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Basically my question is what can wield weapons (and for that matter cast spells with verbal or somatic components) and what can't. Undead form spells and monstrous humanoid spells obviously could, assuming they have humanoid hands. Beast shapes can't (against assuming no humanoid hands or ability to speak). Can form of the dragon? Can dragon claws wield a sword or perform somatic components? How about elemental forms? Can a hand made of air or fire swing an axe?


So I've read a good chunk of Gods and Magic, the life cycle of the soul, etc. My question is, do dead creatures retain their power when in the river or souls/when they reach Pharasma's court? When they reach their final destination? Could a powerful enough neutral evil warrior who died and wound up in Abaddon fight off the lesser daemons of the plane for a while?


Need some advice on designing fluff around magical experiments and templates. For example, the half-dragon template states that they are very rarely the result of a dragon's union with another creature, but rather the result of some form of experiments. I really like combining mechanics and fluff, so most of what I try to create scenario wise does just that. I may bend it a bit but I try to stick as close to the printed mechanics as I can when I build my fluff.

So here's the problem. There's no mechanics. There kind of is for lich, in the sense that it mentions that it takes about 120,000 gold and craft wondrous item to build the phylactery, as well as pouring over forbidden tombs obsessiveness to work out your own personal ritual, since what works for one person might not work for another.

What about other templates though? What are some good ways to apply at least generally mechanics that would make sense in altering a creature? Could a first level alchemist give someone a template? I'd think not, at least not without significant expense and help. But where's the line?

Any advice would be appreciated.


So powerful casters can create demi-planes. From what I understand, they can either make a permanent gate to the plane, or have use spells to transition to it. My question is, is it possible to travel to someone else's demi-plane? Do you have to know it exists or could you wind up there by chance? Is scrying on the person with a spell that can see into other planes and realizing they aren't in this reality enough to be able to go there at will?


Since the spell combat ability says that it functions like two-weapon fighting, does that mean you can take this feet and sac your first melee weapon attack for a feint check?


So I'm playing my first caster, and I'm trying to find the rules on what spells require touch attacks. I figure anything that says 'touch' requires a melee touch attack, and I've kind of inferred that anything that targets based on a ray requires a ranged touch attack. Are there any other guidelines? Or am I off?


Ok, I want to make sure I understand this correctly. From the core book:

AC Item (Deflection) = Bonus squared x 2000
Natural armor = Bonus squared x 2000
AC (Other) = Bonus squared x 2500

If item takes no item slots, multiply the entire cost by 2.

If you put multiple similar abilities on an item that doesn't take up a slot, the highest costs 100%, the second 75%, and all the rest 50%.

You can decrease the cost by 30% by giving it an alignment restriction.

So for a no slot item with the following bonuses to AC at +5:

Deflection (5x5) x 2,000 = 50,000
Natural Armor (5x5) x 2,000 = 50,000
Luck (5x5) x 2,500 = 62,500
Insight x 2,500 = 62,500
Dodge x 2,500 = 62,500

We take:
100% of 62,500
75% of 62,500 or 46,850
50% of 62,500 or 31,250
50% of 50,000 or 25,000 and
50% of 50,000 or 25,000 to give us a total of

190,600

Multiply this by 2 for no item slot, giving us

381,200

Decrease by 30% due to alignment restriction and we get

266,840

as the market value of a no slot item that gives a total of 25 to AC, with the crafting price being

133,420.

Is this correct?

Also, I've found lists of the various kinds of bonuses, but are there restriction on what kinds can be permanently put on an item, or what they could apply to? For example, I wouldn't think you could apply a racial bonus to an item XD.