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Pathfinder Rulebook Subscriber
![]() Pirate Rob wrote:
Unfortunately for a commander it is hard to budget much Charisma, which innate spells default to, compared to getting Int spells from an archetype. The Bolas is a great suggestion. I agree having some decent cantrips for a ranged option is pretty handy. I've loved having Sorc Ded on my PFS champion for Ray of Frost and Electric Arc. I agree Bastard Sword is probably better, the higher damage die is likely to make more of a difference than a piercing option, especially if you have the hoof attacks to have a bludgeoning option. ![]()
Pathfinder Rulebook Subscriber
![]() The great thing about Mountaineering and Naval Training, you can spend 10 minutes to swap them in if you think you need them, and they can be great for out of combat utility too. Another consideration for weapon and shield is a 1 handed reach weapon like Breaching Pike (you can get access with a frequent shopper boon I believe). Overall sounds like it is shaping up to be a very fun build. ![]()
Lashunta Icon Soldier (Steward Officer) 13 | SP 91/117, HP 95/95, RP 11/11 | EAC 33, KAC 39 | Fort +10, Ref +11, Will +9
![]() Jasmine shrugs off some of the piercing assault. DR 5/- from her deflective reinforcement Seeing the effectiveness of single target attacks, Jasmine will lash out with her plasma sword in an onslaught. Soldier's Onslaught lets her make 3 attacks but at a -6 penalty, that is already accounted for in the numbers 1st Attack: 1d20 + 16 ⇒ (15) + 16 = 31 Plasma Damage: 4d8 + 25 ⇒ (6, 2, 2, 3) + 25 = 38 +3 more fire from hot siccatite 2nd Attack: 1d20 + 16 ⇒ (7) + 16 = 23 Plasma Damage: 4d8 + 25 ⇒ (8, 8, 5, 3) + 25 = 49 +3 more fire from hot siccatite 3rd Attack: 1d20 + 16 ⇒ (20) + 16 = 36 Plasma Damage: 4d8 + 25 ⇒ (8, 1, 5, 8) + 25 = 47 +3 more fire from hot siccatite Her sword has the Severe Wound [DC 24] critical effect. If the Red Swarm falls during these attacks or from earlier attacks, Jasmine will make use of the haste to move 30ft. and attack the Blue Swarm with her 10ft. reach. Haste will let her full attack and move even in the middle of her attacks, but the movement speed bonus doesn't apply to power armor Jasmine feeling fairly invigorated shouts out to Soryn, "Darling, I think this might not be the most prime moment, but given this stage is where we kicked off the public side of our romance, Marry Me!" ![]()
Lashunta Icon Soldier (Steward Officer) 13 | SP 91/117, HP 95/95, RP 11/11 | EAC 33, KAC 39 | Fort +10, Ref +11, Will +9
![]() Jasmine tends to take point, as she prefers to be in the thick of things in combat (melee preference, with high AC's and resistances). However she does know she isn't very observant in terms of finding hazards, and will wait and let someone else check if we think we need to proceed with caution for potential traps and hazards. Also as an edit: Jasmine is wearing Winter Walker Power armor which is large size and gives her a reach of 10ft. I adjusted the pawn to the appropriate size. ![]()
Lashunta Icon Soldier (Steward Officer) 13 | SP 91/117, HP 95/95, RP 11/11 | EAC 33, KAC 39 | Fort +10, Ref +11, Will +9
![]() Jasmine is pretty oblivious to Reizirp as she enters the bridge. DC20 Sense Motive is impossible for her 1d20-1 Jasmine's attention is first captured by the artifact, "Hmm, that looks alot like the Tear." She then sees Rani, Cupi, and Reizirp talking and moves over to help answer Reizirp's questions. "Hello, You might have caught my vidgame vids. Maybe Starfighter Frenzy, Mighty Melee V, or my favorite, Wayward Legacy. As far as my starfinder career, it has also been quite exciting, often much more life threatening, but also brought me together with my love!" She motions to Soryn at this point. "We'd been on several missions together when we went on a date at the Strawberry Machine Cake's Star Sugar Heartlove!!! concert. We made our relationship official when we saved the concert and had a romantic kiss on stage, so that must be the most personally influential mission in my life." ![]()
Lashunta Icon Soldier (Steward Officer) 13 | SP 91/117, HP 95/95, RP 11/11 | EAC 33, KAC 39 | Fort +10, Ref +11, Will +9
![]() Adventure History: 1: #1-01 The Commencement 2: Quests: Into The Unknown 3: AP #1 Incident at Absalom Station 4: #1-04 Cries from the Drift 5: #1-03 Yesteryear’s Truth 6: #1-05 The First Mandate 7: #1-07 The Solar Sortie 8: #1-09 Live Exploration Extreme! 9: #1-10 The Half-Alive Streets! 10: AP #2 Temple of the Twelve 11: #1-11 In Pursuit of the Scoured Past 12: #1-13 On the Trail of History 13: #1-14 Star Sugar Heartlove!!! 14: AP #3 Splintered Worlds 15: #1-17 Reclaiming the Time-Lost Tear 16: Gen Con 2018 Boon #8 Rabid Fan Base (Profession: Vidgamer) 17: #1-19 To Conquer the Dragon 18: #1-99 The Scoured Stars Invasion 19: AP #4 The Ruined Clouds 20: AP #5 The Thirteenth Gate 21: #1-29 Honorbound Emissaries 22: AP #6 Empire of Bones 23: #2-00 Fate of the Scoured God 24: #2-14 Data Purge 25: #3-08 Fleeting Truth: The Darkside Depository 26: #3-20 Fleeting Truth: Everchanging Revelation ![]()
