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Goblin Squad Member. Organized Play Member. 29 posts (30 including aliases). No reviews. No lists. 1 wishlist. 1 alias.


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Scarab Sages

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I figured you meant this

Scarab Sages

I had a difficult time lining up the boxes on the third page. Trying to figure out what line went with what box was tricky.
After carefully counting down from the top to make sure I got the right box, I figured out if I narrowed my browser window significantly, the boxes were close enough to the questions to be convenient. Hope it saves someone from having to count so many boxes. :)

Scarab Sages

I just tacked on an extra $10 in hopes of making it to $120K and getting the player maps.

If all 662 of us already in tack on an additional $10, we would only be $1306 short of hitting that $120K.

All hands make sail!

Scarab Sages

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I'm in for too much for PF and a fair amount for SW....

(Blonde Frog kicks a&s btw.)

I hope this funds!

Scarab Sages

Sean K Reynolds wrote:
Baroh Steelcleave wrote:

Not so much a question, but more of a request:

Can we have a non-generic name for an item to record on our character sheets for keeping track of "crafting materials?" Am I or am I not required to visit a vendor to purchase "crafting materials" between crafting things, and how do we measure/record what is obtained from said vendor(s)?
I've been wanting to expand upon that aspect of the game for a long time now, and that's definitely in the book.

As a player, after visiting a large town and discussing with my DM, I've often written on my character sheet, 1000gp worth of materials to craft _____.

A question. Say I wanted to craft a Blessed Book (craft cost, 6250gp). If I buy 1000gp worth of material, can I spend 4 nights around the campfire (2hrs a night) crafting. Then, next time I come to a major town, procure another 1000gp worth of raw materials and spend another 4 days crafting. Once I reach the magic number of gp and days, do I have it? Or do I need to procure all the materials first and then start crafting?

Short version, can a character do partial crafting?

Scarab Sages

I think most of the issues that I have run into have already been addressed. The one that has caused the most problems in my group has been what prereqs can be overcome with the +5. Cheapy beat me to the Alchemist question (I'd really like yes, but we've been playing no).

A bonus request: I would really love a short discussion on how the Ring of Three Wishes was priced and as an extension, how one might price a Ring of Three Limited Wishes (it seems a much more reasonable item, but still really useful and fun - I really want to make one).

And finally, I very much look forward to this book. Thanks for doing it.

Scarab Sages

I just have to say that I rolled up my first character at a BSA campout (3d6 in order, got a 15 dex, so I was a thief - been playing them ever since).

Played a few more times at camp, but it rather rapidly became an inside thing with my fellow scouts and made us a pretty tight group of friends.

Just finished playing an online session with a group of my old high school friends an hour ago, now scattered about the country - google hangouts are awesome - three of us are eagle scouts.

Roll dice, enjoy the outdoors, make lasting friends.

Scarab Sages

I would love a copy as well. Thanks.

email:
Rob.Malo@gmail.com

Scarab Sages

Thanks for the advice Ararlost and Pan. I was a player in said Kingmaker campaign until it went on hiatus. As a rogue/wizard, I found most of my rougness was a waste. I was 4th level before I rolled Disable Device. I understand that it is not a 'normal' campaign.

I'm thinking at this point my best option is to try to work with the player to make a useful class. The fluff seems good, but I would like just enough crunch to make it both fun and not suck.

The party is currently a paladin (leader), barbarian (general), priest (priestess), rogue/wizard (spymaster - previously me, but soon to be an npc). I'm not sure what role the bard is going to end up picking up.

Scarab Sages

Thanks for pointing me towards the Lion Blade class, I'm forwarding it to my player. I hope we can pound something out between to the two of us.

I'm reminded of the original 3.0 DMG, back before WotC decided to toss out the original plan in favor of selling more splat books. Back when Prestige classes were meant to be designed to fit the character and world instead of selling books. :)

Scarab Sages

Thanks Pan.

I'm worried about switching hats from player where I like to push rules to DM where I have to try to keep them in check. I don't see any major issues, but I appreciate hearing someone else's advice.

Scarab Sages

I'm going to be picking up a King Maker campaign as the DM in a couple months. We are in the middle/end of the second book, if that matters. I haven't started reading them yet. I want to make sure things are going to go as currently planned before I jump in. However....

A new character is joining the party and wants to play a bard that goes into Master Spy.

As far as I can tell, by RAW, Versatile Performance(Act (Bluff,Disguise)) is not sufficient to qualify the character for the PrC. He needs 7 ranks in Bluff and Disguise, not the ability to replace them with 7 ranks in Perform(Act).

However, as a game balance issue, do you see any problems in me, as the DM, allowing 7 ranks in Perform (Act) to satisfy those two requirement?

My point of view is as follows:
1. The feat requirements (Deceitful and Iron Will) are steep enough.
2. Requiring him to take 7 ranks in each of those skills, when he already plans on replacing them with versatile performance seems like a total waste of 14 skill points.
3. The PrC seem a little underpowered to me, especially since it does not improve the character's bardic music or spellcasting.
4. With the above in mind, I feel it is reasonable to allow the character to use versatile performance in place of the two skill requirements.

I would like to know if anyone else has an opinion one way or the other. Before I make up my mind, I would like to get whatever insight the internets has to offer.

Please don't tell me that by RAW he can't. I know that. I am simply wondering if things would break if I exercise my right as a DM to allow cool things to happen.

Bonus Question. If you think that it would be acceptable to allow versatile performance to take the place of those two skill rank requirements, is it also then reasonable to change the feat requirement to alertness (bonus to perception and sense motives (the other required skills)) in place of deceitful (bonus to bluff and disguise, which will be replaced and hence not ever used)?

Scarab Sages

Just cast wish. :)

The rough calculation would be along the lines of:

Levitate at 3rd level will levitate 300lb. Roughly, that is 2 cubic feet of granite per casting (1.76ish, but we are being rough).

100ft x 100 ft x 50 ft (5 stories at 10ft a story) = 500,000 cubic feet

Assuming that 10% of the volume is actual granite, that would be 50,000 cubic feet of granite.

We are at roughly 25,000 castings of Levitate at 3rd level. Towers haven't been included yet.

Seriously, just cast wish, or an appropriately researched 9th level spell (Levitate Building?)

