I hear a lot of people complaining about how expensive rings of wizardry are versus pearls of power. I needed to make a version for cantrips, so I played around with a couple formulas until I found one that I think works. I was looking at how expensive getting four pearls of power are versus the rings, how that relationship stays over levels, and when based on the new price could a player afford one.
The Logic and Math:
Spoiler:
First, a quick recap of what each does:
CRB wrote:
Pearl of Power:
CL 17th; Slot —; Price 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th), 49,000 gp (7th), 64,000 gp (8th), 81,000 gp (9th), 70,000 gp (two spells); Weight —
This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).
Price Formula: Spell Level squared times 1000 gp.
CRB wrote:
Ring of Wizardry:
CL 11th; Slot ring; Price 20,000 gp (Type I), 40,000 gp (Type II), 70,000 gp (Type III), 100,000 gp (Type IV); Weight —
This special ring comes in four varieties, all of them useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.
Price Formula: Unclear.
So off the bat, Pros/Cons:
Pearls of Power
+Do not use any body slots
+Can be used by any prepared spellcaster, not just arcane ones
+Relatively cheap
-Take an action to grab and an action to use
-Only allows you to cast the same spell
Ring of Wizardry
+Gives you new spells
+Gives you twice the number of spells
+Does not take an action to use
-Can't be used by spontaneous spellcasters
-Takes up a body slot
-Incredibly expensive
Looking at a Wealth By Level chart, using a Wizard's 4 spells per spell level as a guide for Pearls to Rings, and assuming two situations: (A) spending all his money on pearls or rings and (B) spending all but 25% on other protective or stat-boosting gear, we get the following numbers on when a Wizard can afford each.
Type: Situation A (100% WBL)) Level can be bought (Spell Levels Behind); Situation B (25% WBL)) Level can be bought (Spell Levels Behind)
4 Pearls of Power I: A) Level 4 (1); B) Level 6 (2)
4 Pearls of Power II: A) Level 6 (1); B) Level 11 (4)
4 Pearls of Power III: A) Level 9 (2); B) Level 14 (4)
4 Pearls of Power IV: A) Level 11 (2); B) Level 16 (4)
4 Pearls of Power I (Crafted): A) Level 3 (1); B) Level 5 (2)
4 Pearls of Power II (Crafted): A) Level 5 (1); B) Level 8 (2)
4 Pearls of Power III (Crafted): A) Level 7 (1); B) Level 11 (3)
4 Pearls of Power IV (Crafted): A) Level 8 (0); B) Level 13 (3)
1 Ring of Wizardry I: A) Level 7 (3); B) Level 11 (5)
1 Ring of Wizardry II: A) Level 9 (3); B) Level 14 (5)
1 Ring of Wizardry III: A) Level 11 (3); B) Level 16 (5)
1 Ring of Wizardry IV: A) Level 12 (2); B) Level 17 (5)
1 Ring of Wizardry I (Crafted): A) Level 5 (2); B) Level 9 (4)
1 Ring of Wizardry II (Crafted): A) Level 7 (2); Level 11 (4)
1 Ring of Wizardry III (Crafted): A) Level 9 (2); Level 13 (4)
1 Ring of Wizardry IV (Crafted): A) Level 10 (1); Level 15 (4)
As you can see, by the time that he can afford each item, he is one or two spell levels ahead with pearls and up to five spell levels ahead with rings, provided he spends money on other things. Even crafting the rings as his bonded object still puts them around four spell levels behind him. By the time he CAN use them, there's not much point in doing so.
I tried a couple ways of pricing them, including using mnemonic enhancer as a guide. It needed to be more than 4 pearls of power but not too much so, as too high a price makes them less-than-useful by the time you get them.
My final result: (Spell Level + Next Highest Spell Level)/2 squared * 1000 gp * 4.
Using the 'bonus spell' formula from the CRB as a base, increasing the spell level by 1/2 to account for flexibility, then multiplying the result by four to account for the four spells per level, the final result is this:
Crafted:
RoW 0: 500 gp (100% WBL: Level <2 (*1), 25% WBL: Level 3 (*2))
RoW I: 4500 gp (100% WBL: Level 4 (1), 25% WBL: Level 7 (3))
RoW II: 12500 gp (100% WBL: Level 6 (1), 25% WBL: Level 10 (3))
RoW III: 24500 gp (100% WBL: Level 8 (1), 25% WBL: Level 12 (3))
RoW IV: 40500 gp (100% WBL: Level 9 (1), 25% WBL: Level 14 (3))
RoW V: 60500 gp (100% WBL: Level 10 (0), 25% WBL: Level 15 (3))
RoW VI: 84500 gp (100% WBL: Level 12 (0), 25% WBL: Level 17 (3))
RoW VII: 112500 gp (100% WBL: Level 13 (0), 25% WBL: Level 18 (2))
RoW VIII: 144500 gp (100% WBL: Level 14 (-1***), 25% WBL: Level 19 (1**))
RoW IX: 180500 gp (100% WBL: Level 14 (-2***), 25% WBL: Level 20 (0**))
*Cantrips aren't really 'behind'
