There is a solution to your problem - use a list of random rolls (like 1000 random d20 rolls) and then use them then the time comes. Like then a player is going stealth you jsut let him without any rolls. But then he is first observed (has to make opposed check) you note a number in the list (say it's 3) and then either roll or use next number in the list (say it's 12 - with mods he has been spotted). This way you still make open rolls but players don't know what those rolls are for or even if you made a roll yourself (i hope you don't let them look in your papers).
Oh Spiked traps from javelins is something i never thought about. I will mention the possibility to him. It is not good for DM to give advice to players but rule of fun says i must mention it. I really hope it would be extraordinary funny. I just hope it won't be TPK-funny ;) But it's their choice anyway.
A good advice. Unfortunately i already added most of the pointless starting quests to the game and played them. During boar hunt i even added Dire Boar, who was a really troublesome pet to kill. Actually playing in 1st level is quite interesting - it is hard and wizards are not uber cool, so fighter is actually ruling the scene here. Well if he has healing bakup that is - without it his rule can be short. Of course wizard's color spray is pretty cheaty spell in this early stages too. Getting 3-4 enemies down for 2-4 turns is actually looking pretty "save or die" to me.
I will add a lab in the lower caves to explore, and then they go to the outer cave tunnels then they will encounter A LOT of troglodytes. That's then they will have to decide to keep all those stupid clubs and javelins their rogue keeps dreaming of selling in town or to drop them to get some speed:)
Oh that gives me almost all the insight i need to do it from now on myself:) Thanks a lot for that.
I am not using experience system - i will grant them level ups at the moments i think apropriate from the point of AP balance (i made a lot of sidequests and gave players some minor buffs like an extra feat or trait, so i use quite a lot of mobs to scale it (like 7 troglodytes against 5 players - that's pretty strong against first level party, but they managed), so with real experience counting they would level up too fast.
And now i think they will get second level after all that troglodyte beating:) It would make glassworks encounter too easy but i can always add some bards and more goblins to the mix. Also from the pathfinder issue 3 i can always add some ghouls to the tunnels beneath Sandpoint:) Maybe even with saving fleeing Tsuto Kaijitsu from ghouls.
Oh the possibilities of DMing :) I feel like a God mwuahahaha.... Ahem... sorry, jsut slipped, won't happen again.
PS now i see how many awful grammar mistakes i made in the previous post.... gotta check it better next time:(
Hello to all.
I have started DMing Rise of the Runelord AP for 5 players. As a side quest i added Ancient Mine from Beginner Box with some changes.... those some changes included 10 tiems bigger mines with a lot of troglodytes and skeletons of dwarven miners who died here before. Also i changed the time of disaster to the late unpleasantries (as in a cave beneath those mines is an ancient Thassilonian laboratory with minor Runewell which was triggered by Karzoug's awakening. This made a minor earthquake which collapsed most ofthe mines and a burst of negative energy which animated now dead dwarves. This earthquake made it possible for Troglodyte tribe living below in the caves near that ancient lab to get up and claim territory. Also as a boss for mines there will be a Troglodyte wizard!!! (he is a smart troglodyte who used spellbooks of wizards killed by his tribe before (which were in the treasure hoard and he got hold of them). Now Kyrrik Glowtail is using those mines as his base and lab, where my players will be soon enough:).
Building even 3-5 story farm is easier than going to caverns beneath Kaer Maga:) You will be alive with building at least:) Also why change plants if you can make a daylight spell in the cave:)? I doubt those plants would be good and nutrient in fungi form - ater all the level of energy absorption is lower and so it will take bigger fields to yield same crop.
And demiplane is a little bit too high level i think.
I was just reading City of Strangers actually and thought that a city with a lot of spellcasters like Kaer Maga and not enought soil can actually manage to lower its dependancy on food supplies from trade by building an actual magic farm. So it is a niche for a player (out of adventure of course) to get money and influence. Also it is a good thing for other campaigns for the future:)
Druid is the ultimate thing for farming, but it really is nit profitable enough for him. So i was thinking more on the line of magical items and tools to make farm working with non-wizard workers.
500kg of potato from 1 ar is what i found in the net (i am not really good with acres - i prefer "hundreads" as we call ar's in my country) and its very good thing to grow if you have limited land. Of course it should involve nature check to understand that nutrients you should add to soil and alchemist to produce it:) I guess it will be not that expensive, though i am not sure - i've never seen anything of this kind in pricing sections of pathfinder:)
Also the farm itself would be multystory building with a roof - hence use of daylight item (which will work 12 hours a day.... or 16... maybe make it a command word to turn on and off), with soil in the fields... well just like modern greenhouses actually. Because Kaer Maga doesn't have any good soil there anyway. Make water to this soil with a constant/command word create water cantrip item which will give water to a system of pipes to distribute it evenly (we have a lot of gnomes who can make this technological innovation work).
