Michael Pace 573's page

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Page 256 - Bestiary 2 - Giant Tarantula

Poison (Ex) Bite—injury; save Fort DC 24; frequency 1/round for 6 rounds;
effect 1d6 Str; cure 2 consecutive saves. Save DC is Con-based with a +2 racial bonus.

I'm not sure what all this means. Is it saying you have to make 1 save per round for 6 rounds (6 saves) and if you fail a save you lose 1d6 str? Would that mean it's possible to lose 1d6 str six times (6-36 points of str) if you failed all six saves?

Do you need the spell lesser restoration to get the str back or do you get your str back when the damage is healed and you succeed in two consecutive saves??

Thanks for your help.

Grand Lodge

1 person marked this as FAQ candidate.
Cheapy wrote:

Yes, they will never get those higher level domain abilities.

There needs to be some reason to stay in Cleric.

What about the domain spells? They are listed on the cleric spell chart and the mystic theurge is gaining the spell.

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1 person marked this as FAQ candidate.

If a 3rd level Cleric/3rd level Wizard switches to the Mystic Theurge from there, does that mean he'll never get the 6th or 8th level abilities from his Cleric domains? And will his starting domain abilities remain fixed at 3rd level?

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Joe Jungers wrote:
Michael Pace 573 wrote:

Stupid question here. What are the modifiers to hit with spectral hand?

The spell description says it give you a +2 on your melee touch attack. Does that mean you use Base attack bonus + Strength modifier + size modifier, or do you Dexterity instead , as it's a ranged attack?

Yeah, I'd say go with the Strength modifier, since it s MELEE touch, even though its being performed at range.

My sorcerer uses this quite a lot, though I had her take Weapon Finesse, so she could use her Dexterity mod instead.

Thank you both. This helped. Of course what they should have done is allow the caster to use his intelligence as with hand of the apprentice. I guess they figured the +2 was enough.

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Stupid question here. What are the modifiers to hit with spectral hand?

The spell description says it give you a +2 on your melee touch attack. Does that mean you use
Base attack bonus + Strength modifier + size modifier, or do you Dexterity instead , as it's a ranged attack?

Grand Lodge

Thanks for the reply. What about making a wondrous item with a shield or mage armor effect, that's usable only 3 times a day? How would you determine that cost?

Grand Lodge

ryric wrote:


I'd be very leery of allowing this, as it basically makes the Craft Wand feat useless if you can just make a wondrous item that does the same thing. Craft Wondrous Item already has a lot going for it; allowing it to duplicate other item creation feats makes it too powerful IMO. I also wouldn't allow metamagic gloves or vests of deflection for the same reason.

Now, if the character already had both Craft Wondrous Item and Craft Wand, and wanted to make the brooch, I'd be on board with that.

So this is all GM discretion then? I do see your point about the powerfulness of the item. Does it make a difference that I was envisioning it only to work on the self. Incidentally, the character in question is actually 5th level and does have both craft wands and wondrous items. But I was looking to clarify the rules, so used a lower level example. I was also trying to avoid the , "just make a wand" answer.

I find it hard to believe this hasn't come up more, but I searched for craft wondrous item posts and didn't find any question similar to mine. So I guess most 3rd level wizards aren't taking craft wondrous items.

Grand Lodge

mdt wrote:

If the GM allows it, you can do anything you want.

However, if you wanted to follow the rules, you'd use Craft Wand to make your brooch, and it wouldn't take up a slot. It would just be an oddly shaped wand that you wear instead of holding in the hand. Which is fine if you're wanting to cast shield on yourself, but wouldn't be easily usable on someone else. In this case, you'd just charge normal price for a wand.

I apologize if I'm being dense, but I don't understand why it would be an oddly shaped wand, instead of a brooch, a belt, or any other item on my person. Craft wondrous item is available at level 3, craft wand is only available at level 5.

On page 553 of the core rule book, under craft wondrous items, it says to use table 15-29 (550) to determine cost. Under spell trigger items they use an example of a wand, bur if wondrous items use the same table, they why couldn't they also be spell trigger items with 50 charges? Page 496 says they (wondrous items) are usually use-activated or command word, but usually means that sometimes they are not.

What I'm getting at is what's a 3rd level wizard with craft wondrous items to do? Most of the specific wondrous items are beyond his ability to make, so it would seem it was intended for them to make 50 use items from his own low-level spells.

