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Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber. Pathfinder Society Member. 378 posts (3,097 including aliases). No reviews. 2 lists. 1 wishlist. 39 aliases.


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That link would be the post above yours by Grand Moff Vixen "please see the Google Docs regarding Character Generation and General Conduct."

I sometimes get the feeling that religions are not as hierarchical as they are on earth. Probably because gods are more visibly active.

Paladins are likely to follow divine instructions as they perceive them directly from their god rather than from a bishop/father/rabbi.

Therefore, I would expect that it would be easy to have each of you see yourselves as independent agents for your deity. Your titles are accepted under the premise that your god would let you know if they thought you were "taking on titles" unearned. Probably with bolts of lightning.


Tessara was left in limbo by Areniel when discussing a vision.

Areniel has discovered that someone is collecting disks of an unknown purpose or origin.

Katya is in Cassomir looking to expand her merchant empire, currently waiting for Areniel for a dinner date.

Cosmic Dream Lord, Nate lange, and aceDiamond are still finishing updates to their characters. ETA?

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Have you thought about just going barbarian 15 / sorcerer 11 / dragon disciple 10? Three of your sorcerer levels will be on the barbarian side, but then you don't have wasted class abilities from going bloodrager as high.

You really won't need to be (or shouldn't) casting that many spells while raging. Moment of Clarity would give you time to cast a spell though.

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So, looking at bloodrager, ranger, and dragon disciple, you could do something like this:

bloodrager 1 // ranger 1
bloodrager 2 // ranger 2
bloodrager 3 // ranger 3
bloodrager 4 // ranger 4
bloodrager 5 // ranger 5
bloodrager 6 // ranger 6
bloodrager 7 // ranger 7
bloodrager 8 // ranger 8
bloodrager 9 // dragon disciple 1
ranger 9 // dragon disciple 2
ranger 10 // dragon disciple 3
ranger 11 // dragon disciple 4
bloodrager 10 // dragon disciple 5
ranger 12 // dragon disciple 6
ranger 13 // dragon disciple 7
ranger 14 // dragon disciple 8
bloodrager 11 // dragon disciple 9
ranger 15 // dragon disciple 10

This would give you bloodrager 11 / ranger 15 / dragon disciple 10.
Your sorcerer casting would be 18th level.

Notice how the last two bloodrager classes are delayed? This is because they occur at those levels of dragon disciple where there is not a progression of casting class.

Note that I did not consider or look at if bloodrager would meet the requirements of dragon disciple. I only looked at how multiclassing and gestalt works.

Note that, baring limits on the number of classes, you could stop the ranger progression and have another class dip in there. You would not be able to take another prestige class for any of the levels where you have a dragon disciple class listed.

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Hi Maar,

I'm not the GM, so my statement should be taken with plenty of salt.

In general with gestalt, any time you have abilities that stack from classes, you are capped at your HD.

So if you took sorcerer on one side of the gestalt, and a prestige class that advanced sorcerer, you would not be able to exceed your hit dice in sorcerer levels. Most GM's might require you to take the prestige class on the same side as the class it advances. Since prestige classes that effectively advance two classes (mystic theurge, arcane trickster, eldritch knight, etc) are not allowed in gestalt, this ruling works well. Most GM's I know of have allowed a dip of a casting class on the other side of the gestalt to maintain HD casting. For instance, wizard 5 / arcane savant 7 is a 13th level character but 12th level caster. Taking a 1 level dip of wizard on the other side of the gestalt on one of the arcane savant levels would bring casting up to 13th level. Taking two levels of wizard on the other side is a waste since casting can't exceed the 13 hit dice.

Also note that abilities from other classes that state "stacks with levels from X class" also can't exceed hit dice.

Are you asking if you could take 5 levels of bloodrager with ranger on one side of your gestalt and 13 levels of bloodrager with dragon disciple on the other side?

If so, the answer would be no. You can't take the same class on each side of your gestalt.

You could take 18 levels of bloodrager. That would be one side of your gestalt.

On the other side you would be barred from taking barbarian or sorcerer (multiclass rules for hybrid classes). If you took a prestige class that advanced either barbarian or sorcerer, most, if not all, benefits would be rendered unavailable due to the "can't exceed hit dice".

You could take 11 levels of bloodrager and 10 levels of dragon disciple. (three levels of bloodrager or dragon disciple on the other side of the gestalt. This would give you casting at 18th level. Any more levels of bloodrager would not give you any extra casting.

