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anyone have any idea what an item that increases the caster level for the purpose of overcoming spell resistance might go for? The only instance I can find of it is on the robe of the archmagi, and I can't gauge a value from that item. I'm thinking bonus squared x 2-3,000 is reasonable, but looking for a second (or third) opinion.
So I am a level 1 sorcerer with a cha of 20. This gives me a bunch of bonus spells including levels much higher than I can cast. So my question is what happens to these bonus spells before I can cast them. For example, could I use a level 4 bonus spell slot to cast a maximized burning hands? If I had the spell and feat obviously. If I can't apply the metamagic feat to anything beyond the spell level I can cast, can I at least use the level 4 spell slot to cast a level 1 spell?
Ok so I'm doing my first campaign with magical items and am having some trouble with them. I have a few questions. 1. I keep encountering these tables witha column labeled d% and various values like 1-10 below. what do these mean? 2. I just want to make sure I understand correctly you can give any weapon up to a +5 enhancement bonus, and anther +5 through special abilities so a +5 vorpal sword is maxed out because vorpal is a +5 ability right? below vorpal on the list is dueling for example. dueling, instead of saying it costs a +4 or +5 bonus lists its cost at 14,000 gp. how does that work for determining the value? so if a +5 vorpal sword totals a +10 weapon, what would a +5 duesling sword be along those lines? 3. I understand how it works to turn a +1 sword into a +2 sword, but how does it work with special abilities. say you add the vorpal ability to a sword. can that enchantment be replaced? or is it there for good?
I want to give my groups healer a ring that boosts his healing, by making either all 1s into 2s or maybe all 1s&2s into 3s when he rolls his healing dice. I am having trouble finding a way to put a value on this though, and I want to make sure I'm not giving him something more powerful than the rest of the group is getting. anyone have an idea of how i could figure out what value this magic item would be?
So it says that if you are invisible you ignore your opponents dexterity to ac. Would I be right in thinking this makes your opponent flat footed and subject to sneak attacks? If if does, what about the second attack against the enemy? After the first attack they will have an idea of where you are (is that only if the attack hits?) so do they regain their dex bonus to ac? Assuming this does mean their flat footed, would that effect an arcane tricksters surprise spells? So could I use invisible thief to go invisible and then, since I can ignore my opponents dex to ac consider them flat footed for a fireball or something?
Sorry, I feel like this is a question I should be able to find the answer to on my own, but I'm having trouble. How does it work if you are attacking with a melee weapon from above your opponent. Say you have a reach weapon like a glaive. Can I have him stand on a table or something where he is out of reach of a standard melee attack but still able to strike down on opponents? if so how high up does he need to be?
Couple questions about creating my own NPCs. 1. I build them exactly as I would if I were building a regular PC? No traits and different attribute scores, but gets class levels, feats, spells etc the same as a pc? Am i missing anything here? 2. do they receive racial bonuses? ex. human's bonus to an attribute 3. What about archetypes, prestige classes etc. or is it just core rulebook for npcs?
I know this is a very strange question, but I'm doing a campaign where I am custom adapting classes for my pcs. I am adapting one from a paladin and am having trouble placing "values" on some of the paladin abilities. If you were to trade all the following abilities for feats, how many do you think they would be worth? The abilities are: aura of good
I'm aware this is a strange and probably time consuming question to answer. I thank anyone willing to take the time to help me in advance.
So I am going to have an npc wizard in my campaign who will take a liking to the party. Unfortunately for the pcs he will have an odd sense of humor, and considers things like drugging his friends and selling them into slavery a practical joke. So far I have come up with that and framing them for a crime. Does anyone have any other ideas along these lines for my wizard to mess with my pcs?
Hi, sorry if this is the wrong place for this question, but I am about to start running a campaign that I see having a lot of roleplay. This campaign is going to have less combat than average, and I don't want my PCs to be stuck on one level too long and get frustrated, so I don't want to use the standard method of distributing xp. I was thinking I would just award them levels for "X" hours of gameplay. I'm not a very experienced DM, and am not sure how long they should be at each level though. What is a good rule of thumb for hours of gameplay per level? Looking for like a medium or slightly slower progression speed.
I know there is either a feat or a trait that shortens the spell preparation time for wizards etc. from 1 hour to 15 min for all spells. Also shortens prep time for 1 spell from 15 min to 1 min. I can't remember what it is though, and I'm having trouble finding it. Does anyone know whether it's a feat or a trait and what it's name is?