PS Also this has a lot to do with the fact that i bought some land in country and going to build a house there in RL so my thinking of late is kind of turned to all the uses a land can get, so i think about such things even in Pathfinder:)
So i was thinking on how is it possible to make a magical farm to produce crops (say near Kaer Maga). Produce Food and Water is not a good option as that food is not really tasty and you want to sell it:)
Well as of WBL unbalancing - he must pay wizard for the time that wizard is giving him. 1 hour would cost 5gp and we got WBL back online:) Although if you have a spellbook wizard in the party you skip that part:) Of course 5gp per hour for wizard work is not that much... but by doing profession you get less in a day anyway so seems pretty balanced to me.
OK. Now a question about permanent Detect Magic item again. You can make a cantrip permanent with permanency spell for 2500. And you can't use it on anyone else. But you can make an item with 0.5 (spell lvl)*1 (CL)*2000 (permanent item)*2(or4 for minute or round duration) and it gives me 2000 or 4000 depending on how to count a spell duration. Then it goes to 1.5 if i add it to another item or *2 if i make it slotless. Am i right in this one?
Thanks a lot for really quick answers:) I forgot about mending high CL prerequisite to be useful:( I just don't really understand how should math and mechanics work in case of 1 round spell effect. An effect lasts for 1 round and requires 1 standart action the turn before to be active. So if i make it into an item which should cast it as at will or permanent - how should it be priced or if it shouldn't be allowed at all - because some effects are plain gamebreaking at low levels:)
Am i right to assume that an item to make you constantly use Detect magic will cost 8000 gp? It is 2000gp * 4 for permanent item in rounds (though it takes concentration up to 1 minute which will make it only *2)*2 for non slotted item (though adding it asanother option to another magiic item will make it only *1.5)*1CL*0.5spell level (as a cantrip). So it is 8000 or 3000 if you count it in minutes instead and just add it as an option to your robe of resistance. Am i right or omitted something?
Well it's for Rise if the Runelords AP and characters are level 1. 5 of them actually - Human fighter, half elf ranger, elf wizard, also aasimar Desna cleric and tiefling rogue with Desna birthmark - they make funny conversations:). So i am going to shove them into ancient mine from the beginner box with a modification - this was a dwarven gold mine up until 5 years ago , then in the time of Late Unpleasantries mine collapsed and only 1 dwarf survived to tell that collpsing killed all of them - dwarf was a cleric and couldn't sense any life beyond the rock debries. (Of course it was caused by the Kourzug awakening and there is actually a troglodyte infestation now). Now dwarves sent 2 scouts there and they never returned. So PCs will save 2 scouts and will find that debries are partially cleared and will be able to see a part of the mine with some trogs there:) I am not really sure yet if i am better to use kobolds there actually.
I am not sure if this is the right subforum but it seems so:)
So the question is - how people usually handle horses? We have a dungeon and taking 5 horses there is a bad idea. Leaving them up without protection - not good as well. I think of hiring an unskilled hireling to stay with the horses - 1 sp/day (will pay 3 for danger though he will need his own horse). It is not applicable in every region - so what people use to ensure their horses survival and well-being?
Maybe there is some cool spell for that? Or an item? Or hireling is my only good choice?
Well logically detrimental conditions should really change saves a lot. For example stunned should make a big penalty on reflex saves. Also i think it should give little penalty on will (from my visualisation of stun like it is so hard to concentrate that you acn't even act - so it should make it harder to resist mind control for example). Some other conditions too - like serious poisoning or illness should lower fort save after some time - your body is already at the limit.
But it will complicate game too much i think:(
Well i think it is weird too. As i said with an opening pit problem you are standing in the middle of the pit hatch then you are stunned and it is opened:
So if i put a narrow bridge over a pit which has a curve (prompting a reflexe save if hit not to fall in the pit) and an enemy uses color spray on my players - do they have a reflex throw not to fall if they are stunned? If they are unconcious then they fail save and fall obviusly. If they are stunned they should have full reflex save.... but i just can't see how a creature staying on this bridge stunned enough to drop a weapon is able to be as good at balancing on it as then it was at normal condition.
I think stun should disallow reflex saves (while still having full will and fortitude), or at least have a -5 - -10 penalty on them.
Thanks in advance for your opinions.
Also is there any way to add a custom coin weight to this? I use in my games 300 coins per pound instead of 50 and it is the only thing in the s~!# which seems working not as i would like it to:)
Oh i found that i made a really stupid mistype:( "Sheet" should always go with EE not I... Thanks Paizo for automatic filter... I apologize for this unintended use of word.
1 pretty annoying bug i found, dunno if it was already reported - didn't find it in the thread. If you push Options - open file then all your data is ALREADY lost even if you push cancel. So it seems like a person can fill full charsheet and then trying to save it by mistake click on open instead of save - bam, you got no info now:( Well it may be a feature , not a bag of course:) But it doesn't seem so.
PS Right now i am working from a company PC and it got Outlook 2010 as a default mail app and it's not working anyway:( And if i try to reinstall anything then i'll have a long talk with our IT security guys, which is not a good option:) But MAPI is not working everywhere:( Well i can just save it by ctrl-s anyway heh:)