For instance, doesn't matter what combination of classes and prestige classes are used, a rogue can't get more than 10d6 in sneak attack dice from class abilities.

yeah, i'm working on one LRL, was waiting to see to what extent I may be partnered with Sazzat.

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Interesting question Rynjin, since we are already level 18.

That an ability wasn't of much use at level 9 but became useful at level 10 shouldn't be a concern at level 18. It was simply a challenging point in your character's history.

Maybe some more information on what specifically you want to retrain?

oops, typo, yes on the wizard 18.

No laughs on that first line? it was FUNNY!

A 4 armed adventurer teamed up with an arms merchant... I think I came out good on that deal.

I have to flesh out a bit of gear and some spells. Most of the class crunch is done. wizard 20 // fighter 1 / Rogue 14 / Horizon Walker 3.

Kawai is likely going to be TN. With tendencies towards LG, and not afraid to get his hands dirty, assuming he can't find a patsy.

Sounds like he would be a good partner for an arms merchant. "Swords don't kill people. We simply sell tools that others may use as they see fit."

Portable holes that have been masked as non-magical items are awesome for smuggling 'tools', light enough to be carried by an animal companion or familiar as well.

The best place to post links to the character is going to be where it shows up under your name.

That way, from the game thread it is one click to pull up your character sheet.

Having the link requires opening your alias page, then clicking to your character sheet.

If you have, or can easily make a 30 in a knowledge skill you probably know just about anything on the wiki that isn't obviously supposed to be GM info. This includes who Visceroth is. Brownie point to Areniel!

Katja is most likely to know a bit more about who and what Visceroth is.

1 person marked this as a favorite.


I gave a joke post about researching a grease spell that used banana's.


Then I started thinking about a jokester. A chaotic character who's spells had a slight bend to them.

Not the stab your friends in the back kind of chaotic. Nor the "kill the village to save it" kind either.

The "he cast a spell and the floor was covered in banana peels" kind.

Every spell, or nearly every one, has some sort of twist to it.

Keep in mind that the backstory already has an assumption that no two wizards write their spells the same, hence the spellcraft check needed to copy a spell from a spellbook.

I'm thinking something like:

Instead of burning hands, it's a flaming gas attack. The somatic component being turning around, bending over, and holding a match between his legs.

Casting fly and little wings sprout from ankles, or flower petals spray from one's backside.

To cast phasewall one must draw a door on the wall.

Casting mount isn't necessarily a horse. Might also be a rainbow colored zebra, an alpaca, a donkey, or a dog on a tricylce.

I'll leave it to your imagination how create water works.

okay, i'll switch to paired opportunist.

Every day we swap rings? We should probably have a shared background as partners.

okay, i'll switch to paired opportunist.

Every day we swap rings?

Sazzat, were you still wanting to do the shared teamwork feats?

I'm taking Outflank.

Or anyone else for that matter, though the ring swap works best in pairs.

Have you seen Dr. Livingston?

Dakkar politely bows, the earthquake. When it struck, we fell into a crevasse. We have since been looking to return to the surface. Helping others that were also affected by the earthquake as we go.

And, my work pc crashed in a most glorious fashion...

No problem on making a post.

But, some of the details of the questions I (and others) have asked to help us complete our characters are likely to have a bearing on said post.

Monkeygod asked:

1) Would it be OK to have Gloves of Dex like in 3.5, AND a Belt of Str and Con? If so, would the gloves cost more at all?

2) How much role-playing/social interaction with the world at large will there be?

3) Any chance you'll let me have one of my favorite items from 3.5, Belt of Many Pockets, to serve as basically a utility belt?

And GM Pandorica asked:

GM if we can have 3.5 items could I ask is it ok if I have:

power talismans:
Power Talisman A power talisman appears to be a simple iron coin emblazoned with a pair of crossed fists. A power talisman ban be enchanted to contain any weapon enhancement of a +2 bonus or less and grants the user of that ability with unarmed attacks. The price of the enhancement bonus is doubled for the purposes of imbuing it within a power talisman, so a +2 bonus placed with a power talisman costs the same as a +4 bonus placed within a weapon. Caster Level: 5th; Prerequisites: Craft Wondrous Item, Craft Magic Arms and Armor, greater magic weapon; Market Price: 2,000 gp

Lady Rosalyn Luminass asked about the other two players.

