Hello :) I'm currently Playing a wizard and i ran into some kind of Problem on Level 3:
Movie plot spoiler:
Which one of the 2 highlighted parts is correct? As far as i understood it the first one would mean i get 2 spells for every spell level i can cast, i.e. 2 1-Level and 2 2-Level spells.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up
Does that mean i can prepare an additional 1- & 2- Level Spell as long as it is in my School?
Thank you in advance!
Title Says it:
Can i add the Damage Bonus of the Rangers Favorite Enemy Feature, to the Extra Damage of a Thundering Enchantment?
My wizard has a Raven Familiar. Since he is first level, the Wizard has 11 hit Points:
6 HP (1.Level max)
That should mean my familiar gets 6HP, am i correct?
(I´m asking because my pcgen seems to screw this up by giving him 5)
DM Papa.DRB wrote:
Thanks a lot people :D My Ranger looks much more clear to me now
Hello Forum, i hope you can hep me because i´m kinda stuck :)
In my attempt to learn more Classes i created a Ranger with the Trait
Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Normally the caster Level of a Ranger is his Actual Level -3, as you can see here:
Spell Rules Ranger:
Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance.
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3
In my Case it's now only -1, which makes my Effective Caster Level 8 since my Ranger is Level 9.
I have a few questions though:
Considering the Table you can find Here how many spells can i prepare and cast with a wisdom of 14?
And does this influence the Level of Spells i can Cast aka. would i be able to cast 3rd level Spells earlier? I dont think so but i want to get sure :)
I have never played a divine Caster before so these are naturally nooby questions.
Thank you very much in advance!
(English is not my first language so i´m sry for bad grammar and Typos)
Short update: Me and My GM finally worked out all the kinks of the Crafting, yet to get sure i just want to ask if i had the calculation of the base Price right.
1(Caster level)x1(Spell Level)x2000(Use Activated)x1.5 (10 minutes per level)= 3000 GP
But considering it is a slotless Item shouldn't the formula be:
spelllevel 1, casterlevel 1, use-activated 2000, not taking a body slot 2, 10minutesprolevel 1.5 - 1*1*2000*2*1.5=6000 GP
It means i have to spend 3000 GP and 6 Days on the Creation of the Item.
Which one is correct? Thanks again and my deepest apologies for being this annoying.
Is it possible to cast a spell with a Metamagic Rod while drawing the Spell Slot from a Runestone of Power?
If i for example own a Runestone of Power Level 3, i can use it for Casting Haste without losing a Spell Slot.
Isn't it possible to just grab a Metamagic Rod of Quicken Spells , thus making the Spell a swift action, and then use the Runestone of Power to cast? Thus casting haste very efficient without losing a slot.
My main point of confusion is if i have to Have the stone in my hand or if i can just activate it.
Thanks in advance.
Killua the Bard wrote:
A Cleric will provide the Spell, meaning he will be with me for the Crafting time. (Making the DC go up by 5)
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites.DC does not change if another provides the spell.
Now that is a completely different answer from the one i got on Reddit for example. The thing is is
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites.
I do not meet that prerequisite, the Cleric does. I only provide the feat necessary for the creation of the item. Thus the DC would have to go up.
Also does the Pipe count as a "Spell-Trigger" item?
Thank you in advance
Nardoz Zardoz wrote:
Regarding 2:I would probably be alone in the carriage now. But i have to ask my DM. Thanks!
Regarding 3 B:
Actually i did not know that. We just assumed you need somebody who can cast the spell and then get the DC up by 5. So really we made it even harder than necessary. Thats a good input thanks!
Hello, in my ongoing quest of understanding how the Creation of Magic items work i ran again into some questions.
My characters is currently residing in a Underground town and has decided that he wants to create some magic items..(he is a bard).
He will stay 2 days in this city before continuing to travel for 10 days.
On the first day in the city he wants to create a Quickrunners shirt
1000 GP= 1 Day of Work= 8 Hours.
However, he also wants to create an item, i call: "Sherlocks Pipe"
Its simple: If he has it between his teeth or on his lips, the pipe allows him to use "Detect evil" as mentioned in the Spell Description.
This means the base price is
1x1x2000x1.5= 3000 GP (That means he has to spend 1500 GP on its creation and 3 days on crafting)
A Cleric will provide the Spell, meaning he will be with me for the Crafting time. (Making the DC go up by 5)
However my Bard has a ring of Sustenance!
1.Is it possible for him to use more than 8 hours on this item? He only needs 2 hours of sleep,1 hour for spell preparation, so he could use the other 21 hours of the day as he likes right?
2. Is it possible to craft while being in a carriage (we could get one for the underground travel), and would that affect the crafting time? I know it does if i travel normally but this seems way more comfortable, specially if my companions take over my shifts and duties.
3. "If spells are involved in the prerequisites for making the item, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require. The act of working on the item triggers the prepared spells, making them unavailable for casting during each day of the item's creation. (That is, those spell slots are expended from the caster's currently prepared spells, just as if they had been cast.)"
A) Does that mean i can not aid my companions in fighting outside the 8 hours of crafting?
b) does that mean i can't use the spell necessary for the creation of the item (In case of Quickrunners shirt: Haste) for the rest of the day or does it only burn one "Use" of the spell for that day?
I think thats all..Thanks in advance, and i´m sry for making errors, english is not my first language. I also hope that idea of creating a detect evil pipe is a good one ^^
Chess Pwn wrote:
which means that he has to pay the standard Cost of an enchantment if he wants another +1 Level enchantment?
1000gold for a +1 enchantment for example?
So i was browsing through the feats for my (hopefully) soon to be level 9 Bard.
Now i already plan to pick up Discordant Voice later.
But now i'm wondering: Would it be affected by Concussive Spell?