Scarab Sages

Great work so far.

--Slippery - +1 to stealth and its a class skill.

Minor typo. its should be it's. Or, you could phrase it like you worded

--Witty Repartee - +1 to bluff and it becomes a class skill.

--Desperate Focus - +2 on concentration checks. So at first level you have about a +5 or +6 to your concentration. Its a DC 17 to cast a first level spell. A CD 19 for a second....

Minor typo. CD should be DC.

I didn't carefully read the whole thing, but found out some nice options that I had previously missed by scanning the Blue and Purple. Thanks.

Scarab Sages

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Dragonamedrake wrote:

I do plan on adding a list of traits that add skills to your list.

.
.
.
.
.
Example:

Perform

Savant (Social)
Dilettante Artist (Racial)(Elf)
ect...

I think that would be helpful to a lot of people.

If you want to compare it to my list, it is in the spoiler....

Spoiler:

The following is my list of the traits that make a skill a class skill. Many also give a +1 bonus or a situational bonus. Many give a choice of two skills, one of which can be made a class skill. In that case, I list the trait under each skill. Please reference the source material and/or d20pfsrd for full details.

Personally, I feel that working with your DM will always be a better option than using the officially published traits. Regardless, I offer the following list of skills granted as class skills via published traits that I am aware of.

Note: I am listing the PFS traits as Faction traits with a source Guide to PFS Organized Play even though they should probably be thought of as Campaign traits.

Acrobatics
-Rice Runner (Regional, Wanshou) - Dragon Empires Primer
-Rescued (Campaign) - Jade Regent Player’s Guide
-Captain's Blade (Faction - Andoran) - Guide to PFS Organized Play

Appraise
-Antiquities Smuggler (Regional, Osirion) - Inner Sea Primer
-Merchant of Katheer (Regional, Qadira) - Qadira, Gateway to the East
-Merchant’s Child (Regional, Katapesh) - Inner Sea Primer
-Szaezan Crags Miner (Regional, Bachuan) - Dragon Empires Primer

Bluff
-Witty Repartee (Combat, Kitharodian Academy) - Faction Guide
-Convincing Liar (Social, Bellflower Network) - Faction Guide
-Fast-Talker (Social) - APG
-Antiquities Smuggler (Regional, Osirion) - Inner Sea Primer
-Keeper of the Veil (Regional, Qadira) - Qadira, Gateway to the East
-Minkai Advocate (Regional, Minkai) - Dragon Empires Primer
-Pesh Addict (Regional, Katapesh) - Inner Sea Primer
-Privileged Slave (Regional, Kaoling) - Dragon Empires Primer
-Extremely Fashionable (Equipment) - Adventurer's Armory
-Conspiracy Hunter (Campaign) - Council of Thieves Player's Guide
-Best Friend (Campaign) - Jade Regent Player’s Guide
-Missionary (Campaign) - Legacy of Fire Player’s Guide
-Black Sheep (Campaign) - APG
-Looking for Work (Campaign) - Second Darkness Player's Guide
-Fashionalbe (Faction - Taldor) - Guide to PFS Organized Play
-Under Siege (Religion, Sun Goddess) - Taldor, Echos of Glory

Climb
-Seasoned Climber (Regional, the Wall of Heaven) - Dragon Empires Primer
-Shoanti Tribesman (Regional, Varisia) - Inner Sea Primer
-Jenivere Crew (Campaign) - Serpent's Skull Player's Guide
-Captain's Blade (Faction - Andoran) - Guide to PFS Organized Play

Craft (any one)
-Clan Artisan (Regional, Xa Hoi) - Dragon Empires Primer
-Looking for Work (Campaign) - Second Darkness Player's Guide

Craft (armor or weapons)
-Indentured Blacksmith (Regional, Kaoling) - Dragon Empires Primer

Craft(alchemy)
-Snake Bleeder (Regional, Nagajor) - Dragon Empires Primer

Diplomacy
-Ease of Faith (Faith) - APG
-Princess (Social, Female) - Quadira, Gateway to the East
-Freed Slave (Race, Bellflower Network, halfling) - Faction Guide
-Dilettante Artist (Race, Elf) - Taldor, Echoes of Glory
-Well-Informed (Race, Halfling) - Taldor, Echoes of Glory
-World Traveler (Race, Human) - APG
-Fangwood Diplomat (Regional, Nirmathas) - Inner Sea Primer
-Honeyed Tongue (Regional, Amanandar) - Dragon Empires Primer
-Extremely Fashionable (Equipment) - Adventurer's Armory
-Conspiracy Hunter (Campaign) - Council of Thieves Player's Guide
-Missing Child (Campaign) - Curse of the Crimson Throne Player's Guide
-Barroom Talespinner (Campaign) - Skull & Shackles Player's Guide
-Best Friend (Campaign) - Jade Regent Player’s Guide
-Missionary (Campaign) - Legacy of Fire Player’s Guide
-Looking for Work (Campaign) - Second Darkness Player's Guide
-Fiendish Presence (Faction - Cheliax) - Guide to PFS Organized Play
-Insider Knowledge (Faction - Grand Lodge) - Guide to PFS Organized Play
-Shadow Diplomat (Faction - Shadow Lodge) - Guide to PFS Organized Play
-Fashionalbe (Faction - Taldor) - Guide to PFS Organized Play
-Calistrian Prostitute (Religion, Calistria) - APG
-Devotee of a Dead God (Religion, A Fallen God) - Taldor, Echoes of Glory
-Erastil’s Speaker (Religion, Erastil) - Faiths of Purity
-Illuminator (Religion, Sarenrae) - Faiths of Purity

Disable Device
-Vagabond Child (Regional, urban) - Taldor, Echoes of Glory
-Gold Finger (Faction - Qadira) - Guide to PFS Organized Play
-Nimble Fingers, Keen Mind (Religion - Brigh) - Faiths of Balance

Disguise
-Ugly Swine (Race, Goblin) - Goblins of Golarion
-Keeper of the Veil (Regional, Qadira) - Qadira, Gateway to the East

Escape Artist
-Freedom Fighter (Race, Halfling) - APG
-Bandit (Regional, the River Kingdoms) - Inner Sea Primer
-Vagabond Child (Regional, urban) - Taldor, Echoes of Glory

