Probably depends on your campaign record keeping requirements and whether canned adventures are used in the campaign. Old school I'm used to mapping. So many campaigns use some type of dungeon delving on some kind of regular basis even if you had to do some investigating and travelling to get there. It seems like the BBEGs are usually headquartered or encountered in a large lair of some sort cavern, dungeon, csstle or other lair the PCs need to explore. In most but not all of my canned adventures the dungeon is rarely larger than 650' from the entrance. The Skein allows fast party exits without getting lost with a party just running away from an encounter they probably wouldn't survive possibly due to injuries and lack of healing resources by simply following the bearer of the skein. Particularly nice if you tie it at some point after entering cavern, dungeon, lair which really extends it's "dungeon" range at 650'. The party only gets 750 GP if you sell this and it has a lot of utility for entering dungeons. Lot of utility for a party for the price compared to what they could sell it for and then purchase for 750 GP.
Very interesting item especially the name (cudos), but it seems like it would be of marginal utility to most PCs not in high wealth high magic campaigns. Basically not a keeper party treasure, IMO most parties would sell or trade it for magical items of more utility except in low magic campaigns where magic items are rare and hard to acquire. At low to mid levels I'd rather have a magical haversack to hold my things or a magic weapon for everyone in the party so everyone in the party can hit things or an elven cloak or several wands of utilty spells like cure light or sleep or invisibility potions.
Makes my top five but this is really abusable by PCs IMO, particularly sorcerers in high level play that use party crafting. Basically a sorcerer could charm an NPC to break the wishbone and have them choose to forego their save so DC17 moot. Is it worth 5,000 or 10,000 GP to most sorcerers to have an extra high level spell or two? Breaking the curse doesn't appear to destroy the wishbone so that is another way around the spell limitation of the sorcerer class since it doesn't appear to have a wishbone limitation: This memory loss cannot be dispelled, but it can be restored with a break enchantment, limited wish, miracle, or wish spell.
I like the concept of the retort since I dislike poison use in the game but not the time mechanics and restraints of the retort which basically make usage very limited in most campaigns. Be a lot more useful if the antidote didn't expire after an hour, possibly just providing a generic anti toxin with specified mechanical benefits. Really nifty item in a campaign using long term poisons or if it treated long term natural poisoning like lead or a similar campaign poison effect.
Interesting item especially at high level play. The drinking the blood reminds me of a suped up all level Psychic Reformation without the experience point cost. That effect could basically could be duplicated with the Limited Wish required to make this item in most campaigns and losing the appropiate experience points for each level. Regarding crafting the item. If the crafter can cast Limited Wish or acquire Limited Wish reliably they can also find a sorcerer with the desired bloodline to craft this item. Most parties have a cleric or access to a NPC caster capable of casting the appropiate spell so the permanent negative level not much of a penalty in most campaigns. SGenerally most players choose their bloodlines in campaigns and do not have them randomly assigned by their GM so it seems odd how selectively beneficial the supression of the bloodline is. For the price I would think it would be complete: Upon removing the necklace, it takes one hour for the character's original bloodline powers to return; during this time, all the sorcerer's bloodline powers are suppressed. The ampoule has no effect on the character's bonus spells, bloodline arcana, or bonus feats from his original bloodline.
Several options: One nice simple and easy is to Gestalt it with the Adept class for some minor Wisdom based spellcasting. A second option is to apply the Variant Psychic Rogue psionics based on Wisdom mechanic 100 PP and 15 first to fifth level psionic powers known at L20 sort of an unarmored variant of the Psychic Warrior the Psychic Monk (Martial Artist). At 5, 10, 15 and 20 give it the equivalent of a level in the Martial Adept Swordsage class. At L6 change BAB to Full BAB like a Fighter for those 15 levels. At L7, L10, L13, L16 and L19 give it the benefits equivalent to a PRC Tattooed Monk Tattoo.
hogarth wrote:
IMO it's bad game design just limited to core mechanics unless the game has no down time, crafting experience costs act as a break on crafting abuse in game in a default campaign that utilizes the suggested wealth by level rules or low magic campaigns. Throw in access to a feat like Mercantile Background and it really starts shaking things up. To paraphrase selling a magic item of marginal utility to a party for 75% of market to have the crafter make 150% of custom magic desired by the party. Under the basic rules party finds a 100K magical treasure that is of marginal utility to the party they sell it for half market price 50K and purchase items they want at market price. In campaigns where they cannot purchase items someone takes a crafting feat and turns the 50K into 100 K of magic items specifically desired by the party. Throw in a feat like Mercantile Background the party gets 75K which they craft into 150K of magic items they specifically desire. Doubling the magic items of BBEGs increases their CRs by 1 or 2. Can a DM/GM compensate for this more optimized party by giving them less wealth? Sure but there was no reason to before the unnecessary rule change.