Lashunta Icon Soldier (Steward Officer) 13 | SP 91/117, HP 95/95, RP 11/11 | EAC 33, KAC 39 | Fort +10, Ref +11, Will +9
![]() Hello all! Looking forward to playing with you all. Jasmine is primarily a melee tank in combat and face skills for out of combat. (more diplomacy and intimidate than deception). Personality wise she is a celebrity vidgamer that focuses on strategy games. She can be a bit over the top, but primarily seeks to help support her team. In combat she prefers to be up front and personal, preferably keeping herself in between enemies and more vulnerable allies. She can support her allies with Coordinated Shot, and Guard's Protection. Also it has been years since I have played Jasmine, Starfinder, or a play by post. So please bear with me a bit. Thanks! ![]()
Pathfinder Rulebook Subscriber
![]() So the general counteract rules use spell level or 1/2 creature level rounded up for things that are not spells. " If an effect is a spell, its level is the counteract level. Otherwise, halve its level and round up to determine its counteract level. If an effect’s level is unclear and it came from a creature, halve and round up the creature’s level. " Core Rulebook 459 However there are a few examples where this is not the case. First Example is the Clay Golem's Cursed Wounds: "Cursed Wound (divine, curse, necromancy) A creature hit by the clay golem’s fist must succeed at a DC 29 Fortitude save or be cursed until healed to its maximum HP. The cursed creature can’t regain HP except via magic, and anyone casting a spell to heal the creature must succeed at a DC 29 counteract check or the healing has no effect. The golem’s counteract level is equal to its creature level." Bestiary 186 Another example of this is the level 16 rogue feat Dispelling Slice:
So normally a level 10 creature (like a clay golem) would have a counteract level of 5 for it's abilities, requiring a successful counteract check with a level 4 spell, or a critical success from a level 2 spell. But as written it would take a success from a 9th level spell, or a critical success from a 7th level spell to counteract, which makes it essentially impossible for characters who are appropriate level to face a level 10 creature to counteract it. Then suddenly at 16th level the rogue is the best dispeller in the game, having suddenly a level 16 dispel magic affect. (meaning successfully counteracts up to 15th level spells on a failure, though not on a critical failure) I believe these examples are unintentional errors, but as written it could be quite detrimental to some play experiences, especially if they should come up in something like an Organized Play experience. I first ran into this when our 8th level group fought a Clay Golem, and my fighter took 100dmg from 2 crits, and it became impossible for the group to heal him. The GM ended up giving us a macguffin to remove the cursed wound from some folks we helped. ![]()
Female Advanced Human Zealot 10 // Rajah 10 // Antipaladin (Insinuator) 2 / Incantor 7 / Oracle 1 HP:209/209 AC 39, t 30, ff 27 Perception +17, Init +19, F+18, R+17, W+20, +2 vs death, roll twice vs mind-effecting
![]() The Crimson Countess will establish add the members of her team to her collective. Perception: 1d20 + 17 ⇒ (17) + 17 = 34
Getting her bearings after the teleportation, the Countess looks around her. The red armored woman will confidently step forward and calmly address the gnomes. Diplomacy: 1d20 + 41 ⇒ (15) + 41 = 56
"Calm yourselves, we are travelers, seeking information and mean you no harm. I acknowledge that some among us may be a bit unusual, I assure we do not intend you harm. We are a chartered band of adventurers from Cormyr, so we are quite a long way from home." Sorry been quite busy with stuff at home after being out of town. ![]()
Pathfinder Rulebook Subscriber
![]() Krigare wrote: @Kigvan - How are you getting a +19 to init? Especially with a 12 dex. Noble Scion (War) changes Init from a Dex check to a Charisma check, +8Cha, +4 Improved Initative, +4 Insight (Powerless Prophecy Curse level 5 benefit), +3 competence (Circlet of Persuasion) ![]()
Female HP 29/29 | AC 19 tch 10 FF 19 | CMD 18/FF 18 | F+9 R+3 W+3 | Init -1 | Perception -2 Monk (Master of Many Styles) 1/ Fighter (Relic Master) 1/ Oracle (Pei Zin Practitioner) 1