Thanks for replying. I really appreciate it.

Grand Lodge

In other words, is it violating the rules in some way, to make a wondrous items in this fashion?

Grand Lodge

Grick wrote:


For a slotless, handless wand of shield, I would price it at least double.

Magic Item Prices: "An item that does not take up one of the spaces on a body costs double."

If it took up, say, the headband slot, I would drop the price back down, as that's a significant tradeoff for not wanting to deal with wand juggling.

I was thinking it would take a slot. A brooch would take the neck slot. If it were a belt of mage armor, it would take the belt slot. My question is, is it in keeping with the rules? Can wondrous items have 50 chargers and spell trigger as opposed to use-activated and continuous as most wondrous items seem to be?

Grand Lodge

Is it possible for a wizard to create a wondrous item (brooch, belt, whatever, etc.) with 50 charges and a spell trigger instead of use-activated, continuous or command word?

For example, a 3rd level wizard with craft wondrous item makes the following items.

1) Brooch of shield spell (any first level spell cast as if first level)
50 charges
spell level 1 x caster level 1 x 750 GB (page 550, table 15-29 core rule book)
base price: 750 GB
construction cost: 375 GB

Race

Hobgoblin

Classes/Levels

Hungry Ghost Monk/Urban Ranger 3 HP 42 | AC21 T20 FF18 CMD23 | F/R/W 6/6/5 | Init +7, Per +8

Gender

Male

About Graal

Graal CR 5
Male Hobgoblin Monk (Hungry Ghost Monk) 3 Ranger (Urban Ranger) 3
LN Medium Humanoid (Goblinoid)
Init +7; Senses Darkvision (60 feet); Perception +8
--------------------
DEFENSE
--------------------
AC 21, touch 20, flat-footed 18 (+1 armor, +3 Dex, +5 dodge, +2 Monk)
hp 42 (3d10+18)
Fort +6, Ref +6, Will +5
Defensive Abilities Evasion
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Unarmed Strike +4 (1d6+3/20/x2)
Special Attacks Flurry of Blows +2/+2
Ranger (Urban Ranger) Spells Known (CL 2, 8 melee touch, 8 ranged touch):
--------------------
STATISTICS
--------------------
Str 16, Dex 16, Con 16, Int 10, Wis 14, Cha 10
Base Atk +3; CMB +6; CMD 23
Feats Aspect of the Beast (Wild Instinct), Combat Reflexes (4 AoO/round), Crane Style, Dodge, Dragon Style, Improved Unarmed Strike, Monk Weapon Proficiencies, Punishing Kick (Push 5') (3/day) (DC 15)
Traits Magical Knack: Ranger (Urban Ranger), Reactionary
Skills Acrobatics +9, Climb +9, Disable Device +12, Perception +8, Stealth +13, Survival +10
Languages Common, Goblin
SQ AC Bonus +2, Boots of Friendly Terrain: Commuity (Chance), Enemies: Humanoids (Human) (+2 bonus) (Ex), Fast Movement (+10'), Favored Community (Chance) (+4 bonus) (Ex), Maneuver Training (Ex), Still Mind (Ex), Track +1, Trapfinding +1, Unarmed Strike (1d6), Wild Empathy +3 (Ex)
Other Gear Boots of Friendly Terrain: Commuity (Chance), Bracers of Armor, +1, Thieves' tools, masterwork
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Boots of Friendly Terrain: Commuity (Chance) Gain a Favored Terrain or increase bonus by 2 if already have same.
Combat Reflexes (4 AoO/round) You may make up to 4 attacks of opportunity per round, and may make them while flat-footed.
Crane Style Take -2 penalty when fighting defensively
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dragon Style Gain +2 bonus against sleep, paralysis, and stun effects, and can ignore difficult terrain
Enemies: Humanoids (Human) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Human).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Favored Community (Chance) (+4 bonus) (Ex) +4 to rolls vs Commuity (Specify).
Flurry of Blows +1/+1 (Ex) Make Flurry of Blows attack as a full action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Magical Knack: Ranger (Urban Ranger) +2 CL for a specific class, to a max of your HD.
Maneuver Training (Ex) CMB = other BABs + Monk level
Punishing Kick (Push 5') (3/day) (DC 15) You can push or knock down an opponent with an unarmed attack.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Track +1 +1 to survival checks to track.
Trapfinding +1 +1 to find or disable traps.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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