Artemis Entreri

Milliken's page

18 posts. No reviews. No lists. No wishlists.




I understand that since they are both full round actions a monk can't use his flurry of blows with spell combat however can a monk use his stunning fist ability (or version thereof such as Crushing blow) and spell combat? If so, then since the rules state that one can choose which to use first if a monster is stunned first before the spell attack it would lose any DX bonus to AC to help with the spell attack right?


The capital spending limit per day in a village is 10 units. Is this a grand total for all PCs looking to build something or does each PC have access to those 10 units per day? My party is in a frontier village that we would like to build numerous buildings in: an inn/brewery, a smithy, a couple of temples to different dieties, and an alchemist shop. We have calculated the types of capital for each building, but the question remains: how many projects can be started? Our DM has been trying to figure out how many people one unit of Labor is to determine the projects started.
Any insight is appreciated.


I have a few questions regarding Craft (Alchemy), and a small rant probably so please bear with me:

Why is it that a spellcaster can craft a 7000gp item w/ a permanent bonus in one week and it may take more than one week to create an antitoxin that is only worth 50gp and a one use item? Compare that to Brew Potion which is only 2 hours for any potion under 250 gold.

What happens if my first week of progress for an antitoxin (value 500sp)is a total of 400sp, then I get the same roll the next week, can I use that extra 300sp toward another batch of antitoxin or something else?

Even with only one alchemist lab (CRB) how many items can be crafted? In Ultimate Equipment an Alchemist Lab room it says up to 3 people can use it. If it takes one week or more to create one item how is it that shops can exist?

It just seems extremely unbalanced overall. The guys in my party have been able to craft numerous magical weapons and wondrous items and in the same time period of a couple months of downtime I was able to create just a few vials of antitoxin.

Any ideas/advice would be greatly appreciated. I know about the Master Alchemist feat, I'm just looking for any other thoughts.

Thanks in advance.


I have been looking and cannot seem to find any hard and fast rules about alignment changes in regards to contracting lycanthrope. If the base animal is neutral, and they all are, why would someone who is aware of their condition be forced to change alignment? You retain all abilities, including Intelligence, so you should be able to make a choice even in animal form about how you act. Yet I have read many posts that the GMs seem to force a change of alignment. I'm a CG rogue with a werewolf affliction, there is a lot of potential fun roleplaying there, but not if my alignment changes to CE.

I'd like to read some thoughts on the subject. My GM hasn't made a ruling yet as this just happened and I still may get cured.


Are there any general rules regarding the skinning of an animal or monster hide to be used in the creation of armor/shields? Specifically we killed a bullette and want to use its hide for armor. We still have about two weeks to travel to the nearest town. The survival skill was used to skin it, but is that skill enough to keep a hide or even use for the skinning of monsters?


Why can't the Darkvision spell be made permanent on others? In the description of darkvision the receiver is "creature touched". Darkvision and Tongues have this in the descriptor. All the other "self" permanency spells are personal. Since I can be the receptor of a darkvision spell why can't I be the receptor of a permanency spell that follows it?

I'm a 4th level human rogue and in a party that consists mainly of dwarves. I'm fairly useless outdoors at night or in a completely dark dungeon w/o carrying a torch that screams "hey monsters look at me!!!"

Any help would be appreciated.


How long would it take to dig a simple hole in the wilderness with regular ground and a shovel? Why, if I have a shovel, would I need to pay gold to create sharpened stakes I get from tree branches to put at the bottom of a hole that I dig? Is there a minimum depth that a hole must be to be considered an effective trap? Also, if I'm setting traps in nature ala Predator with logs and snares is there a gold piece cost and again how long should it take to make and set these traps?

I just don't get the reason why a simple trap should cost 1000 gp. That seems absurd. I just started playing and for now our adventures are in the outdoors and not a structured dungeon so the idea of using natural things for the traps came up.

I appreciate any insight.