![]() Helena adopts a combat posture similar to Katsu's. Spending a swift action to enter Blinded Blade Style. She then moves 20 ft back towards Byron. Byron, where are you? It seems our comrades will keep the thing at bay." As Helena gets within 10 ft. of Byron, "ah, there you are, I cannot quite get to you in my armor, but I am ready to grant you the healing energy of the Cardinal Martyr when you are in my reach." Helena ready's an action to cast cure light wounds when Byron is within reach.
Cure Result when triggered: Cure Light Wounds: 1d8 + 3 ⇒ (3) + 3 = 6 ![]()
Pathfinder Rulebook Subscriber
![]() Also keep in mind that the in the Critical Updates section of the 1.1 rules update is this: Page 175—In Equipment, in Item Damage, delete the second
That sentence is "An item reduces any damage dealt to it by its Hardness." I think that makes it clear that if you strike you are blocking deals damage = to or more than the hardness of your shield when you shield block it will take a dent. I think there still needs to be some clarification if the shield can take 2 dents during the shield block or if it only takes damage up to the hardness of the shield. I believe that the intent is that blocking an attack that would deal double the shield's hardness in damage, or more, would cause 2 dents. I agree that Hardness seem quite low, due to my play experience last night. I played one of the 5th level PFS scenarios. My paladin had an expert heavy steel shield that was a righteous ally (hardness 8, 5 base +1 from expert +2 from righteous ally). Many of the attacks our group faced were dealing from 15-20 damage. Meaning most attacks would cause 2 dents, which my shield would only not break due to the extra dent from righteous ally. The druid in the party had just a regular heavy wooden shield (hardness 3), that broke the one and only time he used shield block. Even the shield cantrip at 5th level (heightened to 3rd) has a hardness of 10 ![]()
Pathfinder Rulebook Subscriber
![]() I am pretty sure that the shield (and other items) doesn't become broken until the 2nd dent and destroyed until the 3rd dent. When I played Doomsday Dawn my heavy steel shield (hardness 5) made me impervious to 1 attack around against non-crits from one of the most dangerous enemies (due to poison). In the end my shield took a single dent through the whole dungeon crawl. Also it seems to me that most people are ignoring generally how easy it is to fix a shield. Takes an hour, but that drops to 10 minutes with Quick Repair (gained by the Warrior background at 1st level), and gets even faster as your crafting skill goes up. Also at higher levels and with Paladin's Righteous Ally you could have a shield that takes 3 dents without becoming broken (using any of the Sturdy Shields + Righteous Ally) Seems like quite a few when you can take a few minutes to fix it. ![]()
Pathfinder Rulebook Subscriber
![]() Kigvan wrote:
Really looking for extra hours, willing to trade multiples ![]()
Pathfinder Rulebook Subscriber
![]() The Mad Comrade wrote:
While I don't see anything that says you can't take a particular feat more than once (a standard Pathfinder rule). Skill Focus and Skill Synergy list "Special: You can take this feat multiple times. Its effects don’t
This implies that other feats can't be taken more than once. ![]()
Pathfinder Rulebook Subscriber
![]() Kalindlara wrote: I think they all changed, but I can't be sure. The only one I knew was the dusty rose (+2 CMB/CMD) which took a significant hit (+1 CMB). Keep in mind the net is 1 loss to CMB/CMD as the stone itself adds to 1 to CMD (insight to AC applies to CMD) Also when I get home/have time, I'll try to add to this thread like the original post. ![]()
![]() I also use Scout, Thug, Sap Master, Bludgeoner, Enforcer to very potent effect. Keep in mind this tactic will fail to work as intended against Undead, Constructs, and anything with Uncanny Dodge. You can click on the character to see a multiclassed Cavalier that rides a griffon in PFS version of this build. ![]()
![]() Here is the profile for my entry. Entire Stat Block is posted. This is the first Mini that I have done any modding on. Started with the Order of the Pyre Hellknight, then I used the whip and shield from Order of the Scourge Hellknight. I molded the head of the flail to the end of the whip by hand with green stuff, and glued the shield on the back of the mini. ![]()
Pathfinder Rulebook Subscriber
![]() Sidney Kuhn wrote:
You can choose each session that you meet the requirements to check off a box from your season 6 card (since it has at least 1 box already checked) or a box from the new season 7 card, but not both in the same session. ![]()
Pathfinder Rulebook Subscriber
![]() Page 1 Critiques:
Soulrazor:
Typically list only the most important school in the aura, might have also considered adding [evil] to its aura.