I asked a question about a houserule for Arcane Armor Mastery (removing swift action need). If the feat stays as is, I'll have to take a PrC to overcome it.

Hopefully Wivvy will be back in a couple days after tonight's festivities.

Paints a doorway on a wall.

dammit, now he's walking, I was just getting ready to lay down a grease spell... I've been researching a version that uses banana's for a focus.

Another reason to use daze...

Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

Still hanging around...

Just a test...

9d6 ⇒ (4, 1, 5, 6, 5, 6, 1, 3, 3) = 34

Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

Wouldn't this be a good place to really see how sacred geometry works?

I've seen a lot of people banning it, but not as many really looking at how often it would work.

Not to mention the player needs to determine if it is possible. It's not poker where the blond tosses her cards and asks if her hand is any good, and the rest of the table sighs in frustration because they recognize the full house.

Also interested.

Good morning to all!

It won't take me long to get the bulk of my sheet finished, but I am in a holding pattern as the GM decisions will determine a couple of significant decisions.

Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

Sounds like an interesting campaign!

I'll draft up the ever iconic rogue/wizard.

What's your view on arcane armor mastery? In my own tabletop games we houseruled the swift action need, spend the feat, get the benefit.

Still waiting on a ruling from wivvy though.

more than a battle or two a day would be pushing it anyway.

Looks like we might be able to set up some tactical teams.


I can use a pair of kukri's and a fauchard!!!

I would only get two-weapon fighting with the two kukri's but now I threaten a LOT of squares.

PO has that note that it limits how many AoO's are allowed.

I need to write this down...

Swift action cast DD.
Make a bunch of attacks. Each square an attack comes from is considered a source of flanking. (One of us should be using a reach weapon, maybe a fauchard or scorpion whip, trade multiple attacks for increased threat)
Flanking lasts until the start of our next attack.
Flanking = threaten. Therefore we threaten each square between any two flanking squares and the position of each other (we have to end up adjacent).

Paired Opportunist
Bob makes the mistake of exiting a square flanked by either of us.
This provokes an AoO from each of us, at +4 circumstance bonus for PO.
The one that didn't threaten that square also gets an AoO.

Bob receives an AoO from our ally any time one of us scores a critical hit in the attack round, or from a previous AoO, up to our Combat Reflex limit.

Outflank could come into play from the attacks of PO. I'm thinking that Outflank is much better than PO.

Outflank with Precise Strike means that each attack either of us does in any round we use Dimensional Agility gets an additional d6 damage. That could potentially add up pretty quick.

Sounds like a plan.

I like:
Outflank - +4 attack when flanking. Umm, can we do this on ourselves since we can flank ourself?

Paired Opportunists +4 on AoO against shared threatens.

Precise Strike - another d6 of SA damage when flanking, per attack.

Stealth Synergy - group stealth at the highest roll.


We will definitely have some battlefield control.

Careful selection of our squares will pretty much let us threaten a huge area.

Crusade Lord's banner with protection from evil would do the party good most places.

A wand of PfE to cast on yourself when you are going someplace where you can't display the banner covers the rest of the time.

Cap of the Free Thinker would allow two save rolls.

Depending on how high your UMD is, lots of scrolls of mind blank.

headband and tome to bump your will save.

Keep in mind that an order to assassinate your party should be "against your nature", thus allowing a new save.

Cast dominate on yourself, preemptively.

I'm looking to fulfill the role of flanker and battlefield control. I will also be able to take care of trapfinding.

With gestalt, I expect quite a bit of overlap between us. Where are you planing on fitting into the group most effectively?

After picking a few of my personal must have's (haversack for one!), I just go through the wondrous items list by location. No reason to not have something enchanted in every slot. (I can always re-fluff to have a matching outfit.)

Hi all!!!

Happy to be here!

I had originally conceptualized a kasatha cleric/rogue. But getting enough uses of dimension door is getting complicated.

Unless that was a prime reason for the selection, I think I'd like to switch to wizard/rogue.

I had also thought about the PrC evangelist. However, that requires owning the book as the specific vows and boons are not OGL.

Would you be open to a switch on the kasatha from +2 wis to +2 int?

Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

Let's see how the fates are treating me today... (taking an 18).

