The Jester

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Organized Play Member. 181 posts (193 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters. 1 alias.




Would you say, a vampire fails its reflex save against a sunbeam spell would it:

1. Take 1d6 points of damage per caster level (maximum of 20d6).
2. Is destroyed.

Arguably vampires are not harmed by bright light, as the spell’s descriptor suggests. Many undead (apparitions, nightshades, wraiths, etc.) have specified light aversion or sunlight powerlessness and it seems those are more apt to be affected by the destructive power of the bright light described by the spell.

Of course should the damage dealt by the spell reduces the vampire to zero, its destruction is assured, but it seems unlikely that a vampire with 150 hit points, which fails it saving throw against sixteenth level cleric and sustains a mere 48 hit points of damage should be destroyed outright.

Or is the “bright light” generated by the sunbeam spell actually duplicates destructive sunlight? Thoughts?

Sunbeam Description

For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted.

Each creature in the beam is blinded (permanently*) and takes 4d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half.

An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save.

The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.

Liberty's Edge

Do I have to be within ten feet of the paladin at all times to receive the benefit of aura of justice? Here’s an example, I am within ten feet of the paladin character and he chooses aura of justice, I declare the smite on an evil creature and I move thirty feet away from the paladin and shoot the evil creature with my longbow, do I still gain the smite power? Or do I always need to be within ten feet of the paladin to receive the smite benefit?

Liberty's Edge

Ranged Disarm

Prerequisite(s): Dex 13, Deadly Aim, base attack bonus +1.

Benefit(s): As a full-round action, you can attempt to perform a disarm combat maneuver with any ranged weapon at a -2 penalty. Add your Dexterity modifier to your CMB in place of your Strength modifier and apply range penalties to your combat maneuver check, doubling the penalties from range increments. If your target is more than 30 feet away, you take an additional -2 penalty. If the disarm attempt is successful, the target also takes damage as if you had made a successful attack with that weapon. You cannot be disarmed by failing this disarm attempt

Situation, a 16th level medium-sized fighter targets a combatant wielding a greatsword, which has an armor class of 35 and a CMD of 33. The 16th level medium-sized fighter attempts to disarm him, as a full round action he makes a single attack roll with his longbow; is this calculation correct:

BAB +16
DEX +5
Weapon Training (Bows) +3
Greater Weapon Focus (Longbow) +2
Composite Longbow +2
Within 30 feet -2
Deadly Aim -4

1d20+22, a roll of 11 or more exceeds the CMD (33) which would disarm the opponent and also inflict arrow damage.

Thoughts?

Liberty's Edge

Please help with some upcoming math I foresee.

Fairly soon the characters will be engaging a monster that has the ability to conjure up an anti-magic field and has damage reduction 10/cold iron and magic. The field emanates around the monster with a 10’ radius.

Let’s assume the 12th level fighter (16 Strength and 18 Dexterity) shoots it with his magical longbow and his normal enhanced rolls are (+12 BAB; +4 DEX; +2 Enchantment bonus to longbow):

+18/+13/+8 range (110 feet): +2 Flaming Composite Longbow +3 STR Bonus (1d8+5+1d6 fire/x3)

The fighter fires from a distance of 70 feet and is augmented by a Belt of Dexterity +2, am I correct in assuming as the arrow passes through the antimagic field the attack roll is not changed because of the 70 feet distance, but the damage of the arrow would be 1d8+3 and would only do damage if an 8 was rolled (8+3=11), damage reduction (10/cold iron and magic) reduces the damage to 1.

Or?

Does the anti-magic field also alter the magic that enchanted the arrow and suppress it and the attack roll is changed (+12 BAB; +3 DEX; +1 masterwork bonus to longbow) for adjusted rolls of:

+16/+11/+6 range (110 feet): Masterwork Longbow +3 STR Bonus (1d8+3/x3)


Here’s a question that I cannot seem to find an answer to. A cleric casts a prayer spell and allies and enemies gain the benefits of the spell that are within the burst. Subsequently, a wizard casts dispel magic on the cleric and uses the targeted dispel and succeeds in dispelling the cleric’s highest spell cast which happens to be the prayer spell.

What happens? Does the spell just end and all affected no longer gain the benefit or bane of the spell? Or is just the cleric affected and all others continue to be affected by the spell until its normal duration?

Thank you.