Handle Animal
-Animal Friend (Social, Gnome) - APG
-Jungle Guide (Regional, Sargava) - Inner Sea Primer
-Savannah Child (Regional, Katapesh) - Legacy of Fire Player's Guide

Heal
-Caretaker (Faith) - APG
-Imperial Soldier (Regional, Molthune) - Inner Sea Primer
-Ship's Surgeon (Campaign) - Skull & Shackles Player's Guide
-Battlefield Surgeon (Religion, Zon-Kuthon) - Faiths of Corruption

Intimidate
-Bully (Social) - APG
-Convincing Liar (Social, Bellflower Network) - Faction Guide
-Princess (Social, Female) - Quadira, Gateway to the East
-Brute (Race, Half-Orc) - APG
-Aspiring Hellknight (Regional, Cheliax) - Inner Sea Primer
-Bandit (Regional, the River Kingdoms) - Inner Sea Primer
-Imperial Soldier (Regional, Molthune) - Inner Sea Primer
-Soldier of the Faith (Regional, Razmiran) - Inner Sea Primer
-Tiger Brigadier (Regional, Bachuan) - Dragon Empires Primer
-Viking Blood (Regional, Lands of the Linnorm Kings) - Inner Sea Primer
-Extremely Fashionable (Equipment) - Adventurer's Armory
-Missionary (Campaign) - Legacy of Fire Player’s GuideF
-Looking for Work (Campaign) - Second Darkness Player's Guide
-Bad Reputation (Faction - Sczarni) - Guide to PFS Organized Play
-Deformed (Religion, Lamashtu) - Faiths of Corruption
-Fiendish Confidence (Religion, Asmodeus) - Faiths of Corruption

Knowledge (any one)
-Teacher's Pet (Campaign) - Carrion Crown Player's Guide
-Foster Child (Campaign) - Jade Regent Player’s Guide
-Secrets of the Sphinx (Faction - Osirion) - Guide to PFS Organized Play
-Secret Knowledge (Religion - Norgorbor) - Faiths of Corruption

Knowledge (arcana)
-Mathematical Prodigy (Magic) - APG
-Fanatic (Race, Human) - Taldor, Echos of Glory
-Outlander (Campaign) -APG

Knowledge (dungeoneering)
-Scholar of Ruins (Race, Human) - APG
-Darklands Delver (Regional, the Darklands) - Dragon Empire Primer
-Tomb Raider (Faction - Osirion) - Guide to PFS Organized Play

Knowledge (engineering)
-Mathematical Prodigy (Magic) - APG
-Warsmith (Race, Dwarf) - Dwarves of Golarion
-Crusader Tactician (Regional, Lastwall) - Inner Sea Primer
-Osirionologist (Regional, Osirion) - Inner Sea Primer
-Guardian of the Forge (Religion, Torag) - APG

Knowledge (geography)
-Devotee of the Green (Faith) - APG
-Nomadic (Race, Bas'o) - Sargava, the Lost Colony
-Scholar of Ruins (Race, Human) - APG
-Artifact Hunter (Regional, Mwangi Expanse) - Inner Sea Primer
-Belem Pirate (Regional, Minata) - Dragon Empire Primer
-Mountain Guide (Regional, Five Kings Mountains) - Inner Sea Primer
-Trench Navigator (Regional, Xidao) - Dragon Empires Primer
-Jenivere Crew (Campaign) - Serpent's Skull Player's Guide
-Proper Training (Faction - Grand Lodge) - Guide to PFS Organized Play

Knowledge (history)
-Scholar of the Great Beyond (Faith) - APG
-Fanatic (Race, Human) - Taldor, Echos of Glory
-Historian (Race, Human) - Legacy of Fire Player's Guide
-Keeper of the Ancestral Scrolls (Race, Tian) - Humans of Golarion
-Artifact Hunter (Regional, Mwangi Expanse) - Inner Sea Primer
-Osirionologist (Regional, Osirion) - Inner Sea Primer
-Ancient Explorer (Campaign) - Skull & Shackles Player's Guide
-Proper Training (Faction - Grand Lodge) - Guide to PFS Organized Play
-Guardian of the Forge (Religion, Torag) - APG

Knowledge (local)
-Well-Informed (Race, Halfling) - Taldor, Echoes of Glor
-World Traveler (Race, Human) - APG
-Acolyte of Razmir (Regional, Razmiran) - Inner Sea Primer
-Pesh Addict (Regional, Katapesh) - Inner Sea Primer
-Ancient Explorer (Campaign) - Skull & Shackles Player's Guide
-Insider Knowledge (Faction - Grand Lodge) - Guide to PFS Organized Play

Knowledge (nature)
-Devotee of the Green (Faith) - APG
-Guerilla (Regional, Dtang Ma) - Dragon Empire Primer
-Savannah Child (Regional, Katapesh) - Legacy of Fire Player's Guide
-Spiritual Forester (Regional, the Forest of Spirits) - Dragon Empire Primer
-Jenivere Crew (Campaign) - Serpent's Skull Player's Guide
-Child of Nature (Religion, Gozreh) - APG
-Know the Land (The Green Faith) - Faiths of Balance

Knowledge (nobility)
-Child of the Temple (Faith) - APG
-Freed Slave (Race, Bellflower Network, halfling) - Faction Guide
-Keeper of the Ancestral Scrolls (Race, Tian) - Humans of Golarion
-Crusader Tactician (Regional, Lastwall) - Inner Sea Primer

Knowledge (planes)
-Scholar of the Great Beyond (Faith) - APG
-Spiritual Forester (Regional, the Forest of Spirits) - Dragon Empire Primer

Knowledge (religion)
-Child of the Temple (Faith) - APG
-Zealot (Gnome, Faith) - Gnomes of Golarion
-Acolyte of Razmir (Regional, Razmiran) - Inner Sea Primer
-Missionary (Campaign) - Legacy of Fire Player’s Guide
-Outlander (Campaign) -APG
-Comparative Religion (Faction - Silver Lodge) - Guide to PFS Organized Play
-Devotee of a Dead God (Religion, A Fallen God) - Taldor, Echoes of Glory
-Elven Pantheist (Religion, any elven deity) - Faiths of Purity

