Gold Dragon

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Grand Lodge

1 person marked this as FAQ candidate. 2 people marked this as a favorite.

Intro:

I imagine that many people are familiar with the Painter Wizard, a hyper-tuned machine that combines game breaking mechanics and RAW rules, which adequetly demonstrates the need for this post. In short the creator of the "Painter Wizard" guide lacked a sufficient understanding of the Pathfinder rules to correctly construct his build, in part because he filled in the numerous blanks with illogical and unsupported assumptions.

The First Problem:
In terms of build time, the original poster was woefully under-rating the absurd time needed to construct even one Trompe L'Oeil.

Noted in the templates construction section: "A trompe L’oeil is created from a masterwork painting of the base creature, with a cost varying on the size of the subject... Price varies (100 gp per HD plus cost of painting)."

Therefore before we even construct our construct an adequetly value-ful mundane, masterwork painting must first be acquired. Assuming DM fiat one would reasonably craft their own. So lets assume we are building an Efreeti (Trompe L'oeil) as the "Painter Wizard" would attempt to do, we would need a size large masterwork painting valued at 3000gp. Using the normal mundane crafting rules, this effort would cost us 1000gp, and a DC 30 Craft(Painting) check, since we are accelerating. Ultimately, if we assume we have a +20 to our craft check and take 10 (reasonable since we are supposedly attempting this at Lvl5) the effort would take 334 Weeks to complete. Ok, now that we have the painting we can being crafting the actual construct which will take a mere 5 additional days at a DC20 Craft(Paint)/Spellcraft check, assuming the same wizard build). Sounds like a fun way to spend a campaign.

The Second Problem:
Alright, if problem one was not bad enough, lets dive head first into core reading comprehension for problem two.

The "Painter Wizards" master plan is to create a 10HD, size Large Efreeti to have it cast the Wish spell for us. However the Trompe L'oeil template does not actually mention if we keep any Spell-like abilities, supernatural abilities, racial traits, or non-weapon/armor magic items from the creature we have copied.

In fact the template agonizes over what you do get to keep, which includes: natural attacks, weapon proficiency, All HD derived from class levels, BAB progression, Saving-Throw progression, Skills+INT per Lvl progression, and Natural Armor bonus. If the creature happens to be wearing any weapons, armor or shields, the construct also gets a masterwork copy of that item, made of paint, and since the creature you copy must be a "corporeal creature that has an Intelligence score" it gets normal feats per Lvl progression, but Nothing Else. Notably you could reassign the constructs feats and skills if you wanted as, "Most constructs are mindless, and so they do not have feats or skills. However, a small number of constructs have an Intelligence score, and their creator determines what feats and skill ranks the construct has when it is created. This choice cannot later be changed.".

Since we all know that Pathfinder is a rules based game of what you "can do" we understand that if you make an Efreeti (Trompe L'oeil) then you only get to copy what the template denotes, which does not include its' spell-like-abilities. Bummer. Some might argue that the template is an "Inherited Template" which only means "Creatures are born or created with these templates already in place, and have never known life without them." that is it. It is even hard to imagine what base statistics the Trompe L'oeil would have.

Luckily RAI helps us here as a formal version of the Trompe L'oeil exists. This formal version denotes the stats, of a construct made in the image of a Lvl 7 human aristocrat. By the example presented we can assume that the construct copies whatever base statistics the original creature possessed, or has only the base ability scores presented in that single entry (which are pretty trash). Well now this feels underpowered.

The Third Problem:
As if it was not bad enough, the "Painter Wizard" assumes his beloved Efreeti, Trompe L'oeil (which after these corrections would have been a monumental under taking to create), is in fact not going to spite him for those free wishes (which we already determined it would not have the ability to cast). Lets simply humor the goodly wizard here.

In terms of Alignment, "A Trompe L’oeil usually has the same alignment as its creator or the base creature. A Trompe L’oeil that seeks to destroy its original model, however, has an evil alignment (but the same alignment on the chaotic/lawful axis)". Wow they really used the word "usually" get ready for DM fiat. The developers have given free-reign here to a DM to just ruin the "Painter Wizard's" day as, if for some reason the DM allowed the template to copy all the nitty-gritty, Over-Powered abilities of it's original, then the DM could still just have the construct come out evil, after all that hard work. Yes, from page 6 of the Construct Handbook it does note that, "Once the crafting process is complete, the resulting construct is ready to receive orders. A construct recognizes its creator intuitively and obeys all commands issued to it by that individual." that does not mean that it wont use its intelligence to warp the meaning of your words and grant deleterious wishes. Ouch, last nail in the coffin.