**Higher levels make 'spell levels behind' tricky
***At this point, you can make the rings before you can cast the spell. No effect.
(Neat little graph of the prices: Link. Red is Rings of Wizardry, Blue is four Pearls of Power, and Green is one Pearl of Power.)
Now they are still too expensive to be a side item, but if you craft them or have them as your big-budget item, they are affordable. Compared to 4 PoP, a ring of the same level is just slightly behind (ranging from 125% more at spell level 1 to 11% more at spell level 9). Sorcerers and maybe arcanists get a major savings though: after spell level 2 the rings become cheaper and cheaper to get versus pearls of power (-9.3% @ spell level 3 to -25.7% @ spell level 9). I went ahead and did the math on higher and lower levels of Rings of Wizardry because that's why I was doing this in the first place.
So those are my thoughts on repricing the rings. What do you think?
Building a Kensai Magus//Inspired Blade Swashbuckler. The Inspired Blade has the following capstone:
Quote:
Rapier Weapon Mastery (Ex)
At 20th level, when an inspired blade threatens a critical hit with a rapier, that critical hit is automatically confirmed. Furthermore, the critical threat range increases by 1 (this increase to the critical threat range stacks with the increase from rapier training, to a total threat range of 14–20), and the critical modifier of the weapon increases by 1 (×2 becomes ×3, for example).
While the Kensai's capstone is simply the fighter's Weapon Mastery:
Quote:
Weapon Mastery (Ex)
At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.
Now the confirm critical part is a simple yes/no, and since the Swashbuckler ability is 'greater', if you have to get only one you get that. But the increase in critical damage multiplier does not specify that it does not stack with similar effects. So with having both, will a level 20 swash//magus's rapier attack have a 14-20/x4 crit modifier?
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Also as an aside, if you have the half-elf's multitalented race ability, can you effectively get two favored class abilities every level with a gestalt character?
I've been doing a lot of research for making my own RAGELANCEPOUNCE barbarian type, potentially using the Mammoth Rider prestige class. Unfortunately a LOT of questions have come up regarding how mounted combat works. Going to try tackling a few at a time here.
1) When a barbarian is raging, he is prohibited from using skills based off of Intelligence, Dexterity, or Charisma, with a few exceptions. Ride is one of those noted exceptions, so a barbarian is able to guide the movement of his mount with a DC 5 Ride check. However, neither the Mounted Fury archetype nor the Ferocious Mount rage powers mention the allowance for Handle Animal. As directing an animal companion to use its tricks is a Handle Animal check (albeit a free action), does this mean that a Mounted Fury Barbarian is restricted to merely riding his mount, being unable to direct it to attack?
2) The Ferocious Mount rage power allows the barbarian to 'share the benefits of his rage' with his mount. Does this count as the mount actually raging? Such as being unable to enter a rage when fatigued, or for the effects of the Amplified Rage feat (if shared through an equestrian's saddle)? The last line--"she can elect not to pay [the extra rage round per round] cost, in which case the mount does not rage" seems to indicate that the mount actually rages, but is this the case?
3) What mount types need to be officially combat trained? Is it merely the horse-types that are herbivores that flee when attacked? Or does this include carnivores like dogs, and creatures like a mammoth that would charge potential threats? What really counts as combat trained--the combat training general purpose, or some specific trick(s)?
4) If a creature has multiple attacks per round, but only elects to use one, does that attack get the strength-and-a-half bonus? Or just full strength?
5) The Dragon Style feat is very useful to a Large/Huge charging mount that has had its Intelligence increased to 3. The Improved Unarmed Strike prerequisite on the other hand is not, doing absolutely nothing for them. Is there someway to ignore the prerequisite of IUS? Or to classify natural attacks as unarmed strikes, to get full benefits from the Dragon Style feat?
6) The tusk blade item allows Gore attacks to gain an increased critical threat range and be enhanced as melee weapons. If a creature is wearing these (magically enhanced), does it preclude them benefiting from an AoMF? For example, if a mount has a gore and a slam attack, is wearing a +1 furious tusk blade and a keen AoMF, what effects are present on its gore attack?
