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I decided to add all the Otari adventures into one go through and I am most of the way though the beginner's box and plan to start give have them bounce back and forth between Trouble in Otari and the first book. Is there anything I should keep a look out for?

I was already thinking of moving the fishing shack into the Fogfen, close to the Gauntlight to make it a better stopping off point, and can use Finley for some extra exposition as to what is happening with the Deadtide, as they will currently only know that something strange is happening to the north thanks to Wrin and danger is coming soon. I plan for the Deadtide to kick off the night after they leave the tunnels and find a sealed off door. I figure the tunnel would lead to the Scar in addition to the 3ed floor of the Gauntlight.

Has anyone ran Trouble in Otari or merged it into Abomination Vaults and have any advice?


In one of the books a hostile has an NPC that uses manacles in combat. I am trying to understand why. From what I can tell the manacles only make a dc 5 flat check on a manipulate action (if on hands) and reduce speed to 15 (if on legs). As far as I can tell the best usage is to shackles the PC's legs. As otherwise the manacles won't effect combat (RAW). I am going to home brew it to say you can't use both hands unless you are doing a 2 handed weapon? I am really not sure. I suppose I could do a constant grab effect?


Is there any thing to add legs to the game now that our party has gone through and beaten Rise of the Runelords? Are there some new senerios we can run? I know I could just cobble together something with the current locations and the like. But I was wondering if there were already post game lists of adventures or is all on us to build it up? Also we are curious about the other boxes but we are not sure if we can just buy the adventure packs or if we have to buy the core box as well. I don't see why we would need to buy the core box for the other games, but I don't know if the card lists and locations are different.


MrCharisma wrote:
Idward Evanhand wrote:
I think it makes more sense to add the spells at character level 4th, 7th, 10th and 13th

While that makes sense it would be a LOT of typos.

If I were to guess (and I guess I am) I'd say Belafon hit the nail on the head. If you're a player I'd go with Belafon's examples, but if you're the GM and don't think it's broken then going with your examples isn't likely to break anything.

(Obviously you can ask the GM, but it's a tough line to ask for upgrades without being cheat-y)

I don't really see it as cheating or over powered. After all you gain a level 1 spell after you gain access to level 2 spells instead of getting a level 1 spell when you'd be in level 3 spells, and a level 2 bonus spell in the middle of level 3 spells. If this were to be a sorcerer I'd be getting each a level earlier, getting the level 1 bonus spell the level before going to level 2 spells.

Also Pazio has been known to have a lot of weird errors. For example in Eldritch Scion it alters spell recall but not improved spell recall without calling out the improved spell recall being modified anywhere.


I think it makes more sense to add the spells at character level 4th, 7th, 10th and 13th

Especially since every other bloodline gains are close to the level.

If we keep Magus level as your example we gain spells like this
Level 7: Max Spell Level 3
Level 9: Max Spell Level 3
Level 11: Max Spell Level 4
Level 13: Max Spell Level 5

With mine

Level 4: Max Spell Level 2
Level 7: Max Spell Level 3
Level 10: Max Spell Level 4
Level 13: Max Spell Level 5

also level 11 is the middle of 4th level spells same with 9th. instead of the start.


I'm highly confused by this. What are they trying to say.

Bloodline:

An eldritch scion gains a bloodrager bloodline. The bloodline is selected at 1st level, and this choice cannot be changed. An eldritch scion’s effective bloodrager level for his bloodline abilities is equal to his eldritch scion level. He does not gain any bonus feats, and he gains bonus spells from his bloodline at different levels (see the bonus spell class feature below).

Bonus Spells:

At 7th level, an eldritch scion gains the bonus spell from his bloodrager bloodline that is normally gained at 10th level. He gains the next three bonus spells from his bloodline at 9th, 11th, and 13th levels, respectively.

But if I look at a bloodrager's bonus spell progression
Bonus Spells: 7th, 10th, 13th, 16th.

So... How is this supposed to work? Is there a typo should this start at 4th and you get the 7th level, then wait until 9 for 10th, then 11 for 13th and 13 for 16th?

