So my nifty wizard/gunslinger was murdered by a finger of death. Many tears were shed, then I decided to reroll a summoner.
I built a pretty mean Eidolon concept for a vanilla summoner, serpentine form with huge, constrict, and final embrace master feat tree. Ended up with something like 12d6 on a constrict after feats and evolutions.
However, there is a problem. We're playing the last module of 'Second Darkness'. Seems like every map in this campaign has been tiny and cramped indoor or cave environments, and I have no reason to think that would change now. I honestly think I will have a difficult time using the summons from either concept.
I am currently creating a summoner eidolon with the burrow evolution and the huge evolution. Unfortunately (or fortunately?) we are in an underground setting, which creates some cramped environments.
My question is this.
Is it possible, RAW, for a large or larger creature with burrow to stick out of a cavern wall, with the bulk of its body in the wall? Think of a worm sticking its head out of the ground, with most of its body still underground. Something like that.
What do you guys think? If it is permitted RAW, do you think there would be any kind of penalties? Squeezed perhaps? I really don't know.
I've been trying to figure out how much this magic item trait is worth. It's not listed and the only item I can find in the RAW that offers a bonus to overcome SR is the robe of the archmagi- and that has so many bonuses and discounts in one item it has bested my efforts to try and deduce the formula that went into coming up with its price.
The problem is that the robe of the archmagi stacks multiple bonuses onto one body slot, which in RAW states that
Multiple Different Abilities:
(Pg 549, bottom right)
Multiple Different Abilities: Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost. For items that take up a space on a character’s body, each additional power not only has no discount but instead has a 50% increase in price.
The wording on this is incredibly vague especially when you take into consideration items like Robe of the Archmagi that stack multiple different abilities onto the same item. Which powers receive the extra 50% cost? Which one is considered the 'first' power (the one that does not receive a cost increase)
The second problem is the cost reduction for alignment and class restriction. I'm assuming that the Robe of the Archmagi also has the two -30% in cost as stated here (Since its Wizard Only, Alignment Restricted)
Other Considerations:
(Pg 549, bottom right)
Other Considerations: Once you have a cost figure, reduce that number if either of the following conditions applies:
Item Requires Skill to Use: Some items require a specific skill to get them to function. This factor should reduce the cost about 10%.
Item Requires Specific Class or Alignment to Use: Even more restrictive than requiring a skill, this limitation cuts the price
by 30%.
Is the 30% discount subtracted from the original base price twice if there are both class AND alignment restrictions?
math:
(aka subtract 60% of X from X, where X is the base price, put simply X*0.40 )
or is the 30% discount applied to the base price, and then a second discount applied to the discounted price
math:
( (x*0.70=y), (y*70=z) )
To top it all off, the RAW then basically allows for the hand waving of prices, saying
Hand Waving RAW:
(Pg 549-550, bottom right)
Not all items adhere to these formulas. First and foremost, these few formulas aren’t enough to truly gauge the exact differences between items. The price of a magic item may be modified based on its actual worth. The formulas only provide a starting point. The pricing of scrolls assumes that, whenever possible, a wizard or cleric created it. Potions and wands follow the formulas exactly. Staves follow the formulas closely, and other items require at least some judgment calls.
I hope you can see why uncertainty begins to mount (at least in my mind) when you start stacking multiple abilities and discounts onto one item.
If I was GMing, I'd come up with my own formula for this to tell the truth, but I'm not. My GM actually looks to me for clarification on these rules, since he allows characters with the requisite feats to create their own custom magic items based off the RAW. So I'd like to have a clear understanding of how the discounting and price increases are applied, at the very least.
The whole point of this was to deduce the price of SR as a magic item trait anyways, and failed utterly, so I turn to you, community.
Spoiler: It was possible to deduce a formula for "+X caster level" using some math and precedence set forth by other bonuses.
Some Math:
Orange Ioun Stone: +1 Caster Level 30,000 gp market (15,000 to create)
No Space Limitation: Multiply entire cost by 2 (table 15-29)
Therefore +1 Caster Level= 7,500 (most likely 'bonus squared*7500' if it is permitted to go higher)
I was wondering if there is a spell, feat or magic item that grants you the swallow whole special attack anywhere in pathfinder or even the d20 system. Its for a druid animal companion (T-Rex) and would really be an awesome touch.
Recently, I was inspired to look into the feasibility of creating an adventure where the players are all Storm Giants. I spoke with several of my fellow friends who play the game and while they expressed some interest, they voiced concern over a few things which I agreed with.
While size is irrelevant, as an adventure built from the ground up for Storm Giants will accommodate them, other factors such as character builds (if class levels are granted) and finding an appropriate challenge for a party of 5 giants have given me pause. I would like to see what the Paizo community thinks of this, and whether it is simply too much work for what would probably be a one shot adventure.
Hey everyone, first post. I've been building a 9th level druid, and was just about done and putting together some flashcards for my wild shape forms when I noticed something, and I wasn't sure if I was adding stats together incorrectly or what. (The druid does not have armor with the wild enhancement either, but looking at these numbers I'm considering dropping a feat in craft arms/armor so I can afford it) Here's what I saw.
AC breakdown:
Normal Druid AC=25 (8 armor, 4 shield, 2 dex, 1 deflection) Touch AC 13
Base stats, rolled+racial&levels (str 13, dex 15, con 17, int 15, wis 22, cha 11)
Ok, I thought. Maybe I'll try sticking to elemental forms. Slightly better, but still vulnerable.
More AC breakdowns:
Fire Elemental (medium) AC= 18 (3 natural, 4 dex, 1 deflection) Touch AC 15
Earth Elemental (medium) AC= 18 (5 natural, 2 dex, 1 deflection) Touch AC 13
So what gives? The only wild shape form I see as viable for my build and concept as a casting druid is to turn into something that can fly, like an air elemental or some kind of flying animal that can stay out of reach. Am I wrong here? Is there some way to use wild shape without becoming a massive target that will die in two rounds?