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KaotixGod wrote:


WHAT EXACTLY DO I HAVE TO DO TO NOT GET SUED.

OK correct me if IM wrong but I think I found the answer, along with listing the full text of OPEN GAME LICENSE Version 1.0a

I also place:
Pathfinder Compatibility
Compatibility with this game requires this game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on this game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and this game and this game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under this game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. See paizo.com/pathfinderRPG for more information on this game.
Designation of Product Identity: All d20pfsrd.com logos, all company names and logos, all artwork, backgrounds, and logos; all trade dress, and graphic design elements. Any mechanics or other items which have previously been designated as Open Game Content or are in the public domain are not included in this declaration.
Declaration of Open Game Content: All content of this site not designated as Product Identity is declared Open Game Content as described in Section 1(d) of the Open Game License Version 1.0a.

and an ORC Notice:

ORC Notice
This product is licensed under the ORC License held in the Library of Congress at TX9307067 and available online at various locations including www.azoralaw.com/orclicense, www.gencon.com/orclicense and others. All warranties are disclaimed as set forth therein.

Attribution
This product is based on the following Licensed Material:
•Pathfinder Roleplaying Game Core Rulebook © 2011, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
•Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc
•System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
• Pathfinder Roleplaying Game Beastiary © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, Brian Cortijo, Adam Daigle, Mike Ferguson, Joshua J. Frost, James Jacobs, Robert G. McCreary, Erik Mona, Sean K Reynolds, F. Wesley Schneider, Lisa Stevens, James L. Sutter, and Greg A. Vaughan.
•Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Reserved Material
Reserved Material elements in this product include, but may not be limited to: The Skeleton Krew, The Horrible Nation of Funeralia, The Order of Ossuaries & Edgelords, and all elements designated as Reserved Material under the ORC License.

Expressly Designated Licensed Material
The following elements are owned by the Licensor and would otherwise constitute Reserved Material and are hereby designated as Licensed Material: The Bardic Order of the Singing Skull and associated characters, locations, and titles.

I have an email out for my SWADE conversions (basically I use the Pathfinder 1st edition stats off d20PSRD and ask ChatGPT to conver to DND5E and SWADE.


OK I am have been GMing for Years (since the mid 80s) as I have retired one of the things I do now i write quick encounters and make minis that go with the encounter including creatures and terrain fro 3d Printing.

I have been thinking about starting a Patreon, where every week i give the first tier of Patrons a Pocket encounter, basically an encounter around a single event that can be dropped into any game. I make these encounters compatable with D&D 5E (only because its the most popular system) Pathfinder 1st Edition and SWADE, the 2 systems my group plays the most.

WHAT EXACTLY DO I HAVE TO DO TO NOT GET SUED.
I have the OPEN GAME LICENSE Version 1.0a printed in its entirety at the back of these encounters, what else is required?

Can I put the PF1 logo on the fromnt stating Compatable with?

Please do not reference me to a paticular page thats full of legal muimble jumbo unless its somethign I ghave to copy and paste into these modules. Please tell me in plain english.


Ok Disarming Flirtation (Sp) states:
You can attempt a Charisma check to entice a target that could be sexually attracted to you into letting you speak for up to 1 minute when it would otherwise be unwilling to consider your words.
The DC of this Charisma check is equal to 10 + the target’s Wisdom modifier. If successfully used in combat, this ability instead functions as a successful feint and the target cannot take any actions that would attack you as long as it is denied its Dexterity bonus against you.

OK My intention is to use this technique out of combat, say as part of an interrogation of a prisoner. You know the whole honey VS Vinegar thing. Any way it is assumed a captured enemy would be hostile and if they could get free would have no reservations in causing you harm.

So this rules out Diplomacy. My character is based more around the idea that a pair of breasts and a salacious hint of carnal pleasure can get most Men to give up secrets just as well as a hot poker to the genitals but (intimidation) but without the side effects of intimidation.

So how would this work in a noncombat situation and what would its effect be on ones posture toward you. The description basically makes me think it would make the opponent Neutral for that 1 minute. Basically you make the Disarming Flirtation check , if successful you have 1 min to make an adjustment to their posture. You would then follow it up with a bluff attempt promising further pleasurable activities for his cooperation locking in that neutral status.

This would then allow you to move into the Inspire Devotion to alter the prisoners attitude.