But then your spell progression is really messy, you get a 2nd level spell when you are already ending 3rd. Shouldn't this be at character level 4th, 7th, 10th and 13th? (Bloodrager progression where you gain your n-1 bonus spell when you start the next spell level)


For character reasons I would like to keep with cleric archetype or something else that lets him commune with the Dwarven Pantheon. I do have medicine skill, as does a few other characters. I think I will be able to keep with my current plans with the shield spell advice, two handed, then I can use my spell slots for a verity of static buff spells, like bless for level 1. The character who was playing a character had a wand of healing level 1, so I have that now for in combat healing, in addition to potions.


Dubious Scholar wrote:
Well, remember that the divine list lets you have the Shield cantrip, so you can slot a shield even while using a 2h weapon.

That is a great point. It does free up his hands to do 2d12 and if I don't have anything better to do I can add +1 ac. I can only do the shield block once per combat but I rarely used it before so I think this works out nicely. Thanks!


We've been playing Age of Ashes and the Advanced Player's handbook just dropped and we can make changes to our characters if desired. I've been playing a Dwarven fighter with the cleric dedication and I am not sure if I want to keep with the axe and shield combo especially since a number of my feats I plan to give over to picking up cleric spells and abilities.

I keep forgetting to raise my shield or I am too busy with other tasks to spend an action to raise it. I am wondering if anyone has any feat suggestions or if I should keep the shield or go two handed.

Primarily I rush into the middle of the monster groups and attack, while moving to provide the rouge good flanking targets.

Current Character:

Race: Dwarf
Ancestry: Elemental Heart
Background: Local Scion (Age of Ashes)
Level 4 Fighter

Str: 18
Dex: 12
Con: 16
Int: 10
Wis: 14
Cha: 8

Feats:
1: Sudden Charge
2: Cleric Dedication
4: Basic Spellcasting

(I plan to take 12th and 18th for expert and master spellcasting)

Race Feats:
1: Unburdened Iron
5: Dwarven Weapon Familiarity

General
Background: Specialty Crafting (Blacksmith)
2: Battle Medicine
3: Magical Crafting
4: Heavy Hauler

Gear:
Full plate
Striking +1 Dwarven War Axe
Heavy Steel Shield
Shield Boss
Sap
Sling
Clan Dagger
Misc adventuring gear

I like sudden charge because that can get me in the middle of things quickly, our party's cleric has decided to switch over to a ranger so that leaves me with the emergency combat healing as well. I picked up the healing potion and level 1 spells scrolls formula, so I can spend downtime making curative items, but now healer has been added to my role when I planned to self buff instead, that leaves me with less over all actions which means I will most likely forget to raise my shield or just not have enough actions to do so.


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I wish Jirelle's boots were tight to the leg. I think it would look better. Something about them being that loose just seems off.


OK found my answer to S1. I can have the sorc cast spells into the scrolls


We just hit level 3 and my Fighter Cleric Dedication just got Magical Crafting. I got some questions about this feat.

I get 4 magic item recipes of level 2 or lower so I chose

1. Runestone
2. Healing Potion
3. 1st level scroll
4. Weapon Prof +1

I assume these are valid choices.

Scroll questions
S1. In the party there is a sorcerer, can I craft the scroll and have him cast his spells in the scroll?

S2. Do I get the ability to craft all scrolls or will I need to learn how to craft higher level scrolls? I /think/ I have to learn them, same with other magic items like the potion.

Runestone question
R1. Can I transfer a rune onto a runestone? I assume not but I figure I need runestone if I plan to sell the weapon prof runes as down time crafting


In hazards what doe ECD and HDC mean? are they the save DC? I think that the first usage should be expanded and a small explanation.


I use a virtual tabletop and script out a large amount of monster stats and the minimal stat blocks make this very difficult to quickly edit monsters. In Pathfinder 1e I knew all of their base stats (Monster has N hit dice so Fort's base is x, add y for stat, add z for bonus/feat/etc.) however in Pathfinder 2e this information is hidden I have to backtrace its proficient. Monster's level is 2, Fortitude save is 8, Con is +2. So the bonus must be +4, Expert.

It would be nice if instead the proficiency could be added into the stat block. For example.

----
AC 18(E); Fort +8(E), Ref +10(E), Will +6(T)
AC: +2 status bonus
HP 30
----

I am sure this has been asked before, but it would be very helpful.

Thank you.