That would seem really, really, really nice
So here is my question:
Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Whenever you are using bardic performance to create a spell-like or supernatural effect, allies within 30 feet of you deal an extra 1d6 points of sonic damage with successful weapon attacks. This damage stacks with other energy damage a weapon might deal. Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30 feet of you.
affect the Damage of the Rogues Sneak Attack?
My Second question:
The Rogue in my Group uses 2 Weapons. Far as i understood it, everytime he flanks an enemy he can use Sneak Attack.
I think he can use 2, because he fights with 2 Weapons(?)
Now if i use the spell
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.
on him, he should get a Third Attack, if he attacks with both his weapons.
Question: Will this Third attack provide him with an Additional Sneak Attack and will it gain Mali because of the 2 Weapon fighting?
Also will all my buffs apply to him? (Just to get sure he gets the full range of Heroism,Bard etc.)
Probably pretty newbie questions, but i try to get the max out of my Bard for my Allies..Hope you guys can help me!
Thank you in advance v_v *Bows*
Perfect! Thank you so much! We recently discovered an error in the way we were playing it and wanted to get sure we get it right this time. Feel hugged! Thanks!
Hello, i´m currently trying to help my bard with some magic items.
Command word Spell level x caster level x 1,800 gp
Use-activated or continuous Spell level x caster level x 2,000 gp
As Bards can't use Fly, i would ask a witch in my group to provide that spell.
So..Yeah i´m kinda lost on the Calculations because it seems like a lower Caster level seems beneficial for the price. However i have a hard time determining what that CL is.
Noob question i know but i really cant wrap my head around it :) Thanks!
Hello and thanks for reading :) Pls apologize mistakes, english is not my first Language.
My Gm currently gave us the opportunity to purchase Magic Items worth 25 000 GP for their Crafting Price. (this is in preparation for a huge mission we have to do)
Our fighter wanted to get a new Heavy Steel Shield (Medium size) enchanted with:
I have estimated a price of
However our always faithful PCGEN gives a price of
So i have the question now:
Did we miscalculate and how exactly is it done?
Thanks in advance.This is driving us nuts
Jason Meadows wrote:
Hmh, these are all from paizo directly right? If thats the case i should have no problem giving them to my dm..Some bonuses are not specified so i should get away with them. Because some of them are really damn good. Thanks! Keep them coming :D
Fools for Friends
Benefit: You gain a +2 trait bonus on initiative checks.
Craft Wonderous Item
Yeah and thats my problem. Take these for example:
Bracers of the Glib Entertainer
These decorative bracers are stippled with vibrant colors and have various tiny bells sewn onto their surface.
While wearing them, the wearer gains a +5 competence bonus on Perform checks. Once per day on command, the user can gain the benefit of the glibness spell.
Circlet of Persuasion
This delicately engraved silver headband grants its wearer a +3 competence bonus on Charisma-based checks.
Most of the Items that influence your Charisma or Charisma Based Skills, actually give a Competence or Enhancement bonus. Which stack with each other...But not with itself.
So if i would get Bracers of the Glib Entertainer, a Circlet of Persuasion would get redundant because of Versatile Performance:
Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
In my case:
and at level 6
Comedy (Bluff, Intimidate)
It seems like so far Circlet of Persuasion and Headband of Mental Prowess are the only items that actually work together on a Bard because of the Bonus Restrictions on Enhancement and Competence Bonuses. Which is head scratching to me because there are like 4-5 items that give a bonus to Perform (dancing) alone..
yet none of them stack?
(Hope its a bit more clear now..English is not my first language sry)
Hell Forum, its me again with probably silly questions..
Currently i´m playing a level 5 gnome bard and i wanted to make a list of items to get in the future.
Now i want some items that
A) Boost my performance and / or boost my DC´s
B) Help my Character in any other way.
I know that Competence and other bonuses dont stack so so far i only found the combination of
to actually work.
Is that a misconception on my side?
I´m not playing Pathfinder that long so i hope some more experienced players can share some Knowledge..Thanks!
Abraham spalding wrote:
WOW! THANK YOU! My god man! I think you just saved my group from a wipe! God bless ya!
Recently My DM gave my group the option to purchase some Magic items, to prepare for a bigger battle.
One of the items i got is this:
However i run into a problem with the constant illumination of the Robe. Considering that we probably have to do some seaking, this could be a problem. Is there a practical way to cover it? I was about to wear a vest or something over it..
Would a Cloak of Elvenkind help out in any way?
Hello, my current gm and me have run into a small problem and we are not really sure how to handle it.
You see i´m about to play a Kitsune Rouge, who unfortunately is not really that strong. So he bought a Heavy, War Trained horse to carry his stuff and to of course travel on it.
Question is? Do i need Handle animal to control the Horse and ride it? You know make it stay at places and the other commands.
I would say no because i bought the horse so its already trained..
However we are not really sure.
What can i do if i need handle animal?Just invest some points?
Thanks for the answers. I apologize for the probably bad question because we are pretty new to it.
English is not my first language pls ignore some mistakes..
But what if i want to make an item that is not combat focused?As i said:Crowbar of silence or something that doesn't even has a real spell/Enchantment.
Like a coin that always falls on the same side..
Hello I´m pretty new to pathfinder and try to figure out something..
My Character is currently level 4 and has the ability "Craft wondrous Items". (He is a gnome bard who wants to build Golems one day).
After reading some Stories i was wondering today:
Is it possible to create magic items beyond "flaming sword" or "ring of awesomeness" in Pathfinder?
Like a coin that always shows head when you flip it? Or a Crowbar of silence? Or a Spoon that repeats what you say?
You know silly items, that can be brought to great effect eventually.
Are there rules for that?
thank you in advance!