Juke's page

Organized Play Member. 61 posts. No reviews. No lists. No wishlists.




Legion’s Blessing (Su):

------------------------------------------------------------------------
At 8th level, a crusader gains the ability to confer beneficial spells quickly to a large group of allies. As a full-round action, the crusader may confer the effects of a single harmless spell with a range of touch to a number of creatures equal to half her cleric level. The spell’s range remains touch, so all intended recipients must be within the crusader’s reach when the spell is cast. Using the legion’s blessing expends the prepared spell, but it also requires the crusader to sacrifice another prepared spell three levels higher, as when spontaneously using a cure or inflict spell. The higher-level spell is not cast but is simply lost, its magical energy used to power the legion’s blessing.
------------------------------------------------------------------------

At first glance I thought this ability would give a cleric the ability to buff the party for a big fight,
but buff spells for a cleric are either already AoE (Bless) or range personal (Divine Favor)

The restriction of harmless and touch limits you to spells mostly cast on objects.
Then you add that it has to target creatures and you are left with spells like ant haul and endure elements.

Can I get some sort of Paizo sanctioned intent ruling that makes this archetype what it is supposed to be?

RAW Qualifying Spell List (currently 0 and 1)

0th level:


2nd level:

*

3rd level:

*

4th level:

*

5th level:

*

6th level:

*

I will edit this post till I have all Paizo cleric spells up to level 6.


I am starting a new level 1 custom campaign.

One of my players wants to play a druid,
he is opting for the domain rather then the animal companion.

Because the druid domain choices are very limited,
he wanted to know what he could give up to be able to choose freely from the cleric domains.

He offered to give up wild shape, so my question is this:
How much of the druids power is based on wild shape?

They get it at level 4 and it gets tougher till level 12.

Domains should be more or less balanced anyway, so I suspect limiting druids to a select choice of domains is based on RP rather then power level.

If he gives up wild shape, and he can choose any one domain, how much power does he need to supplement level 4-12?


Is there an actual rule for how many spells can fit on a scroll? if not, is there a rule stopping me from putting multiple spells into a single tattoo scroll?


I am pretty sure you can not end a spells duration early
(other then concentration and spells that indicate a "D" in their description)
but I want to be sure since it really seems like you should.
(unless its creating something real/permanent)

Also if you cant dismiss your own spell, is it possible to cast it at a lower level?

The answer is probably no to this as well, but I suspect most would house rule its okay.

I know its not something most casters would want to do, but if you created a situation where magical auras would get you detected, and were using magic to speed up your travel, you would want to be able to end it on time with your arrival to the stealth zone. (with out having to waste a dispel magic on your own magic)


When you use mending or make whole, does this bypass the cost of repairing a magic item?

The rules seem clear.

Option 1. Have applicable craft feat, spend a lot of money and time.
Option 2. Use a 0th level spell(mending) a few times. :/ (10min per)

IF the magic item is destroyed

Option 1. Cant repair it, throw it away.
Option 2. Use a 2nd level spell(make whole) with x2 items caster level (10min per)

But option 1 is so bad it shouldn't even exist, which is making me feel like I am missing something.

I mean its almost like natural healing vs cure light wounds but I just don't see the point.


Familiars get the ability to deliver touch attacks. Do they use their own base attack bonuses or the Masters?


1 person marked this as FAQ candidate.

The cost to CREATE tattoo magic is effectively x2 since it is "slotted"
RAW:

But tattoo scroll goes out of its way to mention:
RAW: "A spell tattoo has a MARKET PRICE four times as much as an equivalent scroll."

I just wanted to be sure this is true before going further.
1) If I buy a level one tattoo scroll it's 25X4 = 100
2) If I create that same tattoo it's 12.5X2 = 25

It's nice to not have to pull out a scroll, but...
RAW:
That tattoo magic has to be seen and touched in order to be used.

