Baby Brass Dragon

Forum Solipsist's page

24 posts. No reviews. No lists. No wishlists.


RSS


Thanks OQ.
All is now clear,


Thanks for the responses.
Can you link to where this is so I can point my DM in the right direction?


Recently my character acquired a headband that increases intelligence. It states that this is a temporary increase for the first 24 hours. I am now going up a level, and I can't figure out if the intelligence increase means I should get an extra skill point or not. Is there a rule for this that I have overlooked?


1 person marked this as a favorite.

I was in a campaign once where the mage and I researched a spell called "Restore the Maiden" it got a few NPCs out of a spot of trouble they were in...


If your DM allows it, use weaponwand and a wand of Ghostbane Dirge. If you can get a gun with weaponwand as a permanent enchantment so you can swap wands, you effectively have a wand underbarrel, which is useful in all sorts of situations.


If you are looking to make something that makes a mundane weapon into a +1 weapon then it might be worth making Magic Fang part of the creation requirements and allow it to make your unarmed attack a +1 if you wear it around your wrist or neck.


Most magic item creation can be done using Spellcraft, so you are probably best to put your ranks in that. Other than that, it depends if you think you will make more wands, potions or other things. Craft Jewellery can be quite handy for things other than making magic items since you can increase the value of some found gems (although you might want to start holding on to gems to be used as spell components later).
have a look at the sort of magic items you think you would like to be making. Most will have the required skill listed in their description.

Edit: Surrounded by Ninjas.


2 people marked this as a favorite.

Tiny Wasp constructs with a dose of a cursed potion in them... Make a swarm...


Fair enough.
I was looking for a wider perspective before potentially taking up a lot of game time (we only meet occasionally), but you are right I'll clearly have to just talk it out with them.


Fair enough, drop the control undead question. No point in flogging a dead horse.

I'd still be interested in feedback about other quandries. The handing over a Rune Curse to an obviously evil NPC for example.


Recently some issues have come up that pose a bit of an ethical dilema. I'd liek some opinions, and some ruling references if they exist on a few topics:
Is using something like control undead an evil act if you are using the controlled undead to fight other evil creatures?
Is it an evil act to pass a Rune Curse on to an evil being (such as a Cleric of Asmodeus)?

As a wider question I guess the question is how pragmatic can a lawful good (not a paladin) be in terms of using the tools available?


Oops...
I've been looking at too many different enhancements and got that mixed up. Thanks for the catch.

Thanks for clearing that up. I think I was reading enhancement bonus equivalent the wrong way.


I would like to know if there is a ruling, or if not what people's opinions are of using Badger's Ferocity to replace the Keen Edge spell requirement for crafting Keen weapons.

I know I could simply take the +5 difficulty and not care about it, but that is not the point of the question.

Also, am I right in thinking that a +1 Keen weapon (Keen being a +2 equivalent enhancement) would count as an equivalent +3 weapon and therefore overcome DR for silver/cold Iron?


Sorry to be a little irreverant of the original topic, but InsaneFox makes me think that there needs to be a Bardic Spell called Brown Note. Make it scale according to level and resemble Spider Jerusalem's favourite weapon in effect...


Thanks Blave.
You make a pretty convincing argument.

I'll see if it's still even a necessity by the time I hit 8th level. By then the rest of the party might have adapted to deal with the lack anyway.

I must admit that staying full Cleric is preferable just to avoid loosing caster levels. Plus more spells means more battlfield control options.

Thanks everybody who replied.


Blave - Holy Vindicator does look interesting. I'd be waiting a few levels before I can take it though.

Sir Thugsalot - It's a Dwarf Cleric with awful Dex. Ranged classes are not really a good choice for him.

Thank you all for your suggestions and advice so far.


Also Charisma mod is +2. It needs to be high for all of the channel energy uses.


Interesting points.
Diamond B - I dare nto go the cheese route. So many options and types, plus it ruins your stealth when the enemy can smell you coming as well.

Claxon, I think you have a very good point there, and from a role play perspective the additional strictures of the Paladin code would make life difficult (we have some morally ambiguous characters in the group that I am slowly trying to reform). A level of fighter might well be a better choice.

Zhayne - It's true the buffs are very helpful, but I tend to cast them on other party members to improve overall effectiveness.


Claxon - Martial Weapons, All Armour Types, Smite Evil. Improvement on saves and HP for a level. Those are the basics. As a party we recently lost our fighter and I'm looking for ways my Cleric can help pick up the slack.


I'm sure it's been asked many times before, and no doubt will be again, but I'd like some views on this:

Is it worth a Cleric dipping 1 level of Paladin, and if so what level would be best to do this?

For further information it's currently a 5th level Dwarf Cleric of Torag.


Confirming a critical is all about overcoming the AC.
If you do score a critical then you roll the damage and apply it.
DR reduces the total damage done.
If your critical hit does not overcome the damage reduction then the DR is doing it's job. It's damn hard to kill that Imp without silver or good aligned weapons.


I and the party rogue will now do the happy dance...

Thank you for the advice everyone.

Hendelbolaf, I will be talking quite a lot to the team Sorceror about their future spell selection. Still can't understand why the Cats Grace buff spell is availabel to everyone but clerics...


I had the sinking feeling that someone would say that...

Thanks for confirming (even if it does confirm my fears)


Hi,

It's probably been asked before, but I'm hoping someone will not mind helping me out.

I'm about to, finally, get Craft Magic Arms and Armor for my Dwarf Cleric of Torag (lvl5) and I have all sorts of ideas for things to make for the other party members. Our rogue is very excited about the idea of a keen rapier. Given that a lot of our party kills are due to the sneaky one getting to do (comparitively) massive damage once she has snuck up while we were providing a distraction I'm quite happy with the idea as well. However, I've just been looking at the rules and I need to clarify something: I know my level needs to be 3 times the bonus on the weapon, but does that just mean the plus, or does it mean the total bonus? To put it another way, can my 5th level Cleric make a Keen rapier +1? (I know I'll be taking two lots of the +5 difficulty for not meeting the level and spell requirements, but I am prepared for that eventuality.)

Thanks in advance to anyone who can clarify this for me.