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Made my Zen Archer Monk background with traits tied to my background - poverty-stricken, wisdom in the flesh and two other additional traits with the feat. He's been on his own ever since losing his parents and other than his bow and basic clothes, he has very little. I had a good story that I won't elaborate on here.

So my character is made and the GM takes it in.

First game we have, he talks to each player privately before starting the game, this is what he tells me.

"Okay, you can use that backgroud as your cover. You're actually the bodyguard of a powerful mage who got attacked and you were turned to stone. You're returned to flesh hundred years later by a woman that nurses you back to health. One day she leaves her home and never comes back." Also tells me my monk's abilities are some ancient forgotten arts.

Alright... so the whole way I had thought-out my character has been invalidated because the GM decided that I should be playing an entirely different role instead.

After a few games, there is absolutely nothing going on with that background despite my poking around - as it just doesn't fit the campaign he has for us. Really bummed about this.


I see, so even if it says "Price +1 Bonus" I have to add up all the bonuses on it to determine its total cost.

How about adding enchantments to a +1 Battleaxe (or whatever weapon really)?

If its already +1 and I want to have it enchanted with Furious, for example - will it cost me 6000 to add Furious?

Original item is +1, which costs 2000 gold, newly enchanted item becomes +2 which is worth 8000 gold.


Trying to figure out how exactly prices are added together.

+1 Fey Bane Cold Iron Battleaxe

MW Battleaxe 320
+1 costs 2000
Bane costs 2000 +1000 (2nd ability, +50%)
Cold Iron adds 2000

Did I forget anything or would the total be 7320 gold?


That chart makes me cry.
We've under 6000 per player nearing middle of Level 6 in Kingmaker, we haven't wasted any, the DM cut out almost every magic item and most encounters. We're struggling to get enchantments too cause of that O:

We almost all died against the incorporeals (1 advanced template wraith + 2 normal wraiths) in the barrows. x:

Oh well, if we all die maybe I'll bring up the issue before any other campaign. The system is just not designed to starve the players from magic items and enchantments. 'Magic Weapon' spell and such things can only go so far.


Guess I'll abandon that idea then, not really useful at all.


So basically...

Master Craftsman (Craft/Profession: anything)
Craft Wondrous Items

Allows you to make ANY wondrous item, even with Craft: spoons

But Master Craftsman (Bows)
Craft Magic Arms & Armors

Only allows you to make magic bows & arrows?

See why I don't think it makes any sense?


So in our group, I decided to go for Master Craftsman to then take craft magic arms & armor.

"You must use the chosen skill for the check to create the item."

If I understand the feat correctly, my "Craft (Bows)" will be used for the skill check required to make the items - whether its a bow, arrows or another weapon or armor, as my chosen Master Craftsman skill is what is used for the check.

Is this assumption correct?

The GM I have was a bit against it at first as he didn't see how I could enchant a full plate when I didn't know how to craft armors. Then he went on to read Magic Item Creation and told me that I still have to meet the requirement of having Craft (armor) and Craft (Weapons) to make other things

"Skill Used in Creation: Spellcraft, Craft (bows) (for magic bows and arrows), or Craft (weapons) (for all other weapons)."
"Skill Used in Creation: Spellcraft or Craft (armor)."

So what is the correct way to play it?
And is he pretty much just asking me to waste 2 ranks to get Craft 1 in each of those and then still use my chosen Master Craftsman rank to do the enchanting anyway?


So I wouldn't need to craft magic arrows.

Yea I can see my DM overrule it to require magic arrows haha. He's a bit of a "logical realism" follower even if this is a magical fantasy world... x;

Anyway, Thanks


Just looking to understand this correctly:

"Ranged Weapons and Ammunition: The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies."

If I have a +1 Composite Longbow and use normal arrows, do I get +1 to hit and/or +1 damage at all? Or do the arrows need to be +1 themselves?

Trying to understand the point of making magic arrows or not
Things are getting expensive with not much gold coming in x:


Good to know! Thanks a lot.


Ah, thank you.


"In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites."

What is "spell-completion" exactly?

And trying to figure out a bit how it works exactly...
Monk's Robe is CL10 and the creator does not have the spell.
Can he make it if he doesn't have either of the spells required? (Righteous Might or Transformation)

If he can, then the DC should be
Base (5) + CL of item (10) + missing requirement (5) = DC 20

Correct?


My DM is running a Kingmaker campaign and changed almost every magical item into mundane ones for equipment - except when he wants us to have a specific thing vs a specific boss.

His reasoning: Make your own.

So we have to use Feats to get magic items.


So I've been analyzing the guide and trying to build my character and I'm not sure - I kind of want to go the ECB route with Weapon Finesse but then how many of which class do I take? 5 in Fighter? Or mix with.. what? O:

Also was thinking, if you go Ranger 5 - How about Archetype Guide? You lose Favored Enemy, in favor~ of Twice per day, one enemy is your focus.

Got a Dragon to beat? Focus him
Got a Vampire to slay? Focus him
Midboss fight? Focus it and then End boss? Focus it! No need to hope the next fight is your favored enemies. +4/+4 against each Focus, twice a day.

And you get the Terrain thing for your allies. Not awesome but not useless~

Unfortunately, it seems a bit too feat-starved to go Ranger 5 and Weapon Finesse x:


Minor thing, in your opening on the guide:
"What is Asmodeus’s name are the good for?" is a bit awkward to read~ Might wanna fix it!


Ah that does clarify things, thank you!
So many things to keep track of - like the size bonus/penalty I forgot to add!


Hey there! Quite new to Pathfinder and played a few games but there are some things I'm not quite sure about the monster stats, when it lists, for example:

http://paizo.com/pathfinderRPG/prd/monsters/elemental.html
Small Earth Elemental
hp 13 (2d10+2)
Melee slam +6 (1d6+4)
Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +4; CMD 13

Are the HP and Melee Damage already taking its ability modifiers from Str/Con into consideration?

I'm quite confused about this, as it says Slam +6, but with BAB+2 and Str16 (+3) this should be +5, no? And the Damage at +4, ok but Str 16 is +3 modifier? And the Hp at +2 but CON 13 is +1 bonus

And then if I look at this other monster:

http://paizo.com/pathfinderRPG/prd/monsters/hyena.html#_hyena
Hyena
Init +2; Senses low-light vision, scent; Perception +7
Skills Perception +8

Why does it state +7 in the first line and then near the bottom of the stat block, it shows a +8? Why the +7 at all?

This is very confusing.
So, what am I missing?