Linguistics
-Etymologist (Gnome, Social) - Gnomes of Golarion
-Lettered (Race, Halfling) - Halflings of Golarion
-Cosmopolitan (Regional, Absalom/Goka) - Inner Sea Primer/Dragon Empire Primer
-Contract Master (Religion, Asmodeus) - Faiths of Corruption

Perception
-Balloon Headed (Race, Goblin) - Goblins of Golarion
-Militant Merchant (Race, Dwarf) - Taldor, Echoes of Glory
-Valashmai Veteran (Regional, the Valashmai Jungle) - Dragon Empires Primer
-Conspiracy Hunter (Campaign) - Council of Thieves Player's Guide
-Friend of the Family (Campaign) - Jade Regent Player’s Guide
-Looking for Work (Campaign) - Second Darkness Player's Guide
-Observant (Faction - Grand Lodge) - Guide to PFS Organized Play
-Tomb Raider (Faction - Osirion) - Guide to PFS Organized Play
-Eyes and Ears of the City (Religion, Abadar) - APG

Perform (all?)
-Faithful Artist (Religion, Desna) - Faiths of Purity
-Intense Artist (Religion, Shelyn) - Faiths of Purity

Perform (any one)
-Savant (Social, Kitharodian Academy) - Faction Guide
-Dilettante Artist (Race, Elf) - Taldor, Echos of Glory
-Rude Songs (Race, Goblin) - Goblins of Golarion
-Hwan Artist (Regional, Hwanggot) - Dragon Empires Primer
-Varisian Wanderer (Regional, Varisia) - Inner Sea Primer
-Barroom Talespinner (Campaign) - Skull & Shackles Player's Guide
-Missionary (Campaign) - Legacy of Fire Player’s Guide
-Looking for Work (Campaign) - Second Darkness Player's Guide
-Performance Artist (Faction - Taldor) - Guide to PFS Organized Play
-Eye of the Father (Religion, Torag) - Faiths of Purity

Perform (act)
-Child of Infamy (Campaign) - Council of Thieves Player's Guide

Profession (fortuneteller)
-Varisian Wanderer (Regional, Varisia) - Inner Sea Primer

Profession (gambler)
-Looking for Work (Campaign) - Second Darkness Player's Guide

Profession (miner)
-Conscientious Miner (Regional, Jinin) - Dragon Empire Primer

Profession (sailor)
-Belem Pirate (Regional, Minata) - Dragon Empire Primer
-Trench Navigator (Regional, Xidao) - Dragon Empires Primer

Profession (soldier)
-Militia Veteran (Regional, any town or village) - Taldor, Echoes of Glory
-Nirmathi Militia (Regional, Nirmathas) - Inner Sea Primer

Ride
-Imperial Soldier (Regional, Molthune) - Inner Sea Primer
-Lastwall Cavalry Rider (Regional, Lastwall) - Inner Sea Primer
-Militia Veteran (Regional, any town or village) - Taldor, Echoes of Glory
-Nirmathi Militia (Regional, Nirmathas) - Inner Sea Primer
-Savannah Child (Regional, Katapesh) - Legacy of Fire Player's Guide
-Horse Lord (Faction - Qadira) - Guide to PFS Organized Play

Sense Motive
-Suspicious (Social) - Second Darkness Player's Guide
-World Traveler (Race, Human) - APG
-Cynic (Regional, Mendev) - Inner Sea Primer
-Pesh Addict (Regional, Katapesh) - Inner Sea Primer
-Conspiracy Hunter (Campaign) - Council of Thieves Player's Guide
-Missing Child (Campaign) - Curse of the Crimson Throne Player's Guide
-Ilizmagorti Native (Campaign) - Skull & Shackles Player's Guide
-Missionary (Campaign) - Legacy of Fire Player’s Guide
-Fiendish Presence (Faction - Cheliax) - Guide to PFS Organized Play
-Observant (Faction - Grand Lodge) - Guide to PFS Organized Play
-Watchdog (Faction - Shadow Lodge) - Guide to PFS Organized Play
-Fashionalbe (Faction - Taldor) - Guide to PFS Organized Play
-Calistrian Prostitute (Religion, Calistria) - APG
-Holy Schemer (Religion, Calistria) - Faiths of Balance
-Sensing Imperfection (Religion, Irori) - Halflings of Golarion
-Strip the Veils (Religion, Sivanah) - Faiths of Balance
-Talented Organizer (Religion, Milani) - Faiths of Purity
-Under Siege (Religion, Sun Goddess) - Taldor, Echos of Glory

Sleight of Hand
-Child of the Streets (Social) - APG
-Antiquities Smuggler (Regional, Osirion) - Inner Sea Primer
-Pesh Dealer (Regional, Katapesh) - Legacy of Fire Player's Guide
-Vagabond Child (Regional, urban) - Taldor, Echoes of Glory
-Varisian Wanderer (Regional, Varisia) - Inner Sea Primer
-Black Sheep (Campaign) - APG
-Gold Finger (Faction - Qadira) - Guide to PFS Organized Play

Spellcraft
-Classically Schooled (Magic) - APG

Stealth
-Slippery (Combat, Bellflower Network) - Faction Guide
-Bandit (Regional, the River Kingdoms) - Inner Sea Primer
-Highlander (Regional, hills or mountains) - APG
-Swamp Rebel (Regional, Wanshou) - Dragon Empires Primer
-Uskwood Hunter (Regional, Nidal) - Inner Sea Primer
-Conspiracy Hunter (Campaign) - Council of Thieves Player's Guide
-Black Sheep (Campaign) - APG

Survival
-Poverty-Stricken (Social) - APG
-Nomadic (Race, Bas'o) - Sargava, the Lost Colony
-Outcast (Race, Half Orc) - APG
-Darklands Delver (Regional, the Darklands) - Dragon Empire Primer
-Guerilla (Regional, Dtang Ma) - Dragon Empire Primer
-Jungle Guide (Regional, Sargava) - Inner Sea Primer
-Militia Veteran (Regional, any town or village) - Taldor, Echoes of Glory
-Nirmathi Militia (Regional, Nirmathas) - Inner Sea Primer
-Shoanti Tribesman (Regional, Varisia) - Inner Sea Primer
-Surivivor (Regional) - Taldo, Echoes of Glory
-Valashmai Veteran (Regional, the Valashmai Jungle) - Dragon Empires Primer
-Jenivere Crew (Campaign) - Serpent's Skull Player's Guide
-Caravan Guard (Campaign) - Jade Regent Player’s Guide
-Student Survivalist (Campaign) - Jade Regent Player’s Guide
-Explorer (Faction - Andoran) - Guide to PFS Organized Play
-Child of Nature (Religion, Gozreh) - Faiths of Balance
-Child of Nature (Religion, Gozreh) - APG
-Know the Land (The Green Faith) - Faiths of Balance