So, am I reading this right:

Snatch (Monster)

This creature can grab other creatures with ease.

Prerequisite: Size Huge or larger.

Benefits: The creature can start a grapple when it hits with a claw or bite attack, as though it had the grab ability. If it grapples a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage with a successful grapple check. A snatched opponent held in the creature's mouth is not allowed a Reflex save against the creature's breath weapon, if it has one.

The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 × 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.

Which means a Huge dragon can only snatch a small (or smaller opponent)? Is it Large (unable to snatch), Medium (unable to snatch), Small (able to snatch) or is it Huge (unable to snatch), Large (unable to snatch), Medium (able to snatch)?


I thought I saw somewhere that permanent levels are dispersed if a new level is gained. Can't find or is it wishful thinking? One character has no current access to a another restoration spell and that lingering pesky permanent level still plagues him. Now that he has gained a new level, without access to a restoration spell, does the negative level still remain after he gains the new level?


4 people marked this as a favorite.

We so enjoy participating in Paizocon, and having just returned from the 2012 event, I must say it was one of best experiences we had to date. I have always been impressed by the genuine affection and respect the Paizo staff show one another, it is evident they enjoy a jovial nature to one another and their hard working efforts are clearly represented by their wonderful products.

It was during this year’s preview banquet that an incident occurred that I witnessed which I believe should be shared that clearly depicts the character of one of these special people. As Lisa Stevens spoke, it was obvious she loved who she was speaking about, her voice breaking and she flailed her arms to fend off the waves of emotion that attempted to overcome her, she continued to speak about her friend Jeff Alvarez, and asked him to appear; however, Jeff Alvarez was nowhere to be found. Hints from the audience, indicated that Jeff was “helping a customer” and Lisa moved on to her next agenda item. Jeff returned sometime later and he and Lisa shared a wonderful moment.

I happened to be seated at one of the tables and came to understand what kept Jeff away. One of the last diners that joined our table informed us that he had been unable to get any food, either the hotel had run out or he had missed the serve time. There he sat, empty plate and more than likely quite hungry. Jeff learned about the individual and disappeared from the banquet, it was during this time that Lisa Stevens was speaking about him, a few minutes later Jeff appeared with a tray and presented the dinner guest with a hamburger and fries meal he had obtained from the hotel restaurant. The look on that guest’s face was priceless; he was so surprised, so grateful and sincerely touched by the gesture that I knew at that point this gesture of kindness could not remain anonymous.

All of the Paizo staff have always been welcoming, kind and friendly each year we have attended, but Jeff continues to be exemplary in greeting my son and I each year and we enjoy that time we share in catching up. Congratulations to you Jeff on your promotion and acknowledgments, I have no doubt they are well deserved and a result of your diligent work ethic. To those in your life that have instilled your caring nature, your kindness to others and willingness to serve, it is to them I say bless you for a job well done.

Julian Rodriguez


Here is an interesting question, would silence negate the abilities of a Cavalier’s and Samurai’s challenge, an Inquisitor’s judgment, or a Paladin’s smite evil? In their written descriptions, these do seem as if a verbal declaration is made. Thoughts?

Cavalier and Samurai. Challenge (Ex): Once per day, a cavalier can challenge a foe to combat.
Inquisitor. Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action.
Paladin. Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil.


Looking at a 3rd level magus, whose base attack with associated feats is:

+4 melee (1 HND): Bastard Sword (1d10+1/19-20/x2)

Is this a correct example of a full round action for the class?

As a full round action:

Using spellstrike ability, casts corrosive touch on the weapon and resolves the attacks as follows:

+1/+1 melee (1 HND): Bastard Sword (1d10+1/19-20/x2) and if any of those attacks succeed in striking the target, the target is affected once by the corrosive touch spell. Is the magus also allowed to cast a prepared magic missile at the target with his off-hand attack? Or is the spellstrike ability considered to part of the off-hand attack?

Adjustments: -2 penalty for spell combat, and -1 intelligence modifier and gains a +1 circumstance bonus to combat cast defensively.


Here’s a ponderous question, Nameless the Inquisitor confirms a critical hit using his +1 Flaming Composite Longbow: +3 STR bonus with a manyshot and has the following benefits ongoing, judgment destruction (+4 sacred bonus to damage), prayer (+1 luck bonus to damage), weapon of awe (+2 sacred bonus to damage), and finally has bane effect on (bane: +2d6 to damage). Using his normal base damage of (1d8+4+1d6 fire/x3), what is the correct damage calculation?

