Shade of the Uskwood

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:-)


Edge93 wrote:
One of the Errata gave that feat's effects to all Wizards, though I don't recall if they get it at 1st level or not until 4th.

Cool, that dose help then.


Edge93 wrote:
HOWEVER, I believe that utility is largely recovered by all Wizards being able to swap prepared spells out for new ones with a 10 minute timeframe. You can't pull out that one spell immediately on the spot anymore but if you have the time you can pull out that one spell as often as you need as long as you have the spell slots left.
Prepaired Spells wrote:
You might gain an ability allowing you to swap prepared spells or perform other aspects of preparation throughout the day, but only your daily preparation counts for the purpose of effects that last “until the next time you prepare spells.”

I don’t think you can, unless you take the level 4 Wizard Feat (page 140).

Quick Preparation wrote:
You can spend 10 minutes to empty one of your prepared spell slots and prepare a different spell from your spellbook in its place.

The only other place I can find that lets you change out you spells is during your morning preparations, which take 30 minutes to an hour (page 332).


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PF1 Bonded Object wrote:
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared
PF2 Arcane Focus wrote:
You expend the magical power stored in your arcane focus. This gives you the ability to cast one spell you prepared today and previously cast, without spending a spell slot.

The loss of being able to cast any spell from your Spell Book was a HUGE reason to take the Bonded Object. For those that loved collecting as many spells as possible. This gave you a reason to acquire that one spell that could only be used under only the most unique situation. Compared to the Arcane Focus that is no better than an extra casting of the spells you could only guess what you might need that day.

I understand that now all Wizards get the Arcane Focus so it should not be as powerful as the Bonded Object, but I would love for it to become so in some way (possibly by Feats or Magic Items). As it is there is little versatility in collecting all the spells you can, compared to collecting all the Scrolls (or Magic Items) you can. Which is what I thought the developers where trying to limit.

I would like to know others options on this.


Blave wrote:

Where do you get this from?

I don't see how Scribe Scroll would allow you to craft scrolls without any formulas.

I Think I got it from the absence of the Scribe Scroll Skill Feat (page 171) saying you gain any formulas when you take this Feat. Unlike the Alchemical Crafting Skill Feat (page 162), Magicl Crafting Skill Feat (page168), and Snare Crafting Skill Feat (page 171) all say that says you gain four formulas with the Feat. This lead me to thinking none where needed. I also find it odd that the Crafting Skill only mentions Alchemical Crafting Skill Feat (page 162) ,Magical Crafting Skill Feat (page 168) ,Snare Crafting Skill Feat (page 171) ,and not Scribe Scroll Skill Feat (page 171). Again this could lead one to think that not all parts of the Crafting Skill pertains to scribing scrolls.

I could also see your logic behind only needing a formula for each spell level to make a Spell Scroll with the Magical Crafting Feat. Though the the use of just the Spell Level on the Treasure Tables was ment to keep the amount of space it would take down. In the Ultimate Equipment book there are full tables of named Spell Scrolls and Potions, when space in the book was not an issue.


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Blave wrote:

So I'd say pck up Magical Crafting instead, which includes all scrolls.

Only possible reasons to use Scribe Scroll instead are

- You're a Wis-based caster and want to use your Wis-based skill (Religion/Nature) instead of Craft.
- You're playing a very low level character and don't qualify for magical Crafting.
- You're starved for skill increases and absolutely can't find any room to get crafting to expert or higher.

There are other problems with taking Magical Crafting over Scribe Scroll.

The Magical Crafting requires that you have the formulas to each item that you are crafting, which would include one for every spell you can put on a Scroll. You also have to have the Crafting Skill.

Where as the Scribe Scroll requires only that you can cast the needed spell to be made into a Scroll, not the formulas. You also don’t need the Crafting Skill.


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Atalius wrote:
The cost is 20sp for a first level spell correct?

A 1st level scroll is 3gp (page 379)

So a level 1 crafter...

Spends 15sp (or 60sp for a batch of 4) after 4 days crafting.
->On a successful DC check you can spend another 15sp (or 60sp for a batch of 4) to be finished crafting. Or take 15 days (1sp per day for each scroll) to finish without spending any more sp.
->On a Crit successful DC you can spend another 15sp (or 60sp for a batch of 4) to be finished crafting. Or take 8 days (2sp per day for each scroll) to finish without spending any more sp.


