Wizard

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Sweet. Thanks!


Can anyone point me to the relevant rules?


I'm trying to create a pair of custom magic boots, combining the effects of several feet-slot items.

The items:
-Boots of Striding and Springing (5500 gp)
-Boots of The Cat (1000 gp)
-Slippers of Feather Step (2000 gp)
-Acrobat Slippers (3000 gp)

Can someone help me determine the cost, and point me to the relevant rules?


A friend points out a consequence of such a ruling: earth elementals could not harm each other, since they are both made of earth.


So, a huge earth elemental is targeted by falling debris (courtesy of an evil giant's earthquake spell). The elemental's earth glide ability says:

d20pfsrd wrote:
Earth Glide (Ex): A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

So, does the falling debris harm the elemental? Or does it "pass through" the elemental in the same way the elemental can "pass through" stone and dirt?


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25. Posters with a picture of a PC are found all over town, along with the caption, "WANTED for CONSPIRACY against the throne! REWARD: X gold dead, XX gold alive."
26. A mutant, turtle-like biped is seen emerging from a back-alley sewer.
27. A noble mistakenly "recognizes" PC from the day before, and invites the party back to her manor for dinner as thanks.


awp832 wrote:

I'm not sure why your WIS score is so high, it seems like your DEX should definitely be higher, and you don't need a WIS score at all unless you're going gunslinger. Even then, a 14 would easily suffice.

My WIS score is high because druid.

awp832 wrote:

I can see no reason for you to take Druid.

Druid is my core character concept. I would sooner dispense with the notion of using a gun than change him from druid. Your argument definitely confirms my suspicions about gun use: it simply isn't a good combat option for him.

Amathon wrote:

Why would a gm want to start with an npc level

"To simulate our rise from mundanity to adventuring."

Amathon wrote:

really an Arkansan mountain man

Really. An Arkansan mountain man. :)

Illeist wrote:

hopefully has some kind of alternate introduction to the AP planned

He certainly does. He assures us that the NPC level is just extra hit points.

Popupjoe wrote:

As a GM I've always liked the idea of either starting out with some NPC levels or when characters retire giving out an NPC level or two (since just because a fighter retires doesn't mean he still doesn't learn). I think it makes them way more interesting. I can totally see a Dwarf as a Mountain man.

Thanks!

I guess I'll steer away from guns for this mountain man, folks. Thanks for the advice awp832, Rod Millard and Illeist.


I have a character concept for the Wrath of The Righteous adventure path: a dwarven druid named Jiminy "Jim" Mountainborn (Jimminy? Jymny? Hmm...). I'll be role playing him as a friendly, folksy old bumpkin with a pocket full of pipe tobacco and a well-worn straw hat. I want him to have a decent Charisma score to represent his friendly, Southern mannerisms and hospitable attitude. I'll have a wealth of Arkansan idioms on hand for every conceivable situation, and I'll be voicing him with an exaggerated Southern accent (I'm an Arkansas native, so it won't be hard). He has a badger animal companion named Henry, although Henry won't be "real" until Jim's 1st druid level.

Henry the badger:

Jim met Henry while tending to his moonshine stills at his mountain cabin. Henry followed him home, and they've been inseparable ever since. I plan on making Henry a dire badger at the appropriate level, then just making him bigger and bigger using the Bestiary advancement rules.

If asked about his huge and steadily-growing dire badger, Jiminy insists that it's completely normal, and Henry is "a home-grown 'mater, fed on nuthin' but moonshine and love".

To simulate our rise from mundanity to adventuring, each PC starts with a single level in an NPC class. The GM assures us that this will be purely an "extra level", and won't affect the CR of encounters down the line. Mine is expert, which I've used to grant access to a couple of skills that the druid class doesn't offer.

This is where it gets tricky. I want him to use a musket in true mountain-man style, since before adventuring he hunted bears and lived in a mountain cabin, carefully grooming his beard. How can I do this, but not make him ineffectual in combat? Is there a decent non-gunslinger build for 2-handed firearms?

