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![]() Kayerloth wrote: My own biggest bit of advice is start "too" expensive and work back. It's always easier and less aggravating (for players and DM) all round to give more down the road than take stuff back later. Its the gaming corollary of telling someone it'll be a 20 minute wait time and its actually a 10 minute wait :). Wheldrake wrote:
Those are probably some sound pieces of advice. It probably is better to start out larger in price first. I think I'll try that since giving good news is always received better than giving bad. As for what to do with improved items, I have always been a fan of adding large drawbacks to powerful abilities, items, and characters. Doing that with improved versions of a wondrous item makes a lot of sense. I'll see what I can think up. ![]()
![]() Thanks for the advice. I was told to move this either into advice or homebrew, but I thought this was something similar enough to try advice first. Yes, I am the DM, and I was worried that just trying to figure it from scratch was my only real option. I wanted to know if anyone had any ideas, because I know there are no real rules for this, so that I could not only price different versions of current items, but other items of my players or my own design in the future. That is definitely homebrew territory, but for now I was just looking into advice for item pricing in general. As for the pricing itself, well, people disagreeing is nothing new to me. Sometimes I even encourage it to start a discussion, so long as it doesn't get out of control. If everyone just agreed with the first thing said, there would be a lot of poor ideas. I'll try those suggestions and see how they compare. And yes, I am a little bit of a grognard mentally, so I don't do things like this very often. ![]()
![]() I was advised to move this over here.
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![]() willuwontu wrote:
Alright. Thank you for the information. I'll try over there instead. ![]()
![]() Alright, so I know there's been plenty of threads on this topic, but none that could answer the question I was seeking an answer to. I've been all over the magic item creation rules, and tried various methods, but I'm looking for some opinions. I know what the deal is for pricing most magic items, and even for combining magic items, but what about making what are just improved versions of magic items that don't quite advance logically? For instance, what about a Sash of the War Champion that is twice as powerful? What about Muleback Cords that increase Strength only for carrying capacity by 10 instead 8? Or maybe [https://www.d20pfsrd.com/magic-items/wondrous-items/r-z/wings-of-flying]Wings of Flying[/url] with a 50 foot fly speed? What about moving an item to a different slot, like putting the effect of Muleback Cords on an amulet for the neck slot? I've been looking for a thread to answer these but I can't find one with a good example. Should I just spitball these numbers or does anyone have a better idea? I'm open to suggestions. ![]()
![]() Oh. Those are some good ideas. I don't think Lighten Object would really be useful for what I have planned, but Alter Self to just get another +2 Strength would really help. Besides carrying capacity, I also built this character with the longbow and grappling in mind just to keep the party on their toes. After maxing out Strength I had to put their points into something. I'm going to have them harass the party early on and a greater vital-strike longbow shot is something to be feared if they don't just full-attack, plus improved unarmed strike so they always threaten. They are basically going to be the final villain, and they are going to be very hard to kill until the end, so I'm not too worried about corpse looting. I have my own set of house rules that don't change overly much but add a good deal to make martials more competitive with casters, so their choice of class isn't much of an issue. I might post the houserules one day when I'm done fine-tuning them if I'm bold enough and anyone wants to give them a try. I got into Pathfinder rather late in its life, but I've learned there are always people who stick to one edition or another. ![]()
![]() Thanks. I was wondering about whether a spell could stack with an item that essentially used the spell. My plan was to put all their levels into the fighter's Pack Mule archetype, plus the feats Heavy Gravity Acclimation and Cut Your Losses, plus the Muscle of the Society Trait, and then invest in items. Sadly, because I want the character's carrying capacity to be a surprise to them, I decided to make my BBEG a human, so I can't make them a centaur or anything. I've seen some things about taking mutagen, or synthesist, or various class combinations. My own plan was that since they are essentially an immortal warlord who's been alive for 500 years, I could have them invest in upgraded muleback cords, as soon as I figure out how to price those. The good news is that the Pack Mule Fighter archetype allows them to go into medium load after enough levels without any penalty other than max dex bonus. ![]()
![]() Alright, so I've been looking around and I have no idea if this question has been answered or not. I know second edition is what everyone has their eyes on right now, but me and my friends still have so much content to use in pathfinder that we're probably going to be sticking to first edition for a long time. Anyway, on to my question.