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ZeroPathos wrote:
But let's reverse things there. Let's say we have a 20 year old undergrad student in chemistry and say a 50 year old successful stock broker with no formal training in chemistry. Are you honestly trying to tell me that simply by virtue of their "experience" the stock broker should be better at chemistry than the undergrad?

Let’s look at this...

The 20 year old chemistry undergrad would be traind in Crafting (alchemy)
-he could craft alchemical items he has formulas of.
-he can repair alchemical items (but has only limited experience in ways to do it)

The 50 year old stock broker would be untraind in Crafting (alchemy)
-he cannot craft any alchemical items.
-he can repair alchemical items (has 30 years in seeing and hearing ways to fix things)

So let’s look at an alchemical item...

ALCOHOL (Rum)

The undergrad could craft a batch of Rum, and if it later it was damaged he could repair it (“we need to add more molasses”).

The stock broker can only repair it (we could add more molasses, we could add more sugar, we could add more sugarcane juice...)


Scythia wrote:

Let's try this:

1. Demon and Daemon are two different types of creatures in Pathfinder.
2. Demon and Daemon are both spellings of the same word, and are pronounced the same way.

I completely agree with the above 1 and 2

Scythia wrote:
4. (Hidden premise)In-game alignment of monsters has no bearing on the utility or usefulness of real world naming.

I don’t think there is anything hidden about Alignment in game. There are very specific spells and abilities that are tied directly to something’s Alignment.

(Take the Paladin and Anti-Paladin as names that reflect Alignment)

Scythia wrote:
3. Number 2 is a problem, because of number 1.

I completely agree with this, but I also think that is the point.

Scythia wrote:
Conclusion: Another name for Daemon would be useful in the real world.

Yes it would, but probably what was intended.

It has to be remembered that in the real world Alignment is just a concept.
But in game Alignments are the driving force of the Outer Plains. Especially with creatures that come from the Outer Plains, its backbone of what makes them what they are.


Dr Styx wrote:
Demons are Chaotic
Leedwashere wrote:
You're missing the fact that, barring a pronunciation guide, the default pronunciation in English for the first two are exactly the same, which gets confusing.

So the topic of the OP that there is no reason to have two names for the same type of creature.

Which I think is incorrect,because they act differently, making them two different creatures.
Your problem is that the names are confusing.
Which is to my thinking what a Chaotic creature would do on purpose.


Qazyr wrote:

"Daemon" is an alternate form of "Demon"

I cannot see any reason for both in Pathfinder

Am I missing something?

Demons are Chaotic , meaning that they can never be predictable in there behaviour, even if it is not beneficial to them.
Daemons are Neutral, meaning that they behave in a manner that best suites them at that moment.
Devils are Lawfull, meaning they cannot behave against there rules, even if it would benefit them.


Algunillo wrote:
But to focus in the main doubt I have, let us suppose he gets the headband just two days before reaching 16th, so he levels up when the bonus granted by the headband is already permanent. Can he then learn and cast 8th level spells? That is, does the enhancement bonus from the headband allow the character to learn and cast spells of higher levels, if his/her class level would permit it?

The way I see it you can look at it a couple of ways.

1)The Spells Known are fixed, you pick the spells, weather you can cast them or not.

Sorcerer wrote:
Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.

2)As a nice GM, I would let the Sorcerer pick spells of a lower level inplace of the ones they can’t cast. Even though this quote is for Spell Slots not Spells Known.

Spell Slots wrote:
The various character class tables show how many spells of each level a character can cast per day. These openings for daily spells are called spell slots. A spellcaster always has the option to fill a higher-level spell slot with a lower-level spell. A spellcaster who lacks a high enough ability score to cast spells that would otherwise be his due still gets the slots but must fill them with spells of lower levels.

When the Sorcerer gains the ability to cast higher spells, they can pick them, and switch out the ones they know when they can.

Sorcerer Spells wrote:
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows.


Ice Armor wrote:
It offers the same protection as a breastplate

As it is described as giving the same protection as a breastplate, a Medium Armor. Unless you are a Dwarf, or have some other way to bypass the movement reduction, you move 20’.


Mark, do I have this right?

1) Spell levels go from 1st to 10th.

2) A cantrip is a spell that can be cast any number of times.

3) If Detect Magic is a cantrip, it only detects magic from spells from a lower spell level than where it is placed.

I would also love to know if the Magical Emanations are still a thing / not a thing.


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An Alchemist Bomb is a Physical item that the Alchemist uses there Supernatural Ability to infuse it with explosive power.

Alchemist Bombs wrote:
In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years

Without the Alchemist, a conjured Alchemist Bomb would be inert.