+1 Flaming Composite Longbow: +3 STR bonus (1d8+4+1d6 fire/x3)


If a paladin declares smite evil on an evil target and target leaves the combat for some reason and the paladin declares another smite evil on a new target, are both smite evils in continuous effect? One of my players interprets the smite evil reading as seeing the paladin as having multiple smites ongoing to different targets. I in turn read it is limited to just one target within sight. But he did pose this interesting question and I would welcome any clarification.

Example: Paladin and his group encounter a vampire and a mummy along with a host of skeletons. The paladin declares smite evil on the vampire and delivers a vicious blow. Fearing its destruction, the vampire assumes gaseous form and momentarily flees to allow its fast healing to patch it up.

Seeking to aid his compatriots, the paladin engages the mummy and declares his smite power against it. While still combating the mummy and the skeletons, the vampire returns to the battle. Do both smite evils continue to remain in effect? Or did the first smite evil end because the vampire was no longer in sight? Or say, if the paladin had destroyed the mummy prior to the vampire returning would the first smite continue to remain because the target was not dead, nor had the paladin rested?

Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.

Thank you.


Perhaps this has been previously addressed, but I was unable to find an official clarification and believe I have downloaded the most recent errata corrected book, but still need to determine what is considered official and correct.

Need clarification on which DC is the correct one, on page 112 of the Pathfinder Core Rule Book it states that the Spellcraft check is DC 10 plus the caster level. On page 548 of the Pathfinder Core Rule Book it states the Spellcraft is DC 5 plus the caster level. Which is the correct DC?


Obtained my copy at Paizocon, upon returning I discovered that it is damaged in a couple of places. The pages 147 and 148 are folded in on themselves and cannot be read without ripping them. This also occurs in pages 157 and 158.

Let me know how you wish to proceed.

Thank you.


Let me see if I understand the Pathfinder version of poison effects.

A 5th level paladin is in the scrap of his life with a wyvern. Their battle endures for 12 rounds before the wyvern is dispatched, on the first and sixth round of the battle the paladin is stung. The paladin needs to succeed on 2 consecutive Fortitude saves to “cure” the effect and no longer suffer from additional poison damage.

On round one of the battle, the paladin needs to make a DC 17 Fortitude, but fails – upon that failure – the paladin immediately suffers the effect and loses 1d4 CON points, correct? Additionally, the paladin needs to continue to save each round for the next 5 rounds and if he succeeds in making two consecutive Fortitude saves he no longer suffers any additional poison damage, but the initial damage remains.

On round sixth of the battle, he is successfully stung again and now needs to make three additional Fortitude saves with a DC of 19 in order to prevent further CON damage.

Say he succeeds on round 7 and 8 he suffers no additional CON damage - only the initial CON damage from the round one sting and Fortitude failure, yes?

If the paladin fails all his Fortitude saves for the entire nine rounds he has suffered a total of 2d4 CON points and can recuperate them either daily or by magical means, correct? He does not suffer 1d4 CON for each Fortitude failure, only 1d4 CON for each frequency in this case 6 rounds, nine for the double sting, yes?

Assuming he has a beginning +8 Fortitude, but is reduced by 4 to his CON due to wyvern poison he makes his next Fortitude save a +6. As he has a +10 Heal check, he would be able to treat the poison to himself to gain a +4 on his next Fortitude save each round he succeeds on the heal check in order to gain a +4 competence bonus. And once he succeeds on two consecutive Fortitude saves, he no longer fears further wyvern poison injury, yes?

Treat Poison: To treat poison means to tend to a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. If your Heal check exceeds the DC of the poison, the character receives a +4 competence bonus on his saving throw against the poison.

Thanks all!


From PFRPG; page 179

Multiplying Damage:
Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results.

Note:
When you multiply damage more than once, each multiplier works off the original, un-multiplied damage. So if you are asked to double the damage twice, the end result is three times the normal damage.

Exception:
Extra damage dice over and above a weapon’s normal damage are never multiplied.

Which damage would a character with a +3 strength bonus that is using a flaming longsword and confirms a critical hit inflict:

+1 Flaming Longsword (1d8+4+1d6 fire/19-20/x2)

A. 2d8+8+2d6 fire
B. 2d8+4+1d6 fire

Thank you.