Here's what I have so-far:

Jim's tentative build:

Jiminy
NG Male Dwarf Expert 1
--------------------
Abilities (20-point buy):
STR 13 DEX 14 CON 14
INT 10 WIS 16 CHA 12
--------------------
Feat: ?
Skill List [any 10, thanks to expert class; Bluff; Diplomacy; Jump; Knowledge (Dungeoneering, Nature); Sense Motive; Stealth; Survival; Linguistics; Perception]

Expert gives access to Diplomacy and Sense Motive, which are great for my character concept of a friendly old mountain dwarf with a lot of good advice. The rest are appropriate for someone living in the mountains, if slightly redundant for a druid.

I've considered taking a single level of gunslinger for the Gunsmith bonus feat and the free rifle. I'd LOVE to have 5 levels (for the +DEX to gun damage), but I don't want to take that much away from druid. I'll have to construct my own rifle later to keep up with my BaB (along with Rapid Reload).

We'll be giving the new mythic rules for a whirl, too. Should be fun.


ProfPotts wrote:
I always felt that the poor repeating crossbow would increase in popularity by leaps and bounds if, instead of the more historically-accurate lever on top, you made the thing 'pump-action'...

Dude. That goes all the way to 11!


I read an article (in 3.5 Unearthed Arcana, I think) that touched on the issue of reduced saves for multiclass characters. It proposed two solutions:
1) Do exactly what you just did, with the exception of saves. Instead of adding together the base save bonuses in the class description, take the better save progression from those levels and add them up as though the character had progressed to his current level in that class. For example: a Fighter 1/Barbarian 1/Monk 1 would have a base Fort save of +3 (the Good progression for a level 3 fighter) instead of +6 (the sum of the level 1 bonuses for each of those classes).
2) Too bad! The punishment for players trying to min-max is that their BaB suffers horribly. They were probably trying to break the game, anyway.


LoreKeeper wrote:
The 1-handed variant is a pretty slick house-rule. But as a GM I nonetheless prefer to specify that the falcata is a 1d8 19-20/x2 weapon that does x3 criticals on a natural 20. This significantly tones the weapon down, but its more in line with other exotic weapons.

I don't have a problem with the falcata in our game for now. We're running a very tough adventure path, and the power of the weapon seems appropriate. In less brutal AP's, however, the proposed fix sounds good. Good job, Lorekeeper!

Thanks for the input, folks. The 2-handed falcata variant does sound beastly. I think in the future I'll disallow 2-handing the standard falcata, too.


A player in one of out games wanted something like the falcata, but two-handed. So the question is this: is it too cheesy to allow this exotic weapon:

[Two-handed falcata variant] Cost: x, Dmg: 1d10, Crit: 19-20/x3, Wt: x, Type: S

Note: According to the weapon size table, the increased damage should be 2d6. But that seemed too good to me.


WPharolin wrote:
The donor of the original memories may attempt to deceive the subject being imparted with his memories if he chooses. He must succeed on a bluff check opposed by the subjects sense motive. This follows all the normal rules for making a bluff check except that he must make a separate check for each of the 5 senses he is attempting to deceive.

I dunno. That's kinda trippin on the bard spell Modify Memory, and it's a 4th-level spell (I think). Although it does offer an opposed Sense Motive check to resist, that skill is based on Wisdom, do a character that is likely to fail his will save is also likely to fail his skill check, too (especially against a Bard, whose spell DC and skill check are both based on his prime statistic). Seems too low a level by comparison to the existing spell.


WPharolin wrote:


Nizznevr's Quantum Magic Redistribution
School: Transmutation; Level: alchemist 2, magus 2, sorcerer/wizard 3
Casting Time 1 standard action
Component V, S
Range Touch
Target 1 weapon, armor, or shield touched
Duration 1 hour per level or until released (D)
Saving Throw Will negates(object); Spell Resistance no

"Ghost tough is nice against ghosts. Not so much against owlbears"

You alter the state of a magical weapon, armor, or shield with one or more special abilities with a base price modifier of +1 or higher. The special property is converted into an ordinary enhancement bonus equal to its base price modifier for the duration of the spell or until the items wielder spends a standard action to return the item to normal. For example, if you cast this spell on a +1 Long Sword of Icy Burst(a +2 special ability) you would have a +3 Long Sword instead.

In the case of items that have multiple qualifying abilities that can be converted, you may choose any number or combination of these special abilities to convert. You could convert a +1 Ghost Touch Long Sword of Icy Burst, for example, into a +2 Long Sword of Icy Burst, a +3 Ghost Touch Long Sword, or a +4 Long Sword.

This appears to be awesome.