Looking at other water ships, top Acceleration is 30ft and top speed for a Large Ship is also 30ft. For a “bit larger” Ship top speed could be upto the low end for a Colossal Ship witch range from 60ft to 180ft.


Claxon wrote:

The real question here is actually:

Can a creature without the appropriate crafting feat be the "creator" of a item by having help from another creature.
I don't actually know the answer to this off-hand, but this is the real question.
Magic Item Creation wrote:
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites.

The creator of the item is the one with the creation feat, and the one to make the DC roll.


Merciful Shocking Burst Staff of the Flesh Golem
Aura moderate transmutation CL 15th
Slot none; Price 93,000 gp; Weight 5 lbs.

Description
Created from a number of fused bones covered in skin stitched together with wire, with two metal bolts sticking out from the sides of the top of the Staff.
The staff allows use of the following spells:
Polymorph Any Object (into a Flesh Golem only) (2 charges) (for 20min)
Shocking Grasp (1 charge)
This Merciful Shocking Burst Staff (2d6 nonlethal damage, 1d6 of electricity damage, 1d10 of electricity damage on a critical hit), on a successful hit can turn its target into a Flesh Golem (costing 2 charges). If turned, each hit can heal the target 1hp for every 3 points of electricity damage done (constructs are not subject to nonlethal damage).

Construction Requirements
Craft Staff, Polymorph Any Object, Shocking Grasp Cost:46,500 gp


Matthew Downie wrote:

Is anyone actually claiming that you need to spend an extra 25,000gp on top of the construction requirements?

Just to clarify: the 25,000gp is built into the construction costs of the tome.

Magic Item Creation wrote:
In addition, some items cast or replicate spells with costly material components. For these items, the market price equals the base price plus an extra price for the spell component costs. The cost to create these items is the magic supplies cost plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.

Yes the Creation Cost includes material component cost in the Total cost of creation.

Matthew Downie wrote:

+1 Tome: 27,500 gp to buy, 26,250 gp to craft.

Normally the crafting cost is 50%, but here it isn't, because the 25,000gp for casting Wish cannot be reduced. The remaining 2,500gp cost is halved if you craft it.

If the 2500gp for casting cannot be reduced, what does this rule mean?

Wondrous Items wrote:
If spells are involved in the prerequisites for making the item, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require.


Shinigami02 wrote:
Dr Styx wrote:

I know I must be missing something...

Craft Wondrous Item wrote:
If spells are involved in the prerequisites for making the item, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require.
So the 25,000gp cost of the wish spell for a Manual to increase a Attribute is not needed to make the item.
Magic Item Creation wrote:
In addition, some items cast or replicate spells with costly material components. For these items, the market price equals the base price plus an extra price for the spell component costs. The cost to create these items is the magic supplies cost plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.

In the case of the Tomes, they're Replicating the effects of a Wish (or multiple Wishes as appropriate.)

ETA: And to support this:

Tome of Clear Thoughts wrote:

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, miracle or wish; Cost 26,250 gp (+1), 52,500 gp (+2), 78,750 gp (+3), 105,000 gp (+4), 131,250 gp (+5)

Was always told that the specific rule over wrote the general rule.

Magic Item Creation (the general rule), says you include material cost of spells for all Magic Items.
Craft Wondrous Item (the specific rule), says you need not supply the material cost of spells for Wondrous Items.

Can someone explain to me what the Craft Wondrous Item rule is meant to mean if not to over rule the the General Rule?


I know I must be missing something...

Craft Wondrous Item wrote:
If spells are involved in the prerequisites for making the item, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require.

So the 25,000gp cost of the wish spell for a Manual to increase a Attribute is not needed to make the item.

Magic Item Creation wrote:
These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites.

So the crafter dose not need to know the wish spell. Just harder to create. (DC of 27)

Master Craftsmen wrote:
Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats

So a 5th level NPC Expert Scribe with the Master Craftsman Feat could create a Manual.

Cyclops Helm wrote:
Once per day as an immediate action, the wearer can choose the result of the die roll instead of rolling her next attack roll, saving throw, skill check, or ability check

So a skill check could be chosen to be a 20.

All put together, a 5th level non Caster with an Intelligence of 14, using a Cyclops Helm, could make a +1 Manual in 27 days. For 1,250gp. And sell it for 13,750gp.


For my view on underground, would be any place that that you are Surrounded by natural unmoved earth. A building made of stone blocks dose not quality.


Asmodeus is the deity of Contracts, Pride, Slavery and Tyranny...

