Hand of the Inheritor

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Let's try this another way...

You are standing in front of a table.

On the table are 5 identical bottles of coca-cola. One is greased up to make it super slippery, but the grease is not visible.

You want to pick one up.

Do you...
A) figure out if you picked up the slippery one first and just fail to pick up any bottle
B) figure out which one you're picking up and then find that it was or wasn't the slippery one, potentially dropping it if it was slippery


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master_marshmallow wrote:

Concealment determines whether or not they hit.

Mirror Image determines whether they hit you or an illusory duplicate.

They must be resolved in that order. You have to hit first to determine of you hit the right thing.

In order to resolve whether or not an attack hits, whether comparing to AC, concealment, or anything else, you need to have the target defined.

Let's say you have 5 targets in a 5' square. 4 images, 1 displaced real target. Your character tries to attack, picking a random one of the 5 available targets. Rolling miss chance before rolling to see which target you chose is the same as saying "you have to roll miss chance to see if you manage to even swing your sword into the 5' square".

As far as I'm concerned, you can't resolve concealment before you resolve what you're attacking.


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I have officially made it through my first full read-through of The Darkness Arrives and begun referencing/notating places/people/etc from the main Rise of the Drow book. I have some new questions and a request for input on some of the notes I've put together for the PC's as a supplement to the official player's guide.

Question 1:
Are there stat blocks somewhere for Myharl Gryphonwind, Goldsneezer, Gregor Hawthorne, Thyron Warstriker, Sven Silvermane, Miah, and Alexandria Galekin? As yet I've only found information on their alignment/class+class level/race.

Question 2:
I am trying to come up with some campaign traits and/or feats that the players can pick up as part of character building to create more initial immersion (or I may provide them as rewards for particularly well-done character bios). However... I'm drawing a blank. Any suggestions? Worst case I figure on throwing together some traits that give bonus class skills, but I'm trying to avoid doing anything that feels overdone. I would love to have tie-ins to races/places, but without all of the source material I am limited.

Question 3:
I've thrown together 10 possible reasons for the PC's to be in / heading to Rybalka. Just looking for a review on whether or not these are workable, and asking if there are any others that can be offered to PC's as suggestions.
1. You wanted to make a living hunting, fishing, or mining
2. You heard of the evil lurking in Dark Wood and wanted to make a name for yourself in vanquishing it.
3. You heard rumors of a mysterious glowing magic rock that hte High Priest presents to his congregation every year during the longest night of the year.
4. You had a relative who was skilled in masonry and construction that came to this area around 8 years ago and never returned. It's high time you found out why.
5. You happened to be traveling this direction while following one of your life goals and decided to take shelter in town when the nights started growing darker and ominously dangerous.
6. Your chartered ship came to port here, ending your original journey short due to ice floes blocking your travel path.
7. You are researching an obscure topic and hope that Sage Yuri has a book in his library containing your answers.
8. You are a historian and want to hear firsthand accounts of the Klavekian takeover of the townw. Perhaps you want to seek out Quorron.
9. You have a particular hatred for Vikmoredere for one reason or another and are hoping to find some to kill in this region. Maybe the townsfolk saw some?
10. You have a hobby of exploring abandoned forts/castles and read that there were two in this area--Krelgar Keep and Adrik's Folly.

Question 4:
I am trying to edit the official Rise of the Drow Player's guide to redact certain sections, but my digital copy is very locked down. Is there a download available without all of these protections on it or can I email you my document with the redaction requests on it and you approve and mail it back? I'm trying to redact all of the text on classes/races that I don't have source books for, as well as the "Recent Events" section on page 11 (which only applies directly to Rise of the Drow, it basically sums up the prequel that the PC's are starting in, which will be confusing to them). I really don't want to have to take the low-tech route of printing it, marking it with a sharpie, and scanning it just to block sections...


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Wow, when it rains it pours! Thank you all for putting together this wealth of information! I'm going to compile all of this (and the notes from the product thread) and put my prep work into full swing.


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Quick background: I am prepping to run a homebrew campaign and one of my players asked if it would be possible to play a gunslinger. I'm personally not a fan of firearms/gunslingers in the d20 system and more importantly they don't fit into my campaign setting. That said, the player asked if Crossbows could be subbed out for the firearms, so I spent an hour or two drafting an archetype of the Gunslinger for this purpose. Yes, I know, sounds like Diablo III (actually, can we pretend that that disappointment of a sequel never happened?), but not quite.

I tried to keep as many of the abilities the same or true to their original nature. I'd say that this ends up being similar to a fighter with some added abilities in lieu of Weapon Training. Attacks resolve normally against AC rather than being treated as a special touch attack. I am, of course, concerned about overall strength and versatility versus the base classes, so any input would be appreciated.

