Datsi's page

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Hello.

This item has raised som questions on our group.

1. The rules say it's a variant of a fuse grenade. Does this mean that it follows all the rules below fuse grenade?

2. UE says that an iron pellet grenade costs 50gp, and a fuse grenade 100gp. This seems odd to me. Is pellet grenade supposed to be an upgrade to a fuse grenade, making it cost 150gp, even if it doesn't say "+50gp", only the flat cost?

3. I light up a pellet/fuse grenade on rd1 and roll 1 for the duration. Can I "hatch" it and throw it the next round without it exploding in my hand?

4. Is a fuse/pellet grenade considered a light weapon for TWF?

Thank you in advance!


So,how does CL work when creating magic items? If i'm to craft a Pearl of Power is the CL 17 a requiement, or does it just affect the DC of the craft check?

I saw a FAQ that said that it isn't a requiement, but in APG there is this phrase:

advanced player guide wrote:

Caster Level (CL): An item’s caster level indicates its relative power. It also determines the item’s saving throw

bonus, as well as range or other level-dependent aspects of
the item’s powers (if variable). It also determines the level
that must be contended with should the item come under
the effect of a dispel magic spell or similar situation.
The creator’s caster level must be as high as the item’s
caster level
(and additional requirements may effectively
put a higher minimum on the creator’s level).

Does the faq affect only Pearls of power, or everything? so as a lv3 caster with craft wondrous item, can I create a Lens of detection (cl9) or even Mantle of faith (cl20) provided that I have all the other requiements?

I'm kinda iffy on that as it is in the APG, not CRB which doesn't say anything about CL being a prerequisite, it only claims that CL sets the craft check and dispel magic stuff.


Hello, A first time pathfinder player here, but I have some experience on 3.5. For our campaing I want my character to be a spellcaster-archer. ATM he is a Ranger1 with:
str 14
dex 16
int 13
wis 14
cha 15

(we rolled stats and I rolled quite well)

and feats are point-blank and precise shot.

I was thinking on either
ranger1/sorcerer6/eldrich knightx
for a fast EK

OR

ranger1/sorcerer9/eldrich knightx
for elemental blast to EK

OR

ranger2/sorcerer6/warrior2/eldrich knightx
for more feats and more archery but less magic and way later EK

With bloodline being Elemental because I started to like the bloodline RP wise.

The problem is if I'm going to hurt myself too much Archery wise by going sorc9, but the elemental blast seems too good to pass, also getting the bloodline feat which will be useful.

I kinda know what spells I want, going for offensive damagedealing spells with burning hands, scorching rays and fireballs, getting some wind-themed utility with gust of winds and such and arrow enchants with gravity bow, greater magic item and flaming arrows. Featswise I thougt I would get Arcane Strike on lv3, but after that I'm kinda clueless.

The campaing uses the whole CRB and feats, spells and equipment from APG. Magic items aren't going to be sold anywhere but they can be crafted so I might want to get some crafting feats?

I'm not going for The most optimised thing ever as you might see, but I don't want to feel useless and I want to be able to hit and do damage with arrows as well as being able to cast spells. My main consern is if I'm able to be an archer at all because of sorcerer's BAB suckyness and just be a sorcerer with a bow only for giggles. I want that longbow to be dangerous.

Thanks for help