So...
Slavery, Tyranny, Pride, Run it like you own it.
Pride, Your group should stand out, as a shining example of charity (not as what it really is).
Contracts, Slavery, Find people that you can secretly create a problem for, so you can “help” them with removing the problem, as long as they sign up for it.
Pride, Never put yourself over your DEITY!!!


I quite like what you are doing here.
But I still think that it should be tied into the Linguistics skill

Acquiring Languages wrote:
Additional languages are no longer learned by adding points to the Linguistics skill. Instead, skill points are spent to purchase language fluency ranks. For most common languages, the cost to increase fluency is 1 skill point per rank. It would cost, for example, 1 skill point to move from Dwarven1 to Dwarven2 or from Elven3 to Elven4. However, if a character wants to increase his or her fluency by more than 1 rank per increase in character level, the cost of each additional rank doubles, so that +1 rank costs 1 skill point, but +2 ranks costs 3 skill points (1+2), +3 ranks costs 7 skill points (1+2+4), and +4 ranks – going from no knowledge of a language to advanced fluency in one character level gain – costs 15 skill points (1+2+4+8). At the GM’s option, if a character is immersed in an environment where the target language predominates, the cumulative cost of increasing fluency by multiple ranks in a single character level increase may decrease by 1, so +2 ranks would only cost 2 skill points, +3 ranks would only cost 6 skill points, and +4 ranks would only cost 14 skill points

Instead of costing Skill points to gain levels in a Language, putting points into the Linguistics skill gives you Language Points.

Level one costs 1 LP
Level two costs 3 LP
Level three costs 7 LP
Level four costs 15 LP

Each skill point you put into Linguistics gives you a number of LP equal to your Int Mod (min 1). Again you can only put one skill point per level, so this would keep the number of Languages learned down. And give those with high Intelligence a better chance at increasing the number of Languages known.


A spell with Permanency can only be Dispelled by a Caster of higher level than you were when you cast the spell (as per the spell text).

But a Magic Item with the spell crafted on it permanently can’t be Dispelled, only suppressed.


Thank you again Graystone, finding out what can be accomplished in the Real World is always fascinating.

As to my question about Giant Spiders (that in Pathfinder are bigger than the average man), and how much webbing that they can spin (that in Pathfinder we know that there webbing is used by Drow and Duergar and Goblins to make rope and other items).

I am trying to come up with an amount that is both not too massive for my NPC to use, and not too slow in replenishing. I am playing with the idea that replacing all the rope and sails on a Pirate Ship, to possibly make it faster (as Silk rope and sails would be stronger and lighter).

1)Would an area of 10’ square of webbing be too little to make a 50’ length of rope?
Or should it be more like a 10’ square of webbing per 10’ length of rope?

2)Would an area of 10’ square of webbing be enough to make a 1 square yard of cloth?
Or would you need two or three 10’ squares of webbing to make it?

Note that I am using 10’ squares as that is the area used in the Fabricate Spell

3)Would it take a Giant Spider one day to spin a sheet of webbing the size of three 5’ squares?
Or would it spin a 15’ square sheet of webbing a day?
Could it spin sheets of webbing only one time per day?
Or could it spin a sheet of webbing 8 times (like it can throw a web 50’ 8 times a day)?


Thank you Grystone.
What I was trying to ask is how much raw materials in webbing would I need.
Would I need a 10’ square patch of webbing to make a 50’ length of rope, or a 1 yard square peace of cloth?

Standard silk rope costs 10gp per 50’ length, and a square yard of silk cloth is also 10gp.
Spider silk rope costs 100gp per 50’ length, there is no cost given for a square yard of cloth. You could say that a yard of Spider Silk cloth would also scale by x10.

But I see the cost difference between normal silk and Spider Silk is more a factor of availability, as it is Rare to virtually nonexistent on the surface world.

Also a web spinner can throw a web up to eight times per day, and can create sheets of sticky webbing up to three times their size. So would that mean that a medium size Spider can spin a sheet of web eight times as well? And would that sheet of webbing be 3 squares of 5’ or 1 square of 15’? ( as medium takes up a 5’ square, three times there size is huge taking up a 15’ square)


I have a couple questions about using the Fabricate Spell on a Giant Spider’s Webs.

1) How much webbing would you need to make a 100’ length of Spider Silk rope, and what would be the DC?

2) How much webbing would you need to make a bolt of Spider Silk cloth ( 1yard by 40 yard length), and what would be the craft DC?

