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Dark Archive 2/5

Sunder apparently annoys GMs to no end.

5/5 5/55/55/5

The Beard wrote:
Sunder apparently annoys GMs to no end.

Yeah, see the evil overlord list for that. Basically it leaves a weapon based bad guy screwed because many authors don't bother to add in a backup weapon.

The Exchange 5/5

in a home game, sunder causes problems with your party....
"so, you saw the orc was using a +5 holy sword - and rather than cut off it's head you broke the ... how much was it worth again? 98,000 gp? How much to get it fixed again? half... so you cost us 50K GP?!!!"

in PFS? your loot value doesn't change....

Dark Archive 2/5

Or you have one of the spell casters fix it almost for free.

The Exchange 5/5

The Beard wrote:
Or you have one of the spell casters fix it almost for free.

very GM dependent ... ymmv...

(CRB PG 459) - the section titled "Repairing Magic Items" reads....
"Repairing a magic item requires material components equal to half the cost of the item, and requires half the time. The make whole spell can also repair a damaged (or even a destroyed) magic items - if the caster is high enough level."

it does not list what level the caster needs to be, but most likely it would require the caster to be of a level able to make it. For a magic sword you would find this in the CRB pg. 551 "Creating a magic weapon has a special prerequisite: the creator's caster level must be at east three times the enhancement bonus of the weapon..." so for this +5 holy sword broken above it would require a 21 level caster...

Anduril ("The Flame of the West") was not easily remade...

4/5 ****

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Make whole can fix destroyed magic items (at 0 hit points or less), and restores the magic properties of the item if your caster level is at least twice that of the item.

A default +5 holy sword has caster level 15 (Holy is CL7 < 5*3)

Meaning to have it made whole requires CL 30, which costs 600gp.

PFS does not require you actually figure out who in the world can do that, you just pay it and are fine.

Silver Crusade

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Pirate Rob is an awesome DM!

4/5 ****

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As a note if for some reason the Pathfinders did not pay to have the item made whole, I would cross it off the chronicle sheet and subtract appropriate gold for it.

5/5 5/55/55/5

Pirate Rob wrote:

Make whole can fix destroyed magic items (at 0 hit points or less), and restores the magic properties of the item if your caster level is at least twice that of the item.

A default +5 holy sword has caster level 15 (Holy is CL7 < 5*3)

Meaning to have it made whole requires CL 30, which costs 600gp.

PFS does not require you actually figure out who in the world can do that, you just pay it and are fine.

And isn't even neccesary in pfs. You beat up the paladin and the society, commie dystopia that they are, just hands you money loosely based on how valuable that sword was.

I'm surprised there aren't more scenarios where we're beating up pallies...

Dark Archive 2/5

Pirate Rob wrote:
As a note if for some reason the Pathfinders did not pay to have the item made whole, I would cross it off the chronicle sheet and subtract appropriate gold for it.

Is that how it's supposed to be done? If so, would you mind showing where in the rules it says so? It'll be helpful information to have in the future.

5/5 5/55/55/5

Pirate Rob wrote:
As a note if for some reason the Pathfinders did not pay to have the item made whole, I would cross it off the chronicle sheet and subtract appropriate gold for it.

I don't think you're supposed to do that.

3/5

Definitely not. There is only one scenario I know where you can remove certain broken items from the chronicle sheet and that is only because there is a sidebar saying that in the scenario.

4/5 ****

The Beard wrote:
Pirate Rob wrote:
As a note if for some reason the Pathfinders did not pay to have the item made whole, I would cross it off the chronicle sheet and subtract appropriate gold for it.
Is that how it's supposed to be done? If so, would you mind showing where in the rules it says so? It'll be helpful information to have in the future.

I'm not 100% sure I'm doing this right (it's only come up once) but I took some time this evening to look it up and came up with the following:

Guide wrote:
Step 7: Cross out any treasure items the party didn’t find in the scenario and mark any special boons the players did or did not earn

Also

Guide wrote:
If during a scenario you find the +1 frost longsword from the example above and decide to use it until the end of the adventure, but then you get disarmed or it gets sundered, you are still able to buy that item off the Chronicle sheet at the end of the scenario

Also

Guide wrote:
If gear you have found but not yet purchased is sundered or lost during a scenario, you may still acquire it when purchasing items at the end of a scenario.

I'm now less sure of my answer but I'm not convinced its wrong.