This would also fulfill Calistria's obedience of " Engage in sexual activity with another individual in exchange for money, information, or another valuable resource. This must be a willing act on both your parts; you should not endanger yourself or otherwise enter a situation that makes you uncomfortable. Pray aloud to Calistria before and after the act, and encourage your partner to do the same."


The way I read it is:
Coax Information (Ex)
A rogue with this talent can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward her. When the duration of the attitude shift ends, that opponents’ attitude toward the rogue returns to its previous level, rather than dropping one level.

Influence Opponent’s Attitude via Intimidation
DC10 + HD + WIS Mod.

Influence Opponent’s Attitude via Bluff
"Bluff is an opposed skill check against your opponent’s Sense Motive skill."

Influence Opponent’s Attitude via Diplomacy
use the rules under Influence Attitude.


Ive started a revamp using the summonses silicon as a guidline. It still advances as an undead th Undead Lord can choose to us his ritual once a month Lu when he levels allowing him to dimes and or call a new one.

This allow for some basically simple ideas, I added daywalkwr as a 4 point ability, have 9hd beastly corpse {basically a war dog} slapped on weapon focus bite, added bleed to the bite and enhanced the bite to increase ability dam. Gave it scent and undead beserker, now I can use it both in and out of town hunting prey with my trusty companion at my side.


OK so what I see . I may be missing something. The player is unloading his revolver AS A FULL ROUND ACTION on the first round, doing massive damage. Then he can either reload a single shot as a swift action and fire that single shot the next round. OR take another full round action to reload the revolver. Allowing him to do his massive damage on the 3rd round.

The simplest solution is keep ammo both expensive and scarce. As it stands each shot is running 26 gp (15gp Metal Cartridge, 1gp for the bullet and 10gp for the black powder)so every time he unloads this damage its costing him 156 gp.

Put them out of town where he can't resupply and watch his ammo supply drop, he will use his clustered shot attack less when he doesn't have an unlimited supply of bullets. When he counters by carrying massive amounts of bullets let the weight play a factor

100 bullets = 1 keg of powder, 100 Metal Cartridges and 100 bullets

We know a powder keg weighs 5lbs, and 30 bullets are 1/2 lb. They state cartridges are negligible individually, so its a valid argument that to say 100 bullets WITH cartridges is 2 lbs. Then he needs a powder horn to accurately measure and pour the powder into the cartridges (2lbs)Another 2lbs for the gunsmith kit to make bullets and to care for his revolver.


Special Abilities
At 2, 5,10,13 and 18 HD, a Corspe Companion gains one special ability. These special abilities improve the companions capabilities. Some Abilities have prerequisites that must be met before the ability can be taken.

Altered Limbs (Ex)
This creatures limbs become long and gangly reaching all the way to the ground. They add 5' to the creatures reach. and the creatures gains +1 STR

Animator (Sp)
Prerequisite : Brain Eater
Any corpse feasted upon by a Brain eater rises in 1d4 rounds as a Brain Eating Zombie.

Bite Attack (Ex)
The creature gains an additional Bite attack that does damage according to its size. This attack is considered secondary attack. It also gains Multiattack as a bonus feat.

Black Breath(Ex)
Prerequisite: Diseased
The creature can expel a cloud of pestilence from its body in a cone up to 60' long. Those within the cloud must make a fort save (DC 10+1/2 HD +Cha mod) or are under the effects of a contagion spell.

Brain-Eater
When an opponent dies, the creature uses its next turn to feast upon its victim’s brain, making spells that require a complete corpse (such as raise dead) useless. This feats heals the creature for 1d8 hp (plus the victims size modifier)

Burrower (Ex)
Prerequisite: a claw attack
The creature gain Burrow movement at 20 feet as well as increases its STR by +1 and its claw damage is as if it were one size larger.This power gives the undead a +12 stealth bonus when it is buried , a Successful Tracking DC20 allows one to notice the freshly upturned earth.

Chamber Sense (Su)
This creature is of higher intelligence granting it a +3 to its INT Furthermore it is driven to protect an area of up to 100ft in diameter from intrusion or stealth. This ability alerts the undead when any sentient being enters its lair uninvited. Other creatures may be shielded from Chamber Sense through non-detection spells or other effects that protect from scrying. When making caster level check to penetrate such wards the creature uses its HD as its level.