Boltslinger:

Starting Wealth: 5d6 x 10 gp (average 175gp) In addition, each character begins play with an outfit worth 10 gp or less.

Weapon and Armor Proficiency: Boltslinger are proficient with all simple and martial weapons, and with all crossbows. They are proficient with all light armor.
This replaces a Gunslinger's standard weapon and armor proficiency.

Armbruster
You gain a bonus skill rank every level that must be placed into Craft: Crossbows. When crafting a crossbow or ammunition, use the item's value in gold pieces rather than silver pieces to determine your progress.
This replaces Gunsmith.

Grit (Ex)
This functions as a Gunslinger's Grit (1st level), but applies to crossbows rather than guns.

Nimble (Ex)
As Nimble (2nd level).

Bonus Feats
As Bonus Feats (4th level).

Arbalest Training (Ex)
Starting at 5th level, a Boltslinger can select one specific type of crossbow (such as a Hand Crossbow, Light Crossbow, Heavy Crossbow, Repeating Crossbow, etc). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of crossbow. Additionally, she can treat her Gunslinger level as her effective Fighter level for the purposes of obtaining the following feats with the selected crossbow: Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization, Penetrating Strike, & Greater Penetrating Strike. Every four levels thereafter (9th, 13th, and 17th), the Boltslinger picks up another type of firearm, gaining these bonuses for those types as well.
This ability replaces Gun Training.

True Grit (Ex)
As True Grit.


Deeds:

Deadeye (Ex): At 1st level, the Boltslinger can ignore the penalty for shooting beyond her crossbow's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The Boltslinger still takes the -2 penalty on attack rolls for each range increment beyond the first when she performs this deed (unless grit is expended).
This deed modifies Deadeye.

Boltslinger's Dodge (Ex): As Gunslinger's Dodge.

Focused Bolt (Ex): At 1st level, the Boltslinger can spend a 1 grit and a full-round action to focus on one target to either gain a bonus to attack equal to her Wisdom Modifier or a bonus to damage equal to her Boltslinger level. At level 7 the action required goes to a Standard Action. At level 13 the action becomes a Move action. At level 19 the action becomes a Swift.

Boltslinger Initiative (Ex): At 3rd level, as long as the Boltslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the crossbow is not hidden, she can draw a single crossbow as part of the initiative check.
This deed replaces Gunslinger Initiative.

Stock Bludgeon (Ex): At 3rd level, the Boltslinger can make a surprise melee attack with the stock or handle of her crossbow as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the Stock Bludgeon is of the bludgeoning type, and is determined by the size of the crossbow. Hand Crossbows deal 1d4 points of damage, Light Crossbows deal 1d6 points of damage, Heavy Crossbows deal 1d8 points of damage, and Repeating Crossbows deal 1d10 points of damage. Regardless of the crossbow size, the critical multiplier of this attack is 20/×2. If the attack hits, the Boltslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.
This deed replaces Pistol-Whip.

Utility Shot (Ex): At 3rd level, if the Boltslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a crossbow, but the Boltslinger must declare the utility shot she is using before firing the shot.
Wall Shot: You can fire crossbow bolts at solid surfaces to create handholds and footholds. Each standard bolt can only support 50 lbs, so it is likely necessary to create multiple hand/foot holds at once. Your attack damage must be enough to bypass the hardness of the surface.
Scoot Unattended Object: The Boltslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her crossbow. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the Boltslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.
Grappling Catch: You can fire a grappling bolt at a falling creature or object. This attack goes against the target's Touch AC and requires the use of a grappling bolt. Alternatively, you can fire a grappling bolt to catch yourself while falling. Either way, you cannot exceed the maximum length of the rope/cord attached to the bolt.
This deed modifies Utility Shot.

Dead Shot (Ex): At 7th level, as a full-round action, the Boltslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the crossbow at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the Boltslinger's single attack is considered to have hit. For each additional successful attack roll beyond the first, the Boltslinger increases the damage of the shot by the base damage dice of the crossbow. For instance, if a 7th-level Boltslinger firing a medium light crossbow hits with both attacks, she does 2d8 points of damage with the shot, instead of 1d8 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The Boltslinger only misses on a dead shot if all the attack rolls are natural 1's. The Boltslinger must spend 1 grit point to perform this deed.
This deed modifies Dead Shot.

Expert Loading (Ex): At 7th level, as long as the Boltslinger has at least 1 grit point, she gains the benefits of the Crossbow Mastery feat.
This deed modifies Expert Loading.

Startling Shot (Ex): As Startling Shot, but applies to Boltslingers and crossbows.

Targeting (Ex): At 7th level, as a full-round action, the Boltslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.

Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit. Feats and abilities that improve the Disarm combat maneuver apply to the attack roll for this target.
Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect. Feats and abilities that improve the Trip combat maneuver apply to the attack roll for this target.
Torso: On a hit, the target is damaged normally and stumbles back 5'. Feats and abilities that improve the Bull Rush combat maneuver apply to the attack roll for this target.
Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.
This deed modifies Targeting.

Quick Recalibrate (Ex): At 11th level, as an immediate action, the Boltslinger can spend 1 grit point to re-roll a single attack. She must take the second roll regardless of its result and cannot apply any other feats or abilities that allow a re-roll to this new roll.
This deed replaces Quick Clear.

Lightning Reload (Ex): At 11th level, as long as the Boltslinger has at least 1 grit point, she gains the benefits of the Point Blank Master feat.
This deed replaces Lightning Reload.

Evasive (Ex): As Evasive.

Menacing Shot (Ex): At 15th level, the Boltslinger can spend 1 grit point and a full-round action to fire bolts at a number of unique targets up to her Boltslinger level. These bolts are fired in a way that they just barely miss or veer away from a vital area. Each target is subject to the fear spell. The DC of this effect is equal to 10 + 1/2 the Boltslinger’s level + the Boltslinger’s Wisdom modifier.
This deed modifies Menacing Shot.

Slinger's Luck (Ex): As Slinger's luck.

Cheat Death (Ex): As Cheat Death.

Death’s Shot (Ex): As Death's Shot.

Stunning Shot (Ex): As Stunning Shot.

Note:
Adding a new type of ammunition:
Piton Bolts - These specialized Crossbow bolts are designed to penetrate hard surfaces and act as a standard piton. Firing this bolt at an inanimate non-magical surface allows you to ignore the first 5 points of hardness and support weight as a regular piton would. Firing this bolt at a living target requires a standard attack roll, but at a -4 penalty.

Credits and Search-Fu Disclaimer:

  • Credit for the Wall Shot deed does go to Zautos'. After some forum-searching I decided to modify that idea to what is listed above.
  • I've seen Meepo's Gunslinger archetype, but as one of my gripes with the Gunslinger is full BAB resolving against touch, I couldn't bring myself to use it.
  • Realistically and logically, I cannot modify firearms to not resolve against touch, so that option was tossed out too.


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Feats are definitely a workable route...
Iron Will
Improved Iron Will
Lightning Reflexes
Improved Lightning Reflexes
Great Fortitude
Improved Great Fortitude

Additional Traits
(There are a bunch of traits that offer +1 bonuses to saves, or +2 to a particular type of effect from a save.)

If Human...
Defiant Luck
Heroic Will

There are a bunch of spells you can use too, s/a...
Heroism, Haste, Prayer, etc... You can also get around a lot of spells by having Spell Resistance.

Items you can use...
Belt of Incredible Dexterity, Belt of Mighty Constitution, Headband of Inspired Wisdom


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Well, it seems that my group's (3 different play groups, actually... one with a DM who has been around since ~2.0) understanding of Line of Effect was completely wrong.

Thank you for correcting me.


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Simply, the Aldori Swordlord Fighter Archetype has this wording (note bold):
At 3rd level, when an Aldori swordlord makes a full attack with an Aldori dueling sword, he gains a +1 bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd.

Meanwhile, the PrC Aldori Swordlord has this wording:
At 3rd level, an Aldori swordlord gains a +1 bonus to AC when making a full attack with an Aldori dueling sword. This AC bonus increases by +1 for every four levels after 3rd. If an Aldori swordlord is also a fighter with the Aldori swordlord fighter archetype, levels in this class stack with his fighter levels to determine the AC bonus from this ability.

Note that the Archetype doesn't specify that the AC bonus is only against Melee attacks. So how does this stack? Is the archetype wrong? Is the PrC wrong?


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Tirisfal wrote:


Ensemble (Sp) - (Inspired by the Teamwork Feat of the same name)
You can start a synchronized dance party around you. All creatures within 20 feet must make a Will save DC of 10 + 1/2 your cleric level + your Wisdom modifier. If the creature(s) fail the save, they automatically aid you with your Perform check to dance as if they were aiding another as an immediate action. While under the effect of this ability, the creatures cannot make any actions of their own besides perfectly mimic your dance moves. The total number of rounds of this effect per day is equal to your cleric level + your total Perform (Dance) ranks. The rounds do not need to be consecutive, and you can dismiss the ability at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature(s) succeeds on its save to resist the effect.

For a 1st level domain power, this is rather powerful. I would suggest checking other 1st level domain powers, which all (barring one or two possible exceptions) can only target one creature.