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![]() I'm going to have to disagree on multiple points. The other aspects of size do matter, as when there is more of something there is more that needs to be broken, thus more hit points. Secondly, when you attack a door's hit points you are attacking the entire door, which I figure is correct as a lock on a door is something that can specifically be attack separately from the door. Lastly, the break DC of a door is the DC to break it open or break it down, which is specifically only for doors from what I read. Are you really telling me you don't have more trouble knocking down or even breaking a larger object? It's like the difference between a matchstick and the top of a table. ![]()
![]() Okay, so here is the best idea I have come up with. The door is twice the height, width, AND thickness. I feel it should have four times the hit points. However, similar to a wall, it is based on sections. The door is taking up two 10x10 sections, each section having 30 hit points, based on the statistics of the door I'm sizing up, for a total of 60 hit points. In the case of this large door a small or medium character can target the upper or lower half. A large creature can also target the upper or lower half, or try to smash the entire door at once. This is probably what I will use. What do the rest of you think? ![]()
![]() ......both of you bring up very good points and ideas. I probably should leave the lock DC alone if I don’t want to screw over the party’s Grippli. The logic for not changing that makes sense too. The break DC is still something I’m not sure about since most characters of larger size have increased strength thus making an increase of 5 acceptable, but going with 4 is also probably a good choice. Finally, hit points are still just a little confused. Walls go by 10x10 sections but a line I found about weapons and armor says to multiply by or divide by 2 for each size category above or below medium. I know a door isn’t weapons or armor but either that or toasted’s idea could work. If anyone still wants to say anything else about this, I’m still listening. The biggest issue still is hit points. ![]()
![]() I think I will go with Lady-J's suggestion here, but with one addendum. The lock-picking DC change should only apply with size category differences between the doors and characters. As for the hit points, this door is twice the height of, or eight times the size of, a normal wooden door. Due to this, I think 8 times the hit points is how it should work right? ![]()
![]() That is a good suggestion. I'll try that unless someone has a better idea. The doors in question at the moment at wood, so I'll try adding +5. Walls have HP based for a 10x10 section basis so as long as about a quarter of my door's hit points is less than a wooden wall section's, it should look good. ![]()
![]() Okay, so I tried finding any sort of rules for this, but my current issue is that I can't find a precedent for the stats of doors that aren't for medium sized creatures. For example, I am currently trying to stat up a large creature sized door. Hardness doesn't change, but what about things like hit points and break DCs? This is important because there will be fights based on trying to get through these doors. Does anyone have any ideas? ![]()
![]() One of my favorite archetypes in pathfinder is the Stonelord Archetype for the Dwarves. I love dwarves, I love elements/elementals, and I love archetypes that change a class so a race that is normally a poor choice for that class can do well. While dwarves are my favorite humanoid race to play, I decided to spread the love. I made an archetype for each of the other three prime elements, and each one is for a different race.
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![]() Turns out I'm still an idiot. I didn't see "How to format you text" when I was posting. Hopefully this is my last screw up....this post. Not the best first message board post. Battledancer Monk Archetype ![]()
![]() Okay, after screwing this up, (never tried to share a google doc before) hopefully now this is the right link. You still have to delete the space that messes the link up and I don't know why it is there. The link will work if you do that though. https://docs.google.com/document/d/19S5J6Ze8V8CArLxqCzp166V3fxaXt-gIijh-8kf hDIE/edit?usp=sharing ![]()
![]() .........it's a good thing I have this avatar, because I have to have rocks for brains not to think of that. https://docs.google.com/document/d/19S5J6Ze8V8CArLxqCzp166V3fxaXt-gIijh-8kf hDIE/edit Here it is for anyone who doesn't feel like reading that blob right here and now. Make sure to delete the space between 8kf and hDie when copy pasting. For some reason I can't delete the space in the post, so it has to be deleted in the URL bar. ![]()
![]() So, I've been looking around this site for a while, but I worked up the courage to make this first of what will probably be many posts. I know monks aren't the most popular class around here due to threads I've seen but I still wanted to share this archetype I've created. The story of this is that a friend of mine wanted to quote, "Dance with their enemies as they beat them up". So, me being the GM and someone with the obsession to create, I made this archetype for them. I thought monk would be the best base class for the archetype and I wasn't quite comfortable with making a new class yet. So far I've encountered no problems with them playing it and they love it, but I wanted to see what the community thinks of it. Criticism is appreciated and encouraged, insults will be ignored, and anyone who wants to play the archetype has my blessing to use it. I will answer any questions you have about the archetype.
The battledancer is an archetype of the monk class. To be a battledancer a character must be any chaotic.
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