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DEXRAY's page
89 posts. No reviews. 2 lists. No wishlists.
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i cant find an errata entry on this. I think something is gone wrong.
I think this has been discussed many times.
Jiggy wrote: Slacker2010 wrote: Jiggy if you have that link readily available I would appreciate it. Gimme a minute; I've got lots of posts from SKR about T10.
Liiiike this one.
This one.
This one.
Then there's also this one.
Oh, and this one.
And finally, this one.
Though interestingly, the one of those where he says it doesn't matter whether it's a piece of tape or a deep pit, was already linked in this thread.
Use the unchaind monk with two two-handed monk weapons. It looks and feels like twf but its even better. 1.5 STR bonus on all attacks, full bab, no attack penalities, no rule problems.
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3 people marked this as FAQ candidate.
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Does an unchained monk get two Attacks with 1.5 STR bonus if he uses his 7 bladed sword to do a flurry of blows?
Is the Assiimar favoured class bonus available for Summoners (+1 DR/Evil) in the fused Eidolon form ? Damage Reduction isn't one of the attributes transferred to a fused Summoner but it might fall under "eidolon’s special abilities".
If an enemy uses an aoo to grapple it uses Grab (Ex) and Grab doesn't provoke. Normal Grapple is a standard action or did I missed something?
I dont think so because there would be no possibility to boost the spellcraft check.

Cevah wrote: DEXRAY wrote: PRD wrote: Cooperative Crafting
Your assistance makes item crafting far more efficient.
Prerequisites: 1 rank in any Craft skill, any item creation feat.
Benefit: You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance doubles the gp value of items that can be crafted each day.
1. Is it possible to hire a 1 Level NPC with (Cooperative Crafting, Scribe Scroll and Craft (weapons)), to help you creating a magic Weapon?
2. Or is it possible to hire 10 such NPCs to create almost any magic Weapon in one Day?
1) RAW, you would have to craft it with Craft (weapons), since he does not share the item crafting feat. Crafter's Fortune gives you +5 Craft(x) for 1day/level.
2) The doubling is additive, not multiplicative. I.e. one extra gets x(1+1), two extra get x(1+2), three extra get x(1+3), ..., ten extra get x(1+10). Basically, multiply the limit per day by number of crafters working together. Also, the GM may limit how many can work together. Remember, a familiar has the same ranks as you, and can Aid Another in Craft skills.
/cevah The Craft Check to create the weapon could be done by the "main crafter" with Spellcraft. There is no need to boost npc craft(weapon) skill. The "main Crafter" receives a +2 cirumstance bonus.
PRD wrote:
Cooperative Crafting
Your assistance makes item crafting far more efficient.
Prerequisites: 1 rank in any Craft skill, any item creation feat.
Benefit: You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance doubles the gp value of items that can be crafted each day.
1. Is it possible to hire a 1 Level NPC with (Cooperative Crafting, Scribe Scroll and Craft (weapons)), to help you creating a magic Weapon?
2. Or is it possible to hire 10 such NPCs to create almost any magic Weapon in one Day?
The rule that adamatine weapons help against hardness is a 3.5 relic and cant be found in pathfinder.
Zenfist wrote: I have a Gnome slayer (he wasn't gnome from the start, he was a half elf and reincarnated) that has lunge. I stand behind the tank and lunge through his square, flanking with the rogue behind the enemy, or I stand behind the rogue and get flanking with the tank. I don't get attacked a whole lot, either. Lunge has been amazing. I dont like the -4 softcover malus in situations like this.
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J.hoskins144 wrote: I noticed everyone kept mentioning that the price is 25gp x cl x sl. But the core rule book says its 12.5 gp not 25gp. Just thought i would say something This is the difference between creation cost and shop price.
If you use a tiny longspear you get reach if you use a huge shortspeare you dont. The tiny longspeare can be used in one hand and the huge shortspeare is a two handed weapon for a medium character. Is it RAW and RAI?
tzizimine wrote: Bummer to hear that, Dexray.
I will probably want to pick your brain later this summer once the new class guide comes out. The artificer in my group is noticing a bit of a power / action economy / effectiveness issue compared to the sorcerer and the cleric in the group. That coupled by the lack of a 20th capstone ability means that the artificer is probably going to a thorough review come fall time.
Separate question, how much of the other material from my site did your group use? Any typos / house rules / questions / etc?
Thanks again
We used the artficer, artificier related feats, infustion list (only the standard infusions from eberron campaing book). Homuniculi Monsters and prestige classes but as most time nobody want one.
I think the artificer isnt a combat class. But if you know your enemy and have time to prepare there is no better class.
It seams like there is a big deadline and all are on vacation.
hi,
our eberron campaign has come to its end. It was very funny to play the artificier from level 1 to 7 in one and a half year. If you have any questions please ask.