3) How long dose it take a Giant Spider take to spin it’s sheets of sticky webbing? The Web entry in the Universal Monster Rules says “ Web spinners can create sheets of sticky webbing up to three times their size.“ So a Giant Spider (medium size), spins a web 15’x15’15’ or 30’x30’’30’?


Seeing as how an Arcane Mark is your personal rune or mark, would having something with someone else’s Arcane Mark be usd as a “Body part, lock of hair, bit of nail, etc” to get the -10 Save DC for Scrying?


As you have to use a Standard Action to use your kinetic blasts, use of Basic Leshykinesis would as well. Your Dex would still be 0 in Tree Shape, just that you could move as a Standard Action (not as a Move Action).


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Why let others know you have Undead with you.

Make your Undead blend in with Apperance of Life

Make your Undead look like creatures others don’t want to be around with Sculpt Corpse.

Pre decompose your Undead so they don’t smell, so it’s easier to disguise with Decompose Corpse.

Keep your Undead where bystanders can’t see them with a Portable Hole.


Acrobatics wrote:

You can use Acrobatics to move on narrow surfaces and uneven ground without falling.

If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone.

If you are on a square that you can land on, you are knocked prone.

If you are on a surface smaller than you, you would fall off. As the Check is to stay on the surface.


Wild Shape wrote:
At 6th level, a druid can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.

At 6th level, turn into a small Earth Elemental...


Legacy of Fire wrote:
Long ago, two warring armies of genies fought on the slopes of Pale Mountain, and the world shook under the power of their wishcraft. Today, the armies are wakening, and one potent efreeti warlord is ready to pick up where he left off! This outrageous, inventive campaign takes the heroes to all corners of the desert land of Katapesh and beyond, with journeys to strange demi-planes and even the fabled City of Brass!
The Impossible Eye (5 of 6) wrote:
Trapped in an efreeti palace in the legendary City of Brass, can the heroes lift an ancient curse and escape before a burning legion descends on their own world? Also includes a tour of the City of Brass and the savage cult of Rovagug, as well as adventures under the sea with Channa Ti in the Pathfinder's Journal.

Is this what you where looking for?


graystone wrote:
That's a VERY clear and distinct difference from this thread where there isn't even an inference that constructs are objects: constructs are never objects while alive and feat prerequisites have NO bearing on the function of the feat.

????????

Magic Items (can be) Constructs
Constructs (can’t be) Magic Items

????????


Yet another thread where Magic Items are considered both, but for some reason seeing it the other way surprises people.


Wheldrake wrote:
Matthew Downie wrote:
Normally you don't have to roll anything.
Except for...

And Except for...

-Arcane Spell Failure Chance when wearing armour.


This was the Rule I was wondering how you got around.

Magic Item Creation wrote:
The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit.
Alchemist 23 wrote:
We also figured the 1000 limit is relative to expended spells and exertion since it says you can't do anything else after the 8 hours of crafting. So a full reset should also reset the limit.

So you are saying that after a 8h rest (2h with ring) your number of spells per day are restored, and that you can do this more than one time per day? So you can rest the number of spells you can cast 3 times per day (12 times with the ring)?


Alchemist 23 wrote:
His concept is a super crafter on X3 speed between his valet familiar and his ring of sustenance letting him shut down after every eight hour shift only to go back at it two hours later.

Can you please explain to me how this works. I enjoy crafting, and would love to know how to get a GM to allow this.


toastedamphibian wrote:

Yeah, no. By that logic, oozes are woundrous items. And potions.

It also means both can be suppressed by dispel magic and cease to function in an anti-magic zone.

All categorically wrong. They are creatures, not items.

Um...

Craft Ooze wrote:
Benefit: You can create living oozes as though they were magical items


graystone wrote:
Make whole can repair objects and constructs. However, the spell NEVER says it can 'fix destroyed constructs'. Mending doesn't affect constructs at all.
Craft Construct Prerequisites wrote:
Caster level 5th, Craft Magic Arms and Armor, Craft Wondrous Item.

A Construct is a Magic Item as per its Feat Chain.

Make Whole wrote:
Make Whole can fix destroyed magic items (at 0 hit points or less), and restores the magic properties of the item if your caster level is at least twice that of the item.

Before the Technology Guide came out (over 5 years), so before Memory of Function, Make Whole was how Destroyed Constructs were Repaired.

Now you have to be of sufficiently high level to cast Make Whole to do this. All Constructs other than the Wyrwood have a CL. It should be easy for a GM to set a CL for one depending on it CR.


toastedamphibian wrote:
Make Whole can fix destroyed Objects, but Constructs are Creatures.

