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dragonfire8974's page

Pathfinder Society Member. 613 posts. No reviews. No lists. No wishlists.

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loaba wrote:

In-character, fee-crafting is a really good deal. Out-of-character, Free-crafting makes sense because you assume the crafter can't refuse your demands and sell the item for more.

Yes, AD, I stand by my statement. You are using the meta-game to justify the best price for your character. In doing so, you're devaluing the in-game time of the crafter PC.

Combat healing is not the same as combat crafting. In fact, there is no such thing as combat crafting.

See the difference now?

Rogue sneaks for free and he's going to do it anyway.

Are you seeing the trend yet?

So if there's no RAW, well then it must be bad-wrong for the crafter to value his time and charge for it?

The bottom line is, again AD, that you just don't want to pay the crafter more than 50%. 'Cause you're cheap and you don't recognize a good deal when you see one. :P

okay... bunch of stuff here.

assuming again that the crafter isn't grateful enough for his friends disarming/setting off traps that could have seriously ruined his day to give them things he can make at cost, or that he's just ran into a whole new group of adventurers where they really haven't been in that much danger yet together.

In-character - Fee crafting is still a good deal as you point out. but it also brings up as to how much profit one should be making on things you do to help out the other people. if the crafter says he needs a profit, why not the other guy who's researching enemies or trying to get contacts so they can sneak into the nearby castle to grab the macguffin? In character and out of character fee crafting brings up a group dynamic that can be toxic if you're not prepared to deal with it. If your group doesn't care or likes it? GOOD! have fun :)

Out of character there are rules that say you are the only one who can benefit from your craft feat in regards to wealth (this is a paraphrasing, please don't say that they meant for you to charge because you gain a wealth benefit). crafted items count as creation cost for WBL calculations, while non crafted items count as full market cost. Mistwalker has pointed out that this is RAW, and while i don't like it, it is the rules and we have to argue (again as mistwalker has pointed out) from RAW or RAI instead of from how we houserule our own games.

To complete the Above metagame-balance thought - charging allows your character to accrue wealth above the others and suppress theirs. again, if your group doesn't care, great. I always want there to be a level playing field between the characters because no one can feel cheated.

healing is more crucial when you need it than crafting, so it is more easily able to extort money. if you're down to 1hp or 1wisdom or 1str, it is pretty easy to get a high price from some of those healing spells especially if there's still combat yet to come.

the rogue can take some treasure without letting the others know and thus gain 'compensation' for his/her services. the tank/direct damage monkey gets the most screwed because their roles are straight forward. the only way they're going to get paid for their services is if they let the monsters kill their friends and loot the bodies after cleaning up. it has been made abundantly clear that no one is willing to pay for charging up into the face of death to keep it's attentions from squishies or cutting it into ribbons, so the only recourse is to strike at the moment needed, or find someone else who appreciates the labor.

this turned into a longer post than i intended....

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Ring of protection

This ring has a perverted sense of love imbued in its heart. this was a wedding ring from a noble lad that he lay on his commoner love. a sweet story of forbidden love, as his family forbade it eventually, the head of his family, the grandfather, disowned him, and renounced his inheritance. Disgraced, he left the town with his love hoping to have a lovely life. but he was not a strong man, nor particularly adept with his fists, and any money they were able to acquire soon was out of their possession. but his love had a different vision of the future. she sold her ring and was ripped off, and this was the last straw. she torched the shopkeeper's home while he lay in bed and walked into his shop to get her ring back. and evil glint now in her eyes, she was the protector of her once noble patron. somehow she was able to kill hardened soldiers with ease, and with her newfound power, they had an idea to get his family's wealth. together the returned in the night and slaughtered his whole family and took control over all the possessions. no one dared to question him as he claimed his family's name and it's prestige as all who did died. they lived happily ever after.

a robber robbed the tomb they were buried in many many years after they died so this came into circulation

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Diego Rossi wrote:

I replied very clearly for my point of view: I used the same tone you have used in several of your posts before the one in question. So I can be your mirror as I was as rude as you.

well that's just a cop out. BTW, the mirror likes me more than you do, so you can't be my mirror

Diego Rossi wrote:

LOL, you again you discount bot the distracting and dangerous situations as not real. It is not relevant if you are attacked every night or every 6 weeks, what is relevant is that you can be attacked so you should be wary and distracted from your work.