Swim
-Goblin Pirate (Regional, Shackles) - Goblins of Golarion
-Oagan Diver (Regional, the Sodden Lands) - Inner Sea Primer
-River Rat (Regional, marsh or river) - Taldor, Echoes of Glory
-Shackles Seafarer (Regional, the Shackles) - Inner Sea Primer
-Shoanti Tribesman (Regional, Varisia) - Inner Sea Primer
-Jenivere Crew (Campaign) - Serpent's Skull Player's Guide
-Touched by the Sea (Campaign) - Skull & Shackles Player's Guide
-Noble-Born (Campaign) - Kingmaker Player’s Guide

Use Magic Device
-Dangerously Curious (Magic) - APG
-Underlying Principals (Religion, Nethys) - Faiths of Balance

Scarab Sages

I appreciate the effort of ranking traits, however, it seems like I often see posts that ask "What trait gives me X skill as a class skill?" To me, that often seems to be the most important bit of information.

Do you intend to include that information, organized by skill? That seems relevant.

Is there already another list of that information somewhere that I have missed? If not, I have recently finished going through the d20pfsrd and the Guide to Pathfinder Society Organized Play book to compile my own. If there is interest, I will post it and it can be included.

Scarab Sages

Grease (Bard/Magus/Sorcerer/Wizard/Summoner 1) is handy at CL 1 (1 min duration)

Scarab Sages

One other thing I just noticed, I assume by Arms(1), you mean Limbs (of the arm type). Limbs cost 2 evolution points. Am I missing something?

Scarab Sages

Thanks for the responses.

I totally missed the Primal in front of Bloodline, not sure how. Thanks for clearing that up.

I understand the 6 for 3 part of Greater Aspect, I was curious if the Increased Flight Speed x3 (1) was a typo. By my arithmetic, you are only spending 1 point on that, so I would assume that you are only taking Increased Flight Speed once?

Scarab Sages

I like your build, thanks for posting. I'm new to the class and want to try to understand a couple of things.

Mercurial wrote:
The first Eldritch Heritage feat gives you a minor electrical ray attack which by that level is relatively useless, but the second one grants Electricity Resistance: 10 to all your summoned creatures AND +1d6 electrical damage to all of their natural attacks which is very nice.

Where can I find that the second Eldritch Heritage feat grants those bonuses to your summoned creatures? I looked around a bit but was unable to find it.

Mercurial wrote:
I start off with a small-sized Serpent type to get the stealth and Dex bonuses and a starting Climb movement mode. At later levels I arm him with a wand so that he can participate in combat actively when summoned, giving me yet another way to deal damage without putting myself in danger.

Do you keep your eidolon serpent form after it gains flight? It seems the climb speed isn't needed at later levels. I'm not sure if it is worth dropping the dex by 4 to pick a biped form over a serpent form. It would seem that one could save 1 evolution pt by not needing the arms evolution. I'm leaning towards the image of a flying money myself.

Mercurial wrote:

20th

Skilled: Stealth (1), Skilled: Perception (1), Arms (1), Skilled: UMD (1), Skilled: Disable Device (1), Wingless Flight (4), Increased Flight Speed x3 (1), Spell Resistance (4), Immune to Electricity (2), Improved Natural Armor x2 (2)**, Spell Resistance (4)**

The numbers in the parentheses add to 22 evolution points, 19 with greater aspect figured in. Unless my figures are off, 19 = 14 (10th level eidolon) + 5 (20 levels favored class bonus) is the correct number. Is the x3 by Increased Flight Speed a typo?

Mercurial wrote:

Feats:

1st - Skill Focus: Knowledge (Planes)
1st - Extra Summons
2nd - Augmented Summoning
3rd - Superior Summoning
5th - Improved Initiative
7th - Extra Summons
9th - Eldritch Heritage (Primal Bloodline - Air)
11th - Improved Eldritch Heritage (Primal Bloodline - Air)
13th - Extra Summons
15th - Quicken Spell
17th - Greater Eldritch Heritage (Primal Bloodline - Air)
19th - Extra Summons

I assume that since the master summoner's most powerful ability is his ability to summon that extra summons is a no brainer. However, if you were playing a campaign with fewer combats per day, are there other feats that you think would be useful?

What do you use Quicken Spell for? I've never played a 6 level caster before, but the +4 from quicken would seem to me to hurt worse for a summoner than a wiz/sorc. Are there 1st/2nd level spells that are worth casting at 5th/6th?

I would guess the following might be worth it:
Grease (1)
Create Pit (2) - I agree with you that this is a great spell.
Glitterdust (2)
Haste (2)
Slow (2)
Summon Swarm? (2)

Scarab Sages

@GrenMeera - Thanks for the work. I always find graphical representations more useful than piles of numbers (and I'm in the midst of an advanced degree in mathematics, I'm used to piles of numbers).

Scarab Sages

@GrenMerra - I tried to take a look at your work, but I don't have permission to view it. Could you change the permissions so that it is viewable, please.

Scarab Sages

I'm building a new fifth level rogue 2/alchemist 3 for an upcoming campaign. I have a few questions, if anyone who has played would like to offer advice.

0. Where are elves from? I want to build a background where the character grew up in an elvish culture, was abandoned after his mother died, spent some time in Absalom. then some time in Osirion, and finally wherever is appropriate to the campaign.

0.25 We are playing a 25 pt build (silly but fun), I'm planning elf with the following stats:
14 Str
18 Dex (Including +2 Racial, +1 at 4th)
12 Con (Including -2 Racial)
18 Int (Including +2 Racial)
10 Wis
08 Chr (We will have a high Chr Sorcerer and reasonably high Chr Cleric in the party to take care of face responsibilities.)

