Friendly Fighter

Gerrard Dixon's page

68 posts. Alias of Daedrin.




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I was cramming in as many votes as I could before the voting closed moments ago. I saw a few of my personal favorites come by plus a few that I had not seen yet.

Major props to Petty Alchemy and everyone who took the time to update the Items Seen List after voting their hearts out. The thread let myself and others track the progress of their items as well as keep track of their favorites.

I am glad that I will be working while the top 32 and the alternates are announced as it will help keep myself occupied and have the time fly by.

No matter the outcome I had an absolute blast and have a few items on my mind for next year.


One of the players in my campaign wants a faster flight spell. Faster then what is available. I know Haste can improve your flight speed (I double checked lol) but I was thinking something along the lines of this custom spell I whipped up, any thoughts or advice appreciated.

Reckless Flight

School Transmutation; Level (same classes availability as fly) 4

Casting

Casting time 1 standard action
Components V,S,F (a wing feather of an Arrowhawk)
Effect
Range Touch
Target creature touched
Duration 1 min./level (see below)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Description

The subject can fly at a speed of 90ft or 60 (with a medium/heavy armor/load) it can ascend at half speed and descend at double speed its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends safely in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.

Special:

The creature can move at an accelerated rate sacrificing accuracy and duration. A creature can move at double the speed at an additional cost of 1 minute from the spells duration for one round. You must have a full minute of duration to use this ability. Example Fly 180ft maneuverability poor, or 120ft with a medium/heavy armor/load maneuverability poor


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I found that reading and rereading your item could cause you to skip over things if you do it without taking a break. You unconsciously fix something or gloss over something.

I put my item into google translate and used translate english to english. I could hear how my item sounded with my eyes closed so I would immediately hear from someone elses perspective. I would fix a problem if I heard one and continue on. May not be ground breaking but I definitely benefited from it, as not everyone has someone who can help proof your work. If you have never checked it out find the link here Google Translate

Good luck to all who entered.


I am having a discussion with one of my players, who wants Do-maru armor reinforced with Darkleaf cloth.

Now Do-maru's description is this: The lightest of all samurai armors, do-maru wraps around your body like a short armored coat. It consists primarily of lamellar and lacks a solid breastplate or sleeves. This permits you greater flexibility than do heavier armors.

Darkleaf Cloth: Darkleaf cloth is a special form of flexible material made by weaving together leaves and thin strips of bark from darkwood trees, then treating the resulting fabric with special alchemical processes. The resulting material is tough as cured hide but much lighter, making it an excellent material from which to create armor. Spell failure chances for armors made from darkleaf cloth decrease by 10% (to a minimum of 5%), maximum Dexterity bonuses increase by 2, and armor check penalties decrease by 3 (to a minimum of 0).

An item made from darkleaf cloth weighs half as much as the same item made from normal cured leather, furs, or hides. Items not primarily constructed of leather, fur, or hide are not meaningfully affected by being partially made of darkleaf cloth. As such padded, leather, studded leather, and hide armor can be made out of darkleaf cloth (although other types of armor made of leather or hide might be possible). Because darkleaf cloth remains flexible, it cannot be used to construct rigid items such as shields or metal armors. Armors fashioned from darkleaf cloth are always masterwork items as well; the masterwork cost is included in the prices given below.

Darkleaf cloth has 20 hit points per inch of thickness and hardness 10.

Type of Darkleaf Cloth Item Cost Modifier
Clothing +500 gp
Light armor +750 gp
Medium armor +1,500 gp
Other items +375 gp/lb.

Now where my player and I disagree is the description for the Do-maru has it being primarily made of Lamellar. Where the description is Lamellar is a type of armor in which small plates of various types of materials are strung together in parallel rows using fine cord. Lamellar plates can be constructed from lacquered leather, horn, or even stone, though steel and heavier iron are most common. Lamellar armor can be crafted into various shapes, including partial pieces such as breastplates, greaves, or even entire coats. The properties of specific suits and pieces of lamellar armor are determined by their material.

My players side of things is that its leather thus can be done with darkleaf cloth. My side of things is that it cannot because if the Do-maru is made of lamellar and lamellar is lacquered leather, horn, stone, steel and heavier iron I would consider it rigid, Darkcloth cannot used to construct rigid items such as shields or metal armors.

While I can agree that lacquered leather part of lamellar can be a leather armor (which is part of what darkcloth needs, my point being that is the rest of the materials such as horn, stone, steel and heavier iron are also what lamellar can be made of and they would lead to me think that lacquered leather would be as rigid as its other materials and not be treated with darkleaf.