So did you like the 3 problems I pointed out? There are 4 other problems I can think of regarding the "Painter Wizard" and its' poor use of RAW. That being said those problems are only small ones, not worth mentioning. Now this is a rules question forum... so where are my rules questions? Well, for those that read through my notes, I pose the question to you, did I miss anything? Are my numbers correct? Are my notions sound and logical for RAW, and RAI where it was mentioned?. Please get back to me as I would love to read what stance you take on the whole or part of the matter. I appreciate you stopping by.

Grand Lodge

Hello,

So as the title suggests I would like to know if there is a way to use a magical crafting feat to increase the caster level of an item.

A section of the CRB shown below states that:

“A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.” So my question is can you increase the general CL of an item like:

Banner of the Scarlet Rose

From CL 7 to like CL 16.

Grand Lodge

So here is a bit of background. My medium sized character uses a +1 Cold Iron Longsword as its’ main weapon. However I would like my weapon to deal a bit more damage at base without using magic, so I would like to make this weapon one size category larger and apply an Effortless Lace to the item to deal with the penalty.

The wondrous item known as Iron Lord's Transforming Slivers would allow me to make this change if I drank a enlarge person potion, and while under the duration of the spell, poured the pouch out onto the blade and left it over night in a Forge.

What I want to know is if I can simply use some Cold Iron bars with the weapon and a fabricate spell to net the same result. The Transforming Slivers site Fabricate as the primary spell used in its crafting so I wonder if I can effectively simplify the process if I have the spell being emulated. I would like a rules based response if such a thing exists for this unique interaction.

Grand Lodge

Hello,

So my question is fairly straight forward, but I was not able to find a ruling one way or another. If I found a +2 Longsword during my adventures, and had all of the necessary requirements to use Craft Arms and Armor for this weapon, could I change this weapon into a +1 Flaming Longsword. Ultimately I am wondering if it is possible to remove a +1 from an already existing and pre-enchanted item and replace it with a special ability worth a +1. If such a thing is possible, what would the crafting time for this change? I seek a rules based response.

Thank you all for your time and attention.

Grand Lodge

Hello,

I have a rather odd rules question I would like to better understand. The Alchemist (Toxicant Archetype)has an abiltity known as:

Toxic Secretion (Ex):
At 1st level, a toxicant has learned to mimic creatures with the ability to secrete harmful toxins through the skin. Once per day, in a process that takes 10 minutes, the toxicant can create and imbibe a tincture that causes her skin to secrete a mild toxin. The toxicant is immune to this secretion, but any creature that hits her with a natural attack or unarmed strike must succeed at a Fortitude save (DC = 10 + 1/2 the toxicant’s alchemist level + the toxicant’s Intelligence modifier). On a failed save, the target takes an amount of damage equal to the toxicant’s Intelligence modifier. At 4th level, a target that fails its save must succeed at a second save 1 round later or take the same amount of damage again. This effect repeats as long as the target continues to fail its saving throws, to a maximum number of rounds equal to 1 + 1 for every 4 alchemist levels the toxicant possesses (to a maximum of 6 rounds at 20th level).

This is a poison effect. The toxicant can suppress this secretion as a standard action, in which case it remains suppressed for 1 hour or until the toxicant reactivates it as a standard action.

At 3rd level and every 3 levels thereafter, the toxicant can choose a condition to have her toxin impose.

Once this choice is made, it can’t be changed. A creature that fails its save against the toxic secretion also gains these conditions until it succeeds at a save against the secretion, or until the toxin’s duration ends.

At higher alchemist levels, the toxicant gains access to stronger conditions; some replace lower-level conditions, which must be selected first. The following conditions are available at the given alchemist levels: 3rd—bleed (1d6), dazzled, fatigued, or sickened; 6th—dazed or shaken; 9th—blinded (replaces dazzled) or staggered (replaces dazed); 12th—exhausted (replaces fatigued); 18th—stunned (replaces exhausted and staggered).

As a swift action, the toxicant can collect and concentrate this secretion into a poison she can deliver as a touch attack or apply to a weapon. Targets of such attacks must attempt saving throws as if they had touched the toxicant’s toxic secretion. The toxicant can do this a number of times per day equal to her alchemist level + her Intelligence modifier.

This ability replaces mutagen.


And I want to know if the toxin when concentrated to a poison as a swift action counts as "created" poison for the Alchemist Discovery Sticky Poison. Notably the wording does not say crafted, instead opting to say created. I would like to determine from a RAW standpoint if these two abilities interact.

Grand Lodge

1 person marked this as FAQ candidate.

