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Arcane Manipulation
( Lost Empires of Faerûn, p. 6)
[General]
You are learned in the arcane ways of Netheril, where masters of magic once molded and shaped arcane energy to their own will.
Prerequisite
Wizard level 1,
Benefit
When you prepare spells, you can break down up to three existing arcane spell slots to create a specified number of lower-level spell slots. (A 0-level spell counts as 1/2 level for this purpose, so a 1st-level spell slot could be broken into two 0-level spell slots.) The sum of the levels of all the new spell slots must equal the level of the original. The number of spell slots you can create in this manner is otherwise unlimited. Spell slots that you break down into multiple lower-level slots remain that way until the next time you prepare spells, at which time you can choose to restore your spell slots to normal or break them up again.
Normal
A character can always choose to use a higher-level spell slot to prepare a lower-level spell, but any "remainder" spell levels are lost.
Even though it can only be taken at first level, would this feat be over-powered for pathfinder even if modified for Pathfinder's cantrips or not allowing this feat to add cantrips at all?
Does it just add +1 to attack rolls as masterwork, or does it add +1 to damage rolls as a magic weapon, or does it grant +1 attack and +1 damage?
... any rules for this? If not, how would you rule it for 1st lvl characters?
I am looking for a piece of artwork from a D&D 3.5 book I think, but it might be Pathfinder.
It depicts a kneeling and smiling Half-orc offering his hand to a scared child, I'm not sure if he's holding anything or not, I just know he was showing a bit of kindness to the child.
Its not the artwork with the kid and the wooden sword, just to be clear.
If anyone can tell me the book, I'd be grateful.
There is a spell, either 3.5 or Pathfinder that permitted a lower level (I want to say it was 4th or 5th level spell) to raise a dead companion IF the cleric could get to the fallen and cast it within one round of death.
I cannot remember the source or name of the spell, anyone got any clue?

This is just a vent, so I can say I said it and get it out of my system for a while. You don't have to reply, I'm not asking for advice or anything.
First of all, most the weight of most items are ridiculous. Usually ridiculously high.
Second, carrying 70 pounds is about the limit for the average human in good shape and acclimated to carrying that much weight. (Soldiers, for example.)
Walking any distance while carrying 150 pounds is crazy, regardless of your real strength and endurance.
That said... my real grief-
Why, by all gods holy and unholy, is the carrying capacity for a small character no bigger than my 2-year old 3/4 that of a full grown human?
Especially when all of their clothing, most of their weapons, and most of their gear weighs 1/2 or even 1/4 of their medium counterparts?
Are they all related to Mighty Mouse?
Antman?
Why isn't their carrying capacity 1/2 at BEST to balance and reflect their gear weights?
It's always bugged me, ever since I started RPing 3.0.
Sure, I know part of the thing is 'so they can carry loot', right?
Ok, Player, if you want to carry a ton of crap made for people 5 times your character's body-weight, you should play a character build for the most common gear in the game. Otherwise, a consequence of being 2-3 feet high and 100-200 pounds lighter than 90% of the world's inhabitants should be the fact that you are SMALL and rather pathetic in comparison.
Even when I play a gnome or halfling, this still urks me. Go figure.
Thus ends my rant. :P

A player in my game wants to use firearms, but I don't like the default rules for them. I'm posting this really for advice or suggestions. I don't think my changes will be unbalancing, but they should reinforce that early firearms are exotic and unwieldy.
Looking at the reloading rules for early firearms, I find them ridiculously too fast. I used to re-enact Civil War and Revolutionary War, so I have loaded and fired original and recreation flintlock, percussion cap, and breech-loading firearms. I have also witnessed and assisted in the loading of smoothbore and rifled cannon.
All of the literature I can find on top of my own experience states that a good soldier should be able to fire 3 aimed shots per minute. Four shots would be incredible. There are simply too many steps to shorten this process.
***
Firstly of all, a percussion cap rifle/musket takes at least, at LEAST, 12-18 seconds to reload, and this is for someone well-drilled to the point of muscle memory. It should also be noted that this is for a percussion cap firearm.
1. Tear paper cartridge, pour powder and thumb shot into the mouth of the barrel. (Biting/tearing the paper, pouring the powder, balling the cartridge paper, and thumbing the ball (or Minie ball) takes about 3-4 seconds.)
2. Ramrod the ball home. Longest single action in the process, the hotter and dirtier the barrel, the longer it takes. Rifled barrels could add another second or two to this. (5-10 seconds to pull the ramrod, ram the shot, and replace the ramrod. Yes, in a moving battle you removed, used, and REPLACED the ramrod, you didn't carry it. Pathfinder battles always have this sort of movement.)
3. Half-cock the hammer and apply percussion cap. (With Civil War era gear, this takes about 1-2 seconds. You grope for the cap in a little box on your belt and have to fit to the nipple.)
4. Raise the rifle, full-cock the hammer. (Effectively a free-action.)
5. Aim and fire. (1-2 seconds to aim.)
Secondly, Pathfinder assumes flintlocks as early firearms, near as I can tell. This takes even longer.