0.5. Since I plan to be stealthy, I plan on taking the alternative racial trait Silent Hunter (replaces elven magic racial trait, APG p. 13).

1. I'm thinking about picking up Acid Bomb (acid, +1d6 damage on 2nd round), Frost Bomb (cold, target is staggered for 1 round (Fort Save)), or Shock Bomb (electricity, target is dazzled for 1d4 rounds (no save)). Any suggestions? I'm leaning toward Frost Bomb currently. The possibility of staggered seems to be better than additional damage or dazzled.

2. Regarding starting equipment, I'm thinking that I will purchase: +1 Mithral Shirt, +1 Comp Longbow, Handy Haversack, Eyes of the Eagle (I will be the skill monkey/trapfinder in the party), MW Buckler, Cold Iron Longsword. I'm thinking that I will find a +1 longsword or rapier in short order. I will obviously blow some starting cash on poisons, other consumables, and mundane equipment.

Any suggestions?

Scarab Sages

I was wondering the same thing. It seems the way the APG was written that the damage die would remain the same d8/d4.

I'm going to try to work it out with my DM, but if anyone has any thoughts regarding this, I would be happy to hear them.

My personal thought is that the Crypt Breaker archetype is not particularly overpowered and that allowing the discoveries that alter the damage type to acid, cold, or electricity should follow the standard 1d6 per two levels progression that a normal alchemist has.

A standard alchemist can make d6 fire bombs and d6 other bombs with a discovery. I don't see how knowledge of fire bombs carries over directly to acid/cold/electricity bombs.

It doesn't seem much of a stretch to say a crypt breaker can make d8/d4 acid bombs and d6 other bombs since they seem pretty independent to me.

I may be biased in my opinion though. Any thoughts?

Scarab Sages

I propose the correct way to try balance this class is against the core classes, in this case, Ranger 16/Fighter 2/Barbarian 2. I'm not sure what this will turn out like, but here are my thoughts as I discover them myself. A way too long, but reasonably thorough comparison is included. Kavalas, please look at the spoiler and then read the postscript.

Spoiler:

So, that core character would give:
BAB: Good
Hit Dice: d10 (plus a little from barbarian)
Saves: Good Fort (actually really good with triple +2 bonus), Good Ref (slightly less), Poor Will
Skills: 96 ranks ~ 5 ranks/level - depending on how things work, either 4 or 6 a level.
Weapons: all simple and martial
Armor: Light, Medium, Heavy, and Shields (including tower shields)

(note: the x's mean that I've used/replaced that ability below)

from Barbarian:
-Fast Movement - x
-Rage
-Rage Power
-Uncanny Dodge - x

from Fighter
-Bonus Feat(1) - x
-Bonus Feat(2) - x
-Bravery

from Ranger
-1st Favored enemy - x
-Track
-Wild Empathy
-Style Feat (1) - x
-Endurance - x
-Favored Terrain - x
-Hunter's Bond
-2nd Favored Enemy - x
-Style Feat (2) - x
-Woodland Stride - x
-Swift Tracker
-2nd Favored Terrain - x
-Evasion - x
-3rd Favored Enemy - x
-Style Feat (3) - x
-Quarry
-Camouflage - x
-3rd Favored Terrain - x
-Style Feat (4) - x
-4th Favored Enemy - x
-Improved Evasion - x

So, with that as a starting point, let's see what we can say:
(I will use +,.,- for comparisons. + means the previous multiclass has the bonus, . means the two classes are roughly equal, - means the previous class is losing something. At least in my mind.)
For ease of discussion, define:
Swashbuckler weapon: any simple or martial light or one handed piercing weapon that weapon finesse applies to.
Advanced Combat Training: The swashbuckler gains one of the following abilities:


  • Imrproved evasion
  • Improved uncanny dodge
  • A combat feat. Treat the swahbuckler's level as a fighters level for the purpose of this feat.

BAB: good (.)
Hit Dice: d10 (.)
Saves: Good Fort, Good Ref, Poor Will (.)
Weapons: Simple, Swashbuckler, ranged marial (-)
Armor: Light, Buckler (--)
Skills: to be addressed later, depending.

Uncanny Dodge (.) {as barbarian}
Evasion (.) {as ranger}
Advanced Combat Training (.) {Replaces ranger improved evasion}
Weapon Finesse (.) {Replaces ranger style feat (1)}
Evade +1 (.) {Replaces rangers 1st favored enemy}
Evade +2 (.) {Replaces rangers 2st favored enemy}
Evade +3 (.) {Replaces rangers 3st favored enemy}
Evade +4 (.) {Replaces rangers 4st favored enemy}
Evade +5 (.) {Replaces rangers camoflauge}
Weapon Focus - Choose one swashbuckler weapon to gain the feat with (.) - {Replaces rangers style feat (2)}
Skill Focus (Acrobatics) (.) - {Replaces ranger endurace feat}
Weapon Training - Swashbuckler weapons, as the fighter ability with the following change, +1 attack and damge at level 5, an additional +1 at level 11, and an additional +1 at level 17. Also applies to CMB and CMB checks as per the fighter ability description. (--) - {Replaces ranger favored terrain 1, 2, and 3.}
Find the Mark: i.e. Imrpoved Critical with Swashbuckler weapons (+) {Replaces ranger style feat (3)}
Imrpoved Weapon Focus - Choose one swashbuckler weapon to gain the feat with (.) - {Replaces rangers style feat (4)}
Sting of the Wasp - When wielding a swahbuckler weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this ability before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This ability cannot be used in conjunction with similar abilities such as Power attack or Piranha strike. (.) - {Replaces fighter feat (1)}
Acrobatic Charge - (-) {Replaces barbarian fast movement}
Deflect Arrows - (.) {Replaces fighter feat (2)}
Acrobatic Mastery - (.) {Replaces ranger woodland stride}

So that leaves:
-Rage
-Rage Power
-Bravery
-Track
-Wild Empathy
-Hunter's Bond
-Swift Tracker
-Quarry
but we haven't gotten to any bonus feats, rogue talents, thrust damage, improved reaction, nor a capstone. So, without any real though, perhaps.

