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Alright. I need a quick question answered. What action would it be for a Mindblade with a weapon already manifested, say, a light weapon, to switch to another weapon of the same type, or even a different type. As an example, what if they had a longsword manifested, but they wanted to switch it to a warhammer? Would it just be another standard action or would it be a different one? They don't want to summon a second weapon, they want to switch their current one. How would this action play out?


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:

See, someone pointed out the racing broom which I didn't even know existed. I like how this item lets you go fast, but spells out limitations and drawbacks on that faster flight, rather than just handing out super-speed with no downside.

I would suggest following that model. If you allow an "improved" item in your game, also include logical limits or some potentially negative effect to counterbalance the good stuff you're handing out.

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.


Anyone? I already had someone recommend that I use 3.5's idea for switching slots which is a 50% price increase. I'm still looking for advice on the other ideas.


I was advised to move this over here.
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 Wings of Flying 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.


willuwontu wrote:

Questions like this aren't really rules questions anymore, and would be a better fit for the Homebrew Forums or Advice Forums.

Moving slots is generally discouraged, however in 3.5 I believe it was 50% increase, I'm unsure if it's the same in PF or if it's just the same price.

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.
So, I've seen questions about stacking Ant haul and Muleback Cords, as well as other carrying capacity stacking questions. My own question is, can you stack Ant Haul with Ant Haul? For instance, if a character is wearing a Heavyload belt, which functions just like Ant Haul, and they have Ant Haul cast on them, will it stack? What if there was, hypothetically, another item that functioned like Ant Haul/a Heavyload belt? Could that be stacked with a Heavyload belt? I'm using this bag of craziness to make a main villain based on carrying capacity.


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.


On second thought, I'll just double the hitpoints and see how well that goes over. Or would quadrupling them be a better idea?


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?


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I'm just glad there are people who enjoy what I've made. I'm a pretty simple guy when it comes to creating things. I make something and see if people like it. If they do, that's all I really need.


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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.
For fire I made the Flameknight, and I made it for Orcs. Personally, I always found paladins having to be lawful good a bit of a downside. Don't get me wrong, that is actually my favorite alignment to play, but I decided to make it so that any type of good could be a paladin so long as they hold their god's tenants in their heart. Flameknight is for Chaotic Good Orc Paladins. I chose Orcs because they usually make poor paladins due to Charisma, and they are almost always associated with war and fire, even the tamer Orc depictions give them ties to the elements. Plus, I love Orcs, so Orcs it was.
For air I decided to go with Tengus for the Skywarrior. They just had that sort of free spirit that goes along with air, and giving a bird race a paladin archetype that gives them flight when they had none seemed right to me. In the end, the idea of a Chaotic Good Tengu Paladin who has a good nature, loves a bit of fun despite their duty, and has wind whistling through their feathers makes a good picture in my mind.
Lastly, for water I chose the admittedly odd choice of Samsarans for Aquaguardians. I imagine most players here never look at Samsarans but I look deep. Samsarans fit to me due to theme rather than physical traits, although they blood is as clear as water. Samsarans go through a constant cycle of death and rebirth, always different but always the same, just like water. It totally wasn't because I needed a race that would work that didn't already have a swim speed. ...okay it was but the other reason makes me sound more profound. So, I say let there be Lawful Good Samsaran Paladins where they are legal.
I guess I'll end this longwinded explanation before the hyperlink with a brief description of each archetype for those who don't want to read the whole thing beforehand. Flameknights are fire-based, heavy damage, pseudo-barbarians. Skywarriors are incredibly mobile fighters, and can reach many places not accessible and do many things not possible to martial classes. Aquaguardians are at home in the water, would be best used in a nautical campaign of any sort, and can still fulfill a bit of a diplomatic role. Any of you can use these as you see fit, and I just hope you put in a word or two on who made it. I would appreciate any discussion, critiques, or comments on these. Questions asked will be answered. I put Battledancer in there too so you all don't have to go through my awful first post, so feel free to do the same to that there. Thank you for even clicking on my post.
Agatesword Archetypes


Battledancer Monk Archetype

Fixed it. I can't alter the previous message anymore but the link here will work.