Tattoo magic has the following slots
RAW: "Tattoos may be inscribed on the following slots: belt, body, chest, feet, hands, head, neck, shoulder, ring (up to two), or wrist."

If we compare tattoo magic with a slotless wondrous item;
The cost is the same.
Tattoo's have conditions to use them, touch and sight vs. usable from backpack with out hands.
Tattoo's have the slotless cost yet have a slot limitation :(
Tattoo's can't be easily unequipped from your character. (only advantage)
Tattoo's can't be shared. (realistically can't be sold either)

WHAT I NEED
I need to be able to make probably 50 tattoo scrolls, but I have only 4 maybe 6 slots. hands, wrist, ringx2

(A nice GM might rule the "up to two" ring exception was only to prevent 5 per hand, rather then imply it's the only slot you get two of.)

I need help breaking this a little so that I can be a normal scroll carrying caster (20+ scrolls), but hopefully use something cool like tattoo's

My problem with tattoo magic is it takes a feat to do what wondrous magic item creation can already do... and aside from the condition of using a non spellcraft skill to craft, it's worse or redundant.

I am close to opening up a grease storm on my GM and showing up with 50 slotless enema scrolls castable strait from my **** :(

Game is Monday for those who can help me quickly :D

Thanks for reading,
Juke


Ranger till 20. Starting point level ~5.

Goal: Hard hitting mobile archer.
Shot on the run mixed with Vital Strike.

Don't really need a 1-20 build, more so feat ideas and even magic item considerations.

Combat style feats so far:
precise strike (Level 2)
improved precise strike (Level 6)

I am going to be taking the Vital Strikes over rapid fire/multi shot since my goal is to be MOBILE. (AKA no full attack actions)

The way vital strike is worded is that it can be used in conjunction with any "attack action".
An attack action is listed under the options of the standard actions.

I know vital strike will not stack with full attack, and am pretty sure it also will not stack with things that use
a "Standard Action" of their own even when they are effectively performing an attack.

So the problem is, what kind of moves use the attack action? (other then the attack action itself of course.)

Anyway, there may be room to negotiate with the GM so may as well give me some cool standard action attacks.
A good example of one I will probably use is pinpoint targeting. (even if it doesn't stack its still useful as an option)

Another mechanic I want looked at is using stealth checks while "concealed"

Since I will be moving around I am strongly considering wind stance, and using it to make a stealth checks at the end of every round
The problem being that you only gain concealment vs ranged attacks.

Thanks for your help ladies and gents!


1 person marked this as a favorite.

For tldr's skip to (MY CURRENT UNDERSTANDING)

Starting on page 549 of core rule book.

Here we have some lovely rules to "do it yourself" item creation. Not really power you want to give your players lightly, but none the less the rules exist and I find some of the formulas less then clear, in particular the multipliers when stacking item abilities.

Now to be clear before we get started I am looking for rules lawyer and am not concerned with what is fair/O.P.

From what I can tell, there are two broad mechanics when dealing with multipliers.

1)Whether or not the items uses an official hero slot. (Head, neck, etc.)

2)How many abilities an item has. (Fireball 1/day and burning hands 3/day)

Pertinent rules Directly from page 549 and the Table on page 550.

RULE1
"Multiple Similar Abilities: For items with multiple similar abilities that don't take up space on a character's body, use the following formula: Calculate the price of the single most costly ability, then add 75% of the next most costly ability, plus 1/2 the value of any other abilities."

RULE2
"Multiple Different Abilities: Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar and their values are simply added together to determine the cost. For items that take up space on a character's body, each additional power not only has no discount but instead has a 50% increase in price."

On Table 15-29: Estimating magic item gold piece values

RULE3
No space limitation: multiply entire cost by 2

RULE4
Multiple different abilities: Multiply lower item cost by 1.5

***(MY CURRENT UNDERSTANDING)***
6 possibilities.

1)Slotted item with 1 ability.
Strait forward. No multipliers.

