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Here is what the book says

spoiler:
Those who understand the synthesizer can also control it
to create items. Doing so takes 10 minutes per item created.
Any item of item level 4 or lower can be created with a
successful DC 15 Computers, Engineering, or Mysticism
check. An item with an item level of 5 can be created with
successful checks made by two different characters using
two different skills. An item with an item level of 6 can be
created by three different characters using all three of the
skills.

Crafting rules in core book have nothing to say what happens when you fail, since you do not make a roll. So in this instance above, what happens when the players fail a roll? Did I miss something somewhere? If so, can someone point me in the right direction? I was thinking they would lose half of the materials needed for the item.


So I am going to be the healer of the group, taking cleric with merciful heal arch, and going to try for the Healers Touch achievement feat. If I can work out the details, I will be taking 6 levels to get the empowered ability from merciful healer (combined with healers touch will be nice), so would be open to take it at 7th, which would give me enough time and points to get the prereqs taken care of.

So I am looking for thoughts on the combination, and any insights on something I might be missing. I know that my channel energy will not go up with harrower, but my special abilities focus on healing spells (maximized and empowered) not the channeling. Additionally, this is for a group about to start Jade Regent, rest of the group is composed with a druid, oracle, and bard (gypsy).


Ok, so putting together an encounter and was going to give the NPC the "Staff of the Slain". Here is the description copied from HeroLab:

This special ability can only be placed on melee weapons. A
spellstealing weapon allows its wielder to siphon protective magic
from a target and transfer it to herself. When the wielder rolls a
critical threat against a target, she can forgo confirming the critical
hit and instead automatically learn which spells or magical effects
are active upon the target. The wielder may then make a caster
level check to steal her choice of one of those effects, using the
spellstealing weapon’s caster level plus its enhancement bonus,
against a DC of 11 + the caster level of the effect.
If the check
succeeds, the target immediately loses the benefits of that effect
and the wielder gains the effect for 1 minute (or until the effect
expires, whichever comes first). If the spellstealing weapon has a
critical multiplier greater than ×2, the wielder may attempt to steal
one additional spell effect per additional multiple beyond ×2 (two
effects for ×3, and so on).
Construction
Requirements Craft Magic Arms and Armor, greater arcane sight ,
limited wish ; Cost +3 Bonus
Appears In : Ultimate Equipment

The bold/italic part is what is confusing me. This item is an intelligent artifact so assuming it would be a CL 20 item, it is a +5 weapon, which would make the CL check =25 to steal the spell effect. So doing the math, CL 25 -11 (from DC) = 14 CL. The highest caster level you can effect with this is 14th? So any caster over level 14 has nothing to fear from this item? Something is not right here, and for some reason I cannot figure it out, so please if someone can see what I am missing please point it out.

Also on the flip side, if you attempt this against a caster 14th or lower, you will automatically succeed? I know the circumstances that need to be met for it to happen with the crit etc., but once they are met it is auto-success?