* 1st level AoE compulsion
* No follow-up save listed, so anyone who fails the initial save is stuck until you dismiss the dance or run out of rounds
* Forces the use of Immediate Actions; creatures can only use 1 Immediate Action per round (and this uses their next Swift action), so if a creature has an Immediate Action spell/ability that they could have used to escape this effect, you've barred them from it. Additionally, what happens if a creature has already used their Immediate Action? You can't take 2...
* You can hit many creatures within 20', I'd suggest limiting this to "# of targets = Perform(Dance) ranks", and adjust the rounds/day to 3+{Cha Mod}+{# of cleric levels}
* You never specified what maintaining this action would be, so I assume that starting/maintaining it is a standard action?

Here is how I'd suggest adjusting this:
Ensemble (Sp) - Upon reaching level 8, you can start a synchronized dance party around you.
A number of target creatures (up to your # of ranks in Perform:Dance) within 20' must make a Will save (DC=10 + 1/2 Cleric Level + Wis Mod) or be compelled on their next turn to mimic your dance moves. While mimicking your dance, the target can only take purely mental actions. On the target's following turn and every turn thereafter, they can attempt another Will save to break out of the dance routine. You may continue your dance on your following turns as a Standard Action, or discontinue the dance as a free action. Discontinuing the dance releases all dancers from the effects immediately. You can use this ability for a number of rounds each day equal to 3 + Cha Mod + # of Cleric Levels, and these rounds do not need to be consecutive.

Alternatively, if you want to leave this as a 1st level power, you should make it single target only. So you could change it from "Ensemble" to "Backup Dancer". To do that, just drop the # of targets bit and the Perform:Dance integration.

Tirisfal wrote:


Forever Young (Ex) (Ripped from the Monk's Timeless Body)
At 10th level, you no longer takes penalties to your ability scores for aging and cannot be magically aged. Any such penalties that you have already taken, however, remain in place. Age bonuses still accrue, and the you still die of old age when your time is up.

Obviously if you increase Ensemble to the level 8 ability as suggested, you can't have this ability. That said, it's generally not a good practice to give class features from other classes as an ability to a different class (or as a feat).


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You also can't technically coup de grace with a cannon (siege weapon), but I'm fairly certain that if you stick a helpless creature's head into the barrel and fire, there won't be much left.

Seems to me that the Coup de Grace rules need to be updated to allow for any weapon to be used, provided you are adjacent to the target.


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In putting together a character build, I find myself a little confused. The idea is that the character uses a shield as their primary weapon to deliver shield bash attacks, so everything about the build works towards that idea. Clarification on any of the points I've brought up would be appreciated, but please only cite RAW or RAI posts by developers if you want to disprove any of the points here.

Since I can't find the answer in Pathfinder rules, I'm going off of the 3.5 rules quoted in this thread.

Shield Spikes + Bashing:

The description of the magical bashing property for shields says it can be added only to light or heavy shields. Does this exclude shields with shield spikes? That is, can you have a +2 spiked light shield of bashing?

You can add the bashing property to a spiked shield. If you do, the damage dealt by the shield bash increases from normal by 3 steps (2 for the bashing property and 1 for the shield spikes) , and the weapon becomes a martial piercing weapon. The example +1 spiked light shield of bashing, if made for a Medium character, would deal 1d8 points of piercing damage from the bash. (Normally a light shield bash deals 1d3 points of damage, but the spikes improve that to 1d4 and the bashing enhancement increases that to 1d8.)

Shield as main hand:

Can a character make a shield bash attack using the shield as a primary weapon or can it be used only as an offhand weapon?
While the rules describe a shield bash as an off-hand weapon, that’s simply an assumption (that your primary hand is holding a weapon). There’s nothing stopping you from declaring your shield bash as your primary weapon. Of course, that means that any attack you make with your other hand becomes a secondary weapon.

Based on this post by Jason Bulmahn, Shield Master was supposed to have been errata'd to add the shield's base shield bonus as an enhancement bonus, not add the defensive enhancement bonus. He went on to clarify that Shield Focus does not apply here either.
HOWEVER, the errata that Jason said would come still isn't in the rules (on the official PRD or on d20pfsrd). So based on the RAW, I can add my defensive enhancement bonus as an offensive enhancement bonus by taking Shield Master.

A shield bash is normally 1/2 strength due to being offhand, but if it is mainhand it gets full strength. So being that a Heavy Shield is not a light weapon, I can two-hand it for 1.5 strength.

Also, as far as enchants go, I can enchant the shield as a weapon using enhancement bonus equivalent enchants (Bane, Flaming, etc.), and then add the defensive enhancement bonus on top of that using Shield Master. Being that the current RAW of Shield Master is no different than casting Magic Weapon on the shield, this will work.