Set wrote:
Defintely an example of bad game design from the designer on up through all the various reviewers not being familiar with the schools of magic the specific spells belonged to which the PRC was supposed to effect.
Looks like most D20 Noble class PCs with D8, 6 SPs, average BAB and some class specials. I don't like the Chaotic alignment restriction there is no good reason a Noble should not able to be Chaotic plenty of Nobles are born to a life of privilege. Why is the class restricted to Light Armor that commoners and thieves wear instead of heavy armor?
Understand how various spells interact with the Antimagic spell and other spells in your campaign. Go first. Antimagic torcs are nice for personal protection for non casters. Magic items or weapons that can cast antimagic as a spell are nice. Antimagic cast on your familiar can do the trick (takes more time to have the familiar sneak up on the spellcaster) Original spell research to tweak the Antimagic spell to change the area from you to an object like a missile weapon is nice.
I'd suggest +7 LA or less for a DR 0 unless it is giving the new demigod the 20D8 outsider HD like St. Cuthbert has but Vecna does not since both were humans at one point who ascended. Sold my Faiths and Pantheons the other day but as I recall the Chosen of Bane was only a +7 LA which would probably be higher using the calculator.
The Paizo warlock should be able to cast a limited amount of spells from a spell book like a wizard along with blood line abilities like a sorcerer. He should receive a familiar which picks up the Fiendish template regardless of whether he or the familiar is evil due to his heritage. If the spellcasting option isn't popular he should get cool abilities like the Hellfire Warlock PRC for modifying his blasts.
There is always the Battle Sorcerer variant or the old standby the Eldritch Knight although there are plenty of better PRCs after years of source books unless it has to have +20 BAB at L20. FRCS Paladins and Rangers of Mystra have the ability to cast spells from a spell book by taking a feat. No reason other Rangers and Paladins of Gods of Magic shouldn't be able to do the same.
Animation wrote:
Take the Educated feat with your Rogue it makes all knowledge skills class skills.
Dennis da Ogre wrote:
IMO additional profits. With a pdf in the back of the book there is a slighter higher publishing cost plus now additional second copy electronic format sales are minimized both lower profits.
Dennis da Ogre wrote:
Yes with the cheapest cd pdf version that is true. There are various options in security in various price ranges. For every guy that can break a coded security cd there are at least 10 or more with scanners. Plenty of the D&D market has access to a scanner. All it takes is one person with a scanner and some time. Throw a few more people with time into the mix. Generally the market aged 18 and under will have the most free time to use one especially when it is cost prohibitive to purchase a pdf. I'm old school there are costs associated with printing a book and distributing it to the wholesalers and the retailers and finally to the customer. By the time a book is printed now a days a pdf copy normally exists. The 4E PHB PDF is $24.95 at RPG Now. The 4E PHB hardcopy retails for $34.95 but sells for $23.07 from Amazon and $19.04 + $3.99 shipping New from secondary Amazon retailers. All the Amazon retailers are making a profit despite additional shipping costs. This is the same information. Some people prefer it hardcopy others prefer their information electronic and some like a combination of the two usually based on their preferred methods of interfacing with the information.
Nameless wrote:
The code idea was cheesy. Pretty easy to include a CD with a PDF copy of the book in the back and anything else they wanted to push. Regarding the last simple greed (Maximize profits without printing costs) seems to prohibit charging $5-10 a pdf until the stuff is really old. Probably some truth regarding the major distributors like Amazon requiring the pdf to be priced higher than the hard copy Paizo and Wotc PDFs are almost always priced higher than the Amazon hard copy.
Grayhorse wrote:
It depends on what level you normally play. I notice your example cites a level 20 sorcerer where there is no issue since both classes have leveled up. At low levels 1-7 this is a "huge" factor for a sorcerer with a limited fixed known spell list.