The issue is when do you find the treasure? I like to think you find the magic sword once you've taken it from the bad guy, but one might reasonably rule you find it when you encounter them.

Since a destroyed item is worth 0 and doesn't show up on the chronicle sheet, if that's what you find and bring back, you get nothing for it. (Almost always worth making whole)

If bad things happen to it after you find it no problem.

Is there anything I'm missing here?

Side Note:

Item Value
Items must be purchased at full value. You can’t buy broken weapons or armor;
So no buying +10 destroyed swords for 0 and having them made whole.

Grand Lodge 4/5

Well, there's a scenario that deals with this, as mentioned by Saint Caleth (and I literally just ran it tonight). The wording in question states thus:

Quote:
Normally, an NPC's gear that the PCs damage or destroy in the course of an adventure is still considered available for purchase at the end of a Pathfinder Society scenario.

It then goes on to explain how that in that one particular scenario, the enemy breaks that rule. It also goes on to state that even if the item is destroyed and crossed off the sheet (a mechanic that only happens if the scenario says it does) they still get full gold for it.

If you want to know which scenario it is, check under the following spoiler:

Spoiler:
Icebound Outpost

The Exchange 4/5 Owner - D20 Hobbies

Pirate Rob wrote:

I'm not 100% sure I'm doing this right

Guide wrote:
Step 7: Cross out any treasure items the party didn’t find in the scenario
Guide wrote:
it gets sundered, you are still able to buy that item off the Chronicle sheet at the end of the scenario
Guide wrote:
If gear you have found but not yet purchased is sundered or lost during a scenario, you may still acquire it when purchasing items at the end of a scenario.

Your position requires you ignore these quoted sections.

Sundered/Fireball-ed/Destroyed items currently do not need to be repaired unless part of the Primary or Secondary success conditions (e.g. Bring that book to us and the book burned during a fireball.)

4/5 ****

So there's a single scenario out there, that I haven't read that clarifies this.

I'm perfectly willing to admit I'm not doing this right in fact it looks like I didn't. However I still see both positions as defensible.

Sczarni 5/5 5/55/5 ***

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Mark Hoover wrote:
ALL items can receive the benefits of a Mending and Prestidigitation cantrip so long as there's enough time.

Unfortunately...

Mending wrote:
Target one object of up to 1 lb./level

...which means that 20lb tent you just shredded will require a 20th level caster to fix.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

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I get distracted for a weekend and we bring sundering into my awesome information thread? gasps

Time to get this fun bus back on track.

There's an item called Magnetist's Gloves that allow your character to disarm 3 times per day at a range of 30 feet, for the low price of 6,000 gold. Combo this with a casting of true strike (because we all remember that combat maneuvers require attack rolls), and even your STR 7 wizard can be disarming fighters from range*, much to their (and your GMs) surprise!

*Note: What those disarmed fighters might do to your wizard as a result of this combo is unknown. I recommend a casting of emergency force sphere if they get to close.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Walter Sheppard wrote:

I get distracted for a weekend and we bring sundering into my awesome information thread? gasps

Time to get this fun bus back on track.

There's an item called Magnetist's Gloves that allow your character to disarm 3 times per day at a range of 30 feat, for the low price of 6,000 gold. Combo this with a casting of true strike (because we all remember that combat maneuvers require attack rolls), and even your STR 7 wizard can be disarming fighters from range*, much to their (and your GMs) surprise!

*Note: What those disarmed fighters might do to your wizard as a result of this combo is unknown. I recommend a casting of emergency force sphere if they get to close.

Those gloves are less exciting when you have a couple slots of pilfering hand prepped. ;)

Grand Lodge 2/5 RPG Superstar 2012 Top 32

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Oh, here's one that I can't believe I haven't already posted:

Burst of radiance. It's a spell from Champions of Purity, and it's on several spell lists.

Long range.

10ft-radius burst of light.

Reflex save or be blinded for 1d4 rounds.

And if you're evil, you take 1d4/level of untyped damage with no save.

The damage only works on evil targets, and it caps at 5d4—great candidate for Intensify Spell, though!

Oh, and the best thing is that it has the [good] descriptor, so finally there's a cool toy that the good guys can use while the Asmodeans look on, instead of vice-versa.