So I was looking at the feat burning spell: Burning Spell (Metamagic)
Benefit: The acid or fire effects of the affected spell adhere to the creature, causing more damage the next round. When a creature takes acid or fire damage from the affected spell, that creature takes damage equal to 2x the spell’s actual level at the start of its next turn. The damage is acid or fire, as determined by the spell’s descriptor. If a burning spell has both the fire and acid descriptor, the caster chooses what kind of damage is dealt by the burning spell effect. Level Increase: +2 (a burning spell uses up a slot two levels higher than the spell’s actual level.) Now let's say I use this feat when casting a fireball. The description would lead be to believe that the only damage I would gain would be 6 at the beginning of the next round (2x the spells actual level: 3) But that just seems like such an awful reward. Much worse than empower spell which does the extra damage immediately, and it's more damage, and it's not specific to an energy type. So I'm hoping that I have the description wrong. How can this feat even exist if it's as useless as i think it is?
Hi, my gm likes to make up his own magical items, and I'm having trouble determining the value of a specific item. It is a ring that adds 2HD to all summoned creatures and turns them into Aberrations. I can't ask him because he is delusional as to what things cost, and typically rewards us about 10% of what pathfinder recommends. If I asked him he would tell me 100 gp.
Ok, so I am preparing to run my first campaign. When looking at CR, how does that relate to the level of the Enemy? If I am creating an evil cleric with a CR of 8, does that mean he is an 8th level Cleric. I know this is a noob question so thank you for your patience. Also is there a book or something for looking up CRs or is that just the bestiary?
I'm building an Artificer as a Cohort, and have a question about the DCs for someone else activating one of his weird science items. It says the DC is 15 for someone else to use the item. My question refers to activating an item combining multiple magical effects. It says the dc for the artificer to activate it is 25 + the number of effects activated, but it doesn't mention whether it's any different for someone else activating said device. Would I just have the save 25+DC for activating my cohorts item, or would i have to pass 2 saves? 1 of 15 and 1 at 25+? What I am hoping not to hear is that I add the 2 DCs together.
Hi I'm playing a Wizard Blaster. I'm looking to increase the DC of my spells to ensure I get full damage as often as possible. So far I've found the feats spell focus and Greater, and Elemental Focus and Greater. Thats 4 feats to only increase the dc by 4 though. Does anyone know of any other ways I can increase the dc of my saves? Oh and Yes I have considered persistant spell already.
So I was looking at the scroll scholar and the first ability allows you to pick a knowledge skill and make it a class skill, but all knowledge skills are class skills for wizards. Does anyone know if there is any errata for this, or suggestions for a house rule compromise to supplement the uselessness of that particular ability. And yes I'm aware that I still get the bonus of half my level, but it doesn't seem worth it for what I'm giving up without gaining the class skill.
So I was looking at the improved familiars and was underwhelmed. The biggest let down I saw was that none of the improved familiars gave any bonus to me. I'm hoping that I'm wrong here, and it just wasn't listed where I was looking. Regular familiars will give a bonus to the caster. Do improved familiars do the same? If they do and someone could give me a link to the info, I would greatly appreciate it.
Hi, I'm looking to play my first magical character, and am trying to settle on a class, or multiclass. Looking for advice or opinions on what the best casting classes are. I'm not interested in summoning, or clerics. I would like to be a war mage per say. Still with all around casting ability though. Which classes are good, and what should I avoid?
So I can buy a pair of manicles for 15 gp, or a length of rope for 1gp. The dc for escaping manicles is a flat 30. The dc for escaping being tied up, is 20 + CMB. At level 6 the dc of my character tying someone up would be equal to them in manicles... At level 11 it will be equal to masterwork manicles. Why would anyone buy manicles for a ton more gold? Seems like a flaw in the pathfinder mechanic to me.
I thought I saw a trait that gives a permanent +1 to will saves, but now I can't find it again. does anyone know what it is called, if it exists. I'm also looking for any other trait suggestions anyone may have. Also does anyone know if there's a trait that gives you an additional aoo? I think having two per round is enough, and don't want to waste a feat on combat reflexes to end up with 4.
The quingjong monk can grant the improved vital strike, to be activated as an immediate action. Does that mean I can use it in the same turn I make a full attack action. I know the feat says I make a single attack instead of taking any other attacks, but I'm wondering how the immediate action activation effects that, if at all.
I have been looking at paizo.com/prd for pathfinder prestige classes, and the options seem to be very limited. I actually don't see any monk prestige classes, which is what I'm looking for. Does anyone know any other sources with more pathfinder prestige classes, or is the limited selection all there is?
Hi, I'm looking to make the ultimate monk grappler. I am open to any suggestions as to feats or abilities worth taking. So far Im taking Improved Grapple
I also like the idea of chokehold, and Pinning Knockout, but they don't seem that useful since you can just tie up a pinned opponent. Why bother taking a feat to improve your pin when you can take them out of a fight without it. I'm eager to hear any ideas or insights you may have. Thanks. |