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So, I've read the entry for Gloves of Storing multiple times, and I can't figure one thing out: Does an item stop functioning while being stored?

My character just got a Rod of Splendor, but doesn't want to openly carry it around all the time. He also just got a Gloves of Storing.

The Gloves read:

Quote:
This device is a single leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. Storing or retrieving the item is a free action. The item is shrunk down so small within the palm of the glove that it cannot be seen. Spell durations are not suppressed, but continue to expire. If the glove’s effect is suppressed or dispelled, the stored item appears instantly. A glove of storing uses up the wearer’s entire hands slot. The wearer may not use another item (even another glove of storing) that also uses the hands slot.

Please note, it says that the item is shrunk down, not stored inside the glove in any extra-dimensional sense. It also specifies that "Spell durations are not suppressed, but continue to expire."

The Rod of Splendor reads:

Quote:

The possessor of this fantastically bejeweled rod gains a +4 enhancement bonus to her Charisma score for as long as she holds or carries the item. Once per day, the rod garbs her in magically created clothing of the finest fabrics, and adorns her with furs and jewels.

Apparel created by the magic of the rod remains in existence for 12 hours. However, if the possessor attempts to sell or give away any part of it, use it for a spell component, or the like, all the apparel immediately disappears. The same applies if any of it is forcibly taken from her.

The value of the noble garb created by the rod ranges from 7,000 to 10,000 gp (1d4+6 x 1,000 gp)—1,000 gp for the fabric alone, 5,000 gp for the furs, and the rest for the jewels (maximum of 20 gems; maximum value 200 gp each).

In addition, the rod has a second special power, usable once per week. Upon command, it creates a palatial tent—a huge pavilion of silk 60 feet across. Inside the tent are temporary furnishings and food suitable to the splendor of the pavilion and sufficient to entertain as many as 100 people. The tent and its trappings last for 1 day. At the end of that time, the tent and all objects associated with it (including any items that were taken out of the tent) disappear.

Only the first sentence of the description matters for my purposes, specifically the part that says "...for as long as she holds or carries the item." As far as I understand the item I can have it strapped to my back and I still get the +4 CHA.

So, understanding these two items, if I put my Rod of Splendor in my Glove of Storing do I still count as carrying the item? Does it turn off while shrunk and stored?


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I've searched and can't locate an answer, so I'm sorry if this has been asked before.

The feat Alchemical Crafting says: "When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book."

The Munitions Crafter Feat says: "You also gain the Alchemical Crafting feat and four additional formulas for 1st-level alchemical items."

A formula book starts out blank.

Black Powder is an uncommon Level ZERO item.

RAW, how do I get the formula for Black Powder in my book?

Edit: the only thing I care about crafting is normal black powder.


Quote:
Treat Deadly Wounds: When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day. You must expend two uses from a healer’s kit to perform this task. You take a –2 penalty on your Heal skill check for each use from the healer’s kit that you lack.

My character has the Healer's Hands feat:

Quote:
You can use the Heal skill to treat deadly wounds as a full-round action. You do not take a penalty for not using a healer’s kit when treating deadly wounds this way, and you can do so on a given creature more than once per day. When treating deadly wounds this way, if your result exceeds the DC by 10 or more, add your ranks in Knowledge (planes) to the damage healed. These benefits do not apply to creatures that are not healed by positive energy. You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes).

We just leveled and I want to have him take Incredible Healer:

Quote:
When you use the Heal skill to treat deadly wounds, the target heals a number of hit points equal to either the result of your Heal check or the normal amount, whichever is higher. A creature can still benefit from having deadly wounds treated no more than once per day.

My problem is that I can't figure out how the feats interact?

I have +21 Heal check (10 ranks, skill focus, Wisdom bonus +5) and 10 ranks in Knowledge Planes.
The DC for Treat Deadly Wounds is 20.
If I take 10 I automatically get a 31.

The normal amount I'd heal a target would be Their level + my Wisdom Modifier (15 for any of the other PCs).

But if I use my Healer's Hands what counts as "the normal amount"? When do I check to see if I get to add my Planes ranks?

Taking 10 when using Healer's Hands at my current level would I heal a party member 25, 31, or 41 HP?


I'm not sure I'm reading the Heal spell correctly.

Heal reads:
"The number of actions you spend when
Casting this Spell determines its targets, range, area, and
other parameters.
[one-action] (somatic) The spell has a range of touch.
[two-actions] (verbal, somatic) The spell has a range of 30 feet. If you’re
healing a living creature, increase the Hit Points restored
by 8.
[three-actions] (material, somatic, verbal) You disperse positive energy
in a 30-foot emanation. This targets all living and undead
creatures in the burst."

If I take 3 actions to cast the spell, how much to I heal people? Is it 1d8 or 1d8+8?


Twin Takedown takes one action and says "Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally."

Does this mean that if I don't need to move or take an action for anything other than attacking if I use Twin Takedown I can get 4 attacks in a round?

What does "Apply your multiple attack penalty to each Strike normally." mean exactly? If the first thing I do in a round is use Twin Takedown does my secondary weapon take a penalty? If so, what's my penalty to strike if my second action is also an attack?

If Twin Takedown *does* mean I can get 4 attacks, what's the penalty on my 4th strike in the round?