Silver Crusade 4/5

Somethings I have additionally learned:

1) Fighters that take the whole sundering feat tree, (Improved Sunder, Greater Improved, and Sundering Resolve) are smart and clever players. So long as they know the rules about sundering. :)

2) Players who can take a pregen and make it their own character, are players you want to keep in your communities because they are creative, and make the most of the resources they have. (which have gotten better. But are not that great.)

3) Our Paizo Boards are a trap for internet trolls. Proceed through them with caution.

4) At the end of the day, our community is awesome. Stick to the awesome parts of it, and whatever drama comes, they will roll off your back.

5) Always update your ITS. Especially when you run out of Antitoxin.

Dark Archive 4/5 5/5 ****

Jiggy wrote:


Those gloves are less exciting when you have a couple slots of pilfering hand prepped. ;)

I think I might have a new "toy" to play with... so many good 2nd level spells... not enough slots. Maybe that'll be my new goal for a bonded item. Instead of getting a Ring of Invisibility at 1/2 cost, I could get a Ring of Wizardry II for 20,000gp. Just need to do about 5 more scenarios, saving all the way, and it is MINE! MINE I tell you!!!

Bwah ha ha ha ha!!!!

Damnit... my damned infernal blood is showing again.

Silver Crusade 2/5

Angelo Gaius Cassius Fierro wrote:
Damnit... my damned infernal blood is showing again.

Discipline, friend. Iomedae can help with that.

Dark Archive 4/5 5/5 ****

Jiggy wrote:

Oh, here's one that I can't believe I haven't already posted:

Burst of radiance. It's a spell from Champions of Purity, and it's on several spell lists.

Long range.

10ft-radius burst of light.

Reflex save or be blinded for 1d4 rounds.

And if you're evil, you take 1d4/level of untyped damage with no save.

The damage only works on evil targets, and it caps at 5d4—great candidate for Intensify Spell, though!

Oh, and the best thing is that it has the [good] descriptor, so finally there's a cool toy that the good guys can use while the Asmodeans look on, instead of vice-versa.

Cool spell. Another toy I'll have to think about. Even if I've been known to thank the Prince of Law on occasion (once a Chelaxian, aways a Chelaxian?).

Since, of course, you don't have to worry about those silly little alignment restrictions if you gain your power honestly, through your great wits and studies... not have it handed to you from some higher (or lower) power.

I'm still never summoning a babau. That'd just be wrong. A Vrock or three, on the other hand... summon them, just to watch 'em dance!!!

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

That's excellent, Jiggy -- I hadn't seen that spell before!

RE magnetist's gloves & pilfering hand: That's right! I guess these gloves would be better put to use on any straight BAB character that doesn't normally disarm then, since the PC would most likely be out of melee range for the AOO the disarm provokes. I'd be neat to have another option on those AM BARBARIAN cookie-cutter characters.

Lantern Lodge 5/5 *

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Champion of Irori is one of the coolest prestige classes out there, for flavor and interesting abilities. One of them is the ability to use 2 Ki points to use a Smite Evil/Chaos.

However, a single magical item makes that even better: The Ring of Ki Mastery. When fully charged, it allows you to use Ki abilities at -1 Ki point cost (to a minimum of 1). So now every Ki point you have is an extra Smite Evil/Chaos. So unless it's a truly neutral being or non-sentient... you're probably going to be able to smite ALL the things!

Grand Lodge 4/5

David Higaki wrote:

Champion of Irori is one of the coolest prestige classes out there, for flavor and interesting abilities. One of them is the ability to use 2 Ki points to use a Smite Evil/Chaos.

However, a single magical item makes that even better: The Ring of Ki Mastery. When fully charged, it allows you to use Ki abilities at -1 Ki point cost (to a minimum of 1). So now every Ki point you have is an extra Smite Evil/Chaos. So unless it's a truly neutral being or non-sentient... you're probably going to be able to smite ALL the things!

Also, if you're going that route and have access to Channels, look into getting a Bronze Gong (Faiths of Balance). This allows followers of Irori to convert channel uses to ki points.

Scarab Sages 2/5

Fate's Favored is a nice trait.

Add in a Silver Spindle Ioun Stone, which gives 3/day a 1st level cleric, druid, or wizard spell as a SLA. This scales with your HD. So at level 9, this gives you a +4/+4 luck bonus to attack/damage.

Though the stone costs 21k, it is a big boost to damage.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

Is that with a casting of divine favor Cao Phen?