Do I understand that the encountered hill giant runeslave encountered in C2 is pretty much over before it begins? Please allow me to explain. The hill giant runeslave encounters the PC and uses its Arcane Surge ability, which forces it to make an immediate Fortitude save and needs and 18 to succeed, upon failure it will lose 2 points in INT, WIS and CHA. With a reduction to 0 in intelligence (wisdom dropped to 4 and charisma to 1), the hill giant runeslave should just fall unconscious.

Ability Drained
The character has permanently lost 1 or more ability score points. The character can regain drained points only through magical means. A character with Strength 0 falls to the ground and is helpless. A character with Dexterity 0 is paralyzed. A character with Constitution 0 is dead. A character with Intelligence, Wisdom, or Charisma 0 is unconscious.

Also the vulnerability mind aspect seems that these brutes are easily circumvented, why create such vulnerable soldiers? I see scores of mid-level runelord apprentices and lackeys armed with charm monster spells and other mind-affecting abilities whisking away these monsters as quickly as they are created. As runeslaves are costly to create, why would any runelord make them – if within moments of encountering them they could be so easily co-opted and used either against them or told to just flee the combat area?

Please share how you interpret these monsters or have changed these entries. Thanks.

As described in the text:

Arcane Surge (Su): Three times per day, as a free action, a runeslave can gain the benefits of the spell haste for 6 rounds. Using this ability forces the giant to make an additional Fortitude save against arcane decay, even if it has already made its daily save to resist the disease. If it fails, the runeslave takes damage from the disease as normal.

Arcane Decay (Su): The symbols etched upon a runeslave’s body put great stress on its physical form, choking its mind and ultimately killing the giant. This slow decay of a runeslave’s mental faculties manifests as a disease with the following traits.

Arcane Decay - non-contagious, Fortitude DC 30, incubation period instant, damage 1 INT, 1 WIS, 1 CHA.

Vulnerable Mind (Ex): A runeslave takes a -8 penalty on any save made to resist a mind-affecting spell or ability.


The PC’s will soon arrive in Jorgenfist and I am prepping appropriately. When reading about the much coveted canister in the hands of the Black Monk, what have you done to alter its contents, if anything? I am pondering whether to put something which links it more to either the cataclysm or perhaps something that may have more of a Runelord awakening? Please share your thoughts, and experiences.

Thanks all.


Assume an ogre with the improved grapple feat has a CMB of +11, and attempts to grapple a human druid with a CMB of +3.

The ogre rolls a 1d20, rolls a 17 for a total CMB result of 28.

The human druid is grappled DC 28 (25 + druid’s CMB +3), and suffers the grappled penalties.

On his round the druid attempts to break the grapple, is the DC 28? The druid has no chance to break the ogre’s grapple on his own, but can attempt an Escape Artist check with a DC of 21. Are both of these attempts (breaking the grapple and the escape artist check) standard actions, so only one attempt may be made per round?

Does the grapple attempt end there, since the ogre cannot ever pin the druid (DC 33) – no further grapple checks are necessary – is this a correct assumption?

Thanks for all input and direction.


How am I not getting the +10 to his reflex save? As I figure it should be a base of 2, +4 for his dexterity and additional +2 for cat's grace for a total of +8. Have I plundered and am missing an additional bonus?

Please elucidate.

Thanks one and all.


I am a big fan of miniatures and as I am prepping for the Skinsaw Murders, am looking for a suitable piece to paint and prepare for the adventure. Is there a Xanesha piece in the works? If so, what is the release date? If not, other than the Reaper Medusa pieces (I have both) anyone have a female serpentine/naga type piece they are using or can recommend?

Thanks.


Staunch, I mean stabilize and stable where applicable.


I have a credit and was charged for this entire order, would it be possible to apply the credit and just charge the amount due?

Thank you.


Have not yet received Pathfinder #4, with a ship date of December 11, and 10 days it may still be postal delayed. I will give it till end of the week, if not received perhaps a replacement can be sent.

Thanks.


We are looking to begin playing a very generic homebrew 3.5 campaign, some time during the week. Thursday looks like the best so far, sessions will be short, either weekly or every other week about 2 hours around 7 p.m. or earlier Pacific Standard Time.