So at level 12, with 108,000gp of wealth and not spending more than 50% on one item, you can have:
Defensive Enchants (+4 equiv., 16k): +2 Bashing (+1 bonus) & Ramming (+1 bonus) Heavy Spiked Steel Shield
Offensive Enchants (+3 equiv. 32k): +1 Impact
The shield spike increases the effective size category by 1, Bashing increases it by 2, Impact increases it by another 1. Bashing and Impact are untyped increases that don't say that they do not stack, so they will stack.
End result? On an attack, the shield does 2d8+(1.5*StrengthMod)+2 piercing damage. On a charge, you get a free Bull Rush as a Swift action. And that's not even taking into account Fighter training and feats...I'd probably even remove the Ramming enchant for an extra +1 AC, +1 attack, and +1 damage.


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I think most people don't realize that the feat has drastically changed since it was first released.


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Seeing this thread makes me giddy...Before anything, I have to say THANK YOU for tackling this set of rules.

1. On +5 DC's...:

1.1) If you add +5 to the DC for not knowing the spell, do you still need to provide the spell in some other form? (via scroll, via another caster)
1.2) If you don't know the spell for the item but provide it (via scroll or other caster), do you still increase the DC by 5?
1.3) If you know the spell but don't want to expend the spell slot each day of crafting to "cast" it, can you still add +5 to the DC?
1.4) Is there a limit to using the +5 to DC based on spell level? For example, can a level 1 cleric add +5 to the DC to craft Miracle into an item (this shouldn't be possible...)? What happens when a class with a spell list that ends at 4 or 6 wants to craft a spell of a higher level--does it still just add +5?

2. On item caster levels...:

2.1) If the CL of an item is technically the CL at which the crafter set it to be (up to a maximum of the crafter's actual CL), then if a crafter who is below the CL listed for an item crafts a named item or effect, is that item/effect actually at the crafter's CL, or does it use the listed CL?

3. On Wondrous items required materials...:

3.1) If you craft a wondrous item, what are the materials needed for crafting?
3.2) If a wondrous item requires a spell that uses material components, are the material components considered to be required crafting materials for the item? (s/a Diamond Dust)

4. On Hedge Magician trait...:

4.1) When do you apply the 5% discount? Is it before the crafting cost reduction (effectively multiplying market value by .45 instead of .5) or after the reduction (effectively multiplying market value by 0.5 and then .95, or just .475*market value)?
4.2) If you craft an item that requires a material component, does this trait reduce the cost?
Mess of a thread here...

5. On cursed items...:

5.1) How do you price them?
5.2) Can a player purposely make a cursed item?

6. On crafting reductions...:

6.1) Please see this thread

7. On specific item pricing...:

7.1) Please expand on how to price out the abilities on Circlet of Persuasion and Breastplate of Command
7.2) Price of a feat?
7.3) Price of a class ability?
7.4) Price to bump a class ability's effective level?

8. On crafting assistance...:

8.1) If you are crafting an item where you don't know the spell needed for it and someone else in the party is helping you by providing the spell, does that person need to provide the spell each day of crafting?
8.2) In the above example, does that person need to be at your side constantly while crafting, or can they provide the spell in 6 seconds and then let you craft for 4-8 hours?

9. On best practices...:

9.1) Best practices on what to never put on an item? (types of spells, feats, etc...not looking for an exact list, just general items)

10. On multiple abilities...:

10.1) Do you add 50% to the cost to add magical properties that aren't priced in a +X bonus onto weapons/armor, or is the price to add it always the listed price?

11. On spellcasting use by day...:

11.1) While crafting an item, do you have to cast each required spell once per day?
11.2) Since crafting can be done in 4 hour blocks, would you actually have to expend the spell energy twice (by casting twice) if you do 2 4-hour blocks?
11.3) Is the spell expended at the start of the day? End of the day? Slowly throughout the whole day?
11.4) Do you actually have to cast the spell each day, or is it just once at the end of the crafting when you make the spellcraft check?

12. On cooperative crafting...:

12.1) How many people can assist at once in crafting an item to speed it up using Aid Another?
12.2) What if they all have the Cooperative Crafting feat?

I had posted this thread a while back. Some of the content in it has already been covered in this thread, but I figured I'd provide a link anyway.


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The official DM screen has a lot of information on it for quick reference.

D20pfsrd has a Gamemastering Quick Reference page that you could print out or keep open on a laptop during play.

Another thing is... your players should also have an idea of how their abilities work. It's not easy for you to always remember every last detail about how a class functions, that's 75% on the player to do. You should still have a general idea of the info, though.


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Silvanshee gets Stabilize, Dimension Door, and Lay on Hands, so it can D-Door to whoever needs help, then use Lay on Hands or at least stabilize. Tack on an Anthropomorphic Animal + Permanency and it can probably use wands too.


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MassivePauldrons wrote:


Strictly speaking using channel energy as you have been, makes it significantly more powerful than its original intended design.

In one of my playgroups, my party was surrounded by zombies. I channeled positive energy every turn, healing the party for a small amount and damaging the zombies for a small amount (undead seem to have rather high will saves...). If you were to add together the healing and the damage that I was doing, it would still come out to be a lower number than the sorcerer who was using selective Fireball to fry all of the enemies.