Your reply sum up to: "I am playing a video game, the world exist only when I am moving around, as soon as I left a frame it is freeze frame for everything in that location". A stile of playing that I loath. The world is a moving place, in my world you can't camp in the wilderness and say "the GM is a dick if something happen, we...

Item creation rules

just so everyone knows what we're talking about.

the line in there that says

core rules wrote:

Any place suitable for preparing spells is suitable for making items.

you're arguing that this

core rules wrote:

This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).

means that a caster can't craft in the field. by that same logic, a character cannot prepare spells in the field because it is a dangerous and distracting environment

Preparation Environment

core rules wrote:

To prepare any spell, a wizard must have enough peace, quiet, and comfort to allow for proper concentration. The wizard's surroundings need not be luxurious, but they must be free from distractions. Exposure to inclement weather prevents the necessary concentration, as does any injury or failed saving throw the character might experience while studying. Wizards also must have access to their spellbooks to study from and sufficient light to read them. There is one major exception: a wizard can prepare a read magic spell even without a spellbook.

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Wolfsnap wrote:

The PCs in my game are currently 11th level, and are quite a tough group. I can still challenge them, but part of the fun for them at this level is wading through mooks and taking on things that would have put them down hard at level 5-6. Plus, just increasing challenge rating at this level starts to become a numbers game - higher ACs, higher Attack bonuses, Higher Hit Points, higher damage. So I am constantly trying to think up ways to increase narrative drama that don't rely on just increasing the CR of a given encounter.

The current adventure that the party is on (big dungeon craw) needs to end with a bang, and I want to try to find a way to create the possibility for a heroic death for one of the characters. Basically - put the party in a situation where, in order to avoid a horrible fate for all, one of them will have to willingly walk into something that will almost certainly prove fatal. Then see who takes the bait.

Now, my players are more clever in aggregate than I am - so I need some help! Also, I need some general advice, such as:

- How can I drop them into a no-win scenario without it being an egregious railroading?

- How horrible should I make the fate they need to avoid? The obvious thing to use is the threat of a TPK. I dunno if I'm willing to go quite that far, but maybe some sort of horrible curse? Massive level drain of some kind? It has to suck, but I don't want it to feel too gratuitous.

- The act of self sacrifice needs to be something any PC could do - not aimed at a particular power set or class or anything.

- There could (maybe should) be a small chance that whoever steps up will survive, but the odds of that should be really, really small.

- No need to require anything beyond death. The party has no cleric, but they do have other avenues to raise the dead. I don't really care about that. If they want to spend resources to resurrect or raise whoever "takes one for the team" then I don't think that in any way diminishes the act of self-sacrifice.


an anecdote that is relevant:

outside of the game, the GM contacts me and says, "hey, can i kidnap your character?" and i said, "heck yea!" so at some point in the game my character disappears, when i got away from the group for some reason (i totally didn't even mean to do it either, but we handwaved it and just said they got me because it was what he wanted in his story), my character disappeared. I even encouraged my character to be tortured while being interrogated, which the PCs actually got to listen into. this was working with the GM oog to see if he could do it, and I gave him everything what he wanted because i thought it would make the game more real for the other players. I found it very enjoyable to run with it

so approaching a Player you trust and tell him if it would be okay if you killed his character to do make a scene in the story more emotional, you can see if the player is okay with it. I would encourage giving a bonus to said player's next character, but some people do it for the enjoyability it brings to the game. once you get an answer, you can tell him that you will have him sacrifice himself for the good of the group at some point. this way it keeps him from really knowing what's going to happen, but gives him a chance to still be in character. Then you can take control of the character if he doesn't know when, or you give him a sign and the cinematic narration begins....