Wands and scrolls are still an option for personal spells. The BBG could use Use magic device to activate a personal spell. There is no real mishape (the item couldnt be used this day again and a secound or third scroll could fix this). Ok this isnt a great option in combat but it still works on combat preparation.
Repair Items: You can repair an item by making checks against the same DC that it took to make the item in the first place. The cost of repairing an item is one-fifth of the item's price

I think the crafting rules work different. I think your manticore construct isnt created in one day. So there are multible skill checks involved. The quality of the result isnt affected by your skill check. It is set by the item you want to create. DC 25 for a real looking manticore and 20 for an ugly one for example. The prices are also different. The create the manticore statue the folowing steps must be done:
Srd wrote:
To determine how much time and money it takes to make an item, follow these steps.
1. Find the item's price in silver pieces (1 gp = 10 sp).
2. Find the item's DC from Table: Craft Skills.
3. Pay 1/3 of the item's price for the raw material cost.
4. Make an appropriate Craft check representing one week's worth of work. If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then you've completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn't equal the price, then it represents the progress you've made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.
If you fail a check by 4 or less, you make no progress this week. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.
Progress by the Day You can make checks by the day instead of by the week. In this case your progress (check result × DC) should be divided by the number of days in a week.

DRS3 wrote: Calth wrote: Spells with one round casting times explicitly don't take effect until the next round so you cant use Fabricate with blood money. Even if you could get the spell down to a standard action, fabricate doesn't change the material, only its arrangement so I would say the item fabricated would disappear at the end of the turn. Casting a spell with a cast time of 1 round (Fabricate with material limit in this case) is a full-round action. So if you were in combat and you cast say sleep on your turn (also 1 round casting time) and someone ran up, hit you after you finished (full round action), you wouldn't need to make a concentration check, because you weren't casting.
Now if you read blood money it actually creates the base material, which is used in the spell so you state, "I am creating a 500 pounds of iron for my fabricate spell", which is then transmuted by the fabricate spell into a 500 pound ingot (no craft check really needed). Bam 500 pounds of iron in ingot form from fabricate. Which doesn't disappear because it was used by a spell as a spell component (Yes it is cheesy as hell but I think it works).
Regards,
DRS Wrong
Srd
A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.
When you begin a spell that takes 1 round or longer to cast, you must continue the concentration from the current round to just before your turn in the next round (at least). If you lose concentration before the casting is complete, you lose the spell.
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5 people marked this as FAQ candidate.
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What is an Otyugh able to do on aoo's?
There are tree possibilities:
1. Aoo
2. Aoo + grab + constrict
3. Aoo + grab + constrict + release
Jacob Saltband wrote: Even if A has a reach weapon? A cant attack because reach weapons cant attack fields next to the attacker.
There is a difference between time to build and cost. Hedge magician reduces cost but not the time. If item costs are reduced to 95.000 from 100.000 and the item base price is 200.000 you still need 200 days (without rush and cooperrate crafting) to compleate the item.
I think cooperrate crafting showes the default case without extra feats to reduce item creation time.
A long spear is a reach weapon. Reach weapons use range weapon rules to determinate cover. You can choose a corner of the square occupied by your player and draw lines to determinate cover.
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It seams like the entire FAQ System is "Out of Order". FAQs are not answered any more.
I wonder how much faqs requests are needed to provoke an official question response?
*cast summon golem IX* *dance to provoke an oqr*
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James Jacobs wrote: DEXRAY wrote: Hi James,
what is an Otyugh able to do on aoo's?
There are tree possibilities:
1. Aoo
2. Aoo + grab + constrict
3. Aoo + grab + constrict + release All 3 if it wants.
Hi James,
what is an Otyugh able to do on aoo's?
There are tree possibilities:
1. Aoo
2. Aoo + grab + constrict
3. Aoo + grab + constrict + release
I am very interested what an Otyugh is able to do at the end of this thread on aoo.
There are tree possibilities:
1. Aoo
2. Aoo + grab + constrict
3. Aoo + grab + constrict + release
Speak can be done out of turn and speak is a free action, so if you speak you can change grip, quickdraw, grab and catch rocks..........not
It is possible to quick draw a longsword and attack if someone wields a dagger when a monster provokes an aoo?
Or if someone wields a tourch or nothing?
If you want it cheap just create 100 +1 dodge ioun stones.
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I think speaking and snap shot are the only possible exceptions that involve free actions out of your turn. "Rock catching" works best as a readied action.
Prd:
Speak
In general, speaking is a free action that you can perform even when it isn't your turn. Speaking more than a few sentences is generally beyond the limit of a free action.
Can you give a full list of features ordered by priority your custom race should include?
It is possible to add bane to my dagger +2 with personal weapon augementation or is the price difference too high?