Hard to spend over 100k on a +1 weapon, would have been better to have been a bit more expensive and at least +3, also then you could have probably dropped impervious as well (hardness and hp would go up from the enhancement). Shouldn’t need to list the threat range or hardness/hp (I think I made the same mistake with my item on the hardness/hp). Lots of people don’t care for soul based items, or things with giant price tags. Lion’s Roar :
First probably a bit too much descriptive text for many people. Turning fear into greater heroism is a decent concept, but it can be broken by having an ally use a much lower level fear effect to elicit the greater heroism. (example: enforcer+demoralize = easy to achieve decent duration demoralize with non-lethal damage), 1/day greater heroism + 3/day ignore dr/resistances is probably worth more than an extra 11k gp as well. Glove of the Severed Servant:
An item I liked quite a bit. Typically list only the most important school in the aura, I’d also have listed craft magic arms and armor in the requirements as well (since it functions as a +1 spiked gauntlet). Should probably have some sort of duration for the effect. Green Flash:
Not in love with the name, primarily because it sort of brings to mind The Flash. Theme is good though. Typically list only the most important school in the aura, Missing the base cost of a longbow in both the price and cost (both should be 375gp more). A 1/day quickened true strike + 1 hour faerie fire + range penalty reduction is probably more valuable then just a +1 modifier (the difference in cost between the base function of your weapon and its price). This item feels more flavor than crunch. Soul Shackle Bolt:
Typically list only the most important school in the aura, price is rather high for a consumable, but this one is pretty powerful. The part about not dying at negative Con score, makes me want to carry one around to impale myself (and willingly fail the save) with in very tough boss fights. (not sure if this is intentional or not). Could also be used defensively against things that plane shift/ teleport their enemies, much of this effect could have been done with a +1 ghost touch phase locking bolt. Sarkorian Sunderjaw :
One of my personal picks for top 32, I really like the part about granting a slam if the creature has no other attacks, wish I had more feedback to give. Phase Strike Lenses :
Typically list only the most important school in the aura (also don’t think I’ve ever seen an item with 2 different aura strengths), Applied to eyes makes me think of eye drops or ointment, Over all seems like an easy way to move allies around and through obstacles and walls, with 2 members of a party wearing these, solid objects/walls become very temporary obstacles, would have preferred more limitation on usage. Locket of Love's Lure :
I’m not sure how familiar most people are with Naderi, It feels like it would fit perfectly alongside similar items from Inner Sea Gods though. Solid BoMI with great flavor. Spells and Skill bonuses + drawback doesn’t really seem to have the right Mojo for Superstar. I love the flavor, but I am also familiar with Naderi, many other voters might not have been. Cyclonic Darkleaf :
Typically list only the most important school in the aura (also don’t think I’ve ever seen an item with 2 different aura strengths), Alchemical Silver doesn’t make the metal any lighter or less bulky (mithral perhaps), main problem is that it traps the wearer in a square (also when voting I missed that the cyclone only fills adjacent squares not the wearer’s square, so thought it damaged the wearer as well). Also no point about the armor reforming after the cyclone finishes, Overall creative item though Auric Hush:
I think I would have preferred a maximum duration added somewhere, but A it is a low save to effect, then there is the fort save if damaged, but many creatures that this would be used on won’t have too many options to inflict damage if it affects them. Also the 1gp seems a little weird, I guess because it is a coin (wondrous items generally don’t have a mundane cost added like weapons and armor). Teeth of the White Death:
Aura strength is wrong, should be based upon the caster level of the item, see Detect magic, The fear ability gives an aura, but references the spell which doesn’t work as an aura (it does a cone that hits then is gone) Fast Healing 3 for 1d6 hours alone 1/day would be cheep to get for 10,000gp, without considering the other effects. It is thematic, but still a bit to SAK Hell’s Restraints:
Aura strength should be faint, Should probably clairify that the targets aren’t pulled adjacent (normal grapple rules), at least I think that is the intention, over all solid thematic item. Lookouts Lucky Buckler:
Missing comma in price, Missing cost of mwk buckler in price and cost (both should be 155gp more). Probably should have been “as woven threads” in first line.