Claws
This creature gains a claw attack as a primary attack. It does damage based on its size.
Command Lesser Undead (Su)
Prerequisite: 10HD+
The creature can command Undead just like the feat except it uses its CHA modifier instead of its HD for its caster level..

Deathless (Su)
Prerequisite: Regeneration
This creature is extra resilient gaining a +2 CHA. Additionally instead of the creature being destroyed when reduced to 0 hit points, it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. It can only be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.

Diseased (Su)
The creatures touch carries a disease as if the victim are under the effects of a contagion spell.

Disfiguring Bite (Ex)
Prerequisite: Bite Attack; Grab attack; Savage Teeth
The undead can sever limbs on critical hits. To be vulnerable the victim must be corporeal and have defined limbs, but otherwise even those normally immune to critical hits can be affected.
When the creature makes a successful critical with its bite attack the victim must make a successful reflex save (DC = 10 + Creatures DEX & STR modifier) If it succeeds it merely suffers normal critical damage. If the victim fails, they suffer the normal critical damage and creature manages to bite off a limb (usually the closest hand). The victim also suffers 1d4 bleed damage. If the victim rolls a natural 1 on the reflex save. treat the critical as if it were made by a vorpal weapon.

Dispelling Glare (Su)
This creature gains an increased INT +2, and its gaze can dispel magical effects once per day, just like the dispel magic spell. This is a supernatural ability that takes a standard action to invoke. It
does not provoke an attack of opportunity. When making the level check, use the creatures HD for the level.
This ability may be taken multiple times each time granting another use.

Dread Gaze (Su)
Anyone meeting the eyes of this creature must make a Will Save, Those that fail turn and flee as if affected by Fear.
Drink Fluids (Ex)
Prerequisite: Brain Eater
When a creature with this ability successfully gains a hold of a victim, it can drain fluids through the victims skin, this attack deals 1d8 points of damage and the victim must make a fort save or suffer 1d3 temporary CON damage.

Earth breaker (Ex)
Prerequisite: Burrower
This creature has improved STR +2 and gains sneak attack as a rogue when bursting out of the ground from an undetected hiding place.

Energy Drain (Su)
Prerequisite: 5HD+ ; CHA 14+
This attack saps a living opponent’s vital energy and happens automatically when a melee attack hits. Each successful energy drain bestows one negative level If an attack that includes an energy drain scores a critical hit, it bestows 2 negative levels. A draining creature gains 5 temporary hit points for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 the draining creature’s racial HD + the draining creature’s Cha modifier). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.

Fearsome Speed (Ex)
This creature has improved DEX +2 and land speed (+10 ft base movement)

Flaying Touch (Su)
If a creature with this ability does 5 or more damage with a single natural attack, it tears a gaping wound that cause the victim to suffer Bleed:1 for 1d4 rounds.

Ghastly Flight (Su)
This creature sprouts decayed wings that increase the creatures effective size giving it a -1 size modifier to its AC. The creature gains the power of Flight at its base movement speed with poor maneuverability.

Ghastly Flight (Advanced) (Su)
The creature has become more adept at its wings granting it a +2 DEX doubling its flight speed and increasing the maneuverability to average

Grab Attack (Ex)
Prerequisite: a Slam attack; STR 17+
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage. Each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Influencing Gaze (Su)
The target must make a Will save. Failure indicates that the target is treated just as if it were under a suggestion spell, the effect lasts1 day or until the action is completed.

Leaper (Su)
This creature gains increased DEX +1 and a +20 bonus to all jump checks, with its jumping distance doubled.

Life Drinker (Su)
Prerequisite: Energy Drain
This being not only drains life it uses it to fuel its own power.For each level drained it gains an additional +5 HP (total of +10), +1 Atck +1 damage.

Life Slayer (Su)
Prerequisite: Animator; Brain Eater; Energy Drain
May attempt to instantly slay and reanimate a single living creature The creature gets a Fortitude save (DC 10+1/2 HD+Cha mod) to avoid the effect. If the save fails the victem is instantly slain and rises 1d4 rounds later as a juju zombie

Necrotic Blood (Ex)
Prerequisite: Necrotic Touch
Any creature that confirms a critical hit against the monster with a piercing or slashing melee weapon is sprayed with poison (see Poisonous Touch). (Melee weapons with reach don't endanger their users in this way.)