Rage - (.) Bonus Feat
Rage Power - (.) Bonus Feat
Bravery - (.) Rogue Talent
Track - (.) Rogue Talent
Wild Empathy - (.) Thrust +1d6
Hunter's Bond - (.) Thrust +2d6
Swift Tracker - (.) Improved Reaction +2
Quarry - (.) Improved Reaction +4

Capstone - Something to just finish it out.

At this point we are at (-----), so let's kick the skills up to 6/level, add Improved Reaction +6, add thrust +3d6, and add an appropriate capstone.

So, let's try to put what we have in some sensible order. While we are at it, let's group bonus feats and rogue talents together into something, let's call them swashbuckler styles for the time being.

I'll propose the following (stealing from everyone who has posted already):

To simplify the discussion, define:
Swashbuckler weapon: any simple or martial, light or one handed, piercing weapon that weapon finesse applies to.

Swashbuckler

Bab: Good.
Saves: Good Fort and Ref/ Poor Will

Class Skills
The Swashbuckler’s class skills are Acrobatic (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (Local) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Cha), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 6 + Int modifier.

1 - Evade +1, Weapon Finesse
2 - Uncanny Dodge, Nimble Swashbuckler, Swashbuckler Style
3 - Improved Reaction +2, Thrust +1d6
4 - Evade +2, Weapon Focus
5 - Evasion, Weapon Training
6 - Swashbuckler Style
7 - Sting of the Wasp
8 - Find the Mark
9 - Evade +3, Improved Reaction +4
10 - Acrobatic Charge
11 - Improved Weapon Focus, Thrust +2d6
12 - Advanced Swashbuckler Style
13 - Deflect Arrows
14 - Evade +4
15 - Improved Reaction +6
16 - Advanced Swashbuckler Style
17 - Acrobatic Mastery
18 - Advanced Swashbuckler Style
19 - Evade +5, Thrust +3d6
20 - Exceptional Reflexes

Weapon and Armor Proficiency: Swashbucklers are proficient with all simple weapons, swashbuckler weapons, and martial ranged weapons. They are proficient with light armor and the buckler.

Evade - as above.
Weapon Finesse - as the feat.
Uncanny Dodge - as the rogue ability.
Nimble Swashbuckler - at 2nd level the swashbuckler gains the skill focus(acrobatics) feat as a bonus feat.
Swashbuckler Style - at 2nd level, and again as the table specifies, the swashbuckler may choose a combat feat or a rogue talent. A swashbuckler may count his thrust damage as sneak attack damage for the purpose of rogue talents.
Improved Reaction - as above.
Thrust - as above.
Weapon Focus - as the feat, must be a swashbuckler weapon.
Evasion - as the rogue ability.
Weapon Training (Ex): Swashbuckler weapons, as the fighter ability with the following change, +1 attack and damge at level 5, an additional +1 at level 11, and an additional +1 at level 17. Also applies to CMB and CMB checks as per the fighter ability description.
Sting of the Wasp - When wielding a swashbuckler weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this ability before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This ability cannot be used in conjunction with similar abilities such as Power attack or Piranha strike.
Improved Weapon Focus - as the feat, must be a swashbuckler weapon.
Advanced Swashbuckler Style - at 12th level, and again as the table specifies, the swashbuckler may choose a combat feat (treating his level as as fighter's level for this feat only), improved uncanny dodge (as the rogue ability), or a rogue advanced talent. A swashbuckler may count his thrust damage as sneak attack damage for the purpose of rogue talents.
Exceptional Reflexes: The swashbuckler's sense of danger and reflexes have become honed to a hair trigger. The swashbuckler always acts first in combat, and may make full actions in the surprise round. If two or more swashbucklers are in combat together, they roll initiative normally to determine which of them go first between them. [mdt, this is a nice ability, all credit goes to you.] I would be tempted to bump this up to a full action and a pounce-like ability in the surprise round. Something like, A swashbuckler can always act in the surprise round. During the surprise round, he is treated as having the pounce ability.

A note for Kavalas, and a philosophical question in general.

Spoiler:

I didn't play for a period of 3 or 4 years. During that time, I thought about what I wanted to play the next time I had the opportunity. As it turned out, I had the chance to play online with a group of my high school friends that are scattered about the country (California, Minnesota, Illinois, South Dakota, Montana). I worked with my DM to try to actualize the character I had been thinking about for years. It took 2 levels of one class, 3 of another, 2 of another, 3 of a tweaked PrC, and 10 of a custom PrC. Now, I laid out my concept to the DM before the first time we rolled any dice. The philosophical question is, does that make my character less worthy of a capstone ability? Or, does the fact that I had a definite plan mean that the rules simply don't cover every possibility? I had thought out a plan that covered 20 levels. If there was a 'my perfect class' written, I would have taken it, but alas, there wasn't. In this case, yes, the OP and I both think uncanny dodge and evasion are reasonable for the character. I think I did a fairly good job at balancing abilities against the core classes, as has the OP. The philosophical question being, since it is clearly possible to get evasion and uncanny dodge via core, is there any reason to argue against a custom class that has both if it fits a reasonable concept? I'm seriously curious. I understand your point, but since we have the pleasure of playing a table top RPG with real people, isn't that what it is all about? I think it is. Perhaps this is a discussion best moved to a different forum, but it is what it is. I mean no disrespect, and I do agree with you that one should be careful when designing such a class, but I don't think that the two together are an automatic 3/4 Bab, just a warning to be very careful.

Scarab Sages

I'm liking it a lot at this point.

I think it could still use a few tweaks, but you did a few of the things I was just thinking to myself....

Spoiler:

I was just driving to the liquor store to buy a bottle, talking to myself about what I would change in your write up, and I said, "Why not change 'find the mark' to just be the improved critical feat?"
You guys talk to yourself about how to tweak a PF class on on the way to the liquor store too, right?

I like what you did with Find the Mark. Very simple implementation.

I like the improved reaction ability, very nice.

I like that you slowed the thrust damage progression, I nearly added that to my list yesterday, but I didn't want to sound too down on things. I want this to work so that I can play one. :) (Should be +4d6 at 14th, a typo.)

I would still like a statement that for the purpose of rogue talents, thrust damage counts as sneak attack damage. (Did I mention I want to steal this class one of these days?)