Handling PC death is one of those hard things to deal with as a DM, especially for new players. For older hands I've found its more a "crap I died... alright well I have these 5 other ideas I wanted to try out anyway." But if the player puts a lot of investment into the character I do try and give them a chance to save the character. I am DMing Carrion Crown and the dwarf cleric fell off a large tower due to a bull rush and landed in the water. They survived the fall, however, the rushing water was pushing them downstream and underwater. Dwarf + full plate and no swim. I gave the player 4 opportunities to save themselves. First, a strength save to stay above water, then a swim to get to the bank, then a reflex to grab to a log, and finally a fort to not drown.

Sadly all four were a failure, it was the player's first character so I wanted to make sure they had a chance to survive. I am just glad they were fine with the death and willing to try out a new character.

One key thing I found with dealing with a player's death.

1. Roll in the open. Yes, you can fudge dice behind a screen but this is important and you should let the dice fall where they will. (Side note make sure your dice are fair https://20facesoffate.com/testing-dice-bias-float-test/ )
2. Remind them that it is OK to let a character die or even switch the character out. I generally tend to use the starting point "you are all pathfinders your group may get new party members added in as needed" that sorta thing. At this point, most of the party switched around characters as another player wanted to try out the Oracle.
3. Help them come up with a new character idea if they need it.
4. Most importantly, death is part of the game. I've been playing for a long time and death just happens, especially at lower levels.

I generally don't like it, but I allow the "pile of bards" if they want to keep the character.


Alright, let us see if I have my math correct.

Party of 6 players and I want to have a big patrol they will stumble onto. The party level is 3 and I want this to be an extream encounter. So That is an XP budget of 160+40*2 (240).

Monsters
Level 4 Gnoll Sargent XP:60*1
4 Level 2 Gnoll hunters XP:30*4
6 Level -1 War Dogs XP: 10*6

Hits 240 XP in the budget and then I award 240 XP for the fight? If I were to add in a Gnoll Cultist XP 40, totaling a 280 XP budget spent would I still award 240? It seems like the XP award would be 280 in this case.

Or if I were to remove two of the dogs now the XP would be 220, I would then award 220?


Can someone provide some examples as to how to set up xp for monsters and other encounters? The book has charts and tables but no real example of building monster encounters for a verity of party sizes or levels.

The adversary level just has a note for party level, great, but it doesn't tell me how they build this up. For example is it a 1 to 1 monster/pc? or a single monster of level 1 is the same as a party of level 1.

How about when the party is 6 or 7 players? I rarely ever have 4 players in my group it is usually at least 5.

Monsters in the monster manual don't have xp associated with them so it must be some sort of relative scoring system. But that is the piece that isn't clear to me.


My DM is making a shortish game to play around with level 20 character before P2E's beta comes out and I would like some help with optimizing my character. I planned to recreate, somewhat, the Sword Saint himself, Thunder God Cid. So I started off with a Magus and worked out some background information
Human, Middle Aged, with the Seeker trait and Magical Lineage (shocking grasp). I also chose the blade bound archetype since I always kept Cid with the Excaliber. I was debating on what a "knightly sword" translated to in Pathfinder, I couldn't decide between a bastard sword or a katana, given the game's origin I went with a katana. I then started to look for feats and arcana that would fit the old knight's style and I think I came up with makes sense. Though I would like some other people's thoughts to see if I can improve the character either thematically.

I have some rules set in place. First I cannot use any of the sourcebooks, only the core books and rules found on the PRD (no d20pfsrd), and a 25 point build.

Stats:

Str: 17
Dex: 13
Con: 15
Int: 13
Wis: 11
Con: -8
After applying +2 Str from human and the middle-aged adjustment I have
18, 12, 14, 14, 12, 9
Then +4 Str and +1 Cha from level
22, 12, 14, 14, 12, 10
I then went for heavy armor and a +6 Str/Con belt and a +6 Int headband.

Feats:

1 Improved Initiative
Human Toughness
3 Exotic Weapon Proficiency
Blade Alertness
5 Weapon Focus
Bonus 5 Intensified Spell
7 Extra Arcana
9 Lunge
11 Spell Penetration
Bonus 11 Weapon Specialization
13 Critical Focus
15 Critical, Bleeding
17 Spell Penetration, Greater
Bonus 17 Weapon Focus, Greater
19 Step Up

Arcana:

3 Black Blade
6 Empowered Magic
7 Arcane Accuracy
9 Accurate Strike
12 Maximized Magic
15 Bane Blade
18 Quickened Magic


My group is looking to do a few one-off games while we wait for Pathfinder 2e's beta test.