I know that the majority of people on these forums feel that clerics are overpowered, but I have yet to experience a time when I would agree with that.


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Characters can still "research/create" a new spell.

Listing a few assumptions...
* This is a homebrew game
* You are suggesting that the fighter create a new feat instead of taking an existing feat (this isn't a bonus feat/ability that you are gaining on top of standard advancement...keep in mind that while a spellcaster can create a custom spell, they are limited in its use per day)
* You are suggesting that the custom feat only be selected instead of a bonus fighter feat (every even level)
* The new feat is a combat feat

I'd look at this as "instead of taking a bonus fighter feat, you can create a Signature Move that defines your character." I wouldn't impose a penalty on using the move unless one was needed for balancing.

Without more specifics, I couldn't really give more input. I will mention, however, that if you give fighters the capability to create their own feats that the spellcasters will also take interest in this capability and want to create their own feats too. Be careful what doors you open...


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BltzKrg242 wrote:

A horse that has survived many battles DOESN'T get tougher. It got lucky.

That's the point. YOU can help your animal survive by taking mounted combat and other feats that allow you to protect the animal.

So there are plenty of ways you CAN keep your mount alive and healthy even into the higher levels already in place.

Your suggestion maybe not on par with an animal companion but if not Feat worthy, then trait worthy?

OK, I understand that you are adamantly against this idea in its entirety. I understand that you feel that mounts should only advance if part of a class feature, and that those without the class feature should use an "exotic" mount if they want a less flimsy mount. I understand that you are making these statements based on the RAW.

That said, the original thread question wasn't "I'm looking for a way to do this by RAW", nor was it a suggestion of "I think this should be core rules". This thread was posted in the Homebrew/House Rules section. I'm not trying to sound rude or dismissive, but please limit your responses to input that will actually assist with this idea, be it positive or constructive criticism or balancing information.

BltzKrg242 wrote:
Your suggestion maybe not on par with an animal companion but if not Feat worthy, then trait worthy?

The suggestion already would require investing skill points into Handle Animal. If DC's need to be adjusted to make the skill point investment more important then that is something to consider, but I don't feel that this should be a feat, trait, boon, or class skill.

Moving on, the system I'm suggesting doesn't automatically make mounts level.
* It requires that the mount is in combat and survives
* It requires that the owner of the mount makes a Handle Animal check to assist the mount in its growth

I'm working on trying to determine an XP system to use for the mounts. I don't want to just base this off of the PC's level, I want the system to actually consider that the mount only gains experience by being in combat. You might get to level 20 and your heavy horse only sees combat once, so in that situation it has no right to level with that experience. However, if you're level 8 and your mount is in combat with you 75% of the time, I'd say that it's gained some experience, dodged or taken some blows to toughen up against, and learned (even at low Int) a trick or two to adapt. Hence, an HD increase.


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Krumm77 wrote:


1st) Would the feat Shield Focus add to the "base" shield AC bonus and thus be 'projected'?

2nd) It's a 10 min/lvl self-buff but you (the Pally) needs to use a swift action to initiate and switch targets. My question is once you've targeted a person do you need to keep using a swift action every round just to keep it on them?

1. Shield Focus would apply. The spell transfers your entire bonus over.

2. You only use one swift action to target a person. Once that person is targeted you do not need to take any further actions to maintain that person as the recipient of the bonus. You would only need to take another Swift action if you wanted to target someone else.


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blackbloodtroll wrote:
Well, you do not need to be evil, to worship an evil god.

This is correct.. however, remember that your Cleric's Aura will match the aura of your deity, not of your alignment. So if you worship a Chaotic Evil deity and run into a paladin... Lucy, you got some splanin' to do!


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Zimheaho wrote:


The other thing here is that I am a bit of a fan of Japanese anime, and I recently watched the Claymore series. What a wonder animation, and I really loved the idea of the sword wielding Claymores battling the demonic forces of the Yoma. So I am very much in love with the idea of playing a Claymore-like heroine based on the magus class, particularly the bladebound archetype.

Because of you, I just watched 26 episodes of this series...in a row.


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hogarth wrote:
Paizo's iconic cavalier has one tucked into his back somehow...

The handle is made out of neodymium magnets. It's in the character bio and lore.

No, really, it is. You don't have to check, just go with it. Seriously. Why would I lie about this?

...

Good catch in pointing this out though. Precedence set via artwork, huzzah!


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Serisan wrote:

You acn only take the feat once as it has a requirement of Character Level: 1st.

The feat gives you 4 skill points spread over 4 levels.

I'd call that a complete waste of a feat...


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Owly wrote:

I'm currently running a good, fun game with mature, reasonable friends. During one session, another player couldn't make it, but as he was the "meat shield" he allowed his character to be played by others with my consent.