Any help would be appreciated, I am the GM and could make a ruling but I like to consider myself fair.


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Here is the link to my Master feat table for Pathfinder’s Core Rulebook in response to a musing of Sean K Reynolds on his facebook page last week,

Sean K Reynolds wrote:
We need an article or set of tables grouping Core Rulebook feats into "melee feats," "ranged feats," "defensive feats," and "spellcaster feats." That would be very handy for quickly finishing up basic stat blocks.

The table is clickable and linked to the Pathfinder PRD enjoy.

Grouped Core Rulebook Feats

Any advice or feedback appreciated, the table was made in word and when I tried to paste the table here it lost its formating and structure, I found google docs to be an excellent work around. I have the feats for the other main books ready for editing and posting if the first table is useful for our awesome gamers here.


6 people marked this as a favorite.

Here is the link to my Master feat table for Pathfinder’s Core Rulebook in response to a musing of Sean K Reynolds on his facebook page last week,

Sean K Reynolds wrote:
We need an article or set of tables grouping Core Rulebook feats into "melee feats," "ranged feats," "defensive feats," and "spellcaster feats." That would be very handy for quickly finishing up basic stat blocks.

The table is clickable and linked to the Pathfinder PRD enjoy.

Grouped Core Rulebook Feats

Any advice or feedback appreciated, the table was made in word and when I tried to paste the table here it lost its formating and structure, I found google docs to be an excellent work around. I have the feats for the other main books ready for editing and posting if the first table is useful for our awesome gamers here.


For everyone who has entered, smile and give yourself a pat on the back. The anticipation for the results is going to huge but the payout in the end is worth it.

I wracked my brain for ideas and settled on one of many two days ago. We had a power outage at work so it gave me a few hours of downtime to hash out what I really wanted to do.

I plan to be watching/reading the upcoming goodness after getting some well deserved rest.

goodnight


Working on a custom golem for my campaign where my Magus is constructing a golem to wear as a suit (Complex Armor Mod from Ultimate Magic) and or fight beside it in battle. Its late and I have alot of different ideas of what I want but I want it to be balanced in terms of power and cost.
I was thinking of a knife golem with razor sharp knives all over its body and fingers tipped with blades.

The stats are for a medium sized golem, I started it by using the alchemical golem and adjusting the stats as per the Beastiary tables found on page 305 and 296, as well as the animated objects table in the beginning of the book.

I mainly need help with the cost for its abilities. I want to give it Rend and Bleed attacks as well as the standard immunity to magic with the exception of spells like heat metal or chill metal as well as ones with the electricity descriptor.

Immunity to Magic (ex) A magical attack that deals fire or cold damage slows an knife golem (as the slow spell) for 2d6 rounds, with no saving throw.

A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. An knife golem gets no saving throw against electricity effects.

When a knife golem is targeted by either Chill Metal/Heat Metal it gets no save and its slam attacks and Fast Hands special ability deal cold or fire damage instead of its regular damage for as long as the spell lasts. The Knife golem is still slowed while under this effect for 2d6 rounds.

When a knife golem is targeted by a shocking grasp his slam attacks and fast hands ability deal an additional 1d6 electricity damage for 1 round, a knife golem gets no save against shocking grasp.

Fast Hands: As a full round action a knife golem can hurl daggers from its hands appropriate to its size as a ranged touch attack with a range of 60 feet with no range increment.

Armory: The Knife Golem can create regular daggers as it needs but they crumple to rust 1 round after they are fired. A knife golem can be loaded with up to 5 daggers per hand to be used instead of the golems regular daggers, loading or unloading a golems hand is a move action when done by the golem or another person.

I am thinking of a CR 9 (similar to the alchemical golem) with the same requirements except for the skill craft would be blacksmithing or weaponsmithing DC 20, and adding the advanced template once the details are nailed down a bit.

Any advice appreciated,

Gerrard Dixon


I would like to know how long the temp hit point would last in this situation: Flesh Golem with a weakness to fire/benefit of electricity is enchanted or wearing a magical item that deals constant electrical damage.

Now for every 3 points he gains 1 hp. Once at max any hp gained by the electricity become temp hp. I understand if the golem is hit they are taken away, but I have bolded the section below that makes me think the temp hp stays until the golem is hurt and then loses them.

Does that mean that the golem can continue to amass temp hp as long as the constant electricity effect is in place? If the item deals minor damage say 1 damage a round that can add up over the course of a day.