Character rules:
-No background or story needed, but 2 traits
-Level 20
-Core featured, or uncommon races (no custom or monsterous)
-Epic Fantasy ability score points (25 points)
-1 million gold worth of equipment (no limit if you can afford; no relics)
-PRD only (no PSFRD or third party)

It has been a while since I played and now I am not sure what to play. I was thinking about doing a magus, maybe do the staff magus archetype since I like the idea of wielding a Staff of Power. But I am not sure how to build it out as a working character. I am thinking something like this.

Elf
starting
17, 11, 16, 13, 10, 8
Adjusted
17, 13, 14, 15,10,8

I would like to do more melee/combat and use a good bit of buffing spells then pick up Touch of Fatigue or Arcane Mark for spell combat, reserving some higher level spells or use wands for typed damage.


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So, my players want to turn Thissletop into their own home base. I have been looking over the rooms and teams options in Ultimate Campaign and came up with a list of rooms I think is appropriate for the rooms of Thisletop. There is some room, of course, to change the rooms around as the party levels and it is great to have a home base. And I can play around a little with the rules. I already started the adventure off as though the party is a group of Pathfinders and Thissletop will become their new guild hall. But first, they need laborers, guards, and other support staff. I expect that a guild crafter will stop by eventually, especially with all of the neat magical junk laying about. And it is a nice place to launch some side adventures.

Room list:

C11: Gatehouse
Benefit defenders get a bonus on initiative and Perception checks

C12: Storage
Earnings GP +2

C13: Guard Post
Earnings GP or Goods +4
Benefit defenders get a bonus on initiative and Perception checks

C14: Bunks
Earnings GP or Labor +8

C15: Guard Post
Earnings GP or Goods +4
Benefit defenders get a bonus on initiative and Perception checks

C16: Animal Pen
Earnings GP, Goods, or Labor +8

C17: Storage
Earnings GP +2

C18: Stall
Earnings GP, Goods, or Labor +8

C19: Throne Room
Earnings Influence +15
Benefit bonus on Bluff, Diplomacy, and Intimidate, Knowledge (local), and Perform checks

C20: Armory
Benefit provides for 1 Bunks or Guard Post, hastens donning armor

C21: Kitchen
Earnings GP or Goods +4

C22: War Room
Benefit bonus on mass combat and skill checks while scheming

C23: Bedroom
Earnings GP or Influence +3

C24: Secret Room & Lavatory
Benefit Bonus on Fortitude saves against contracting a disease

D1: Common Room
Earnings GP or Influence +7

D2: Storage
Earnings GP +2

D3: Storage
Earnings GP +2

D4a: Bedroom
Earnings GP or Influence +3

D4b: Bedroom
Earnings GP or Influence +3

D4c: Bedroom
Earnings GP or Influence +3

D4d: Bedroom
Earnings GP or Influence +3

D5: Bedroom
Earnings GP or Influence +3

D6: Storage
Earnings GP +2

D9: Cell

D10: Bedroom
Earnings GP or Influence +3

D12: Altar
Earnings Influence +3
Benefit counts as a permanent fixture dedicated to your deity for the purpose of consecrate and similar spells

D14: Scriptorium
Earnings GP, Goods, Influence, Labor, or Magic +5
Benefit counts as masterwork artisan's tools for writing skills

D15: Book Repository
Earnings GP or Influence +8
Benefit bonus on Knowledge (Local) checks

E4: Reliquary
Earnings GP or Influence +5
Benefit bonus on Knowledge (religion) checks relating to its contents

E6: Crypt
Earnings GP, Influence, or Magic +5

E7: Escape Route (upgrades to dock)

E8: Scrying Room
Earnings GP or Influence +2
Benefit increases the DC of scrying effects

E9: Alchemy Lab
Earnings GP, Goods, or Magic +10
Benefit counts as an alchemist's lab (equipment)

E10: Summoning Chamber
Earnings Magic +3
Benefit bonus on Charisma, Diplomacy, Intimidate, and Knowledge (planes) checks

