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Core Rule Book wrote:

You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If you work with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet.

You must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship.

Casting requires 1 round per 10 cubic feet of material to be affected by the spell.

The question being, does this produce the finished product in one casting or does it emulate a weeks worth of crafting progress like in 3.5?

What's the casting time of it? It says see text but it doesn't mention anything along the lines of "It takes X hours to produce X value"

Anywho, thoughts?
Maybe a dev could give his insight?


Ah thank's a lot. Big help. Would have sucked to have all my castings take a full round action.


Is there anywhere that this is stated in the core rule book?


I'm having a hard time trying to find where it says they have to be readied to be able to cast a spell.
Is the retrieval of those material costs part of the act of casting a spell as long as they're readily available (ie: spell component pouch outside your clothing) or do you have to use a move action to take it out first?


An fire elemental is standing in a large body of fire?
An water elemental is swimming in a large body of water?
An earth elemental is underground?

We have an upcoming pirate based campaign and I plan on playing a water based druid, using hydraulic push to throw baddies overboard and summoning water elementals to assist my pet shark take them out while they're buggered.
Just an interesting thought, didn't know if they'd turn completely invisible actually.


As we all know, we love farms, but what if we didn't need as many to sustain our current population, freeing up more hexes for other things?

I'm trying to create a creature that'll assist with planting, harvesting and more importantly, increasing annual crop yields. Not sure if this is the right place to put it but I was hoping for some input to make sure this was appropriate for a CR 7 creature.
Input please!

Harvester Golem:

Harvest Golem CR 7
XP 3200
N Large plant construct
Init +2; Senses tremorsense (60ft), low-light vision; Perception +0
DEFENSE
AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, -1 size)
hp 80 (8d10+36) Regeneration 1 (in sunlight)
Fort +4, Ref +4, Will +2;
DR 10/slashing; Immune construct traits, magic;
OFFENSE
Speed 20 ft. Burrow 20ft.
Melee 2 slams +15 (2d8+12 plus grab)
Space 10 ft.Reach 10 ft.
Special Attacks Constrict (1d8+12)
STATISTICS
Str 26, Dex 15, Con 29, Int -, Wis 17, Cha 1;
Base Atk +8; CMB 19; CMD 27 (+10 vs bullrush,overrun,reposition and trip)
SQ Rooted,Aura of Enrichment
ECOLOGY
Environment any
Organization solitary or gang (2-4)
Treasure none

Harvest golems come in various shapes and colours created from the local flora. Normally designed for hard labour, these tireless giants both work the fields and increase crop yields.

SPECIAL ABILITIES
Immunity to Magic (Ex) A harvest golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

* An antiplant shell spell slows a harvest golem (as the slow spell) as long as it is within the radius, with no saving throw.
* A diminish plants spell does not actually change the golem's structure but negates its regeneration and immunity to magic for 1 full round.
* A blight spell affects a harvest golem normally.

Rooted (Su) A harvest golem's roots sink deep into the earth and provide a +10 bonus to CMD against bull rush, overrun, reposition, and trip maneuvers.

Aura of Enrichment (Su) A harvest golem's long roots naturally exude a sweet nourishing substance, giving local flora the Enrichment version of a Plant Growth spell as long as the flora is within the radius.

Construction
The pieces of a harvest golem are gathered live saplings, grown together in the desired shape then doused with rare saps and crushed herbs worth at least 500 gp.
Harvest Golem
CL 12th; Price 19,300 gp

CONSTRUCTION
Requirements Craft Construct, plant growth, animate objects, geas/quest, limited wish, creator must be caster level 12th; Skill Profession (gardener) DC 18; Cost 8,800 gp


We always use point buy.
We always take average HP.

Somehow, we still have fun. :D


Magic Missile, (and to a lesser extent, Missile Swarm) because nothing says I'm a mage more than classic, untyped, homing magical damage.


I'm not sure why people are so hung up on the names of class abilities and ... well classes in general. When I wanted to make a ninja I just took my rogue and played him like a ninja. When I wanted to make a pirate, I took my rogue, and played him like a pirate.
Saying who should be able to use what because of a class name or class ability seems counter-productive and frankly, silly to me.
So you don't like the name "Ki Pool". Well, take your "ninja" and give him a new spanking "Luck Pool" or "Skill Pool" or what ever you feel matches the theme you're trying to portray, use your imagination for goodness sakes!
Arcane Tricksters concepts have been out since day one and the thought of having your cat burglar draw on his "ki pool" to break into a home doesn't sit well with you, then perhaps you should reconsider refluffing it and/or just plain avoiding the class.

Personally, I like luck based characters and it'd be fun to play a guy who through sheer luck and circumstance manages to "infiltrate" a building by accidentally falling through the (now known) tilting window and landing silently on his feet completely stunned about the entire situation.


Ironically, the Gunslinger feels pretty piratey to me, and the Ninja seems a little Ninja'ish to me. How will they be able to bind the pages without them tearing each other up? D:


Personally I'm not even sure why these are full 20 level classes instead of packages in the first place, that in itself seems to blow my mind more than anything. Give a rogue magical jumping and BAM you've got your ninja. Heck you've already got the ability to take vanish as a major magic rogue talent so....
...

mah head asplode D:


Absolutely, that's why I wanted to come up with a variety of different substances that can be used for a larger range of practical uses. Even if I'm not crazy, this amount of money I can easily recognize would be detrimental for someone my level to be earning (upsetting player balance and causing rifts between other players who will start insisting that I share said wealth), so I'm more than happy to soak it back into the new kingdom for bonuses. Absolutely, there's only so much raw materials to be crafted with, that's why I'm learning to be crafty myself and figure out what sort of things I'll need to keep producing.