3d6 ⇒ (6, 4, 6) = 16
3d6 ⇒ (4, 4, 5) = 13
3d6 ⇒ (4, 1, 6) = 11
3d6 ⇒ (6, 3, 1) = 10
3d6 ⇒ (2, 4, 5) = 11

Well that array certainly gives me a few options.

Tomb raiding needs a trapsmith, so the classic roguish type seems appropriate.

Requested information:

* Name
* HOME REGION! (Osirion nation)
* Alignment NE
* Gender F
* Race Tiefling (I like the basic tiefling, but could I switch the attribute from -2 cha to -2 wis?)
* Class Rogue
* Traits Campaign: Inquisitive Archeologist, Regional: Arcane Dabbler (Create Water, Detect Magic), Racial: Shadow Stabber, Combat: Armor Expert
* Feats Fiend Sight
* Skill point distribution: scattered At first level I will have 12.
* Class abilities (such as domains, bonus feats et al.) rogue is standard for first level
* Selected spells known (but daily memorized is not required) N/A
* A paragraph or two on background/personality
Sekina Tiya grew up in Sothis, the capital of Osirion. Living in the shadow of Ulunat engendered a sense of awe of the ancient. For what powers must they have had to have stopped such a creature. Growing up as the abandoned granddaughter of a merchant in Malhitu Bazaar gave the young Sekina an opportunity to watch and learn of many people and cultures. While she often had to overcome the stigma of her family's past indiscretions, she has for the most part learned to ignore the baited comments of the ignorant. Of course, those same people are often the ones she used to practice her natural talents at involuntary wealth reallocation. She's found that following, at least publicly, most laws, she has no problem forgetting them when convenient. Sekina really doesn't see herself as a 'bad' person. She simply has a flexible moral compass. Some might find this as a result of dealing with so many artifacts and trinkets from long dead people, especially with the lingering social norms of how dead bodies shouldn't be relieved of possessions they no longer need.
Loyal to her companions, she has found that she likes them enough to go out on a limb for them. Her own personal more's stand to guide her in restraining her FMC (flexible moral compass) when it comes to those that she has found she cares for. Generally easy going, something of a practical joker, intolerant of bigots and bullies.

Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber


Using Vital Strike with Abundant Ammunition is counter productive. Rapid Shot, Many Shot, etc. Those are the way to go with that spell.

Especially considering that the VS only gives you one extra d6/d8 for one attack.

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Kawai considers himself a lighthearted individual, pragmatic, neither a pessimist nor an optimist, but a realist.

Life is what it is. He certainly isn't above finding humor in life. And sometimes that requires a little proactive assistance on his part. Rarely enough to cause real harm. Though he believes that a good dose of humiliation is good for those that need it.

He'll help those that need it, but won't carry those that don't try to help themselves or feel entitled to charity.

Often working from the sidelines or shadows, he definitely finds discretion to be the better path.

Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

Thanks for the input sazzat. I've wanted to play around with a jumper, but yeah, 4 feats sucks.

I may end up switching to an arcane class.

Overcoming the concealment is a definite need. With four weapons, I can spread around the materials to have at least one that can hit most DR's.

A question for the DM is if he would allow the conjuration:teleport ability shift to qualify since it acts like DD.

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Build is coming along...

but I think I may need to switch cleric for wizard, not getting as many DD's as I was hoping.

Suggestions welcome: Kasatha Rogue/cleric

Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

Good points.

Which is why I posted suggestions with both attack iterative and attack action.

To make multiple iterative attacks with a shield from a blinkback belt, he needs both the quick draw feat and a quickdraw shield.

I still don't get why he wants to have both attack and defense enhancements on one shield though, seems overly complicated and expensive.

Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

From the bottom up.

I didn't see anything that indicated you would not be able to do increased damage from brawler's flurry with your shield champion.

shield mastery is using an action. The ricochet return effect is at the end of the turn, so you would not get multiple attacks. The DM would need to decide if the blinkback was an iterative 'attack' or an 'attack' action. If an attack action, then the teleport happens after the action, and thus you would again not get multiple throws. If it is an iterative action, and you are using quickdraw shields and the quick draw feat, then you could get multiple throws.

The blinkback belt is a pretty cheap item to allow multiple hits with the same thrown weapon (the returning weapon ability doesn't return for multiple hits in the same round).

