Ostog the Unslain

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3 people marked this as FAQ candidate.

Please mark this thread for review by clicking the FAQ button in the upper right corner. The short-form question for the FAQ is this: Does the Summoner class's early spell access lower the price for magic items such as potions of haste & boots of speed?

The rules for item creation in the Core Rulebook state that the price for things such as potions and wands depends on spell level multiplied by item's caster level. The item CL must be at least the minimum level required by the class that casts the spell in question.

Now, summoners get a number of spells at lower level than wizards etc. By lower level, I mean, in most cases, both lower spell level AND lower minimum caster level. For example, the following spells were formerly at a minimum spell level of "wizard 3", and wizards first get such spells at CL 5th:

Summoner's Level 2 Spells (CL 4th):
haste, phantom steed, slow, wind wall

Here's the rest of the affected spells, with thanks to Ashiel for gathering this info:

Summoner's Level 3 Spells (CL 7th):
black tentacles, charm monster, dimension door, dimensional anchor, fire shield, minor creation, stoneskin, summon monster IV, wall of fire, wall of ice

Summoner's Level 4 Spells (CL 10th):
baleful polymorph, contact other plane, insect plague, mage's faithful hound, magic jar, major creation, overland flight, lesser planar binding, summon monster V, teleport, wall of stone

Summoner's Level 5 Spells (CL 13th):
banishment, creeping doom, greater dispel magic, ethereal jaunt, planar binding, simulacrum, spell turning, summon monster VII, greater teleport, wall of iron

Summoner's Level 6 Spells (CL 16th):
binding, dimensional lock, discern location, dominate monster, incendiary cloud, maze, greater planar binding, protection from spells, summon monster VIII, sympathy, teleportation circle

Can someone please confirm how this affects (A) consumable magic items and (B) wondrous items? If I'm reading the rules correctly, a number of wondrous items like boots of speed are now incorrectly priced in the Core Rulebook.

Special thanks to Ashiel, whose wonderful Guide to Adventure brought this to my attention, and who did all the work in compiling the above lists of affected spells.


Hi folks! I'll get straight to the point.

One of my players has a boyfriend who's played for a long time, so she has a lot of resources to draw on when creating her characters in terms of optimization. My other players are newbies who don't know the ropes well enough to even contemplate optimization. I'm looking for advice on how to design encounters that will be challenging and interesting for the whole party. How do I keep one character with an optimal build from outshining her companions, yet still let that player feel rewarded for her extra effort?

Extra info: I'm a relatively inexperienced GM. To be honest, I'm a relatively inexperienced player too, with only fifteen sessions or so under my belt (including 4E and 3.5E but mostly PFRPG). So don't be afraid to break it down for me :)

Extra extra info: The party makeup is as follows - Ranger 5 (archer with owl companion), Wizard 5 (evocation school), Monk 5 (utterly new player), and Magus 5 (the optimizer). I realize there is no healer, but that was their choice and I'm making custom dungeons so I should be able to work with it.