So planning a Ragebred Mammoth Rider Barbarian, using a RAGELANCEPOUNCE battle style. I'm currently working on the planning stages, but a question concerning natural attacks and manufactured attacks in tandem has arisen.
I know that Primary Attacks are made at full attack bonus with full strength, and Secondary Attacks made at -5 attack and 1/2 strength, and they don't get iterative attacks. I've heard that when a manufactured weapon is mixed with primary attacks, they become secondary.
For example, at level 12 before all magic item bonuses he would have:
Attack Bonus: +22 (When charging)
-Gore, Base Primary*
-Claw, Base Primary*
-Hoof, Base Secondary*
-Hoof, Base Secondary*
-Possible Bite Attack, -5 When used during Full-Attack
-Lance Attack 1
-Lance Attack 2(-5)
-Lance Attack 3(-10)
(*not explicitly mentioned as Primary/Secondary, but hoof attacks are listed as secondary under Universal Monster Rules)
My questions are:
1)Does a secondary natural attack become further reduced?
2)Which attacks from above are at full, and which are at half Str/Reduced Attack?
3)Do you need to have three+ natural attacks continually in order to qualify for MultiAttack, or can you get the feat if you get them from class/race features under certain circumstances (rage/an unlimited duration racial power, respectively)?
Say I wanted to increase the arcane pool of my black blade. By the FAQ I can't enchant it with effects as Craft Magic Arms and Armor. But is there any way to equip it? Say, slide a Ring of Arcane Mastery over the pommel, or use a Headband of Intellect as a hilt wrap.
By the rules, I can't find anything for or against this. There's a blood reservoir item that needs to be attached to weapons to work, but that's about it. An ioun stone could orbit around it as it has 3+ Int, but it has no limbs to grasp and equip it, and I'm not sure it qualifies as a "creature".
How would you determine what magic item slots it would have? The closest parallel in animal magic item slots is the 'serpentine' body type with belt, eyes, and headband slots (though it doesn't have eyes). Animal Companions and Familiars and Eidolons (with restrictions) and Phantoms can all use magic items. Why not class-gifted intelligent items?
Been reading up on CMB for a dispelling weapon in regards to spell sunder.
Quote:
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver.
Ok, so what's an attack roll as defined by the Core Rulebook?
Quote:
Your attack bonus with a melee weapon is:
Base attack bonus + Strength modifier + size modifier
And CMB?
Quote:
CMB = Base attack bonus + Strength modifier + special size modifier
So my CMB is exactly equal to my normal attack roll. And as mentioned above, it is affected by any bonuses and penalties my normal attack roll is. Which means that when performing a spell sunder with a +2 dispelling weapon, I am making a standard attack action vs the opposing CMD.
Am I getting this right? That my CMB is effectively my regular attack roll when using a weapon-based combat maneuver?
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And while I'm here, a dispelling weapon's description reads
Quote:
A dispelling weapon functions like a spell storing weapon, but it may only store dispel magic; however, the caster level check to dispel gains an additional bonus equal to the weapon's enhancement bonus. This bonus also applies to a magus's dispelling strike arcana or a barbarian's spell sunder or sunder enchantment combat maneuver check.
Is this bonus an untyped bonus, or an enhancement bonus? I'd say the former, otherwise the two enhancement bonuses would cancel out the other.
I've been on-and-off working on a guide for magic items that work with class abilities, and have come up to a headscratcher.
The barbarian gets a +2 morale bonus to Will saves. A courageous weapon applies its enhancement bonus as a morale bonus against fear saves, and increases morale bonuses from other sources by half the weapon's enhancement bonus.
So assuming that a barbarian is wielding a +2 courageous greatsword, what does his Will save vs fear end up as?
Is it 3 (+2 class bonus plus half enhancement)? Or does the fact that the courageous morale bonus applies only to saves vs fear mean that it stacks with the Will save bonus, ending up with +5 vs fear?
I kind of feel like a rube for asking this, but it's one of those things I just never thought about until now.
I know you add your Strength bonus to damage rolls (or half if it's off-hand, or one-and-a-half if it's two handed) as in my great-axe will deal 1d12+6 damage, and I've always approached it that way. However, I just started wondering if it's your strength bonus for each time you roll for damage, or to each die roll. For instance, with a strength modifier of +4, would a great-sword deal 2d6+6 (2d6 + STR*1.5), or 2d6+12 (2*(1d6 + STR*1.5))? I've always used the former method, and I can't seem to find a definitive answer either way (although since nobody mentions it in great-axe vs great-sword debates, it seems more likely the former).