And here is the earnings/day broken out by what can be switched around

Earnings:

GP |Goods |Influence|Labor|Magic
--------------------------------------
2 | |2 | |
3 | |3 | |
3 | |3 | |
3 | |3 | |
3 | |3 | |
3 | |3 | |
3 | |3 | |
3 | |3 | |
4 |4 | | |
4 |4 | | |
4 |4 | | |
5 | |5 | |5
5 |5 |5 |5 |5
5 | |5 | |
| |15 | |
7 | |7 | |
8 |8 | |8 |
8 |8 | |8 |
8 | | |8 |
8 | |8 | |
10 |10 | |10 |
30 | | |0 |
| |3 | |
| | | |3
-----------------------------------
129 |43 |71 |39 |13

Hey, 14.9 GP/day or 104.3 GP/week that's! Really nothing to a group of PCs (but it does go to the wages!)


I am playing a second level Occultist Arcanist Elf where my primary focus is around summoning creatures. However, I've found that I tend to run out of summons at level two (boo). I have my level 1 feat as spell focus (conjuration) and my third level I want to get augment summoning to keep my summons around much longer. I've also been focusing on some crowd control spells such as grease and stumble gap. But once my critter is summoned, my level 1 spells are gone, I find myself with a problem. Monsters are always surrounded by foes and I need a way to hit them without the -4 penalty. I was thinking about taking a level dip into Zen Archer Monk. Though sadly I am not going to be all that useful with a bow with a 7 strength, but it would allow me to use my ray spells more effectively. Are there any other thoughts on getting Precise shot easily?

Stats are a 15 point buy, running in the Iron Gods campaign

Str 7
Dex 13
Con 8
Int 20
Wis 7
Cha 14


Rysky the Dark Solarion wrote:
There is not, from what's been said the Book is set up differently than other Hardcovers, so there's nothing to strip out or change to make it a lite version.

I think you are a little confused by my request. In the Pathfinder lite PDFs they stripped out all of the background images were removed making the PDF much smaller in overall size and easier to scroll through the pages on my tablet without having to wait for the page to load.


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I do not know if this is already in the works but it is very hard to read through the Starfinder rule book on my tablet. I was hoping for a lite version of it like there is for the Pathfinder core rulebook as well as some of the other books.

Hopefully this is already in the works but if not I really would love the option.


If I was to rework the stats I think it would be more like this:

---
Poleaxe // 18 GP // Damage (S) 1d8 // Damage (M) 1d10 // Critical 20/x3 // Weight 8 lbs (See Note 2) // Type B or P or S

Flavor Text: Sometimes called the 'Knightly Poleaxe', 'Pollax', or 'Poleax', this weapon entry refers to the broad class of polearms featuring a spear tip, axe head, and hammer head all on one end of the weapon. Despite the 'knightly' term, this weapon is available to the general citizenry, including adventurers. It was popular amongst some duelists for its versatility and significant striking power, allowing them to choose the right response to each situation without having to change weapons.

It should not be confused with other polearms that happen to have an axe head, such as halberds, horsechoppers, and certain other weapons referred to as 'poleaxes' but feature different designs opposite the axe blade (such as a beak/hook).

---

Poleaxes were never designed to break through armor like a Bec De Corbin, or Lucerne Hammer. I know realism doesn't really need to be part of Pathfinder but I think that this balances it out far better than the sunder property. Especially since I don't believe that sunder is used by many groups use sunder actively. It also lines up with the spears, hammers, and axes are already generally 1d10 with a 20x3 crit.


This is old, I know, but screw it I like poleaxes. So something that some people assume, the halberd is longer than the poleaxe so it shouldn't have the reach property, especially since the halberd does not.


I see, so it doesn't matter that the save failed, it cannot be applied to my cat.


I don't know if this has ever been discussed, but what would happen if an animal companion contracted lycanthropy? Would it be able to be my AC? Would it be able to shift into a human (or if it got bit by a werewolf would it turn into a wolf?). And does it gain any intelligence? Has anyone run into this issue before, and if so how did they handle it?


While we are on this path, I didn't see it. But I love to use the FFT spell chants for magic spells. For example when I cast time stop I call out: "Destiny lies in my hands! Stop movement! Time Stop!"