To incorporate Kalavas's ideas, perhaps bump the improved reaction to
+2 at 3rd
+3 at 8th (or even +4)
+4 at 13th (or even +6)
able to act in the surprise round at 18th (and +5? or +8)
possibly work the surprise round business into the capstone?
I don't think a melee focused build will cause much damage by acting first, but it is a cool ability.

Regarding Uncanny Dodge. Since this class is light on armor, I think that Uncanny Dodge at 2nd is the right thing to do. However, to scale the power level back a little, you could do the following:

Remove Improved Uncanny Dodge at 7th and replace the "bonus feats" at 8th and 16th with something like "advanced combat training"

Advanced Combat Training The swashbuckler trains in one area of advanced combat training. This manifests itself in one of the following ways:


  • Improved Uncanny Dodge
  • Improved Evasion
  • A bonus combat feat. Treat the swashbucklers level as a fighters for the purpose of this feat.
  • Something else cool that seems to fit.

While we are on the scaling the power level back topic, it would seem like changing the weapon proficiencies to simple, light and one-handed martial, and ranged martial would be both appropriate to the class and scale things back slightly.

I would also consider replacing one of the bonus feats with a reworded power attack/piranha strike feat that only applied to a one handed weapon finessable piercing weapon. I would replace the feat at level 4. I would specify that it cannot be combined with either of the above.

Regarding the capstone, you really want to make something new. I was working on a custom class for a while and it took me months to come up with something, but the joy of really designing the appropriate capstone is by far better than just stealing one. That being said, if you are going to start playing this class, just talk with your dm and once it gets designed, add it in. That's what I did. I was 5th level before I finished designing my class.

Scarab Sages

A couple of thoughts.

1. I like the additional skills added, they seem particularly appropriate with you move in the rogue direction.

2. I like the clarification on the feats. Using one half the swashbucklers level as his fighter level seems about right to me.

3. Regarding rogue talents. Would you consider thrust damage to be equivalent to sneak attack damage? Can thrust damage be used in place of sneak attack damage for things like the Bleeding Attack rogue talent?

3.5 Also, between 6 bonus feats and 5 rogue talents (1 bonus feat, weapon focus and 3 other talents, probably), that may be one or two too many. A fighter gets 11 bonus feats. What you propose can get 10 (finesse, deflect arrows, 6 bonus from the class, 1 bonus as a talent, and weapon focus as a talent). That seems to push a little close to the number a fighter gets.

4. I'm not sure Slippery Mind really fits. Maybe it does for your vision of this class. I would suggest dropping it and changing the wording on rogue talents to allow for advanced talents starting at level 15. You could grab Slippery Mind with a advanced talent if so desired, or pick something else. Dropping it in favor of the talent approach would help scale down the power level a little.

5. Weapon Mastery. If you keep it, I would require that the chosen weapon was piercing and weapon finesse applied. However, stealing the fighter's capstone seems a little rude to fighters. I would say something a little less powerful might be in order here.

It would be interesting to build a fighter and compare to the swashbuckler.

Let's look at AC quickly.
Swashbuckler 20
+5 evade (dodge, so applies to touch, very good)
+4 mithral chain shirt (max dex +6, check 0)

Fighter 20
+9 mithral full plate (max dex +7, check check 0)

So, it would seem the evade ability is pretty much in line with the armor training ability.

Comparing to a fighter, I come to the following conclusions, at level 20.
Feats:
fighter: 11
swashbuckler: 10 feats (possibly)
Armor: (ignoring enchantments and shields)
fighter: 9
swashbuckler: 9

Fighters get bravery, armor mastery and a few additional weapon groups.

Swashbuckler gets more skills, better saves, 3 rogue talents (assuming 2 are spent on feats), evasion, improved evasion, uncanny dodge, improved uncanny dodge, thrust +7d6, +2 to crit threat range.

I really wanted to like what you did, I've been thinking about making a swashbuckler recently, but it seems you may have pushed it a little too far. Perhaps a reasonable fix would be something like:

Reduce the number of bonus feats by 2, drop Improved Evasion, drop Slippery Mind, and allow advanced talents starting at level 11 (both Slippery Mind and Improved Evasion can be gotten through advanced talents), and reduce or replace the weapon mastery ability.

That's my 2cp, I look forward to seeing what you end up with.

Edit: I was comparing to the fighter, obviously. In that regard, I think it might be pushing the power level a little. If you feel the fighter is on the underpowered level, than perhaps what you did is fine. I have no idea how it compares to barbarians, or rangers, or anything else.

Scarab Sages

The Ring of Three Wishes seems to be an ad hoc pricing scheme to me as well.

I guess the question then becomes, if Wish was deemed to be worth 15,000gp each, what is a reasonable amount for Limited Wish to be worth?

My original third suggestion was 3500gp. Using a price similar to a potion gives 4550gp. Perhaps 5000gp is reasonable.

I'll have to discuss it with my DM. Thanks for the input guys.

Scarab Sages

I'm trying to figure out how much a Ring of Three Limited Wishes should cost.

The obvious place to start is the Ring of Three Wishes. The Ring of Three Wishes cost 120,000pg. 75,000gp for the material components and 45,000gp on top of that. Basically a cost of the material component of the spell plus 15,000gp per wish.

The component cost of limited wish is much less than wish (1500gp instead of 25,000gp). That part of the cost is obvious and easy to figure out. My real problem is how much extra to add for each limited wish.

I have a few thoughts, but would like to hear any input you may have.

1. The additional cost per wish is 60% of the cost of the materials, so if we apply the same standard to limited wish, we would arrive at an additional 900gp per limited wish. That would give a cost of 7200gp (5850gp to create). This seems a little under costed to me.

2. Treat the spell effect as a single use, use-activated item (similar to a potion). That would give a cost of spell level x caster level x 50 gp per limited wish. In this case, 7 x 13 x 50 = 4550gp. That would give a cost of 18,150gp (11,325gp to create). This seems close. However, since it takes a body slot, it feels a little overpriced to me

3. Since the Ring of Three Wishes seems to not follow the chart, but rather is just given a price that seems appropriate for the power, we could try that here as well. 15,000gp seems about right to me. (9750gp to create)

I've looked around and haven't seen any rules regarding this item, but it seems like something that is useful and should exist.