Selling and distributing is definitely more of a profession skill, something I'm more than happy to invest in. Luckily there's an alchemist building that I want to purchase, something I can use this money to buy BP towards.

I find the concept of being able to produce enough black powder to consider having a rifle brigade appealing, sword brigades with alchemy blades (as seen in the original Eberron campaign, but it seems to fit the theme) pretty dandy.

Boisterous celebrations with spectacular fireworks unlike any other kingdom has, children running around the streets speckled with glowpaste, dramatic plays with smoke, lights, flashes and mirrors.

Citizens having access to curative products at a drastically reduced price, disease and poison becoming much less rampant and critical accidental wounds allowing victims enough time to seek appropriate help with substances like bloodblock.

Crops withstanding harsher weather and plagues of insects.

Seems like a pretty magical world to me, and not a hand wave or arcane syllable spoken.


Ah yes, death and taxes. Even so, I find it ludicrous that a level six character is earning so much. I'm trying to think of different uses for this to spread out enough to cover the need for the surrounding area. Festivals were a good start with fireworks and of course Alchemists Kindness after said ceremonies.

What kind of daily applications could you think of that average people would want en-masse?


I'm playing in the kingmaker campaign, and I'm very curious how insane this amount of crafting truly is.

Picture if you will: Mathers is a level 6 alchemist. He has six ranks in Craft: Alchemy, 3 INT modifier, he's trained in alchemy, has a +2 obsessive trait for being a gnome, and gains a +6 competence bonus from being an alchemist and masterwork alchemist lab) for a total of +22 on his craft checks.

At level 3 he gained the ability swift alchemy, allowing him to be able to create alchemical items in half the time, effectively doubling his weekly output. My DM has equated that to being able to roll two alchemy checks a week.

After calculating a year of work + time spent with civic duties (we're wasting a couple years after finishing the second module) this equates to an average around 5,000 gold worth of alchemical items produced a year after material cost is taken into consideration.

Now take this into consideration, if I get the master alchemist feat it gives a +2 bonus on my crafting and if I'm using it to make normal alchemical items I use the items GP value as it's SP value when determining my progress, so does this mean I get to craft at ten times the speed again? This is madness!

This means on average I'd be making 50k+ in GP a year. ... our little country can't support that much, I mean I suppose I could use some of it to make fireworks for festivals and reduce the BP costs, but it gets to a point where everything's so saturated that I'm not even sure neighboring cities would be able to purchase/want that much in alchemical goods. This amount only goes up as I level and technically at level 18 I can make any alchemical item as a full round action if I have the materials.

At what point do you think a country becomes saturated, even if I'd be making something useful like gunpowder the country only requires so much.

Thoughts, opinions please?


Are you making an attack roll with an effect that does damage at range, beside you to 30' away from you? If so, you can use PBS. :)

EDIT: Oh, and being able to sneak attack a ranged vampiric touch is pretty fun. Narmnarmnarm.


If you can figure out a way to cast it as an immediate action, then yes!
Otherwise, even as a swift action you have to wait until your turn to set up the charge.

Edit: Oh derp didn't quite read that properly (That's what you get for reading forums this early in the morning). Yes you are considered armed when you have a touch attack spell charged and ready to use. Thank you Starglim.


Perhaps it's my experience dealing with DM's who keep bringing in inappropriate, annoying music but I find it very much detracts from the game (at best) and irritates me to the point of losing interest. (at worst.)


Zylo_Drizzt wrote:
yes this much i realize, i am wondering on what ability scores you get for instance. what you lose and gain. the real mechanics behind the ability is what i really wanna know

You use your ability of wild shape, if for example you want to turn into a large (comparatively) bird like an eagle you follow the rules as per turning into a small creature.

This includes: Gaining a +2 size bonus to your dexterity and a +1 natural AC boost. You also get a fly speed of 30ft average, and low light vision because the base creature has these (or better). When you get Beast Shape II, you can fly up to 60 feet, and finally with beast shape III you can up your fly speed to the creatures best speed, 80 ft.
Compare what the spell says you can have for its level and what the creature has.


Zylo_Drizzt wrote:
please help cause i really wanna play a good wildshaping druid and using master of many forms and warshaper. do the merge well? also thinking of adding in some dagger spell shaper. but first things first, gotta figure out the rules on wildshaping

Basically the wild shaping was changed into the ability to cast beast shape (modified slightly), which allows you to take on any animal/plant/elemental shape that the current spell level is suited for. There is a list of abilities you can possibly gain from the animal you turned into at the time. This standardizes how strong you can make your druid at any given level.

I could see Warshaper and dagger spell shaper working decently together, but (and this is only my own personal opinion) the Master of Many Forms was kind of an oops prestige class that most druids just seem to flock to, for broken abilities of monsters they could get by turning into them. Those abilities are supposed to scale well as a monster, but allowing players to gain these powerful abilities really makes it hard to gauge what your equivalent level is and makes life even more difficult as a DM.
I never liked the prestige class, just too much frommage to deal with.


Keep in mind that it doesn't necessarily make any sort of difference what the name is. Just like the name rogue, I doubt anyone's going to introduce themselves as "Theodore the Rogue", whereas "Theodore the silent" or "Theodore the skilled" depicts what sort of character concept he's going to play.

If you want to play an Oracle like a seer, don't feel like you're locked in to a specific title, and play your character like you want him or her to be portrayed.