So my group is going to start a new game and I think I'd like to play a jack of all trades kind of character. I was thinking going for a switch hitter ranger or slayer. But I would like some advice on what to go with.

So there are a few restrictions, such as core races, no elves, and the DM will make a new race that is like the kobold. Anyway I was thinking though Treantmonk's guide to rangers and I wonder "Is a switch hitter ranger still a valid option?" There have been a lot of feats that help two weapon fighting, and with ranged. But there are so MANY feats to choose from that I am not sure if there are any good ones for a mixed melee and ranged character.

So anyway I was planning on going with a ranger though slayer looks like a good choice as I could then dump wis. In either case since I will dump cha, and since there is a large number of skills I could dump int as well. That would leave me with 6 skills. I would split a point between climb and swim, or perhaps put a few points into both then some into ride or the like. Then put full ranks into stealth, perception, knowledge nature, survival. And I would go for handle animal and perhaps split it with something else, perhaps ride or sleight of hand.

As for my feat selection. I would go for the Archer’s style, using it to pick up rapid shot, multishot, and improved precise shot. Then starting at level 1 go for power attack and quickdraw. But then the question is, what feats should I take going on further? I figure level 3 I would take deadly aim, but after level 3 I am not sure what feats would be good. I would have to spend some time looking around to see if anything tickles my fancy.

I looked through the archtypes for both classes. I like the Wild Hunter and/or Divine hunter for ranger, for Slayer I was thinking I would go Vanguard, but that would put a bit of a cramp in trying to get those three useful ranged feats.

Does anyone have any other suggestions on what to look for? If switch hitter isn’t very effective with the current books, or if there is another option that I am over looking for a switch hitter? Thanks.


So how much would it cost to create a magic item that casts a spell 1/week or 1/month?

For example, how much would a rod that casts heal 1/week cost?


Majuba, I was looking at the rule that states you can take 10% off the crafting cost if you restrict the magic item to people who have a certain skill.


Actually I should restrict it to people with the heal skill.

Caduceus
Aura moderate conjuration (healing); CL 8
Slot none; Price 22,919.7; Weight 5
------------------------
Description
------------------------
This +1 winged staff counts as a holy symbol and gives a +5 bonus on heal checks. When doing a heal check to treat deadly wounds you always add your wisdom modifier to the damage healed.
Constant: deathwatch

Cure Critical Wounds (4 charges)
Remove Curse (4 charges)
Lesser Restoration (3 charges)

This item can only be used if you have ranks in heal.
------------------------
Construction
------------------------
Requirements Craft Staff, Craft Wonderous Items, Craft Arms and Armor, Cure Critical Wounds, Remove Curse, Lesser Restoration, Deathwatch, Crafter must have 5 ranks in heal; Cost 11,609.85


Majuba wrote:

It sounds like you have a good solution in hand, but as for the original pricing question, some... adjustments are needed:

Idward Evanhand wrote:

From my break down I got

Skill = (5*500) = 500
+1 weapon = 2300
Deathwatch(1*1*2000*1.5)= 3000
Staff (3200+2400+1600) = 7200
So that totals out to 10,300...

The numbers listed total 13000, and the math adds to 15000 (5*500 = 2500).

However:
Skill = (5*5*100) = 2500 (* 2 for non-slot item = 5000)
Counts as a Healer's Kit = 50 * 100 (unlimited use material components count as 100_ = 5000
+1 weapon = 2300 (fine)
Deathwatch(1*1*2000*1.5)= 3000 (* 2 for non-slot item = 6000)
Staff (3200+2400+1600) = 7200 (Price is 800 * CL * SL / Charges for the highest, 600 * ... for the 2nd, 400 *... for the rest so should be 6400+3600+3200 = 13200)
Total: 31500gp

That said, I think the non-weapon, non-staff effects can *definitely* knock 30% off for similar effects, for 26700gp Final Price.

Thank you!

I am taking out the healers kit option. I also didn't take out the 300 for masterwork before diving the value by 2. I did that for the new stat block.

As for the magic staff. Re-reading, it says cost to create, so then the market cost would be doubled. However, I re-did your math and it looks like you put lesser restoration as a third level spell instead of a second level spell.

(800*8*4)/4= 6400
(600*8*3)/4= 3600
(400*8*2)/3= 2133
6400+3600+2133 = 12,133

New item description.