Let's say you spend $25209 for a +5 quickdraw shield, and another $72,000 for a +5 defending weapon enhancement. (GM call if this qualifies as an additional ability and one of them gets a 50% price hike, I'd say yes, since the rules do state multiple abilities get the price increase and there is no rule stating shields enhanced as weapons and shields are exempted)

While the shield is on your blinkback belt, you do not have the AC bonus. You quickdraw (free action with quick draw feat), and throw the shield. You get your brawler's flurry damage with an extra +5 for the shield.

OR, you choose to apply the +5 weapon enhancement to your AC using the defending property when you throw it. In which case you throw it with your BF damage but you lose the weapon enhancement damage.

The only way to get the +5 AC to armor and the +5 weapon enhancement to AC is to be already holding the shield, and then make a bash attack (with improved bashing) with the shield using the defending property. However, since the shield is wielded, you would only get one throw since the blinkback belt requires the weapon to be on the belt prior to the throw.

One thing to keep in mind, while many of the brawler and shield champion abitilites reference shield bash, in the context of "as shield bash", throwing a shield is not a shield bash, it does the same damage as a shield bash, and it allows other abilities to be used as if a shield bash. This does not mean that throwing a shield is a shield bash. As such, improved shield bash would not apply to throwing a shield.

Keep in mind that a shield bash is basically shoving the shield on your arm into your opponent, hoping to hurt them with the edge, spikes, or to knock them off-balance. Throwing the shield may do the same damage, but it is not a bash. Throwing the shield may allow you to perform some combat maneuvers as if the shield were still melee instead of thrown, but the attack is not a melee attack. Shield bash is a melee attack.

So the big question is: Why not just use two shields? One to attack, one to defend?

Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

@Theorythmus Out of curiosity, how much pathfinder experience do you have, and how high have you played before?

Many of the questions you asked in your last post are explained in the corebook and/or at d20pfsrd.

This page lists the abilities that can be put on a shield.

and this page explains when you can use a shield as a weapon.

While you could, theoretically, buy attack and defense options on a spiked shield, you would have to buy your enhancements twice, and you would only get the benefit of one or the other in any given round, never both. The defending ability of a weapon would not allow you to take the AC bonus of a shield and apply it to AC twice. You could pay twice for a weapon that is also a shield, pay for the defending bonus, and when you are using the shield as a weapon (loosing it's bonus to AC), then use the defending function to apply the weapon bonus back to AC. But this gets dizzy with the circular thinking.

Having a shield in a blinkback belt is not wielding the shield and you would not get an armor bonus. Note that donning or doffing a shield is each a move action.

The ricochet of returning shield would not stack with the blinkback belt. The weapon used from a blinkback belt teleports. Thus you could not use these two abilities to throw the same shield multiple times in one round. ricochet specifically states at the end of the turn.

Since the blinkback belt states the weapon comes back immediately after the attack. This would be a GM call whether this is referring to that iterative attack or an attack action. If iterative, then quick draw would allow you multiple attacks with the same weapon. (As a GM I would probably not allow that since the belt allows for multiple weapons to hang from it.)

The bashing magic enhancement and the shield throw ability appear to stack.

The table at d20pfsrd does not indicate that shield champion replaces or changes brawler's flurry.

Shield mastery would be usable with brawler's flurry. Until you threw the shield. We have already established that you can likely only throw one shield one time in a turn.

There are a couple other questions I haven't addressed yet.

Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

drbuzzard, the costs I listed are retail pricing, which a noncrafter can have.

There is no reason that a noncrafter cant have something that is a combined or custom item, they just dont get the price break for making it themselves.

(Generally, if the GM says that crafters dont get a price break, they are the only ones to get the custom/combined items for their feats)

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Hi GM Pandorica,

I think you may have a couple of calculations off. The only place magic crafting states to double cost is for slot-less items. The belt is slotted.

Adding New Abilities:

Sometimes, lack of funds or time make it impossible for a magic item crafter to create the desired item from scratch. Fortunately, it is possible to enhance or build upon an existing magic item. Only time, gold, and the various prerequisites required of the new ability to be added to the magic item restrict the type of additional powers one can place.

The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 longsword.

If the item is one that occupies a specific place on a character's body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection 2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.

We can see here that the cost increase is the difference between the old ability and the new ability.

