Mystic Theurge

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I would like some help in understanding how much a tower shield or full-plate armor in mithral should cost according to the alternative crafting rules in the Pathfinder Unchained manual.

I can build the above objects by myself. However I do not understand how to calculate the price of the object and the resulting cost.

Can anyone help me?
Complete information can be found on page 72 of the Pathfinder Unchained manual.

Below is the part related to special materials:
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Crafting items requires a certain ratio of raw materials to start. Typically, these raw materials are some sort of trade good that is required to make the item. Making a suit of chainmail, for instance, requires 37 gp and 5 sp worth of steel (assuming you are using the alternate Craft skill presented above). But not all raw materials are the same—some raw materials are better suited for crafting. These are special raw materials.
Unlike normal raw materials, special raw materials have both a cost and a crafting cost. The cost of the special raw material is the amount for which it can be purchased and sold. Special raw materials are trade goods, and like all trade goods, they can be bought and sold for the same price. The crafting cost is the amount of gold they are considered to be worth for the purposes of crafting. For example, f lawless steel’s cost is 8 gp per pound, but its crafting cost per pound is 4 gp. It can be bought and sold for 8 gp per pound, but when used as the raw material for crafting items, it is considered to be worth only 4 gp per pound.
While special raw materials can be bought and sold, they work best when handed out as treasure. As the GM, if one of the PCs in your group has invested in the Craft skill, consider giving out these special trade goods in place of coin treasure every so often.
Special raw materials’ crafting costs are always half their actual cost. They also have special traits when used as the raw material for crafting in the alternate Craft skill rules presented above. A special material cannot have more than one of the following special traits.

Easily Worked Raw Materials: This type of raw material makes it
easier to craft items faster. When using this raw material, the item’s base progress per day is doubled. For example, if you are creating a suit of chainmail using easily worked steel, your base progress per day is 4 gp rather than 2 gp.

Flawless Raw Materials: This material is so f lawless that it can be used to create high-quality items with ease. When using flawless raw materials to create either masterwork or special material items, the crafting difficulty doesn’t increase. For example, if you craft a suit of masterwork chainmail using flawless steel, the difficulty of the check remains normal (DC 15) rather than becoming complex (DC 20).

Malleable Raw Materials: This type of special raw material can withstand crafting errors better than other normal materials of the same type. If you fail a Craft check by 5 or more when using malleable raw materials, you don’t lose an amount of raw material equal to the item’s base progress per day.

Pure Raw Materials: This raw material makes it easier to craft an item. When using this raw material, you roll twice when attempting your Craft check and take the better result.


Hello everyone,
considering that the spell allows the addition of other spells to the list of permanency and keeping in mind that I speak as a master and not as a player.

I wanted to know your opinion about adding other spell to the permanency list.

I think that the duration of the spells affects a lot that I can allow a spell to be made permanent or not.

Spells whose duration is measured in rounds, in my opinion, are meant to be casted during fights. So allowing these spells to be made permanent means that the caster has standard actions that it should not have during the fights.

Spells whose duration is measured in hours surely the caster has already casted them and then will have them already in combat. In the same way we could say regarding spells whose duration is measured in increments of 10 minutes.
These spells in my opinion would have the possibility of being made permanent without too much trouble.

Now. I pose the problem on spells whose duration is measured in increments of 1 minute. As some spells of this type, which are mainly of the school of transmutation and illusion, or are truly game breaking if made permanent or not already allowed (for example, the invisibility spell that you can make permanent only if casted on objects and not on creatures).

This is the other important difference. The fact that the permanent spell is cast on an object or a creature.
In the case of spells cast on objects I have noticed that there are many already in the list of permanency.

Last consideration is that there are many spells that have a duration measured in 1-round increments that can be made permanent in places or areas. Making me think that there are not too many problems regarding spells of such short duration that are made permanent.

In conclusion, I definitely think I can make any spell permanent that has duration measured in 10 minute increments or higher on creatures, any spell that has duration measured in 1 minute increments or higher on objects and any spell that has duration measured in increments of 1 round or above on the areas.

Finally, I could allow any spell that has duration measured in increments of 1 minute or longer on creatures to be made permanent, with the exception of the illusion and transmutation spells.

However, I would add a maximum limit to the permanent spells on the creatures, maybe equal to the creature's HD.

Clearly I do not assume I'm right regardless, however I think I have made good reasoning and I would like to know your opinion.


Are immediate actions considered as actions prepared?

Can I use an immediate action in reaction to an event?

For example, can I cast Emergency Force Sphere to block an enemy attack?

http://www.d20pfsrd.com/magic/all-spells/e/emergency-force-sphere/

I hope in a response from a developer.


This is the description of the Cyclops Helm item.
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This helm is made from the husk of a cyclops’s shrunken head, and grants a limited version of that creature’s flash of insight ability. Once per day as an immediate action, the wearer can choose the result of the die roll instead of rolling her next attack roll, saving throw, skill check, or ability check.
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Is it really possible that an object that costs so little (5.600 mo), can make 20 natural?
Considering certain builds on critical hits, the special ability of weapons, vorpal, and considering the automatic success on saves?

So I asked myself if it was possible that I misunderstood. I went to look for the written rules.

Now. Considering the definition of 20 natural.
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A natural 20 (the d20 comes up 20) is always a hit. A natural 20 is also a Critical Threat—a possible critical hit.
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I would like to know if the 20 is considered "natural" only if the die is actually roll and not if there are abilities with which to decide the result. Such as the item mentioned above.

I ask because the sentence in brackets "(the d20 comes up 20)" makes me think that only in the case of a rolling die and with a consequent result of 20 is to be considered a natural 20.

Concluding, only if the die was physically rolled and the result was 20 then we would talk about a natural 20?
Or even the 20 obtained with the Cyclops Helm item is a natural 20?

I am very sincere, I do not care about the opinions of the players or anyone who is not a developer.
I'm interested in the answer of those who write the rules.

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The authors are: Keith Baker, Richard Baker, Wolfgang Baur, Jason Bulmahn, Ed Greenwood, Tim Hitchcock, James Jacobs, Nicolas Logue, Frank Mentzer, Erik Mona, Chris Pramas, Sean K Reynolds, F. Wesley Schneider, Michael A. Stackpole, Lisa Stevens, and James L. Sutter.


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Hi,

Can I know if there is a specific reason why these two feats are treated differently?

Elemental Focus
Benefit: Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select.

Poison Focus
Benefit(s): The save DC of any poison you craft with Craft (alchemy) and any spells you cast with the poison descriptor increases by 1. This bonus doesn’t stack with the bonus granted by Spell Focus.

The first stack with Spell Focus, while the second no, why?
Also there is Greater Elemental Focus, but there is no Greater Poison Focus, why?

I asked myself if there was any mechanical motivation for which it was possible to increase the DC of a fire spell up to +4 (thanks to Spell Focus, Greater Spell Focus, Elemental Focus and Greater Elemental Focus), but not the DC of a poison spell.

Thanks in advance