Now the storyline has finished, and I'm awarding XP. This player has asked if he deserves XP for that particular session as his character was involved, even though he himself wasn't. What do you all think?

His character was present, his character gets XP. XP isn't awarded to the player, it's awarded to the character.


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Revan wrote:
AerynTahlro wrote:

"While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration."

I think casting a spell requires patience and concentration...

We direct you to the clearly stated fact that the OP is using the Urban Barbarian, whose Controlled Rage includes the description:

"When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage."

And I direct you to the fact that "can still use Int/Dex/Cha Skills" is referring to Skills, not abilities. A skill is a skill. An ability is an ability.

You can make a knowledge check during rage with this archetype. You cannot cast a spell.


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In my main campaign (in which I'm a player), my DM allowed us to take the Leadership feat with a warning not to abuse it. She allowed us to pick a cohort and design the character with the requirement that we write up backstories and find a way to implement the cohort into the current story (cohorts can't just "poof" into existence). Cohorts come in with standard PC WBL since they are PC classes, use a 25-pt-buy (or 4d6 drop lowest), are controlled in combat by the player, and roleplayed out of combat by the player. Cohorts CANNOT take Leadership.

As far as followers go, those have to be NPC classes with the heroic NPC stat layout. We can design those as well but they don't get traits. Each follower that we design must have a backstory. Important followers can have PC levels following level 3 (so 3 npc levels and a max of 3 pc levels).

So I have a Cleric cohort who follows my Paladin around, both have the same deity, their backstories actually place them together (they may as well be brothers). This creates interesting situations where if one is in trouble, the other will dive in to save him.


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You could swap rings without an issue. The only time that the item has a "burn-in" time is when it is indicated as such on the item's description (such as Belt of Giant Strength or Ring of Sustenance).


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Squawk Featherbeak wrote:
"in whatever way he/she can."

This means "likely not at all".

New commoner, focusing on Int for skill points and defensive capabilities. Not very combat viable (might want to just activate that Ring of Invisibility at the start of every combat).

Human Commoner 20

Stats:

25-point-buy: Str 8, Dex 15, Con 15, Int 16, Wis 11, Cha 12
Boosts: Human +2 Int, L4 +1 Dex, L8 +1 Con, L12 +1 Wis, L16/20 +1+1 Int, Belt +6 Str/Con, Belt +4 Dex, Headband +6 Int/Wis/Cha

Final Stats: Str 14 (+2), Dex 20 (+5), Con 22 (+6), Int 26 (+8), Wis 18 (+4), Cha 18 (+4)

Feats:

Toughness
Iron Will
Improved Iron Will
Lightning Reflexes
Great Fortitude
Dodge
Mobility
Skill Focus*
Persuasive*
Defensive Combat Training
Acrobatic*

The entries with a * after them can easily be changed. I suggested Skill Focus to make the character a focused skill monkey. Persuasive will help with being a 'party face'. Acrobatic will help with allowing this character to Acrobatics away/out of threatened areas. Improved Initiative might be a good idea to have. You could also replace a couple feats with something to make the character more combat viable, such as weapon proficiency, vital strike, etc.

I know I didn't list traits... choosing a couple traits to add specific skills as class skills would be a good idea. Reactionary is also a good trait to have to try to go first to get out of harm's way.

Vitals:

HP: 216 (Base 6, D6 Average 20*3.5, Con 20*6, Toughness 20)

Fort: +19 (+6 Base, +5 Cloak, +2 Feat, +6 Con)
Ref: +18 (+6 Base, +5 Cloak, +2 Feat, +5 Dex)
Will: +17 (+6 Base, +5 Cloak, +2 Feat, +4 Wis)

Skills: 460 pts ({2+Int-6}*20, Favored 20)

Reg AC: 45 (+10 Base, +11 AC, +7 Shield, +1 Dodge, +1 Insight, +5 Dex, +5 Deflection, +5 Natural)
Flat AC: 39 (Reg - Dodge - Dex)
Touch AC: 22 (+10 Base, +1 Dodge, +1 Insight, +5 Dex, +5 Deflection)

Gear:

Mithral Agile Breastplate
> +5 Enhancement, Fortification (Heavy), Determination, Righteous, Slick (Greater), Shadow (Greater)
Mithral Heavy Shield
> +5 Enhancement, Reflecting
Belt of Physical Might/Perfection
> +6 Str/Con, +4 Dex
Headband of Mental Superiority +6 (pick 3 skills for the int part)
Cloak of Resistance +5
Ring of Protection +5 & Evasion
Ring of Regeneration + Invisibility
Moon circlet (Darkvision 60')
Boots of Teleportation (Teleport 3/day)
Amulet of Natural Armor +5
Clear Spindle Ioun (Sustains creature without food or water)
Dark Blue Rhomboid (Alertness (as the feat))
Dusty Rose Prism (+1 insight to ac)
Iridescent Spindle (Sustains creature without air)
Turquoise Sphere (+5 competence bonus on Ride checks and Fleet,as the feat, for your mount)

Capabilities:

Skill monkey!
Teleport 3/day from Ring
Invisibility as std action from Ring
Doesn't need to breathe, eat, or drink
Has Evasion and Darkvision 60'
Can spell reflect a spell 1/day


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How's this one? You didn't exactly state what you meant by "strong"... whether its combat prowess, out of combat ability, survival, etc...