Caduceus
Aura moderate conjuration (healing); CL 8
Slot none; Price 25,433; Weight 5
------------------------
Description
------------------------
This +1 winged staff counts as a holy symbol and gives a +5 bonus on heal checks. When doing a heal check to treat deadly wounds you always add your wisdom modifier to the damage healed.
Constant: deathwatch

Cure Critical Wounds (4 charges)
Remove Curse (4 charges)
Lesser Restoration (3 charges)
------------------------
Construction
------------------------
Requirements Craft Staff, Craft Wonderous Items, Craft Arms and Armor, Cure Critical Wounds, Remove Curse, Lesser Restoration, Deathwatch, Crafter must have 5 ranks in heal; Cost 12,866.5


Finishing it off I think I got a good final product.

Caduceus
Aura moderate conjuration (healing); CL 8
Slot none; Price 11,000; Weight 5
------------------------
Description
------------------------
This +1 winged staff counts as a holy symbol and gives a +5 bonus on heal checks. When doing a heal check to treat deadly wounds you always add your wisdom modifier to the damage healed.
Constant: deathwatch

Cure Critical Wounds (4 charges)
Remove Curse (4 charges)
Lesser Restoration (3 charges)
------------------------
Construction
------------------------
Requirements Craft Staff, Craft Wonderous Items, Craft Arms and Armor, Cure Critical Wounds, Remove Curse, Lesser Restoration, Deathwatch, Crafter must have 5 ranks in heal; Cost 5,500


Dave Justus wrote:

I would think that carrying the staff would be sufficient to let people recognize them. If you really don't like the familiar you could just ignore it, trade it out for the staff working like a wizard's bonded object for them, or simply replace it with a totally different power. The witches healing hex might be interesting, although that might be more healing then you want them to have.

Basically this would be making a custom archetype for the Adept, which is perfectly fine to do.

Using it as a holy symbol as well makes perfect sense.

Good idea, I'll change it out for the bonded object. Thanks.


I think without too much issue the staff could count as a their holy symbol as well.


Dave Justus wrote:

There often are adjustments made for multiple powers on an item. From what I recall, that doesn't usually apply to magic staffs that are also weapons, but the deathwatch might be an issue. It isn't a super powerful spell though and I think your round up would cover that quite fairly.

The biggest question in my mind is all heal checks being reduced to one action. I don't think I would include it, since it is either unnecessary or problematic (how does long term care work for example). If it does something cool, it should probably cost. I don't know that I would have it count as a healers kit either, but that is just flavor I don't really like, your wandering healers seem cooler to me if they carry a kit as well, and the staff helps them use it better. The price on that is pretty negligible so that doesn't really effect balance.

One thing to remember is that if the users of the staff aren't spell casters they have to make a DC 20 UMD check to activate the staff. It might make sense to have them be low level cleric or adepts.

Hum perhaps it would just be for the poison/caltrops/etc. I didn't really think about long term care which takes up the 8 hours. So I think I might change it to say that Treat Deadly Wounds always adds your Wis mod.

I think I will have to change them to level 3 or 4 adepts then. Maybe get rid of the familiar and replace it with a faintly glowing aura which lets people know they are healers who are duty bound to help.


In one of my games I have an order of healers which I plan to give them a magic item. I am just wondering what you all thought on the balance of the item and suggested pricing guides.

Caduceus
This +1 winged staff gives a +5 bonus on heal checks and is counted as a healers kit for all heal checks. In addition while using the staff all heal checks are reduce to 1 action.

Constant deathwatch

Charges
Cure Critical Wounds 4 charges
Remove Curse 4 charges
Lesser Restoration 2 charges

From my break down I got
Skill = (5*500) = 500
+1 weapon = 2300
Deathwatch(1*1*2000*1.5)= 3000
Staff (3200+2400+1600) = 7200

So that totals out to 10,300. I am thinking that for the other properties I would just round it up to 11k. The order is populated by mostly non-magic users so they rely on the staffs to heal the sick and wounded. If the staff runs out of charges they must make a pilgrimage to the capitol where a team of clerics will recharge the staff for them.


Axelthegreat wrote:

First off, let me just say I love this idea.

Second off, cleave could be sued as a spin-attack like move.

