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?
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).
Edit: Surrounded by Ninjas.
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:
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?
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?
Thanks Blave.
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.
Interesting points.
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.
Confirming a critical is all about overcoming the AC.
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. |