I figured a commoner with some defensive feats and trip capability using a 2h reach weapon as his primary weapon would be a good place to start.

Human Commoner 20

Stats:

25-point-buy: Str 16, Dex 16, Con 16, Int 13, Wis 7, Cha 7
Boosts: Human +2 Str, L4 +1 Wis, L8/12 +1+1 Dex, L16/20 +1+1 Str, Belt +6 Str/Con, Belt +2 Dex

Final Stats: Str 26 (+8), Dex 20 (+5), Con 22 (+6), Int 13 (+1), Wis 8 (-1), Cha 7 (-2)

Vitals:

HP: 236 (Base 6, D6 Average 20*3.5, Con 20*6, Toughness 20, Favored 20)

Fort: +19 (+6 Base, +5 Cloak, +2 Feat, +6 Con)
Ref: +18 (+6 Base, +5 Cloak, +2 Feat, +5 Dex)
Will: +12 (+6 Base, +5 Cloak, +2 Feat, -1 Wis)

Reg AC: 38 (+10 Base, +11 AC, +1 Dodge, +1 Insight, +5 Dex, +5 Deflection, +5 Natural)
Flat AC: 32 (Reg - Dodge - Dex)
Touch AC: 22 (+10 Base, +1 Dodge, +1 Insight, +5 Dex, +5 Deflection)

BAB: +10/+5

Gear:

Mithral Agile Breastplate
> +5 Enhancement, Fortification (Heavy), Determination, Righteous, Slick (Greater)
Masterwork Guisarme
> +5 Enhancement, Speed, Keen, Bane (Human)
Belt of Physical Might/Perfection
> +6 Str/Con, +2 Dex
Cloak of Resistance +5
Ring of Protection +5 & Evasion
Ring of Regeneration + Invisibility
Moon circlet (Darkvision 60')
Gloves of Dueling (+4 CMD v Disarm/Sunder/drop, don't drop when panicked/stunned)
Boots of Teleportation (Teleport 3/day)
Amulet of Natural Armor +5
Clear Spindle Ioun (Sustains creature without food or water)
Dark Blue Rhomboid (Alertness (as the feat))
Dusty Rose Prism (+1 insight to ac)
Iridescent Spindle (Sustains creature without air)
Turquoise Sphere (+5 competence bonus on Ride checks and Fleet,as the feat, for your mount)

Capabilities:

Standard Attack: Guisarme +23 (+2 if human) 2d4+12 (+2d6 if human)
Full Attack: Guisarme +23/+23/+18 (+2 if human) 2d4+12 (+2d6 if human)
Trip (replace any above attacks): CMB+22 (+2 if human)
Teleport 3/day from Ring
Invisibility as std action from Ring
Doesn't need to breathe, eat, or drink
Has Evasion and Darkvision 60'


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Lockgo wrote:
How much do you think an item an item like this would cost?

Well... it's somewhat unprecedented, but if you examine what's needed...

You need a DC20 Use Magic Device check to activate a wand. If the gun can make this check automatically by using a wand as ammunition, it can almost be guessed that the weapon grants itself a skill bonus of 20.
Skill bonus (competence) --> Bonus squared x 100 gp
20*20*100=40000gp

Of course, the gun isn't granting that bonus to the player, it's only granting it to itself, so I'd value that at 50% of the regular price.

You could then determine that there could be different power levels of the gun, allowing it to only activate wands of up to a certain spell level.
0 only: 1,000
0 - 1: 2,500
0 - 2: 5,000
0 - 3: 10,000
0 - 4: 20,000

That's just an idea...

Another would be to make the gun an Intelligent Item as well as grant it the competence bonus to Use Magic Device. As an intelligent item can have 5 ranks in a skill for 2500, or 10 ranks for 10000. Let's say you chose the 10 ranks for 10k. Add in a Skill Bonus of +10 for 5,000 (again, halving the bonus cost since the player isn't receiving it) and you've brought the cost to 15k. Of course, the weapon would now have a +2 ego modifier and there would be other Intelligent Item rules that would apply, but that would certainly add a ton of flavor.


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Cleric domain abilities are in desperate need of a major overhaul...