At the moment I don't have the resource handy to look up that ioun stone at the.

Silver Crusade 4/5

Jiggy wrote:
Those gloves are less exciting when you have a couple slots of pilfering hand prepped. ;)

I prefer to cast it spontaneously.

Scarab Sages 2/5

Walter Sheppard wrote:

Is that with a casting of divine favor Cao Phen?

At the moment I don't have the resource handy to look up that ioun stone at the.

Ah yes, forgot to state the spell. =)

Yes, the 1st level cleric spell, Divine Favor.

Silver Spindle

Lantern Lodge 5/5 *

Cao Phen wrote:

Fate's Favored is a nice trait.

Add in a Silver Spindle Ioun Stone, which gives 3/day a 1st level cleric, druid, or wizard spell as a SLA. This scales with your HD. So at level 9, this gives you a +4/+4 luck bonus to attack/damage.

Though the stone costs 21k, it is a big boost to damage.

I have a healing halfling paladin with Fate's Favored and the Adaptable Luck trait; I plan on getting other fun luck bonuses as I can just for the shenanigans involved. This includes the Symbol of Luck, Jingasa of the Fortunate Soldier, and perhaps a Stone of Good Luck.


Urban Barbarians Are a great addition to a Dex based class. you get to temporarily add +4 dex to your stats. Awesome for gunslingers.

A great way in PFS to get proficiency with a weapon that isnt exotic is too take the Heirloom Weapon trait. Later on Masterwork Transformation it, then pay the cost in upgrading it to a +1,+2 or so forth. You now you have a +1 weapon you a proficient with but not normally.

Grand Lodge 4/5

Have proficiency with all martial weapons, but want to use an Exotic without spending a feat? A cracked opalescent white pyramid will let you treat a single type of exotic weapon (chosen at purchase) as martial for the low, low cost of 1,500 gp (from Seekers of Secrets).

Alternatively, 10,000 gp for the full stone will just grant you proficiency with a single type of weapon.

Scarab Sages 4/5 RPG Superstar 2015 Top 16

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My witch has 5 ring slots! 3 of which can be active at any one time.

Meridian Belt + Hand of Glory.

The Meridian Belt lets you wear a magic ring on each foot. Only two of the four rings can be active. As a swift action you can change which two rings on your hands and feet are active.

The Hand of Glory turns your neck slot into another ring slot. Plus it lets you case see invisibility and daylight each once per day.

5/5 5/55/55/5

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Equipment and anything a druid holds merges with them when they shapeshift. For safe macguffin transport, hand it to the druid and have them shapeshift. You can literally only get it off of their dead body.

4/5 RPG Superstar 2013 Top 32

BigNorseWolf wrote:
Equipment and anything a druid holds merges with them when they shapeshift. For safe macguffin transport, hand it to the druid and have them shapeshift. You can literally only get it off of their dead body.

Also very useful for taking weapons/armor/spell pouches/divine focuses/explosives into areas where they would normally be frowned upon. No-one expects your party's adorable little kitten friend to be packing heat in the bathhouse.

Grand Lodge 4/5

Isaac White wrote:
BigNorseWolf wrote:
Equipment and anything a druid holds merges with them when they shapeshift. For safe macguffin transport, hand it to the druid and have them shapeshift. You can literally only get it off of their dead body.
Also very useful for taking weapons/armor/spell pouches/divine focuses/explosives into areas where they would normally be frowned upon. No-one expects your party's adorable little kitten friend to be packing heat in the bathhouse.

Does the weight go away, or stay? I can think of one scenario where the party is tasked with transporting a 100 pound box around for the whole time.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

Isaac White wrote:
BigNorseWolf wrote:
Equipment and anything a druid holds merges with them when they shapeshift. For safe macguffin transport, hand it to the druid and have them shapeshift. You can literally only get it off of their dead body.
Also very useful for taking weapons/armor/spell pouches/divine focuses/explosives into areas where they would normally be frowned upon. No-one expects your party's adorable little kitten friend to be packing heat in the bathhouse.

A similar trick for summoners is to give the macguffin to their eidolon, then dismiss it; resummoning it later as needed to retrieve the item.