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.


Oh, my bad. I probably should have thought of that. Sure...... one noob question, how would I post the google doc? Despite being on a computer for years I am not very experienced with this site or google docs.


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.
Battledancer (Monk)

The battledancer is an archetype of the monk class. To be a battledancer a character must be any chaotic.
A battledancer uses the art of the dance in combat to defeat their foes while putting on a show. Unlike dancers with formal training or monks with imbued discipline, the battle dancer follows the natural flow of life that they can see every day to hone their form and perfect their “moves”.
Class Features
A battledancer has the following class features:
Flurry of Moves (Ex)
A battledancer can use flurry of blows when they maintain a grapple by choosing the damage option. Instead of making attack rolls each attack automatically hits. These cannot crit. Flurry of blows cannot be used at any other time.
This ability changes flurry of blows.
Strong Form (Ex)
A monk of 3rd level or higher gains a +2 bonus on saving throws against evocation and non-mindaffecting AOE spells and effects. This includes splash weapons and breath attacks.
This ability replaces still mind.
Ki Pool (Su)
At 10th level, instead of ki strike treating their unarmed attacks as lawful weapons, they are treated as chaotic weapons.
Add these following choices to the list of effects the monk can activate by spending 1 point from their ki pool:
• Force an enemy to make a will save due to the beauty of your moves as you fight. The DC is equal to 10+your number of ranks in perform (dance) +your Cha modifier. If the enemy fails the save they are dazed until the end of their next turn. Enemies without an intelligence score are unaffected. Special: You can use this to target as many enemies as you want in the same action costing an additional 1 point per additional target.
• You can spend a point to use perform (dance) to move through threatened squares or cross narrow surfaces/uneven ground instead of acrobatics for 1 round.
• You can spend a point as an immediate action whenever you make a save. You can use your ranks in perform (dance) instead of your total save modifier to roll your save or replacement save. You must take this new result and you must decide to do this before you find out the result of your original save.
This ability modifies the ki pool ability.
Diamond Heart (Su)
At 11th level, a battledancer gains immunity to all mind-affecting spells, effects, and abilities.
This ability replaces diamond body.
Great Form (Ex)
At 13th level, a battledancer gains a fortification chance equal to ((3/4 current monk level) * 5)%
This ability replaces diamond soul.
Grooving Palm (Su)
Starting at 15th level, a battledancer can set up vibrations within the body of another creature that can thereafter be funky if the battledancer so desires. He can use this grooving palm attack once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the battledancer strikes successfully and the target takes damage from the blow, the grooving palm attack succeeds. Thereafter, the battledancer can try to force the victim to dance at any later time, as long as the attempt is made within a number of days equal to his battledancer level. To make such an attempt, the battledancer merely wills the target to dance (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the battledancer’s level + the battledancer’s Wis modifier), it has to do nothing but dance for the next 24 hours. If the saving throw is successful, the target is no longer in danger from that particular grooving palm attack, but it may still be affected by another one at a later time. While they are dancing the battledancer can challenge them to a dance off, to which they cannot refuse, and then the battledancer can make a perform (dance) check. The dancing target will have to make a will saving throw with a DC equal to the result of the check. If they fail this saving throw they will fall unconscious for the next 24 hours. A battledancer can have no more than 1 grooving palm in effect at one time. If a battledancer uses grooving palm while another is still in effect, the previous effect is negated.
This ability replaces quivering palm.
Moves that can transcend all barriers (Ex)
A monk of 17th level or higher can use perform (dance) to make a check for any charisma based skill check other than the other types of perform. In addition, they can make a DC 40 perform (dance) skill check to convey a message of less than 20 words to any living creature.
This ability replaces tongue of the sun and moon.
Perfect Self
Instead of gaining damage reduction 10/chaotic they gain damage reduction 10/lawful. This ability is otherwise the same.
This ability modifies perfect self.