Necrotic Infusion (Su)
Prerequisite: Necrotic touch
The touch of this creature is infused with negative energy, when living creatures are struck this energy is transmitted to them burning through attacking the forces that animate their body. Victims must make a fort save or suffer 1 point of [Ability] damage per round until they are healed by a neutralize poison

Necrotic Touch (Su)
The natural Attacks of the creature contain a vile negative infused substance that does 1 point of Ability damage (STR) (CON) or (DEX) chosen when the ability is chosen. Type poison (injury); Save Fortitude DC (10+ 1/2 HD); Onset 1 round.; Frequency 1/round for 5 rounds Effect 1 [Ability] damage; Cure 1 save

Paralyzing Gaze (Su)
Prerequisite: Paralytic Touch
Anyone who meets the gaze of the creature must make a will save or be paralyzed for 1d4+1 minutes. This is a magical fear effect

Paralytic Touch (Su)
The creatures attack can paralyze the living. Any creature hit by the creatures natural weapons must make a Fortitude save or be paralyzed for a number of rounds equal to 1d6 + the undead HD. If the undead has less than 4HD it does not affect elves. The DC for the save is 10 + 1/2 HD + Cha Modifier)

Regeneration (Su)
This creatureis infused with greater Necrotic energy gaining a +1 CHA and fast healing equal to 1 per 2 Hit Dice it possesses (minimum 1).

Relentless Hunter (Ex)
Prerequisite: Fearsome Speed
These creatures hunts prey relentlessly gaining a +2 DEX, and a Climb speed equal to half the base creature’s land speed, and the scent special ability It also has a +4 racial bonus to Survival checks to track by smell.

Savage Teeth (Ex)
Prerequisite: Bite Attack
The creature does bite damage as if it were one size larger, and on a confirmed critical cause Bleed of 1d4.

Slam (Ex)
This creature gains a Slam attack. If it already has a slam attack it can make a second slam as part of a full round action.. The damage is based on the creatures size.

Spider Climb (Su)
This creatures improved DEX +2. allows it to climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet and a +8 racial bonus on Climb skill checks; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Touch of Dread (Su)
Prerequisite: Dread Gaze
Those that are touched by the creature through either a natural attack or a touch attack must make a fortitude save or be stunned for 1 round. Stunned creatures cannot act and lose all dexterity bonus and the opponent gets a +2 bonus to attack them. Constructs , oozes, plants, undead, incorporeal creatures and creatures immune to critical cannot be stunned.

Undead Berserker (Ex)
The creature can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It also gains temporary hit points equal to 2/HD. These Temporary hit points are lost first.

Unholy Touch (Ex)
So evil is the touch of this creature that it deals +2d6 points of unholy (evil) damage to those of good alignment. This creature gains the bonus damage only when it uses natural attacks. It does not gain this damage when using other types of touch attacks.

Wraith Step (Su)
Prerequisite: Leaper
This creatures DEX (+2) and leap is supernatural granting an additional +10 to all jump checks and jumping distance is again doubled. Also gains the ability to cast feather fall as a free action on itself only.


AURA
A Corpse Companion gains one of the following Auras at 7HD. Once the Aura is chosen it cannot be changed. The Aura become even stronger when the Corpse Companion gains 19HD.

Stench of Evil (Su)
All good creatures within 20' of the creature must make a successfully Will Save (DC 10 + 1/2 HD + Cha Mod) or suffer a -4 morale penalty to all attacks rolls, skills checks ands saves until they leave the area. All living creatures (except those with the stench special ability) within 20 'must succeed on a Fortitude save (DC 10 + 1/2 stench creature’s racial HD + stench creature’s Con modifier; the exact DC is given in the creature’s descriptive text) or be sickened.
Advanced: at Level 19 the aura spreads to 30' and does not affect those aligned with the creature.
Elemental Aura (Su)
All melee attacks deal an additional 1d6 points elemental damage and anyone striking an elemental the creature with an unarmed strike or natural attack takes 1d6 points of elemental damage. Elements include: [acid] [cold] [electricity] [fire]
Advanced: at Level 19 the aura inflicts 1d6 damage to anyone within 10' and the melee damage increases to 2d6.