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meatrace wrote:

FWIW my perspect is's unclear! My brain tells me that each instance should provoke individually. That makes the most sense to me and jibes with the rest of the rules about AoO the best. But then something like Scorching Ray would provoke, like, 4 AoOs which seems overmuch. That's the one corner case that makes me wonder, not if the rules as I've understood them are wrong, but if Scorching Ray needs to be a special case. Or that the rules in general need to be clarified.

I'm about 99% certain that a single action can provoke more than once. But there are obviously corner cases where this seems punitive, one of which being Scorching Ray and another being Vicious Stomp.

scorching ray does seem excessive, but if you think about it, you roll 1-3 ranged attack rolls, and thus should provoke 1-3 attacks, i think. but that's my interpretation

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personally, reaching level 20 i'd be content staying there for a while and finishing up character goals and engineer the end to the campaign

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personally i enjoy oracle of life. there are much better oracles to go if you want to do something other than specialize in healing.

I think life may help your concept because one of the powers is called energy body, where you turn into energy and heal people by moving through their square. 1/round when you or someone moves through your square, you can heal them 1d8+oracle level

but i've looked at the oracle of life a lot, so i'm a bit more prone to think about them

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Kolokotroni wrote:

The things that you can do to force them to fall (shoot them out of the sky) force a fly check. However, if on their turn they fail to act to continue flying, they will fall. Those fly checks are not automatic. A dazed, paralyzed or confused monster(that isnt acting normally) will fall like a brick.

I'm wondering if this works against magical flight

btw, remember that there will probably be spell resistance and strong saves as the GM has been throwing groups of CR 14s at us like candy, maybe up to 15s now due to leveling

finding ways to get better spell penetration aside from the two feats would also be nice. I know about the varisian tatoo and spell specialization, but i'm wondering if there are items that would increase CL even if it is just for one spell

EDIT: excellent idea gluttony, that doesn't even allow for SR

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mdt wrote:
Honestly, looking at the spiked gauntlets, the biggest issue you'd have wearing them is the firing squad that would shoot you after you accidentally brushed the princess's dress, caught it on the spikes, and ripped it off her at her birthday party.

worth it!

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Shifty wrote:
Atarlost wrote:
This is just... I don't even know. This is Pathfinder, not the Care Bears RPG.

Being the 'Good guy' is actually hard work, you have to deal with I dunno, laws and justice n' all that inconvenient stuff.

Sure you can throw away all that unpleasantness and inconvenience and say 'Hey this is the mean streets of Pathfinder pal!' and go about hacking off the heads of people that morally offend your delicate sensibilities faster than your local Taliban, but that doesn't make you the good guy.

On a side note, this is the same character in another thread asking about how brutal torture can be used to help loosen the tongue of someone who wont talk.

I don't see a single redeeming feature in this character, they are way off the Good Guy bus.

so killing a king who cannot be prosecuted by law is still unacceptably evil no matter what the tyrant may do?

there are grey areas, accept it. While yes, the person did go overboard in a fit of rage, and the mutilation was not a good act, a single act doesn't cause an alignment change. I would not say it was evil, especially considering the helplessness of the citizens to get the guards tried for their crimes. there are more circumstances to consider too

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Vuvu wrote:
O yes yes yes to the kitchen, and worshiper statues. It will definitely be an ironic, sarcastic beast, though one of the evil types.

or! you can have like 6 or 7 traps with only 1 cp as a reward in the dragon's chamber. like a blackpudding attached to a cp on a string, so when someone pulls on the cp and gets landed on by the pudding.

and a couple treasure chests with complex locks and poison traps with only 1 copper piece in them though they're huge chests

best idea i have! make most of the wealth in treasure chests! some players like to smash those things...

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Vuvu wrote:
A mature dragon. What is in it's hoard?

does it have a personality?

you can go for huge amounts of silk the dragon uses as bedding, statues it has set up around its layer to freak intruders out or it pretends worship it.

or it could have a stupidly large kitchen-like area with very rare spices and ingredients.

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