Let's say that sword was a +1 glamoured longsword (which is similar to the mighty hurling belt with multiple properties, here we have a flat cost and an enhancement cost). It would have a retail price of $5315. If we enchanted the longsword to be a +3 glamoured longsword, we would pay an additional $16,000. This is the difference between the old +1 cost and the new +3 cost. The other costs remain as is, thus the new sword would cost $17315.

A belt of mighty hurling is much like that glamoured longsword. It has an enhancement cost (the +4 str) and a flat magic effect cost.

So to increase the enhancement cost, we simply add the difference between a +6 belt of str and a +4 belt of str, which is an extra $20,000. That gives us a +6 belt of mighty hurling.

But, he wants to add dex and con to his belt. These are

multiple different abilities (MDA).:
Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost. For items that take up a space on a character's body, each additional power not only has no discount but instead has a 50% increase in price.

Since we already know that a physical attribute of +4 costs 16,000 gold, then we need to multiply this by 1.5 for the 50% MDA penalty, totaling $24,000. We do this twice, each for dex and con.

This increases the Belt of perfect hurling (+6 str, +4 dex, +4 con) to a total of $110,000.

Now we add on the benefits of the blink back belt for another $7500 (5000 * 1.5), bringing our new Blinking Belt of Perfect Hurling to a whopping $117,500.

Now if he wanted this belt as a hair tie that didn't take up any of his body slots, it would cost a whopping $235,000.

You asked about the belts of stat increasing.

A belt of Giant Strength has costs of $4000, $16000, $36000. For a +2, +4, or +6 bonus. The dex and con belts are the same cost.

The belt of Physical Might has costs of $10000, $40000, and $90000. This is for a flat +2, +4, or +6 to two physical abilities.

Looking at the MDA rule (50% cost increase for additional items), we can break that $10000 cost into a $4000 cost for one ability, and another $6000 cost for a second ability ($4000 * 1.5).

So we can see that the MDA rule applies to the Physical Might Belt.

Without looking, I can tell you that the Belt of Physical Perfection (bonus to all three physical stats) costs $16000, $64000, or $144000. Because it also follows the MDA rule to add the third stat.

This also tells me that if I have a belt of Physical Might (Str & Dex +4) that I spent $40000 on. I can add +2 con to it for another $6000, the cost of an additional ability. I now have a belt that gives +4 str, +4 dex, and +2 con.

And thus, a Blinking Belt of Perfect Hurling that gave +6 to str, dex, and con would cost $177500 (if my math is right).

I hope this helps clear up any confusion.

Quite frankly, combining existing items together (in the same slot) is the easiest way to 'craft'. Crafting unique or new abilities is where most of the trouble comes in on how costs are calculated.

Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

Theorythmus the magic building rules state that increasing an effect is the difference between the old and new.

A +4 belt of strength has a cost of $16,000. A +6 belt is $36,000. The difference of $20,000 is what it would cost to have a +6 giving you a total cost of $62,000 for a +6 mighty belt of hurling. (If you have crafting, your cost is halved.)

Adding the effects of other belts follows a similar vein.

Take the cost of a belt of dex, multiply by 1.5 and add it.
Repeat for the belt of con.

DON'T do this with the belt of dex & con. This belt already has a multiplier on it for having two abilities, you would be effectively paying the multiplier twice.

repeat for the other belts.

Please note that you start with your most expensive component, and you don't pay the 50% premium for that item, only for each lesser cost item.

Your 3 belts would be $62000 + $7500 (blink back) + $24000 (+4 dex)+ $24000 (+4 con) total = $117,500.

Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

Let's keep in mind, we get an extra feat, and two skill points a level.

I am not sure how the martial's are complaining that they can't take master craftsman and spend the skill points to craft some of their own gear. Assuming that they don't take a crafting class on one side of their gestalt.

I think a lot of people are forgetting that even if the casters get more gear, and even though everyone sees power-mad min-maxing gestalts, the characters still only get one swift/immediate, one move, and one standard action.

I can craft all the command word items I want, I can still only activate one of them at a time.

Way I see it is:

Some martial characters are making builds that do massive damage.
Some caster characters are making builds that have a lot of magic gear.

both types had to make choices to get where they are.

I do see a lot of martial builds "complaining" that they should get their massive damage and lots of magic gear.

I don't see a lot of casters complaining that they want lots of magic gear and massive damage.

I think this discussion would have a lot more merit if the game was not gestalt, and there were not free feats and skills available.

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