If you are interested contact me via email at:

yohox2@sbcglobal.net

We can design your character on-line, prepare and discuss further in detail. Play should begin either first or second week of November and will continue as long as everyone is having fun. Dates are times are speculative right now, so if you have other time restraints, but are interested drop me a line.

J.


Please cancel my GameMastery Subscription.

Thank you.


Please review this potential spoiler and ascertain if I have correctly determined the attack and damage rolls.

Thanks all you mathematicians!

Spoiler:

With Bruthazmus having 18 Strength, is his attack against elves with his bow the following using those elf-bane arrows?

Base Attack Bonus: 3 +3 (DEX) + 3 (+1 arrow, bane gives it additional +2) = 9

Elf-Bane Arrows:
+9 range (110 feet): Masterwork Composite Longbow: +4 STR Bonus (1d8+7+2d6 versus elves/x3)

Elf-Bane Arrows with Point Blank Shot:
+10 range (30 feet): Masterwork Composite Longbow: +4 STR Bonus (1d8+8+2d6 versus elves/x3)


For those DM's that have already played the adventure, or those in the midst of the adventure, at what point have you decided to level up the PC's from 1st to 2nd, 2nd to 3rd, and possibly 4th.

With Burnt Offerings, I am thinking a level up after the Glassworks, and after Catacombs, at what level have most PC’s arrived at Thistletop?

How many DM’s “level up” during any adventure say generic room 1 to generic room 5 while of level 2, because the next encounter may prove too challenging for the current PC levels? I have always played leveling up as an after event occurrence, while the PC’s are resting and reflecting on their accomplishments/failures; and upon this reflection the learned experiences cumulate into a level if XP points do so indicate (opinions and other house rules welcomed and sought).

Does not Malfeshnekor appear to be a rather destructive challenge a group of approximately third level group?

Spoiler:
With Malfeshnekor blinking, bull strengthened, raging and taking a 5 point power attack (as well as gaining a +2 attack bonus and depriving an opponent from any dexterity bonus to AC from “blinking”), I have calculated a full round attack of:

+19 melee: Bite (2d6+16/x2) and +14 melee: 2 Claws (1d6+12/x2)

What a killer!


I returned this item (order #598429) about a week ago, have you received item and issued the requested credit?

Thank you.


COS,

An update?

Thanks.


As an animal companion to a fourth level druid, should not the leopard have an addition 2d8+4 hit points to it? The 19 hit points seems incorrect.

Thanks.


The Pathfinder series looks great, congratulations on continuing to produce very organized, intriguing and exciting adventures. “Burnt Offerings” will surely whet my player’s appetite for the continuation of this newest drama and I anticipate many hours of play and fun.

As you are open to suggestions for improving your products, might I suggest you add Knowledge checks to your bestiary entries? This will make overly prepared and meticulous DM’s, such as myself, ready to answer the anticipatory query:

Player: “Do I recognize or have I heard of this creature during my studies or travels?”

DM: “You may have, make a Knowledge (Nature, Religion, Undead…etc) roll.

Those DC entries (such as those found in Monster Manual 4 & 5 and among the Ecology articles) add a wonderful flavor to all classes. Druid and ranger characters especially become more (game) worldly, and I like to let clerics and paladins also shine with Knowledge (Religion/Undead) for those variant undead monsters that always tend to manifest.

Thank you for your attention.


The Pathfinder series looks great, congratulations on continuing to produce very organized, intriguing and exciting adventures. “Burnt Offerings” will surely whet my player’s appetite for the continuation of this newest drama and I anticipate many hours of play and fun.

As you are open to suggestions for improving your products, might I suggest you add Knowledge checks to your bestiary entries? This will make overly prepared and meticulous DM’s, such as myself, ready to answer the anticipatory query:

Player: “Do I recognize or have I heard of this creature during my studies or travels?”

DM: “You may have, make a Knowledge (Nature, Religion, Undead…etc) roll.

Those DC entries (such as those found in Monster Manual 4 & 5 and among the Ecology articles) add a wonderful flavor to all classes. Druid and ranger characters especially become more (game) worldly, and I like to let clerics and paladins also shine with Knowledge (Religion/Undead) for those variant undead monsters that always tend to manifest.

Thank you for your attention.


I received this item today and find it not to my liking. I do not wish to impugn the item, as it has received high praise and I am sure many do enjoy it. I am of a different opinion, how may I go about returning item and either receiving credit or a refund for it?

Thank you.