Items shouldn’t say exactly who made them (anyone with the appropriate feats, that can make craft DC’s can make items, prereqs like spells and cl can be ignore by increasing the DC, only the crafting feat can’t be). This item leaves me many questions, what about traps that take up more than a square (most pit traps), what about traps that fire out of walls (they have to be placed in the ground?), I think this concept is a bit hard to pull off in only 300 words, and might be too complex for an item. I also can’t think of an item published by Paizo that refers to effects on the item’s enhancement changing. Face of the Kraken:
Typically list only the most important school in the aura, tentacles coming out of the face really remind my of Mind Flayers (an IP problem), even though this isn’t at all thematically tied to them. Probably write the reposition ability to: Three times a day as a standard action the wearer may attempt a reposition combat maneuver on a creature within 15 ft, as the tentacles grow. (or something, as written some people might think 1 standard action to grow, no duration, and reposition now as much as they want at 15 ft). Cost seems a bit low for swift action retrieval (almost a feat) + hands free grappling, 3/day reach reposition and water breathing (probably would have been much closer without the waterbreathing) Watch of Borrowed Time:
Should be extra move action (movement is not an action type), I can see this being used on allies (stagger the caster, who only needs a standard to cast [and willingly fails the save], and give the extra move to the martial who can use it to get into position to full attack), not sure if this is intended. Also the stagger part has a save, but the sickened part does not. Interesting concept item for sure. Needlenose Arbalest:
I think the main problem is most of the time this is a 9,000-19,000 (if the target is bleeding or below ½ heath) item. So it is quite expensive for an item that can really be used 1/week or possibly month (if the creature is slain), many games don’t span a whole lot of time. I really like the item mechanically and thematically though. Wing of the Night Monarch:
Typically only the most important school is listed in the aura. Not sure what guard sticks are exactly (probably the outermost spokes). I think you could have dropped the melds with the target description (doesn't sound like a damaging attack). Holy damage is not a specific damage type in pathfinder (weapons such as holy deal extra damage but this just becomes the same type as the weapon). This strange damage type makes them overcome any DR. I worry that the free feint check makes these way to valuable for ranged rogues. When wielding two fans does one need to full attack or activate both as a standard (the latter is what this sounds like)? I do like the waking dream ability, but I think that these are too powerful for ranged rogues. Vudrani Fighting Rope:
I think you made a bold choice with this item, but I think it might have worked better as a wondrous rope. I cannot think of a single specific magic weapon that is not one of the normal base weapon types, and that probably hurt you in voting. For the disarm bonus, you could have just added the disarm quality as well as performance and trip. I like the theme and abilities but doubt many characters that are investing feats to use combat maneuvers want to invest another feat (exotic weapon prof) in a otherwise unique item. Armor of the Sun:
There is no need for the "otherwise appears like a normal suit of Full Plate" also the name, full plate, and spell names should not be capitalized (check Paizo books for formatting style). So the flames damage further out if the wearer has a reach weapon? Should have probably said move adjacent to the wearer. Also most of the time I'd buy some sort of +3 armor instead of this at almost the same price point. Ichaival, The Bow of Ydalir:
Next time use the formatting template provided by the competition. See board codes at the bottom of posting on the message boards. Follow the most recent standards from the Core Rule Book. Rules for aura strengths are found in the spell detect magic, yours should be strong based upon the CL. Weapons should be Slot none;. Specific magic weapons are not the same as unique magic weapons. They should be craftable by anyone that meets the construction requirements (or can make the proper craft dc when ignoring prereqs). This item is written up as a unique item and that hurt it quite a bit. It should be "This +2 adaptive composite longbow" normal convention for weapons and armor is to start with the enhancement bonus and all magical items should be italicized. Mechanically this item is also boring, all it does is constant gravity bow, not sure why other spells are needed in the crafting requirements. For the same cost I could have a +5 weapon Thieves’ Honor:
Typically only the most important school is listed in the aura of an item. I think this is quite an interesting weapon. The main problem is it isn't too much more expensive than just another +1 on a +3 weapon, and is quite a lot stronger than a +3 menacing dagger. One other thing is that while menacing goes well with the flanking theme, it might go a bit too well, starts to look powergamey with that property. Overall a very solid submission though. Gloves of Spell Grip:
This might just have been a bit too strong for most people. I do like that it is limited to the casting time of the spell (minimum standard) I think that helps bring this item to a reasonable level given its very high price point, also the drawback of having to make concentration checks to cast other spells while holding a spell helps bring this item to reasonable levels. Twin Star Breastplate:
I really enjoyed this item. It reminds me a bit about my item from last year (Grandmaster's Plate), but is much, much better. One of the points though that was made about my item was, that it felt like a wondrous item and there seemed to be little reason for it to be armor, others might have felt the same about yours. The biggest question I have is "pulled up to 30 feet closer to the wearer." Does the wearer get to decide how far to pull creatures, does the same decision have to be applied to all of them or can the wearer pull different creatures different directions? I feel like unanswered questions can lead to arguments at the game table. I love that this item incentivizes teamwork feats even further. Stormleaper’s Greaves:
Typcially items only list the most important school in the aura. This was one of my keepers and predicted top 32 for me. I like the use of acrobatics, the limitation of a creature may only take the sonic damage once per round, and the increased potency of using them in a storm. I could have probably been happy without the 5d6 (5d10) 1/stormleap attack. Or maybe if this ended the storm leap or something, it feels strange that this can be done once per leap and feels arbitrary (other than game balance). Great item. Rebel Mask:
Typically only the most important school is listed in the aura. You are missing the comma in the price (but got it right in the cost). Spells are missing italics (should include it in the item description with invisibility also). Mechanically these aren't particularly interesting it is a SIAC with a little bit of a limitation. The item itself should be interesting, using more word count on the item's story then its description and function really hurts here. Wily Mace:
Overall I like this item, but it certainly has a few issues. First the price, this thing is as expensive as a +6 weapon. Granted it has an at will swift activated ability, but of a fairly weak effect. A +3 flaming burst heavy mace is probably a more powerful item and is still a little less expensive. The second problem with this is it is not much more than a SIAC. Zeitgeist Coin:
Typically the aura should only list the most important school. The main problem with this item is that it is too niche. I have never seen the actual settlement rules used at a table (even in my Kingmaker game), and I think that others have the same experience. I think that it is an interesting and well written item that lost a lot of support due to the use of a fairly obscure rules set. It was a bold gamble, but I think that it hurt this time. Pendant of Hidden Malice:
Typically only the most important school is listed in the aura. This feels mostly like a SIAC greater invisibility that is more powerful than a 1/day, as the rounds can be split, with an arbitrary drawback. I like the descriptive text; it's enough to get a clear image of the item. The opening and closing of the eye though is going to be only seen when the wearer is suffering the drawback (as otherwise it is invisible). The name is also a bit of a disconnect: I don't think I like the idea of an item that has Malice for its wearer, it feels somewhat cursed. Jar of Fireflies:
The text describing the aura should not be capitalized, and the only descriptors I can recall on auras have been alignment based (not completely sure though). The price and cost should use a comma not a period. The writing could be cleaned up a bit, I get the impression you are not a native English speaker, some work shopping might help with that portion for you in the future. Construction Requirements Craft Wondrous Item, fire seeds, summon nature's ally VI You don't need to list the base item it is crafted from, spells should be listed in alphabetical order ect. See formatting in the Core Rulebook (check 6th printing/errata). The formatting in the text listing in parathesis is also not really used.