2)Slotted item with more then one ability (abilities are "Similar")
Rule1 only applies to unslotted items.
Rule4 states it is x1.5 for each ability beyond the most expensive
So only rule 4 applies. EZ

3)Slotted item with more then one ability (abilities are "Different")
Rule2 states each additional power is x1.5
Rule4 also states x1.5
I think its a little presumptuous to say rule 2 and 4 refer to the same rule.
So the first ability is normal price and additional abilities are x2.25

4)Unslotted item with 1 ability
Strait forward. x2 as per Rule3

5)Unslotted item with more then one ability (abilities are "Similar")
Rule1 states it gets a discount for its cheaper abilities
Rule3 states it is x2
If we add these rules together we get: X2 for the most expensive ability, x1.5 for the second most expensive ability, and normal price for further abilities. Fair enough.

6)Unslotted item with more then one ability (abilities are "Different")
Rule2 states no change(because it is unslotted)
Rule3 states it is x2
Rule4 states it is x1.5 for each ability beyond the most expensive
If we add these rules together we get x2 for the most expensive ability and x3 for all other abilities.

My questions!

1) Is rule 2 a more detailed version of rule 4?
One confusion is whether or not rule 2 and rule 4 are the same rule. They certainly seem similar, nearly identical, but rule two leaves unslotted items exempt. I can accept them as the same rule with community feedback and even more so with a paizo employee ruling. The only hard part to swallow is that slotless items are not penalized for multiple abilities...perhaps because of the default x2 cost?
Anyway a ruling on this effects possibility 3 and 6.

2) Are things like weapons, scrolls, and wands considered unslotted?
By the math they are clearly not unslotted as they don't cost x2. They also don't take up a hand slot since gauntlets can be used with a sword. It seems an implied wield slot exists for each hand. Just some simple nitpicking, but may as well ask while we are on the subject of being rules geeks.

3) What are the other benefits of unslotted items other then the obvious that it doesn't take up a slot? Would it be possible to activate a command word unslotted item from your backpack? would an unslotted gem of +2 int work from your backpack? To make things easier assume the item has to be attuned to the wielder(doesn't function until with the user for 24 hours, even though this drawback doesn't apply to wands and other "wielded" slot items.)

4) Which abilities are considered "Similar" and which are "Different?"
A detail of all the categories would be very helpful

5) What's an example of an item that requires a skill to use?
Can i just say this sword requires knowledge nature to use its magic missile spell and apply a 10% discount? Probably not, so what are a few examples? Try not to dismiss the question by simply stating the 10% rule is meant to help you value an item and isn't used as a crafting discount. This I know.

6) How do you apply the discount modifiers?
Racial restriction 30% Class restriction 30% skill restriction 10% if added they sum 70% reduction to create a special race item. Or if I do them one at a item, it reverse compounds 30% then 51%(for both 30's) then 55.9%(for 30,30 and 10% respectively)

Thank you very much if you made it this far! Your input will help me greatly as a GM who wants to create clear crafting rules for my advanced players, as well as allow for me to create some unique loot that will put sparkle back into the eyes of players who have done more then enough pathfinder "baal runs". (D2 ref.)

As a bonus for getting this far I will leave you with this thought,
consider it motivation.

A belt(slotted item) that adds +6 to all SIX of your stats costs 6x6x1000 (36,000) + 36,000 X 1.5 (54,000)x 5 (five other stats)
36 + 54 + 54 + 54 + 54 + 54 = 306,000 gold

an UNSLOTTED item that adds +6 to all SIX of your stats costs
6x6x1000 (36,000) x2(first ability) 72,000 + 36,000 X 1.5 (second ability) 54,000 + 36,000 X4 (4 more stats)
72 + 54 + 36 + 36 + 36 + 36 = 270,000 gold

:/ Save more then 10% by UNSLOTTING an item?

that's where my doubt began...

Godspeed to the brave community who help!