I received this order today and found D1: Crown of the Kobold King within; however, the receipt states that package should have instead contained D0: Hollow's Last Hope.

Should I be concerned, or is D0 en route?

Thank you.


Question regarding the Enervation spell.

As per SRD d20:

You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject gains 1d4 negative levels.

If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities).

Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack.

Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of permanently draining the victim’s levels, but the negative levels from enervation don’t last long enough to do so.

An undead creature struck by the ray gains 1d4×5 temporary hit points for 1 hour.

My question is in the question: "Additionally, a spellcaster loses...." Would you consider that to be per enervation spell that strikes the target or per negative level bestowed?

Thanks to you sages that respond to this query!


Player wants to make a nifty ice-based staff. I am using the following numbers and think they are incorrect, please share your insights.

From d20 SRD:

Creating Staffs
To create a magic staff, a character needs a supply of materials, the most obvious being a staff or the pieces of the staff to be assembled.

The cost for the materials is subsumed in the cost for creating the staff—375 gp × the level of the highest-level spell × the level of the caster, plus 75% of the value of the next most costly ability (281.25 gp × the level of the spell × the level of the caster), plus one-half of the value of any other abilities (187.5 gp × the level of the spell × the level of the caster). Staffs are always fully charged (50 charges) when created.
If desired, a spell can be placed into the staff at only half the normal cost, but then activating that particular spell costs 2 charges from the staff. The caster level of all spells in a staff must be the same, and no staff can have a caster level of less than 8th, even if all the spells in the staff are low-level spells.

The creator must have prepared the spells to be stored (or must know the spell, in the case of a sorcerer or bard) and must provide any focus the spells require as well as material and XP component costs sufficient to activate the spell a maximum number of times (50 divided by the number of charges one use of the spell expends). This is in addition to the XP cost for making the staff itself. Material components are consumed when he begins working, but focuses are not. (A focus used in creating a staff can be reused.) The act of working on the staff triggers the prepared spells, making them unavailable for casting during each day of the staff’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)

Creating a few staffs may entail other prerequisites beyond spellcasting. See the individual descriptions for details.

Crafting a staff requires one day for each 1,000 gp of the base price.

...

The player wants the staff to be 15th level and using those numbers:

Polar ray 375 x 8 x 15 = 45,000
Cone of cold 281.25 x 5 x 15 = 21,094 (21,093.75)
Ice Storm 187.5 x 4 x 15 = 11,250
Wall of ice 187.5 x 4 x 15 = 11,250

For a Total Cost of 88,594

And the player character pays 44,297 gp, 3544 XP and takes 89 days to craft. This crafted staff expends one charge for each of the above listed spells.

Now if the charges were determined as such:

Polar ray 5 charges
Cone of cold 2 charges
Ice storm 1 charge
Wall of ice 1 charge

Would the cost then be?:

Polar ray 375 x 8 x 15 = 45,000 divided by 5 = 9,000
Cone of cold 281.25 x 5 x 15 = 21,094 (21,093.75) divided by 2 = 10,547
Ice Storm 187.5 x 4 x 15 = 11,250
Wall of ice 187.5 x 4 x 15 = 11,250

For a Total Cost of 42,047

And the player character pays 21,023.5 gp, 1682 XP and takes 43 days to craft. This crafted staff expends five charges for the polar ray, two charges for the cone of cold and one charge each for ice storm and wall of ice.

Have I made an error in applying the charges to the item cost? Thank all in advance for sharing your thoughts.


Thank you for sending me this order, however; it was issue Dungeon #145 that needed to be replaced and I received Dragon #354 in the shipment. Please do not replace the issue, it was given to me by a co-player and no other action needs to be taken.


Please perform your best knowledge (3.5 rules) check and help clarify the “holding the charge” spell to a rather befuddled DM and player alike. As I read them, I think I have interpreted the rule as written correctly, but would like your insights and guidance. Thanks for your attention and input.

From Hypertext d20 SRD:

Holding the Charge

If you don’t discharge the spell in the round when you cast the spell, you can hold the discharge of the spell (hold the charge) indefinitely. (1*) You can continue to make touch attacks round after round. You can touch one friend as a standard action or up to six friends as a full-round action. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates.

(2*) Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren’t considered armed and you provoke attacks of opportunity as normal for the attack. (If your unarmed attack or natural weapon attack doesn’t provoke attacks of opportunity, neither does this attack.) If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.