"five small flying beetles of flame, use statistics for small fire elementals under the control of the person who opened the jar. When the beetles successfully strike with their slam they explode dealing 1d8+8 fire damage to the target, a successful DC 11 reflex save halves this damage..." The price is also way too high for what appears to be a one use item. Anyone that can afford a 24,000 gp consumable can nearly afford a scroll of wish, and having things that make attacks at +4 and have dc 11 saves aren't even close to competitive. I hope this is helpful for the future. Chemist's Retort:
First, curious how you know you did not make top 100 last year. To my knowledge they never released that list. Aura should be moderate with a caster level of 6. This item is problematic in that it can mess with the cost of consumables. While most consumables at 50gp or less are not particularly useful when you can afford a 12k item, it still is a bit problematic in that regard. Also this really steps on the design elements of things like grenadier alchemists a bit too much I think. Blackthorn Cudgel:
Typically only the most important school is listed in an item's aura. Slot should say none not no. The weight should have a period at the end (to show abbreviation of lbs.). The first sentence should start: "This +2 wounding greenwood club". Always try to follow the format of items from the Core Rule Book as best as you can. drop the In this case (all of these items are crafted this way). You don't need to specify that the bleed damage is hit point damage (only if it is a different type of damage as bleed defaults to hp damage). You can drop the or standard action (one can always take a move action instead of a standard). Having this item take 25 points of damage is problematic as it would normally be broken at 13 damage and destroyed at 25 damage (5 base hp for a club, +20 for the +2 enhancement bonus). This also seems strange that it takes damage when the thorns re-grow, not when they break off. Mask of Cheerful Demeanor: There are a few problems with this item. Mainly that skill and save bonuses aren't particularly interesting. They work fine for functional and publishable items, but don't show much to the reader to suggest this is an interesting designer. I suspect some people also absolutely hated the idea of the flavor of this item. How annoying would it get if someone around you always spoke cheerfully, enthusiastically ect. Though others probably loved it. I think you did a good job keeping the item to theme though, all of its abilities make sense for the theme and it doesn't feel like a SAK, so good work there. ![]()
Pathfinder Rulebook Subscriber
![]() I liked and voted for this the one time I saw it. All of the abilities fit the theme quite well. Jacob W. Michaels, makes a great point about the trip ally needing a bit of a qualifier (I'd personally make it an ally flanking with the wielder). I'm not in love with the aid on the demoralize effect. I've had a few characters that demoralize and it is already fairly trivial to beat the DC's by quite a large margin. Another thing that might have fit this item is a few teamwork feats in the crafting requirements, such as: Pack Attack and Tandem Trip Congratulations and Good Luck! ![]()
Pathfinder Rulebook Subscriber
![]() I have to admit this one didn't really wow me when I read it.
The name and description didn't quite connect completely for me either. I do really like tying the spin to skills (and like you explained skill ranks is a good way to do this) though and think that that aspect of the item is very good. Congratulations and Good Luck! ![]()
Pathfinder Rulebook Subscriber
![]() Voted for this several times, but in my voting it wasn't generally against some of the other great items out there. Solid useful item, Love the sunflower theme. The 24 hrs of sunlight I think would have most people thinking this will take multiple days to recharge each flower (not sure if this is intentional or not). I like LazarX's suggestion that one flower is recharged when exposed to the dawning sun. Congrats and Good Luck! ![]()
Pathfinder Rulebook Subscriber
![]() I like the idea of this item and love that it is a fairly inexpensive consumable. That said it leaves me with many questions:
Fun flavorful item, but left me too many unanswered questions to vote for. Congrats on getting in though, and best luck in future rounds. ![]()
Pathfinder Rulebook Subscriber
![]() Gorgon Sinew Lariat
Once per day as a move action, the wielder can activate this power by swinging the lasso above her head. If the wielder successfully entangles a creature in the same round, the lasso begins to expel green petrification gas. At the start of the entangled target’s turn, it takes 1d4 points of Dexterity damage each round for a maximum of seven rounds. A creature reduced to 0 Dexterity by the lasso is petrified permanently. Break enchantment, restoration, or stone to flesh can reverse this effect. Creatures that don’t need to breathe or are protected from inhaling gasses are immune to this effect. Once a creature escapes, breaks out, or cuts through the lasso they take no further Dexterity damage. This gas can also be dissipated by winds. A moderate wind (11+ mph), such as from a gust of wind spell, disperses the gas in 4 rounds. A strong wind (21+ mph) disperses the gas in 1 round. When the gas is dispersed, the target takes no further Dexterity damage. The gorgon sinew lariat wraps itself tightly around anything it entangles. If an entangled creature attempts to cast a spell, it must succeed at a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. An entangled creature can escape with a successful DC 20 Escape Artist check. Gorgon sinew lariats have hardness 2, 12 hp and can be burst with a DC 24 Strength check.
