Mephit

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Also a strong point.


I did find that you can make 1000gp progress in 1 day no matter what, so advanced firearms are generally made in under a week.

Could it be a balancing idea in that firearms are so expensive and tempermental?


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Doesn't it seem a bit off that the gunsmithing feat removes any kind of craft check to create weapons and firearms?

How does one figure out how fast one can create a weapon in that case, if you don't have the building completion similar to weapons and armor?


I jammed my mostly discharged wand of scorching ray into the cut, then used a shield slam to sunder the wand that I stuck in the wound.


I had tried it tonight. Due to party balance (magus, bard, alchemist, barbarian, and rogue/ranger), the gm had been upping the CRs against us, as touch AC doesn't go up like normal AC. He allowed me a modest amount of damage and to have some of the damage transfer. In specific, we were level 7 and were ambushed by a purple worm CR12.


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What general effect would occur, in your opinions, were one to break a wand? I'm playing a magus that went into the sundering field, as well as creating magic items. If one were to break a wand with charges remaining, would anything happen?


A question came up during play of the idea of rushing into a target to knock them into something solid and deal damage in doing so. In example, the idea of rushing at a skeleton and just slamming it into a wall to crush it between a rock and a hard place, so to speak.

We couldn't find rules for this, and I was wondering if anyone had any thoughts?


Good point. The main base of this is an attempt to get more gold flowing. My group is a bit behind the curve on magic and armor for third level, but it looks like next session will fix that.


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This may be an off shoot, but there may be a loophole.

Using the craft skill, one pays 1/3 the cost. The book also states that a player can only get 1/2 the list price when selling items.

So, let's do an example, say a heavy mace that costs 12gp.

I pay 4 gold to create the item. Assuming I make the roll, I create the mace with no problem. I then sell said mace in my shop for 6gp, for a profit of 2gp. Over time, wouldn't this either force other shops out of business or force them to drop prices, assuming I want to spend the down time to do so?


Rite Publishing wrote:
Or you know next time you could just email the source. But then again you looted it from d20pfsrd and never actually bought the product :)

*grounds toe in dirt with guilty look* and look at the trouble it caused. :D

I am working on getting my GM to allow it, though I'll probably pick it up for my own reference.


Sean Mahoney wrote:
You need to figure in the load time of the musket as well. Given that, this will be a two round to pull off thing... not sure you really come out ahead in damage.

Another good point. If I really wanted to pursue it later and devote skills and feats it could come out, but I'd be better off focusing on existing strong points instead of trying to create one.

I love the idea of crowd sourcing these things. A lot of variables that my groups collective eyes didn't catch. Thank you all for the input!


Cheapy wrote:

Yes, but you're better off just whacking someone with Shocking Grasp and this with a sword twice.

Also, this will be changed soon enough, so don't get too attached to it.

Good point. The damage would be more consistent with multiple attacks. Lol feels like a hunter playing WOW, mention something over powered and get the nerf stick. All good though, if used this was going to be a weapon of true last resort. Plus, I don't really have the gold to burn at 12gp an attack.

And as for the confusion, I didn't get two arcana from one feat. Ding level 3 get one arcana and a feat. Turned in the feat for another arcana. Two total. Seems people are sticking on that.


As to making it into a musket, the arcana allows you to convert the weapon into a weapon one size bigger or one size smaller. A medium longsword could become a two handed sword by that definition, couldn't it?

We hadn't calculated the save for half damage as well. At third level with a 19 int, I have 6 arcane pool points.

So what I am seeing is an ability that is 1d12(musket)+enhancement and whatever the weapon converted had + 3d6 sonic (dc 15 for half)... that I can use a maximum of 5 times a day at 12gp per shot, and that is if I want to burn off all of my points in one minute of combat?


To clarify a few things. I gained one arcana for third level. The feat allows you to gain another arcana instead of a feat.

On further reading, this makes sense. The spell would be eliminated from the equation, as one cannot use them through a ranged weapon. It does not address the idea of eldritch athame to create a weapon made of pure energy, nor is there anything that prevents song of arcane triumph from being tossed into the mix.

Thanks thus far too for the input. Seems sometimes my mind gets ahead of my eyes.


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So a friend and I were messing a bit:

My GM has allowed use of early firearms, as he allowed my friend to play a gunslinger. With use of the third party feats listed on d20pfsrd.com, we seem to have come up with an overpowered combination. I'd like some thoughts.

My third level magus has the song of triumph arcana (spend 1 arcana pool point for +3d6 sonic damage on a successful hit) and the eldritch athame arcana (spend 1 arcane pool point to make a weapon into another equal or smaller sized weapon for 1 minute per magus level, as well as grant proficiency with it). Two arcanas came from turning in my third level feat.

So, at current, round 1 use eldritch athame to make my +1 sword into a musket and then load the weapon. Round 2, use spell combat to fire the weapon and cast corrosive touch. In the first range increment (40ft) firearms use touch AC instead of normal AC. On a successful hit, my character would deal 1d12+1+3d4+3d6 damage.

Till we figure out if legal, I'm not going to use this combo, as it seems wildly out of balance for a third level character to inflict 8-43 damage (bludgeoning, piercing, sonic, and acid).