(1*) If I am interpreting this situation correctly does it mean the spellcaster can miss on a touch attack and not discharge the spell? For example, a halfling wizard with a melee touch attack attempts to touch an enemy orc with a shocking grasp spell, he has a melee touch bonus of +3 and the touch AC of the orc is 12. In the first round, the halfling wizard rolls a 4 and misses, the spell is not discharged and the halfling wizard attempt to touch the orc, or any other opponent, in subsequent rounds and decide to discharge the spell only when “contact” (he succeeds on the touch attack) is made. Is this accurate? Can said spellcaster also decide not to discharge the spell if “contact” was made? I understand that the spellcaster would still provoke an attack of opportunity if he was using an unarmed attack or natural weapon and the spell would automatically discharge is he chose to instead hurl a dagger at his opponent.

(2*) How can you continue to make touch attacks round after round, when “if you touch anything while holding a charge the spell dissipates”, would not the spell dissipate after the first friend was touched? Please clarify how the six friends as a full-round action is performed.


I have a long time playing group, 15 years, we are mature players take our gamiing seriously, enjoy our sessions and dribble drabble with variant rules, but are very book based when it comes to playing.

Character death has always been a sore spot, discussions arise which always ponder the same questions; why do you lose a level upon death?, does it make sense that a newly raised character loses the feats and skills he had gained only a few sessions ago?, and the like.

We have not yet implented it, but we scratched our heads and came up with Debt Experience Points. I want to hear your sagely advice and please imput your two cents, wanting to solidify and facilitate this aspect of our sessions and your comments are welcomed and sought.

Thank you

Debt Experience Points

When a character dies and is raised by whatever means, the character will return at his current level without any harmful effects, however, the touch of death does not leave the character unaffected, instead he has accrued debt experience points. Debt experience points occur each time a character dies, so it is possible to accrue multiple increments of debt experience points.

The character continues to gain experience points as usual, but debt experience points consume earned experience points until all debt experience points are paid; the character will then earn experience as normal.

Debt experience points are determined as follows:

Character HD
(1-4) 250 Debt experience points per level
(5-8) 500 Debt experience points per level
(9-12) 750 Debt experience points per level
(13-16) 1,000 Debt experience points per level
(16-20) 1,250 Debt experience points per level
(21+) 1,500 Debt experience points per level


Okay, I am in need of underwater casting in general. Where is this covered? I have found reference to Fire spells underwater needing a Spellcraft check to work so I am assuming it is possible for a mere humanoid wizard or cleric to cast underwater. Is the answer a Concentration check, with the DC 15 for violent motion? Does this assume non-aquatic humanoids can speak underwater without magical means, or is underwater casting possible only if freedom of movement, water breathing are aiding the character or the silent and still metamagic feats? Or polymorphing self into an aquatic humanoid? Your thoughts and experiences are welcomed.


Okay, I am in need of underwater casting in general. Where is this covered? I have found reference to Fire spells underwater needing a Spellcraft check to work so I am assuming it is possible for a mere humanoid wizard or cleric to cast underwater. Is the answer a Concentration check, with the DC 15 for violent motion? Does this assume non-aquatic humanoids can speak underwater without magical means, or is underwater casting possible only if freedom of movement, water breathing are aiding the character or the silent and still metamagic feats? Or polymorphing self into an aquatic humanoid? Your thoughts and experiences are welcomed.


Okay, I am in need of underwater casting in general. Where is this covered? I have found reference to Fire spells underwater needing a Spellcraft check to work so I am assuming it is possible for a mere humanoid wizard or cleric to cast underwater. Is the answer a Concentration check, with the DC 15 for violent motion? Does this assume non-aquatic humanoids can speak underwater without magical means, or is underwater casting possible only if freedom of movement, water breathing are aiding the character or the silent and still metamagic feats? Or polymorphing self into an aquatic humanoid? Your thoughts and experiences are welcomed.


We are an over 30 male group that is looking for a new 3.5 non-smoking player. We've been playing for 15 years and need to fill in a seat. We play twice a month, always on a Saturday, and usually play all day. If you are interested and in the area, please respond.


We are an over 30 male crowd and are looking for a new non-smoker player to join us. We are a different group, we met twice a month on Saturdays and play most of the day. If you are interested and live in the LA area, send me a thread and when can discuss in detail.