His spin attack is more like whirlwind


If he decides to go with slayer, and still wants to deal with traps then at second level get the Trapfinding talent. Or if you are allowing traits from outside books I'd suggest getting the Trap Finder trait from Mummy's Mask‎.

Trap Finder:
You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.


I've been going through the monster creation rules and how to determine stats makes no sense. It just says the monster's physical score should match whats on the size table. But for a medium monster it is 10 10 10.

Does anyone know how monster stats are determined? Do I use the NPC array, or do I use the point buy system with 15 or 20 points?

Does anyone have any thoughts on this?


Fourshadow wrote:
Idward Evanhand wrote:

The primary area I am interested in is the northern sections, Mammoth Lords, Irrisen, and Linnorm Kings

Irrisen: Witch
Mammoth Lords: Barbarian, Druid
Linnorm Kings: Barbarian, Bard, Fighter.

I am not really sure about the other classes.

You forgot Skald for the Linnorm Kings. I'm pretty certain that is the first area we think of a Skald coming from.

That is true, but it is also covered in the Advanced Class Origins book. What I am looking for is the core and base classes, not the hybrids.


I agree with LazarX. Price is cheap enough to, 1000gp for the component cost. Caster level (7) × spell level (4) × 10 gp. Total price: 1280

This assumes you have access to 4th level spells where you are (if you are using the town size rules) or your DM allows it.


The primary area I am interested in is the northern sections, Mammoth Lords, Irrisen, and Linnorm Kings

Irrisen: Witch
Mammoth Lords: Barbarian, Druid
Linnorm Kings: Barbarian, Bard, Fighter.

I am not really sure about the other classes.


Bandw2 wrote:
welp you did it, now i'm trying to program a console application to allow me to do this and make my life easier. character sheets are too big and separated too much usually on a computer to make looking up character stats easy for a GM. (having like 4-6 pdfs open all at once can get confusing)

www.Rptools.net

I use their maptool program, you just need to have a little understanding of java, but that is only if you want to make macros.


Well... The better question to ask is, how does your son want to play? Does he want to be big and strong with a two handed weapon fighting down foes?

Does he want to be a protector of the party? If so go with a sword and shield, and the bodyguard/in harms way feats.

Does he want to be a wild animal and grow fangs and claws and rend through his foes?

Does he want to sneak through the wilderness and spring traps on his foes? If so does he want to go melee or ranged?

There are a lot of options, the question is what does he want to do with the character. Once you know that it is a little easier to know how to build out the barb.


You may want to look at the Sacred Fist Warpriest archtype. You'll get a lot of what you are looking for, as well as the ability to wade into combat so you can drop a cure spell on an ally about to go down.


Abraham spalding wrote:
You have it wrong -- rouge is popular everywhere. Why the gentlemen in Taldor love it (a little too much if you ask me) and even the apes are known to raid specifically for it.

Lies, there is no cabal of rogues through out the inner sea!


I've started using a map program, even though we still meet up in person. The characters have all their relevant stats, from attack bonuses, to skills on the token. Then I can just impersonate their character and roll whatever i need to the gm (me) and the player won't know that any roll is made. It also lets me whisper to just one player so I can tell them what they know.

For example if the player rolls a knowledge check I can tell them what they know in a whisper, then they can tell everyone what they know in their own words.

I don't do the whisper often, and I really should because I just give raw stats, and it lets the player play out what they know. "Its weak to fire" or "Don't use poision" etc.


Looking at books like Mythic Origins and Advanced Class Origins we can see where the Mythic characters are most likely to come from, as well as they hybrid classes.

What I'd like to know is if there is a chart like this for the other classes as well.

Yes I know any class can logically come from anywhere, but I'm guessing in the Mammoth Lords, barbarians are more common then say rouges or wizards. Clerics are more likely in Cheliax and Wizards/Sorcerers from Nex.

So far here is what I have:

Witches: Irrisen
Wizards: Cheliax, Rahadoum (no divine casters means you need some other way to make things work), Osirion (ancient legacies and a desire to return to the limelight), Nex, Geb and Qadira.
Magus: Kyonin, Absalom, Cheliax, Andoran, Taldor.
Mammoth Lords: Barbarian, Druid
Linnorm Kings: Barbarian, Bard, Fighter.

I am not really sure about the other classes.

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