Fear (Su)
Anyone within 20' r of the creature must make a Will save or flee for 1d4+1 as if affected by the fear spell. if Save is successful they are shaken for 1 round.
Advanced: at Level 19 the aura spreads to 30'

Dead Zone (Su)
The presence of this creature sucks the very life from plants and animals and even the soil. Those within 20' must make a Fortitude save or lose 1 point of Constitution damage per round they remain in the aura
Advanced: at Level 19 the aura spreads to 30' and the creature gains 2 temporary hit points for every point of Constitution it drain (up to double its maximum hp) These hit points are lost first and are lost after 24 hours.

Aura of Desecration (Su)
The creature emits a foul presence that corrupts all within 20' of it as a permanent desecrate spell. The DC to resist negative channeled energy within this area gains a +3 profane bonus. Undead within the area , including the creature producing it, gain a +1 profane bonus to attack rolls, damage rolls, and saves. Summoned or created undead that appear in the area gain +1 hit points per HD.
Advanced: at Level 19 the aura spreads to 30' and the creature and the undead profane bonus increase to +2 and they gain +2 hit points per HD (instead of +1)


OK We have been playing around with the Undead Lord and truthfully find it seriously lacking. ESPECIALLY when it comes to the Corpse Companion.
Unless your party slays a lot of creatures with racial HD, you are going to run into a situation where your corpse companion will never exceed 2 HD as a zombie. Even taking on templates as our GM suggested either allowed us to get an out of control situation or still a lacking creature.

SO I have attacked the idea from a standpoint similar to that of a druids animal companion. Many of this is from a variety of source books for 3.0 or earlier but here we go.

Corpse Companion (Su)
With a ritual requiring 8 hours, an undead lord can animate a single medium undead companion with Hit Dice equal to there cleric level. This is a unique type of undead that may resemble a corpse in various states of decay chosen at the time of the ritual.
The base companion stats are as follows at 1st level.

Corpse Companion
NE Medium undead
Init +0; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 12, touch 10, flat-footed 12 (+2 natural)
HD: 1d8
Fort 1/2 HD , Ref 1/2 HD, Will 1/2 HD +2
Immune undead traits
OFFENSE
Spd 30 ft.
Melee see below

STATISTICS
Str 10, Dex 10, Con —, Int * Wis 10, Cha 10
*Intelligence is = to the Clerics WIS Bonus.
Base Atk Bonus: equal to 3/4 total Hit Dice

FEATS
Based on chosen form below

SKILLS
Skill points equal to 4 + Int modifier (minimum 1) per Hit Die.
The following are class skills for undead: Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth.

Choose a Form
Skeletal: DR 5/bludgeoning;
Feats Improved Initiative
Melee Attack 2 claw (1d4)
Abilities +5 STR +4 DEX

Withered: DR 5/slashing;
Feats Toughness ;
Melee Attack slam (1d6)
Abilities: +7 STR

As the undead lord advances in levels the Corpse Companion gains 1 HD as well. As it gains power it also gains improved positive channel resistance preventing it from being turned, am increased Natural armor as well as being imbued with different Special Abilities, and an Aura.

Instead of adding a table Here is the basics.
Corpse Companion gains another feat at every off level. (Its 1st level feat is based on its chosen form)
It gains an improved Ability score at 2, 6, 10, 14 and 18 HD
Its Natural AC starts at +2 and increases by +1 at 4,7,10,13,16 and 19 HD (max +8)
It has +2 Channel Resistance at 1 HD and gains an additional +2 at its 9th and 20th HD.
It gains a an Aura at 7HD and the improved Aura at 19HD
It gains a special ability at 2, 5, 10, 13 and 18 HD.


Krossbones wrote:
Can you substitute Profession(brewer) as a skill requirement for Brew Potion?

I know this is an old post but came across it in some recent research. Brewing is the production of beer by steeping a starch source (commonly cereal grains) in water and fermenting the resulting sweet liquid with yeast.

Vinification, is the production of wine, starting with selection of the grapes or other produce and ending with bottling the finished wine. Although most wine is made from grapes, it may also be made from other fruits or plants. Mead is a wine that is made with honey being the primary ingredient after water.

Both these processes use Fermentation. BUT this would only be part of the process and truly not cover enough data to include the brewing of potions.
I could see craft (alchemy) as a substitute as technically Brewing, Vinification , Fermentation as well as Distilling are all alchemical processes which would be used in the creation of potions and give a much larger knowledge.

Truthfully I strongly dislike the Profession(xx) skill. Primarily as it overlaps often with the craft skill.