The single worst Pathfinder rule change at this point IMO which needs serious playtesting and feedback is the no experience crafting after L5+ particularly high level campaigns L13+ in suggested wealth by level campaigns. The No Experience Crafting rule breaks the CR mechanic the game is based on using suggested wealth by level without the associated experience cost brake on crafting abuse. All that free extra magical wealth for a single feat for all party members compared to existing rules with via Craft Wondrous Item or the Leadership feat to obtain a NPC party crafter effectively makes the PCs higher level against standard CR encounters.
amusingsn wrote:
I agree with you and Bleach. This single sentence really sums up the problem with the proposed rule. Under this proposed rule change a single PC feat really throws outs the balance of the CR/EL system. With the Leadership feat a single PC can have a NPC Cohort with lots of Crafting feats basically doubling effective PARTY WEALTH instead of bumping up individual and party wealth because there is no 1/25th market cost experience break. A single PC feat like Craft Wondrous Item which is already strong becomes broken because there is no crafting experience brake against abuse. In any game starting with a few or more levels a single PC can take the Craft Wondrous Item feat and have everyone in the party double all their Craft Wondrous Items wealth since they have been adventuring together since first level. Suggested wealth by level is 9,000 GP at L5 and 760,000 GP at L20.
Moondarq wrote:
Basically anyone able to achieve a high enough Charisma some way 10+ for cantrips and 11+ for first level spells has the latent potential to become a sorcerer. The L8 Fighter could have had it awakened on an adventurer by a creature or magic item or local magical effect or made a deal with a sorcerer to awakenen his sorcereous potential. Shoot a Fighter - 8, Sorcerer - 1 with a normal Charisma of 6 who possesses a +6 Cloak of Charisma could be trained to cast spells as long as he possesses an item that boosts his charisma like the cloak losing spellcasting when losing the benefits of the item.
LazarX wrote:
Yes that is correct for a wand of stoneskin but we were discussing permanent item enchantments in the last several posts. Now is that standard applied to all permanent magical items at 1,000 gp market crafting costs with daily castings for enchantment?
LazarX wrote: It was never that way in 3.5. For such items you had to be continually casting those spells during construction. The farthest I'd allow would be to have the creator seek the help of another caster who could handle that spell and keep them both out of commission during the crafting process. I disagree it was implied that most spells were being cast daily for each 1,000 gp market price of casting, but checking the spells that require expensive material components or experience points used in crafting it easy to see that standard was not applied.
Derringer wrote:
The Shair and Shaman are both nice mechanics with the Gen or the Spirit Guide. I like letting Sorcerers take Any Spell or Any Spell (Greater) with a spell book for a little more spell versatility with the 15 minute time penalty to prepare the spell like a wizard would with an open spell slot.
An easy method is to just double the known spells by giving the NPC wizard the Collegiate Wizard feat from Complete Arcane. As professional spellcasters it is reasonable that much of a NPC Wizard's Suggested Wealth by Level would be additional known spells utility spells particularly low level first (generally 25 gp market) and second (generally 150 gp market) that NPCs would actually occasionally wish cast on their behalf.
0gre wrote:
Flavor choosing your Cake: Which class to play like a spellcasting sorcerer over a cleric, druid, fighter, monk, rogue or wizard. Additional Flavor Not Powergaming: Choosing the Frosting for the cake picking a bloodline for your sorcerer.
nippurdelagash wrote:
What is a sorcerer? That question really nails it because the class is perceived so differently by so many different DMs and Players. I would like to see futher improvement in the class with more variants so it is more fun to play a PF sorcerer. IMO Paizo isn't quite there yet with the sorcerer class. Why not play a SRD variant spellcaster or a PHBII Beguiler with backwards compatibility? Both are easier to play than a PF sorcerer since the abilites are fixed or chosen by the player? The Alpha 3 sorcerer is improved over the Alpha 2 and almost anything is an improvement over the base core class sorcerer like granting them all the bonus feats PF dropped from the game every few levels which wouldn't necessarily make the class more fun to play. The Alpha 3 still pales when compared to a 3.5 SRD Spellcaster with open bonus feats at levels 1, 5, 10, 15 and 20 IMO with most of the feat options in game. I would like to see a few more PF sorcerer playing options based on the 3.5 SRD Variant Spellcaster mechanically so there will be something that will appeal to most players. IMO adding a skill point variant side note which grants the sorcerer and a few other classes 3 or 4 skill points a level is a no brainer. It appeases everyone as an "Optional" rule and it makes it easy for a DM to keep it out of his or her game if he finds it unbalancing or bad for backwards compatibility. The PF Blood line are nice but overkill IMO because there are to many. Consider limiting them to 3 or even 4 of the most popular as they will be the ones that will generally see the most play in games. Additional variant bloodlines can be introduced in future gaming supplements using BBEG Bloodline Sorcerers which is great for backwards compatibility since those bloodlines will always be optional for a DM. Strongly consider dropping the less popular bloodlines to provide "other" sorcerer class role playing options in game which will appeal to more players. The PF Gish Battle Sorcerer Variant is popular particularly with players who enjoy mixing it up in melee and playing with fewer known spells and daily spellcasting. This variant also takes up less space than one of the weaker IMO PF "filler" bloodlines. Consider something like Two "Spellcaster Sorcerer" Variants which take up less space than one of current PF sorcerer bloodlines: One who gets a choice of a bonus known spell each time he levels for players who thinks sorcerers need a spell boost instead of a PF Bloodline. For players who really dislike the delayed spellcasting progression and don't like playing Koblold monsters or the option of standard spellcasting spellcasting progression comparable to standard fullcasters with additional known spells.