1. Half-cock flint-hammer, open flashpan, tear cartridge, pour a small amount of powder into the flashpan and close the lid. (3-5 seconds, practically impossible in the rain... one reason percussion caps were a massive improvement.)
2. Pour remaining powder and thumb shot into the mouth of the barrel. (Pouring the powder, balling the cartridge paper, and thumbing the ball here also takes about 3-4 seconds.)
3. Ramrod the ball home. Longest single action in the process, the hotter and dirtier the barrel, the longer it takes. (5-10 seconds to pull the ramrod, ram the shot, and replace the ramrod. Yes, in a moving battle you removed, used, and REPLACED the ramrod, you didn't carry it. Pathfinder battles always have this sort of movement.)
4. Raise the rifle, full-cock the hammer. (Effectively a free-action.)
5. Aim and fire. (1-2 seconds to aim.)
Flinklock pistols were *slightly* faster to reload, only because the barrel was shorter and shot was less likely to fit the barrel as snug. The trade-off was even less accuracy than the musket.
Thirdly, powderhorns... loading a gun from a powederhorn is a hit or miss process. You cannot accurately measure the amount of powder you pour, you may have to re-cap it. You have to pick it up to prime the flinklock flashpan AND the barrel itself. You cannot use it to fire a percussion cap fire arm, but you can load a barrel, though this is not very helpful by itself...
In light of this, I think in my campaign I am going to drop the cost of standard early ammunition (by 25% or so), increase reload times for hand-held firearms by one full-round prior to Rapid Reload (loading directly from a powderhorn increases this by still one more round), and possibly increase damage from shot by one step (not sure about this, yet).
To balance the reload times, I will permit someone trained in firearms use to switch to the butt of the weapon as a club as a free-action and allow gun users to make full-round attacks as a range/melee combination (permitting Opening Volley). Use of the bayonet remains unchanged, a move action to apply, it actually takes less than 3 seconds to draw and attach a bayonet to the above musket examples.
A musket with a bayonet attached can be used as a double-weapon with 1d6 Piercing or 1d6 Bludgeoning damage, with all the rules attached to double-weapons applying.
A masterwork musket counts as a masterwork club for melee attacks, but a magical musket cannot apply ranged magical effects to melee attacks or vice versa.
Are there any spells that allow you to enchant an item, or cast on an item that will allow you to track that item magically over great distances?
I'm not picky if it's Pathfinder or 3.5 D&D/OGL. I would just prefer to see if there is one before I try to create one.
Are there any spells that allow you to enchant an item, or cast on an item that will allow you to track that item magically over great distances?
I'm not picky if it's Pathfinder or 3.5 D&D/OGL. I would just prefer to see if there is one before I try to create one.
Are there any spells that allow you to enchant an item, or cast on an item that will allow you to track that item magically over great distances?
I'm not picky if it's Pathfinder or 3.5 D&D/OGL. I would just prefer to see if there is one before I try to create one.
I was looking at the pregens the other day as a quick fix for new players, and it seems to be that they have either one too many skill point or one too many Hit Point after I broke a couple of them down. The only way I know of to get both is to allow the +1 HP and +1 SP for favored class. Is this what they did or is my math wrong?
A question...
In the description of a "Cat, Small" it gives a suggested equivalent of cheetah or leopard. Likewise, under "Cat, Big" is states lion or tiger.
If I those to make a "Cat, Big" my companion, and given the location, I choose a lion/panther type description, does it get the RACIAL skill modifiers for that animal?
If not, why? And is there any reason why my animal companion is a stunted and albino version of the animal it's emulating?
I'm not saying my "Cat, Big" should be a 6 HD large tiger (at my lvl 1 it'd be a 2 HD, medium tiger), but if it is a tiger why shouldn't it get the racial modifiers that are based on the animal's camouflage and habits?
Ditto for all the other animals, like the Wolf's bonus to survival for tracking.
If I missed this, I'm sorry I wasted your time, but please direct me to the rule in question.
Just a simple question... I am not asking about a character creating and item, I am asking about designing new items.
But for an example, magic weapon creation.
If I want a Returning Throwing Axe, what do I need?
From what I can figure out, I need a Throwing Axe (duh).
A Throwing Axe +1 cost 2000 plus the cost of the axe.
Returning ability counts as a +1 enhancement, and a +1 enhancement costs 2000.
Can I make a Returning Throwing Axe for 2000 + axe without the +1...
...or do I have to make a Throwing Axe +1 and then add the Returning ability for a total cost of 8000 + axe?
Is there any reason why most therianthropes are evil?
Would it be a serious game changer to assume that they would really have some variation in alignment? (I know in D&D for example that some ELVEN werewolves were good, but that apparently didn't apply to human ones, ever.)
Would it break anything to assume that all therianthropes have the normal alignment variation? Or would it better just to make an exception every now and then? (I'm thinking of a quasi-Drizzt type person here. Perhaps the good ones are *usually* forced to conform to the 'norm.')
With a council of 117 members, is there any information on what noble families there are besides the 8 or 9 on the wiki? How about extended members of those families?
One of my players is making a character running from Magnimar after intentionally embarrassing a 'noble' in public and I was would like to know what is out there before I start going nuts adding new noble families or just adding family members to existing ones.
