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kestral287 wrote:

It's got some significant balance implications to consider. You don't need anywhere near a +40 on your checks for that to start coming into play-- a lot of key items are easy. Stat belts are CL8th, which means a Spellcraft 18 check at worst, rush at 23. Since you can take ten on it... that's easy. You can consistently rush these items at level five without a lot of investment. So at level ten you could double-rush them, at fifteen triple-rush, etc. Much, much more if you put in any kind of investment.

Managing the time a player can craft is an easy way to control their power, but the more they can speed the process up the less time they can grant-- to everybody, notably, not just the guy crafting.

I'd have to ponder how I'd rule it as a GM. It's an interesting thought.

Yeah, I can say I'd have to level it out to some degree based on the scenario. Perhaps +5 for the first speed up with cumulative +5 increases, such that to craft at double speed is +5, triple is +15 (5 +10), quadruple is +30 (5 + 10 + 15), five times is +50 (5 + 10 + 15 +20), six times is +75 (5 + 10 + 15 + 20 + 25), etc.

Alternatively, double the cost for each multiplier of time. +5, then +15, then +30, then +60, then +120. This would require a 5 + CL + 60 cost to craft an item five times faster (5,000 GP per day), which would still take a reasonable amount of time to craft even mid-level gear.

In this case, the campaign setting would be Wrath of the Righteous, with all of us ultimately becoming level 20, Mythic Tier 10. It doesn't sit well with me hat a demigod of crafting with three primary domains and six subdomains, 100% focused on crafting from day 1 with literally no items, skills, feats, mythic abilities, class choices, etc. that are not craft oriented, and (with magic) well over +100 on craft checks would take just about as long to craft a magical item as a level 7 (when soul forgers can reduce craft times by half) tier 1 mythic crafter with 1 rank in a single craft skill. It's counter intuitive and goes against the suggested game design Paizo attempts to stick to in that, with additional ranks in craft, you get next to no benefit. You do get an increase in speed for crafting mundane items, but at the point where that starts to truly pick up you have access to the ability to craft your own Fabricate at will wondrous item that allows you to make whatever you want every six seconds, totally invalidating anything beyond the minimum necessary craft skill to make masterwork items.

More than that, I can pay a paltry daily sum to hire a few crafters with Cooperative Crafting and the right Craft Feats, and for each level 5 bum who helps me in this way, I double my craft speed. 20 levels and ten mythic tiers shouldn't have the same value as a tiny lump of daily gold.


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James Risner wrote:

You may only add 5 once.

You could however do two different items a day for 4 hours each.

Unfortunately not, do this part:

"A character can work on only one item at a time. If a character starts work on a new item, all materials used on the under-construction item are wasted."

Also,

"Regardless of the time needed for construction, a caster can create no more than one magic item per day."

Sad face.


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Hey James!

Hope things get less busy and stressed for you.

Quick question for clarification from someone new to this - based on a Magus' ability to use spell combat, is he able to, at first level, declare use of spell combat, accept a -2 penalty to his attack for the round, make that attack, then cast true strike, and on his next turn declare the same and begin by casting blade lash with a +28 on his attempt to trip (+20 from true strike, +10 from blade lash, - 2 from spell combat) and follow up by stabbing his now almost guaranteed prone enemy with a -2 on his attack (though his opponent now has negative four to AC and hit and must accept an attack of opportunity to stand up)?

If so, could four magi in a party use this technique with reach weapons, considering the rules to remove your hand from a two handed weapon and return it as a free action, to choose two enemies and alternate who is casting blade lash that turn with who is casting true strike in order to keep them down until they run out of spells, getting attacks of opportunity if the enemies ever try to stand up, all while remaining out of reach of the targets?

Lastly, since blade lash specifically states "you can use this weapon to attempt a trip combat maneuver against one creature within 20 feet", my question is if you are using a reach weapon and it is elongated (this would also apply to creatures with longer natural reach, etc.) would the recipient of this spell be able to use it to extend their reach by 20 ft for the trip attempt, or would a Huge ogre magi with a reach weapon still only be able to blade lash a target within 20 ft.?