W. John Hare wrote:

At the end of the day, as this looks to be a home game, what is your DM's ruling on this.

If your DM is fine with either taking Master Craftsman twice (armor & weapon), or if he is fine with taking Profession (Lawyer) to enchant all your equipment then great.

John

1st off. ROTFLMAO

Taking Profession: (Rules) Lawyer

Basically yeah our GM is good with the way we did it. The idea was to post it here as an OPTIONAL idea for those trying to do this. It has a little give and take and IMHO goes along with what we think was intended.

Our option allows a non magic user to make magical items but in a limited way and as i said uses some common sense. Of course the best argument against common sense is " BUT THIS IS A FANTASY GAME" so there is always that.

Of course were all gamers form the pink box/blue box era, you know when elf and dwarf were a class/race. As a GM I am more niggardly than our current GM, I find its easier to give something that is needed when needed, rather than try to take away something away when the missions are too easy. (Had a whole Star Wars Saga game implode on me 10 or so years ago for something like that)

When it comes to most craft/profession skills anyway they are pretty much all useless or confusing in most aspects of game play and a waste of time to most players, Why take craft: basketweaving when i can take swim/climb/ etc something that will assist me in combat or in direct dungeon delving. The amount of gold generated through the skills are a pittance compared to what one gets from slaying evil monsters. And why would I want to have Profession: Barrister anyway ( except to argue the rules)[for those that didn't know a barrister is basically a lawyer


This has taken a life of its own..

I think its because we have 2 schools of thought. The old Monty Hall player and the conservative player.

The Monty Hall player wants to rule lawyer the crap out of something and so they can get the most bang for their buck. After all if they can craft their +5 Impervious, Glamered, Transformative, Dueling Vorpal Blade using craft: basketweaving, they will (it can be argued, trust me)

On the otherhand were using some common sense.

Basically you have become such an expert at your craft, that you can make glorious item. Masamune ( the greatest swordsmith of all) forges a sword of such excellence that a single stroke of its blade can "sever an opponent's head (if it has one) from its body" (Vorpal).

But if you went to Masamune for armor he would shrug. The idea of the Master craftsman feat is that you have dedicated the time to mastering THAT craft.


Weirdo wrote:

dragonhunterq is referring to a minority interpretation that Master Craftsman (Armour) allows you to use Craft (Armour) to make non-armour magic items, based on the following text:

"You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item."

It is not generally accepted that this text overrides the usual restrictions on the skills that can be used to make specific items.

Yes I understand that "interpretation" But since you replace the CL with the skill rank. it would be pretty hard crafting armor without having the craft: armor skill in the first place...0 ranks = a CL of 0.

The second Master Craftsman may be unnecessary by some interpretations, then you would still have 8 ranks but you would lose the MC +2 bonus to the roll. Since we may be dealing with missing reagents, and pressed or time in our campaign we are accelerating crafting adding 5 to the DC, so we like the extra +2.

Our GM house rule decision was to allow master craftsman taken multiple times (hey its your feats your burning) to allow the expanded access.

This could also open up Craft Wondrous Items at a higher level and allow access to some of the stuff there.


OK we have run across this in our campaign and we are wondering if we have this right.

Fighter Crafter with 17 INT feats as follows:
Level 1: Skill Focus (Craft:Weapons)+ Fighter Bonus Feat
Level 2: Fighter Bonus Feat
Level 3: Skill Focus (Craft:Armor)+ Campaign Bonus Feat
Level 4: Fighter Bonus Feat
Level 5: Master Craftsman (Weapons)
Level 6: Fighter Bonus Feat
Level 7: Craft Magic Arms & Armor + Master Craftsman (Armor)
Level 8: Fighter Bonus Feat

Yes we have 2 bonus Feats, one at 3rd and one at 7th (so far)

This build (assuming max skill points in the 2 crafting skills per level, should allow a Fighter to make Magic Weapons & Armor (excluding ranged weapons since Bower/Fletcher is a separate skill) as if they were a CL:8

They would have a skill check of : 19
8 Ranks +3 Skill Focus + 2 Master Craftsman +3 INT Mod +3 Class Skill

Does that sound about right?

Note Corrected the MC: Armor at L7

Note...yes we understand that taking Master Craftsman multiple times is a grey area. For arguments sake say it is allowed.