Derringer wrote:
Excellent post I agree with all your points. Item Creation is Huge and Game Breaking IMO especially at higher levels with more party wealth and no experience point cost to provide a break.
airwalkrr wrote:
Very doubtful the skill is necessary IMO. Where is the corresponding walk and run skill?
More known spells for the sorcerer because they are spontaneous spellcasters. Preferably at least ten more known spells at L18 (one of each level gained at leveling or at L2 (Bonus known cantrip), L4 (Bonus knonw first level spell), L6.......) if backwards compatibility that great of an issue. Mechanically something as simple as a Sorcerous Spell Mastery feat based on Charisma would do the trick.
Mosaic wrote:
I agree. It sounds like Harn regarding the item quality effects. I would also like to see a flat two to four times cost multiplier for Masterwork items for the reasons you have cited.
Lot of good points particularly the skill limits at first level and the implications of the Open Minded feat under PF rules for some skill dipping. Open Minded [General]
Benefit
Special
I always figured crafting magic items drained a little bit of life force which explained the cost mechanic for in game purposes. A house costs 1,000 gp plus in game. Crafting a permanent magic itme is grabbing a little bit of immortality in the game world. A permanent magic item to remind people your PC had come before them.
elnopintan wrote:
Consider a real multiclasser skill monkey with the PF skill system and backwards compatibility. Something like a Changeling Rogue - 1 with 10 skill points a level, Factotum - 1 (All skills become class skills now and receive the PF +3 skill benefit which is like getting first level times 4 multiplier at more than first level whenever assigning a single rank to a skill for a dip which is much better than a mere 1/2 skill rank because quite a few skills have a DC15 sweetpoint range), Bard - 1, Cloistered Cleric Variant - 1, Swordsage - 1. 5 class levels with base 10 + 6 + 6 + 6 +6 skills per class level probably with a PC with a decent Intelligence modifier to have even more skills. Changeling Rogue -1 and Factotum -1 is huge now at L2 for a skill monkey dipper probably with an Intelligence 14+ using the default array or 25 point buy with each single skill point getting the +3 class skill bonus first because of the freebie multiplier and second because of the DC 15 sweet spot for many skill checks. The kicker is just because some people won't use that in their game doesn't make it illegal or broken for use in a game under the rules.
elnopintan wrote:
I don't understand this kind of reasoning. You admit the PC has to wait and go without the access to the skills for a few levels but that isn't a penalty in game because eventually he could be better with a skill when he finally acquires it. My example was clear PF penalizes a PC who would normally diversify some of his skill points with minimal skill ranks in a breadth of less critical ranks. The wait is a penalty in a PF game in a skill oriented campaign. Being denied the opportunity to not diversify skills as desired and be forced to maximize is a penalty because the PC Rogue or other PC rarely needs all his skills maximized with all the magic available in the game. Being denied that opportunity to diversify skills is a penalty. Rarely is more than a single 1/2 rank or single rank of Appraise needed in most games at low levels. Most rare items are only a DC15 check with Exotic items at DC20 or higher. In 3.5 a Rogue could open up 8 knowledge skills with a 1/2 rank and use them trained for 8 skill points at first level with 6 skills maximized that's 14 skills before any racial or intelligence modifiers. That can be huge at low levels of play particularly without a Bard i the party. Basically the Rogue can act as a party Sage at low levels. Throw in human with a positve intelligence modifier and quite a few more class or cross class skills could be opened up by the PC. Between other party members, attribute bonuses, class options, spells and magic options in game all PC skills don't need to be maximized plenty of skills work just fine in game with a 1/2 rank or a few ranks.
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