So I want to know if a Class (Supernatural) Ability, that effects spell casting, also effect Spell-Like Abilities. Here is some context:

  • Sorcerers have a Bloodline called Shapechanger. This bloodline has both a Bloodline Arcana and a Bloodline Power (called Mutable Flesh) that effect Transmutation spells that you personally cast.

    Bloodline Arcana: You are very skilled with magic that transforms you. Transmutation spells you cast only on yourself affect you as though your caster level were 1 higher.

    Mutable Flesh (Su): At 3rd level, once per day when you cast a transmutation spell with a duration of 1 minute per level that affects only you, you can increase its duration to 10 minutes per level. At 9th level, you can increase the duration to 1 hour per level.

  • Dragon Disciples have a spell like ability called Dragon Form that allows them to cast Form of the Dragon on themselves.

    Dragon Form (Sp): At 7th level, a dragon disciple can assume the form of a dragon. This ability works like form of the dragon I. At 10th level, this ability functions as form of the dragon II and the dragon disciple can use this ability twice per day. His caster level for this effect is equal to his effective sorcerer levels for his draconic bloodline. Whenever he casts form of the dragon, he must assume the form of a dragon of the same type as his bloodline.

What I want to know is if the Bloodline Arcana and/or the Bloodline Power of the shapechanger bloodline effect the Dragon Disciple's, Dragon Form, spell-like ability. I am asking this question as a rules only question based on raw.

Full Name

Frederick "Freight Train Freddy" Johannsen

Race

Human

Classes/Levels

Brawler 1

Gender

Male

Alignment

NG

Occupation

Special agent for "The Vault" - and international organization that specializes in recovery, storage and occasional research of artifacts from history with special properties.

Strength 16
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 13
Charisma 14

About Freight Train Freddie

Frederick "Freight Train Freddy" Johannsen
Human Brawler
Martial Flexibility (4 of 4 remaining)

Summary Block:

Frederick "Freight Train Freddy" Johannsen AC:12 (FF:10/T:12)CMD:14 Saves-FO:+4 RE:+1 WL:+4 HP: 12/12
1st lvl Brawler Male Human Defenses-
STR 16, DEX 14, CON 12, INT 10, WIS 13, CHA 14
Vehicle:
57 Buick Roadmaster (S16 D10 C13 I10 W9 Ch13)

Defense:

HP 12 (10 +1 Con +1 FC)
AC 12 (+2 Dex)
CMD 15

Fort: +4 (+2 class +1 Con +1 trait)
Will: +1 (+0 class +1 Wil)
Reflex: +4 (+2 class +2 Dex)

Offense:

BAB +1

Unarmed Strike +3 Att / 1d6+2 dmg

Tazer +3 Att (Melee touch attack) DC 18 Fort save or stunned 1d4 rounds; rechareable with flashlight built in. on off switch

Skills:

Ranks: 5 (4 +1 Human)
Acrobatics +6 (+1 rank +2 Dex + 3 class)
Climb +7 (+1 rank +3 Str + 3 class)
Intimidate +6 (+1 rank +2 Cha + 3 class)
Perception +4 (+1 rank +1 Wis + 3 class)
UMD +6 (+1 rank +2 Cha + 3 class +1 trait)

The brawler's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Equipment:

1 cellphone, 1 keyring with house key, work key car key on it, a bank card, a wallet/purse, up to 10 outfits at home, personal toiletries,, a pen, a notebook, up to 3 books, (normal furnishings for their home), and a vehicle per vehicle rules.

Traits & Feats:

Traits:
Dangerously Curious - UMD +1 and is a class skill
Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.

Feats:
Combat Expertise (Human bonus)
Improved Unarmed Strike (Brawler bonus)
Power Attack (1st)

Background:

Freight Train Freddy was a professional football player for the St. Louis Rams (before they went back to LA) until he had to retire from "injuries". Best known for carrying the ball straight through defensive lines, his nickname had a double meaning because he was also well known for getting in fist fights at the closest pub, and his uppercut was said to feel like you were hit by a freight train. One fateful game, he got hit hard by 3 opponents simultaneously, injuring his back, breaking his left leg and leaving him with a concussion. While these injuries were enough to leave him out the rest of the season, management was also concerned with his increasingly problematic issues with alcohol, so they invited him not to return the next season.

Fred Johannsen was recruited by a clandestine arm of the World Health Organization (WHO) to help recover strange and often dangerous artifacts around the world. His current assignment is to attend the Fishing Festival in Bodega Bay and look for any trouble, based on some information that the Vault has received.

Freddie was born and raised on the south side of Chicago, in Evergreen Park. He has been living in St. Louis for the last 10 years, though, before getting recruited, and now is basically living out of his car as he travels so much. He doesn't really bother to keep many possessions, and isn't great with money.