Why would you say that?

Make Whole Target wrote:
one object up to 10 cu. ft./level or one construct creature of any size


Alchemist 23 wrote:
Another of my attempts? That seems unnecessarily insulting considering that don't really remember asking about anything like this before.

First I would like to apologize to you. It was never my intention to insult you.

It was my intention to make you look at a Construct not as a normal PC race.
But as a unique Magical Being, that should not be played the same way.

Alchemist 23 wrote:
So for example would a Wyrwood with the blood line be capable of being resurrected...?

I’m just still trying to understand why this is an issue. As a Wyrwood has no Soul (nor would it want one). There are less powerful spells out there that can bring back constructs, after they are destroyed (not killed).

Yes the Impossible Bloodline lets you cast spells on constructs that are normally immune to them. I would think a GM would still see that there is nothing for the spell to work on.

Healing spells, we can see as they take damage that can be repaired.
Mind Affecting spells, we can see as they are programmed with behaviour that can be changed.

Dragonborn3 wrote:
Now if only it wasn't a third party favored class bonus people might not disregard it immediately without even caring to look at ot think about it again.

I was unaware of this as well. As I said, to me, it seems to go against the flavour of this Race. But as Weirdo said, lots have shown me there are many ways that this can happen.


Alchemist 23 wrote:
My god what have I done with this question....

It was not your question that kicked off the downward spiral.

It was my attempt at understanding another of your attempts at bypassing the downside of playing a Construct.

To witch Charles Schulz was able to answer with a straight face.

Charles Scholz wrote:

No one knows what it takes to create a Wyrwood.

At a guess, each wizard had their own ritual.
One's ritual could have involved using his own blood.
Even though a wizard, she/he could have had a dormant Impossible bloodline.
This would have then been passed down to any Wyrwood that was created.
If they Wyrwood then used the same ritual its decendants blood/sap? would also contain the Impossible bloodline and thus theoretically one day manifest.


Bloodline wrote:
Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past.

I know that there is no text that states you must have parents to be a Sorcerer, but it is the flavour of the class. Can I ask how your Constructs over come this story wise?


For a Wondrous Item

Magic Item Creation wrote:
Spell level × caster level × 1,800 gp

The caster level can be no lower than needs to be to cast the spell, but can be as high as you like. If it’s higher than your CL, the DC to create it increases by 5 (subjective of your GM).

For a Staff

Magic Item Creation wrote:
400 gp × the level of the highest-level spell × the level of the caster

The caster level can be no lower than 8th or what is needs to be to cast the spell, which ever is higher. But can be as higher if you like. If it’s higher than your CL, the DC to create it increases by 5 (subjective of your GM). But if the user of the Staff has a higher CL, than you use there’s.


Leitner wrote:
@DrStyx Is that written anywhere?

The part I quoted in my last post was pulled from the Druid’s Animal Companion information.


Druid wrote:
As you gain levels, your animal companion improves as well, usually at 4th or 7th level, in addition to the standard bonuses noted on Table: Animal Companion Base Statistics.

Your animal companion “improves”, it dose not get buffed by you.

I would say your old animal companion dose not lose the bonuses they gained.
They would also keep any Feats they took.

But you would not be able to use your animal focuses on her.

I would also rule that if someone that has an animal companion and lost the ability to have one(or was killed), the animal would keep its improved statistics after it was separated from its old master.


I’ve always looked at the Summoner to be a 1.5 of a character.
That is it is one full PC (Caster), and one 1/2 PC (tank).

With this way of thinking, smaller parties can cover more of the needed classes. And letting bigger parties play with more RP characters.


Dot.

And...

Goth Guru wrote:
Set wrote:

I feel like Extermination is way too good at swarm killing. Making it work like the undead-killing cantrip, and do 1d6 (+50% cause it's an Area of Effect spell) to swarms specifically (and only 1 hp. to un-swarmed vermin, etc.) might be a better choice. As a necromancy spell, having it work like the old death touch from 3.X, and inflict 1 hp. of damage only to creatures that have 1 hp., and not damaging creatures that it can't kill (being 'too weak' to affect hardier creatures at all) might be another way to cut it down to a more appropriate level.

Funny, I thought swarms were too invulnerable.

Maybe I'll allow it to be made first level.
Having it affect only 1 HP or less creatures sounds good too.

As Acid Splash dose 1D3 to Swarms, it seems under powered to me.

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