5/5 5/55/55/5

Walter Sheppard wrote:
Isaac White wrote:
BigNorseWolf wrote:
Equipment and anything a druid holds merges with them when they shapeshift. For safe macguffin transport, hand it to the druid and have them shapeshift. You can literally only get it off of their dead body.
Also very useful for taking weapons/armor/spell pouches/divine focuses/explosives into areas where they would normally be frowned upon. No-one expects your party's adorable little kitten friend to be packing heat in the bathhouse.
A similar trick for summoners is to give the macguffin to their eidolon, then dismiss it; resummoning it later as needed to retrieve the item.

Did they ever figure out if stuff the eidolon carries goes with the eidolon or drops to the ground?

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

I was never aware that there was a question. To me it looks like dismissing the pet is similar to a dismissal effect; it just poofs out. So unless dismissed demons and devils drop their weapons when they poof, I don't see why eidolons would.

Silver Crusade 1/5 *

Walter Sheppard wrote:
I was never aware that there was a question. To me it looks like dismissing the pet is similar to a dismissal effect; it just poofs out. So unless dismissed demons and devils drop their weapons when they poof, I don't see why eidolons would.

I would assume there might be a difference because summoned demons come with their own equipment. If you gave a summoned demon a +2 flaming greatsowrd and then dismissed it, wouldn't the sword stay behind? I would assume something similar would happen with an eidolon and anything you gave it after it was summoned.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

Good point. Do summoned eidolons come with all their armor and gear removed? As I GM, I always allowed the eidolon to come "gear equipped." So if this is the case, then allowing them to take carried items isn't much of a stretch.

I really never played a summoner or looked in to it, so this is a genuine question.

The Exchange 4/5 Owner - D20 Hobbies

Bigdaddyjug wrote:
If you gave a summoned demon a +2 flaming greatsowrd and then dismissed it, wouldn't the sword stay behind?

I'd rule the sword went with them.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

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Getting back on track...

Most people use true strike purely for the "if I don't roll a 1, then I hit" effect, but the +20 on your attack roll can be more meaningful than that:

Bull rush (and a couple other maneuvers) care not only about whether or not you beat the target number, but by how much. Thus, if you use true strike on a bull rush and roll decently, you can launch your enemy as much as 20ft further than you're normally capable of.

Scarab Sages 5/5

I had a Bard that would use True Strike, a Whip and Unseen Servant... just think about it.

"Jeeve's, get any weapons people drop within 20 feet of me and bring them to me...."...

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

3 people marked this as a favorite.
Jiggy wrote:

Getting back on track...

Most people use true strike purely for the "if I don't roll a 1, then I hit" effect, but the +20 on your attack roll can be more meaningful than that:

Bull rush (and a couple other maneuvers) care not only about whether or not you beat the target number, but by how much. Thus, if you use true strike on a bull rush and roll decently, you can launch your enemy as much as 20ft further than you're normally capable of.

This is quite true... I recently activated a spell stored true strike on my foehammer, then knocked a creature a good 30 or 40 feet out to sea on the next turn.

Silver Crusade 3/5

Jiggy wrote:

Getting back on track...

Most people use true strike purely for the "if I don't roll a 1, then I hit" effect, but the +20 on your attack roll can be more meaningful than that:

Bull rush (and a couple other maneuvers) care not only about whether or not you beat the target number, but by how much. Thus, if you use true strike on a bull rush and roll decently, you can launch your enemy as much as 20ft further than you're normally capable of.

It's like déjà vu all over again. ;)

Silver Crusade 1/5 *

James Risner wrote:
Bigdaddyjug wrote:
If you gave a summoned demon a +2 flaming greatsowrd and then dismissed it, wouldn't the sword stay behind?

I'd rule the sword went with them.

I don't see how it would. You're dismissing the demon and the sword does not belong to the demon. Anything the demon brought with him from his home plane would go back, but the +2 flaming greatsword belongs to this plane, and can't be dismissed from it.

Silver Crusade 3/5

Bigdaddyjug wrote:
James Risner wrote:
Bigdaddyjug wrote:
If you gave a summoned demon a +2 flaming greatsowrd and then dismissed it, wouldn't the sword stay behind?

I'd rule the sword went with them.

I don't see how it would. You're dismissing the demon and the sword does not belong to the demon. Anything the demon brought with him from his home plane would go back, but the +2 flaming greatsword belongs to this plane, and can't be dismissed from it.

Possession is nine tenths and all that. I'd also rule that the sword goes with the demon.

Items don't have home planes. Otherwise dismissal would allow someone to target an item, which it does not.

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