Class Skills:

The brawler's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Class Features
The following are the class features of the brawler.

Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, the short sword, and weapons from the close weapon group. She is proficient with light armor and shields (except tower shields).

Brawler's Cunning (Ex): If the brawler's Intelligence score is lower than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 4 times per day).

The brawler can use this ability again before the duration expires to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as with Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.

At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.

At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.

At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability, and can be used as a prerequisite for any of the other feats.

Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist or a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, such as Stunning Fist.

Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes.

Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purposes of spells and effects that modify either manufactured weapons or natural weapons.

A brawler also deals more damage with her unarmed strikes than others, as shown on Table 1–5: Brawler. The unarmed damage values given on that table are for Medium brawlers. A Small brawler deals less damage than the amount given there with her unarmed attacks, while a Large brawler deals more damage; see the following table.

Small or Large Brawler Unarmed Damage
Level Damage (Small Brawler) Damage (Large Brawler)
1st–3rd 1d4 1d8
4th–7th 1d6 2d6
8th–11th 1d8 2d8
12th–15th 1d10 3d6
16th–19th 2d6 3d8
20th 2d8 4d8
Bonus Combat Feats:At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat.

Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can change only one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.

Brawler's Flurry (Ex): Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability.

A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks.

At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry.

Maneuver Training (Ex): At 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver.

At 7th level and every 4 levels thereafter, the brawler becomes further trained in another combat maneuver, gaining the above +1 bonus combat maneuver checks and to CMD. In addition, the bonuses granted by all previous maneuver training increase by 1 each. (For example, if a brawler chooses grapple at 3rd level and sunder at 7th level, her bonuses to grapple are +2 and bonuses to sunder are +1. If she then chooses bull rush upon reaching 11th level, her bonuses to grapple are +3, to sunder are +2, and to bull rush are +1.)

AC Bonus (Ex): At 4th level, when a brawler wears light armor or no armor, she gains a +1 dodge bonus to AC and CMD. This bonus increases by 1 at 9th, 13th, and 18th levels.

These bonuses to AC apply against touch attacks. She loses these bonuses while immobilized or helpless, wearing medium or heavy armor, or carrying a medium or heavy load.

Knockout (Ex): At 4th level, once per day a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawler's level + the higher of the brawler's Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 10th level, the brawler may use this ability twice per day; at 16th level, she may use it three times per day.

Brawler's Strike (Ex): At 5th level, a brawler's unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction. At 9th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 12th level, she chooses one alignment component: chaotic, evil, good, or lawful; her unarmed strikes also count as this alignment for the purpose of overcoming damage reduction. (This alignment component cannot be the opposite of the brawler's actual alignment, such as a good brawler choosing evil strikes.) At 17th level, her unarmed attacks are also treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

Close Weapon Mastery (Ex): At 5th level, a brawler's damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a punching dagger deals 1d6 points of damage instead of the weapon's normal 1d4). If the weapon normally deals more damage than this amount, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon's base damage instead of her adjusted unarmed strike damage—this decision must be declared before the attack roll is made.

Awesome Blow (Ex): At 16th level, the brawler can perform an awesome blow combat maneuver against a corporeal creature of her size or smaller as a standard action. If the combat maneuver check succeeds, the opponent takes damage as if the brawler hit it with the close weapon she is wielding or an unarmed strike, it is knocked flying 10 feet in a direction of the brawler's choice, and it falls prone. The brawler can push the opponent only in a straight line, and the opponent can't move closer to the brawler than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle. (Unlike the Awesome Blow monster feat, the brawler can be of any size to use this ability.)

Improved Awesome Blow (Ex): At 20th level, the brawler can use her awesome blow ability as an attack rather than as a standard action. She can use it on creatures of any size. If she rolls a natural 20 on the combat maneuver check, the brawler can immediately attempt to confirm the critical by attempting another combat maneuver check with all the same modifiers as the previous one; if the confirmation roll is successful, the attack deals double damage, and the damage from hitting an obstacle (if any) is also doubled.

Misc Notes:

Stats:
Strength 5pt 14+2 16
Dex 5pt 14
Con 2pt 12
Int 0pt 10
Wis 3pt 13
Cha 5pt 14

Obviously, I took a few liberties here, so I suspect GM tweaking would be necessary. But this is the basic idea - a NG brawler with UMD (probably from a trait), an ex-alcoholic. Stats will have to be pretty even, but Strength would be primary (if even possible - if not, I was thinking perhaps he had possession of an artifact that made him ridiculously strong, but drove him to alcoholism and that the Vault recruited him after removing said item - and therefore his previously enjoyed strength).