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So a crafter of a magic item can have others aid in the crafting, such as providing the needed spells, for example.

We all know the crafter of a magic item can pause their crafting, but they cannot work on a new magic item unless they complete the one they are working on or abandon it.

Does this restriction also apply to the assistants?

I have two PCs, one is crafting a Portal and the other is helping with providing spells needed to keep the DC low. Is the assistant unable to craft their own item while helping?


I am confused by the Synthesist wording.

Ok, so Fused Eidolon replaces Eidolon. I assume it is no longer fused when unconscious, asleep, killed etc. And that it takes 1 minute to fuse an eidolon (instead of summoning it). Correct?

On to the next part. What's the point of Aspect/Greater Aspect if it's already giving you evolutions when fused? Or does this mean if the Fused Eidolon is not around, the summoner still keeps the Aspect evolutions he chose?

Next, what exactly does Twin Eidolon do? He can't even use this because the Eidolon is Fused, so he has its abilities anyway right? Or is this something to use whenever the Fused Eidolon is killed off to give the Summoner something while it's gone?


Any magic items I could equip a powerful barbarian minotaur that will prevent ability damage? I have a PC who can throw an empowered spell that can deal over 10 points of Intelligence damage, it would be very anticlimactic if such a spell were to defeat the enemy in one or two attacks.


So I believe a crafter can "pause" crafting a magic item at any time (they simply cannot craft another item unless they finish or abandon the current one). Correct?

While the item is on "pause", can it still be used? Or is it out of commission until completed?

I have a player who is upgrading his Kukri. The problem is, they are on a time constraint and the time it will take to upgrade his kukri goes over this limit. Can the crafter "pause" working on the Kukri and he can use it and then bring it back after the adventure for the crafter to finish it up? Or no?


Anyone know the formula for adding gear to any NPC after 20th level? I have 30 HD enemy (24 from class levels) and need to equip him as 28th level NPC, but it only goes up to 20th.


I know CL is not a prerequisite to item creation unless specified in the requirements.

So, say an item requires "Teleportation Circle" to create, and it can be bypassed by increasing the Spellcraft DC by +5, do you still need to have a 17th-level caster requirement because the spell is normally only accessible by 17th level casters?

Or can someone who is, say, a 14th-level caster, still able to craft said item (by adding +5 DC to bypass spell requirement)?


Is it just me, or is it too easy for PCs to Bluff and Intimidate in Pathfinder?

The static DC of 10 + HD + Wisdom modifier is too low. The +4/-4 for size difference is also static.

I believe 3.5 had it much better where it was an opposed level check; a 1d20 + HD + save bonuses vs fear effects. And each size difference was +4 (so a Medium size trying to demoralize a Gargantuan size would give a -12 penalty).

As for Bluff, way too easy. It's 10 + BAB + Wisdom modifier. Or it's 10 + Sense Motive bonus. Back in 3.5 it was 10 + Sense Motive bonus + BAB, which made it more difficult but at least it wasn't getting spammed so easily as it is now in PF.

How do I handle, say, a Rogue with Cunning Feint vigilante talent, ability to Bluff quickly and beating such easy DCs with his +29 bonus to Bluff? Taking 10 alone, the guy is beating DC 39, not many have +29 to Sense Motive to even that out. He is murdering almost any foe in 1 round basically (he has TWF and ITWF too, so many sneak attacks)


This ability for the Gunslinger class doesn't state what kind of action it takes to use Menacing Shot.

Can you use it anytime you make a firearm attack? So if you had 4 attacks, can you use 4 grit and use it 4 times?

Or does it use a Standard Action as if it were a spell-like ability?


So this feat, in Ranged Tactics Toolbox, says the following.

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Benefits: While making a ranged attack, you can ignore any cover bonuses to AC, including total cover, unless the target also has cover from above, such as a roof or forest canopy. When using this feat, treat your target as if it were one range increment farther away. You can't use this feat unless you have headroom equal to at least half the attack's range.
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The idea is you're lobbing something overhead for it to land atop a target on the other side of whatever is protecting them.

I can understand thrown weapons and arrows.

But I can't wrap my head on how crossbow bolts or firearm bullets can accomplish this exactly? Especially a descending bullet, it won't pack the same kind of punch at all.

I feel like RAI, this feat was only meant for thrown weapons and arrows.

Has there been any confirmation on this feat?


Can you Take 10 to locate traps with Perception? I ask this because I was told that you can't unless you have Trap Spotter? But I don't see anywhere in the rules that you cannot Take 10 in locating traps.