Does weapon augmentation stack with magus abillity to expand an arcane pool point to increase weapons entchantment bonus and a magic weapon?

Hi again,
now at level 6 my artificier could create 9 spell storing fireball items. Ok, sometimes I failed on DC 29 and it cost 2430 GP but it is very effective in combat.
At level 7 I will take "cooperate crafting" feat to focus all dedicated wrights on one item. Damm, I haven't seen this feat earlier. I must get a better strategy against all that roleplay, combat and plot things that cost time and prevent me from crushing the campaign and flooding eberron with magic items at unbeatable prices.
I personalty think there are too many possibilities to emulate just the right spells in every possible situation. Furthermore I think a artificier shouldn't be able to supply a wizard with a scroll of every spell out of the box, since it wasn't possible in original eberron. And I think a artificier should be able to create the cheapest scroll or potion variant. And I think a artificier shouldn't be able to create restricted spells like "only Ranger" spells so easy. To address all these thinks I created this rule (but it isn't in use yet because I am not a GM):
To emulate a spell a artificier needs a scroll of that spell. His minimum Artificier level must be equal or higher the lowest possible level of the class who originality created that scroll. The maximum casterlevel of the emulated spell is the casterlevel of the class who originaly created that scroll. The emulated spell has the same characteristics as the original spell (spelllevel , base attribute and divine/arcane) but the casterlevel can be set in the given borders .The scroll is not consumed at this process.
Example:
A level 4 artificier possesses every variant Scroll of "Returning Weapon" and wants to create a copy of every scroll by emulating the spell and using scribe scroll:
Returning Weapon (Level bard 2, cleric 2, inquisitor 1, magus 1, ranger 1, sorcerer/wizard 2, witch 2)
CL = Casterlevel, SP = Spelllevel
(Source Scroll : possible target Scrolls)
Scroll 1 sorcerer CL 5 Cha based : arcane SP 2 CL 3-4 Cha based.
Scroll 2 wizard CL 4 Int based : arcane SP 2 CL 3-4 Int based.
Scroll 3 bard CL 7 Cha based : arcane SP 2 CL 4 Cha based.
Scroll 4 cleric CL 3 Wis based : divine SP 2 CL 3-4 Wis based
Scroll 5 inquisitor CL 2 Wis based: divine SP 1 CL 1-4 Wis based
Scroll 6 magus CL 1 Int based : arcane SP 1 CL 1-4 Int based
Scroll 7 ranger CL 1 Wis based : divine SP 1 CL 1 Wis based
I am sure there are some possibilities to improve this ruling but I think this would resolve some problems I personally see.
Mirrel the Marvelous wrote: The spell from a spellstoring weapon can be cast on a CREATURE that you attack. A corpse would not be a viable target I'm afraid. Ok, good point. Missed that.
At the time when you store the spell in the weapon you must choose how many material you use. This ruling is used for all spell trigger and spell compleation items. And the target creature must be dead and not dying to be a valid target.
In this messageboard part the answer is No. Try to think about a big monster using "Awesome Blow" (Standard Action and also a melee attack) on AOOs with "Combat Reflexes". Years ago I had a GM who doesn't understand the difference.
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My personal understanding with a greatsword is:
Attacking or unsing: make an attack
Wielding a weapon: able to attack without using a free or other action to switch grip or draw it.(Greatsword in both hands)
Holding a weapon: not able to attack without switching grip. (greatsword in one hand)
Defending weapon property needs using a weapon and an AOO needs wielding a weapon.
it is possible to use a reach weapon or reach to strike a target around a corner?
P = player with reach weapon or reach
M = Monster
C = Wall
Like this (A):
XXXM
XPCC
XXCC
Or this (B):
XXM
XPC
XXC
I think A is possible with a reach weapon and B with 10ft reach. Is it correct?
This is the rule corner of this board. This is a place where you make rule questions and expect rule answers.
To create a magic item there is only one skill check required. So you normally select the skill with the highest success chance. Spellcraft can be used to create every magic item, but Craft(X) can be modified by things like "Crafter's Fortune".
I think every artificier would try to find a way to take the dedicated wrights on adventuring. Since they are tiny constructs they perfecly fit into a portable hole or a bag of holding and a compleate laboritory, too.
Master craftsmen:
I think there is no real advantage. He is still limited to work for 8 hours and must work 8 for all potions and scrolls over 250gp. It takes 2 hours for a level 1 and level 2 scrolls and level 1 potions. So with master craftsmen he could create 4 potions of cure light wounds per day. This is a special abillity i needed at level 1 to 4 :-).
Dedicated Wright :
If three Dedicated Wrights work for me. Could I order them to create three different level 1 Scrolls at the same day ? Or do all share the one magic item per Day limit?
Death_Keeper: Please describe the hole combat situation maybe you have missed some other rules, that would help you.
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