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![]() wizzardman wrote:
Sir Peter would be welcome to join the Order of the Chain with this attitude. After all the Chain binds society together in both directions, those at the top have responsibility for those below. ![]()
![]() Wei Ji the Learner wrote:
I would love to give out such a briefing, as I am both a Venture Captain, and an Order of the Chain Hellknight ... My duties to my Order also led to my being bestowed with the title: Eagle Knight but that is another story.![]()
Pathfinder Rulebook Subscriber
![]() Charles Scholz wrote:
I think the system doesn't really have an analog for both items are =, it is only A is better than B, B is better than c, ect. I have read that it is suggested to really try and find which one edges out the other in voting even if both are very good. ![]()
Pathfinder Rulebook Subscriber
![]() For Channeling (and normal non-seeker PFS levels) it gives you +1d6 at levels 6, 8, and 10, and +1 to the save DC at levels 7, 9, and 11, that is all you get for 6 levels of favored class bonus now, much weaker. All that said, I still feel like my life oracle will be a welcome addition to any table he sits at with his 8d6 at level 10, rather than the 10d6 he had before this change. ![]()
![]() Debuffing can work very well. This character specializes in Intimidate and Non-Lethal attacks, but can also stack other debuffs, and a fall back to great skills and UMD to maintain useful utility even when things are immune to non-lethal damage and fear/mind-effecting. The build is a little unusual, but on a charge I can add 6d6+12 sneak attack, a free demoralize (lasts rounds=damage dealt +1 round, options to reduce to frightened for 1 round instead of shaken that long, or will DC 23 or panicked for 1 round, or frightened for 1d4, shaken afterword), sickened for 3 rounds, and debilitating injury, follow up with a swift action attack (hurtful), no sneak attack, but shatter defenses makes them flat-footed for 1 round. So in addition to damage I can make them Panicked (save neg), Shaken, Sickened, Flat-Footed, and apply a debilitating injury. Alternatively I can use Braggart (Dazzling Display) to potentially panic/shaken all enemies within 30 ft. Debuffing works fine, and the unchained rogue is great at it. ![]()
Pathfinder Rulebook Subscriber
![]() Nefreet wrote:
A Bit Off Topic:
Copied and Pasted the 2nd FAQ:
Weapons, Two-Handed in One Hand: When a feat or other special ability says to treat a weapon that is normally wielded in two hands as a one handed weapon, does it get treated as one or two handed weapon for the purposes of how to apply the Strength modifier or the Power Attack feat? From the PRD:
Notice that the lance does not say to treat the weapon as a one-handed weapon. My reading is that it still functions in all ways as a two-handed weapon, but can be used in one hand on a mount. Nice work on these characters! ![]()
Pathfinder Rulebook Subscriber
![]() Surtyr wrote: Another idea in addition to the occasional item in the chronicles, is a companion with a set of lets say 10 or 20 acceptable combos with a price based on their value in PFS (not strictly by the formula). These would be balanced for play by the devs but allow a little versatility and in something folks could purchase in a companion. As much as I love combined items in home games, I'd much rather have the devs working on things like more scenarios/sanctioning AP content, APG pre-gens ect. then have their time taken up with making a list of acceptable combo items. I think it adds a bit of weighing how important a given item is to a slot compared to others. Most of my characters wear cloaks of resistance, but one wears a minor cloak of displacement, it all depends on what is more valuable to a particular build. ![]()
Pathfinder Rulebook Subscriber
![]() Some heavy RP PFS Scenarios (designed to play in 4-5 hours) include: Various Level Ranges
Levels 3-7
Levels 5-9
Levels 7-11
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Pathfinder Rulebook Subscriber
![]() Thank you for all of your hard work and dedication. It has paid off quite well. I am personally glad you gave Walter the push you did. When I joined PFS in his area it was already a thriving community. I am glad to be part of it. I have some personal experience with family issues needing to come before all other considerations, and I wish you the best on your journeys in the future. Thank you for being such an instrumental force for this community that I have grown very fond of. -Kigvan ![]()
Pathfinder Rulebook Subscriber
![]() If the item is fully printed on the chronicle sheet then the sheet becomes a valid additional resource for the item. If the item is only listed on the sheet with a source and page number then the player must provide that source to use the item. So some items will not require the tech guide but others might.
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