Owlbear

Kent T.'s page

13 posts. Alias of Kent Trustrup.


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Sovereign Court

9 people marked this as FAQ candidate. 3 people marked this as a favorite.

Does it require a standard action to activate it each round?

There is an odd phrasing:
You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.

That indicates you don't have to activate it each round, but just once. But is it a free action to stop it, and can you activate it several times untill you use all the rounds???

Badly written, bad author!

Sovereign Court

This is a very cool item, and one of the first I've seen priced ok.
It's cheaper than Ring of FOM, but have less effect to, since it only helps against grapples.
The Save DC ought to be higher, this is a level 10+ item, mobs at this level would make the save way more than 50% of the time, even if it is one of the harder saves for most monsters/npc's.

A basic figter would at level 12 have 4 + dex + magic in reflex, so about 7-8. So for this to have a 50% effect rate, it should have at least DC 19 in save.

Besides that it is a really cool item, lacks some explanation as to wheter you have to save every round you make a grapple check, wheter you can use it offensively when grappling and such.
Think how can I abuse a portable quicksand hole? and adress that.
Like can I store things in it, what if I drop it from the ceiling on to the head of someone, can I trap a collosal creature in it, like a dragon that snatched me? And such.

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It's a nice item, but it's too expensive for a very specialized item.

4500, to basically be able to pass magical traps, and ignore scry for a very short while.

Maybe 500, still not sure it's something I would use. But it's more reasonably priced.
Dust of dissapearance does basically the same thing, and is way to expensive, but for a shorter time, but also have more effect.

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Wolfgang Baur wrote:

Yeah, this one oozes atmosphere and play possibilities, for both heroes and villains.

As a balance issue, though, 10d4 damage against undead for 750 gp? Seems a little too good.

Keep.

Uhm, 10d4 dmg is ~ 25 dmg. So 750 gp for 25 dmg. to 1 undead creature with a ranged touch? It's not something most players would waste money on.

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It's good, but too expensive. 20.700 for something that is at most situational.

My players would sell this, always, costing 3-5.000, they might keep it, depending on the level and the campaign.

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1 person marked this as a favorite.

Very neat item, but at 4.000 players would use it, at 40.000 it's a sure sell.

As someone else said, Control wind scrolls.

Price is a major factor for wonderous items, which makes so many items converted directly from 3.5 close to useless.

In 3.5 they figured it out, and made the Magic Item Compendium, with more reasonably priced items. Some people would actually use, instead of just +X to stat item.

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Deathwatch - How does it work?

30 ft. Cone? But it has a duration of 10/min level, do you decide a direction every round or what?

Do you have to be able to see the person, or can you detect an invisible person, or a person behind a wall? If you can detect invisible, can you pinpoint them?

Is it a free action to use it, or is it an action at all.

It's rather vague.

Sovereign Court

Deathwatch - How does it work?

30 ft. Cone? But it has a duration of 10/min level, do you decide a direction every round or what?

Do you have to be able to see the person, or can you detect an invisible person, or a person behind a wall?

It's rather vague.

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I like them, but they are too expensive.

Compare them to Winged Boots (which incidently, I also think are a bit steep), they fall short.

Winged boots, flying 16.000, true fly 5 min. per day.
Boots of the Phantom Staircase 18.000, semifly, for 10 x 1 min. per day, though enimies can follow.

Would price them around 10.000 at the most, probably less.

But vote to keep it, like it.

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Chain of Perdition

http://paizo.com/pathfinderRPG/prd/ultimateCombat/spells/chainOfPerdition.h tml

How does this spell work exactly?

Does it attack a target automatically each round like Spiritual Weapon, or is it an action for the caster each round to attack with it?

If it attack automatically, can you choose the manuever each round, or is it a fixed manuever?

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edwardcd wrote:


At level 20.. with a 22 in their primary spell casting ability

Most would have 20 in casting stat, as primary casters (witch, sorcerer, wizard) on level 1.

But assuming 18 in the stat on level 1, they get +5 stat points for 20 levels.
That's 23.

Then they have at least a +4 or +6 item for the stat, and possibly up to +5 from wish or books.

That's as a minimum 28, most casters would most likely have 30.

That +40% in their favor, for both options.

which is option 1:
100 % success

Option 2:
50% success

Would say option 2 is a lot lower, what mobs gives only 25 damage at level 20?

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Rune wrote:
Although that was the breaking point that led to a heated discussion, I've always felt (ever since 3.0) that concentration checks were pretty powerful, specially when you reach that point where you pass with a 2.

In 3.x Concentration is a skill check, and you don't automatically fail those on a 1, or make them on a 20.

So from level 5 or so, you pretty much auto made all concentration checks, making Combat Casting a crappy feat.

Tumble had the same problem, but I like it's vs. CMD now with acrobatics, the DC's are a lot higher.