The PRD explains temporary hit points here http://paizo.com/pathfinderRPG/prd/combat.html#temporary-hit-points] states

For those not wanting the link here is the copy/paste from the PRD:
Temporary Hit Points
Certain effects give a character temporary hit points. These hit points are in addition to the character's current hit point total and any damage taken by the character is subtracted from these hit points first. Any damage in excess of a character's temporary hit points is applied to his current hit points as normal. If the effect that grants the temporary hit points ends or is dispelled, any remaining temporary hit points go away. The damage they sustained is not transferred to the character's current hit points. When temporary hit points are lost, they cannot be restored as real hit points can be, even by magic.


Following the Complex Modification formula on page 114 of the Ultimate Magic does not equal the listed amount for the mods. Example Construct Armor listed as x but follow the formula given and the price is 11k cheaper when done as a bard or 18500 cheaper when done as Cleric than the listed price.

I understand that its like wondrous item crafting and is more art then science but the difference of cost is fairly huge. I mainly wish to know if its allowed to use the formula given vs the listed price since different casters can cast the requirments at different levels.

I would give more specifics but I do not want to let out anything thats not under the OGL etc.

Thank you,

Gerrard Dixon


How would you deal with crafting a magical item that deals constant elemental damage to boost a constructs hp and then to temp hp (if at max hp) for as long as the item is worn? Example: Flesh Golem with a magical item made to deal constant electricity damage. I would think that it would since Flesh golems do not get saves against electricity spells? The item would be along the lines of a cantrip like spark or more powerful spell that deals electricity if needed. The damage would be average so there would not have to roll each round and have less upkeep.

I plan on using it (if it works and is allowed etc) with Draconic Resevoir to absorb the damage while using the Construct armor as a balancing factor since I would think that I would be taking the damage while inside the construct being under the effect of the item.

If the golem wearing the item does not work what about casting spark many times to charge up my golem? How long do the temporary hit points stay?


Rolling up a NPC Tengu Vampire Ninja and was wondering about the natural attacks and their to hit. Does the Tengu Vampire using a full round action to attack get the slam being at full BAB while the bite is at -5? or is it both at Full BAB?

There is this a non pathfinder variant that replaces Sword Trained for 2 claw attacks at a d8, the Tengu Vampire would then have a slam attack, 2 claws and a bite and I want to make sure I am doing the attacks correctly.

Variant webpage

Spoiler:
http://www.dorkistan.com/PFRPG/races/tengu.htm


This came up during my session last night, one of my other teammates and the gm said that they interpret Power attack does not apply to touch attacks. I read the last line of it as touch attacks and effects that do not deal hit point damage, like Enervation and its negative levels for example. When doing something like a Shocking Grasp or the Close Range Magus Arcana for my Magus it should apply as long as it deals hit point damage. Thoughts?

Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Prerequisites: Str 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.


Is there a value to be tied to spells that last an 1 hour/level for continuous items?

If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half.


Would Close Range Magus Arcana allow me to hold the charge on a ranged touch attack I choose to cast as a melee touch thanks to Close Range? Example I cast scorching ray (ranged touch normally) as a melee touch and miss, am I able to use it again since its a melee touch that I can hold the charge for?


I want to bring some spells from 3.5 over to Pathfinder for a lower level Magus (he is level 6 now and I am hoping to cover wicked and appropriate spells up to 6th level. I have a list of some from the Spell Compendium and of course cannot wait for Ultimate Magic. Also with the Magus is he able to make custom spells the same as other classes?

Any advice appreciated

Here we go:

1st level spells
Chill of the Grave
Ice Dagger

2nd level spells
Baleful Transposition (one of my fav's)
Belker Claws
Bonefiddle
Dance of Ruin
Rainbow Beam
Whirling Blade (great for those spell strikes)

3rd level spells
Black Light
Hailstones
Icelance
Rainbow Blast
Rust Ray


The question: One of my players asked if they would take damage if they tossed the melee weapon with Vicious? I stated that yes its a melee weapon but as soon as its thrown it becomes a ranged attack and if you cannot take the disruptive damage the other half cannot function. Any ideas or evidence for against?


Hello everyone, I wanted to see about using a Dark Stalker as a PC, I only want his spell like abilities and the poison use. I have looked at the humanoid table for constructing creatures and I understand it, but its the adding of the spell like abilities that is getting me. I am posting mostly for the reason that an Aasimar or Tiefling for example have no "level adjustment" but have several low level resistances and a once per day spell like ability. The Dark Stalker's at will abilities are good so I can understand a higher adjustment, anyone have any advice?