Are any of those besides the Scarnetti Family clearly lacking in... higher morals?
When you have a familiar that speaks, say, common, like a raven or thrush, can you simply instruct it on what you would like it to do, or must you teach it tricks like any other animal?
Granted, familiars are generally tiny and not meant for certain uses, such as mount training, and I'm not even sure a familiar is supposed to be 'trained' at all.
But, if I wanted a raven or a thrush familiar to fly into a window and steal a ring, for example, am I right in assuming that with 6 Int it is smart enough to just instruct?
On that note, what about a weasel that you cannot direct talk to until level 7ish? Do you have to train it, or can you somehow transmit commands via empathic link? I am certain that I read elsewhere that empathic link does NOT work like telepathy.
(After all, compared to a Human with 3 Int, a familiar with 6 Int is a genius, and I assume that a human with 3 Int can still follow reasonable instructions. The big guy from Hot Fuzz comes to mind, "Yarp.")
One. Goblins. How to I make them dangerous for 1-3rd level adventurers when their weapons are in the 1d3-1d4 range on average and even the least armored character is in Studded Leather? (3 DR)
Two. Ogres. Other than by magic weapons, how can I make an ogre NOT mop the floor with 2nd-3rd level characters?
Someone suggested 'swarm rules' whatever they are, and magic-using goblins using magic weapon spell or boosting the goblins in some way.
Any help is welcomed. Personally I was thinking about using a lot of traps... and goblins with torches setting characters on fire. But that would really get old fast.
I am also interested in any help for all the creatures in-between the Gobbie/Oggie extremes.
Anyone know a decent bounty and reward generator that can produce bounties like those in Kingmaker: Stolen Lands?
I am aware of the Stronghold Builder's Guidebook (WOTC), but it seems very flawed to me in places, so I was wondering if anyone knew of any other resources for creating buildings? Or maybe errata or a 'fix' for the SBG?

Hi, I'm trying to create an item and the rules are kicking my butt, can anyone walk me through this and/or check my work?
Chalice of Purity
On command, and liquid placed in this chalice is purified as by <purify food and drink>. Twice per day, it can also be used to convert 1 pint of water into holy water as by <bless water>.
Faint transmutation; CL 1st; Craft Wondrous Item, bless water, purify food and drink
How do I price this item? I think...:
Effect one, purify food and drink
0.5 x 1 x 2000 gp = 1000gp (I think as an instant spell, there is no modifier as per footnote 2.)
Effect two, bless water 2/day
1 x 1 x 2000 gp = 2000gp
2 Charges per day = Divide by 2.5 (5 divided by 2 = 2.5)
2000 divided by 2.5 = 800
Now... the part that gets to me.
Multiple difference abilities: Multiply lower item cost by 1.5 (800 x 1.5 = 1200 gp)
Item cost: 1200 + 1000 = 2200 gp?
Item Cost to Create: 1100 gp?
EDIT: I know I don't have the price for the base listed, I'm more concerned with getting the magic part right. :)
I am aware of the Stronghold Builder's Guidebook (WOTC), but it seems very flawed to me in places, so I was wondering if anyone knew of any other resources for creating buildings? Or maybe errata or a 'fix' for the SBG?

Ok...
Brew Potion states that:
Potions are like spells cast upon the imbiber. The character taking the potion doesn't get to make any decisions about the effect—the caster who brewed the potion has already done so. The drinker of a potion is both the effective target and the caster of the effect (though the potion indicates the caster level, the drinker still controls the effect).
Remove Disease states that "You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target."
Ok, now, lets say I have a lvl 5 cleric who brews a potion of Remove disease, so now I have a potion that allows a caster level check of 1d20+5 to remove a disease, right?
But the Brew Potion feat states that the drinker is both the effective target and caster of the effect. Does this mean that a level 1 character only gets a 1d20+1 caster level check to defest the disease? Or does the potion remain 1d20+5 by virtue of the brewer?
On another note, if the brewer was lvl 7, then would the potion instead offer a 1d20+7 caster level check?
A continual flame spell costs 110gp to buy or 80 to make, I think.
How much does it cost to enchant an item with a light spell? I think, based on the rules, the cost would be 1000 to buy or 500 to make.
This seems so overpriced to me (considering light is a lvl-0 spell) I think I have to be missing a step here, can someone walk me through enchanting an item with the light spell?
I am curious how one could recreate weapons like Sting from LOTR, I understand it's an Orc Bane weapon, but how would you apply the glow to the weapon that gets brighter as the enemy gets closer or multiplies in number, and the fear effect such a weapon would have on the enemy it was crafted to fight?
I was thinking perhaps a variation of cause fear, detect evil and faerie fire, but if there is a way to do so already out there, I've love a reference point to start from.
If there isn't, and your answer is 'your the GM, just make it so' then provide me a guideline on how much such an enhancement would cost, since is doesn't do anything more than warn the owner, apply a fear effect, and can potentially reveal his position when the weapon uncovered. (The sheathed weapon would really have no effect as a warning or causing fear.) I think a +1 Enhancement cost might just be too much when you consider the balance inherent in such an ability.
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