I hadn't expected to start a debate with my previous post. I'm glad it did. It made for an interesting read. I prefer builds that don't require system mastery. Dagger, club, quarterstaff, crossbow. In the event that the wizard is new to their job and screws up their spell selection, they could still fight. In fact, a crossbow can shoot further than most low level wizard spells. Wizards do well to have a good dexterity score. They get many spells that are ranged attacks. Some of the weapons I mentioned are kinda like the magic items wizards (and other 9th level casters) will be using later in their carriers. Staves can be used like quarterstaves in combat, and rods (such as metamagic rods) are like clubs. I figured it okay if wizards get used to carrying such weapons early in their career. Melkiador wrote: With 10 bolts, that adds up to 12 pounds you’re carrying there before you add your other adventuring gear. I don’t dump my strength as much as most guides suggest and that’s still too much weight. As a wizard-type, I take 1 dagger and rely on acid splash and other spells for everything else. Funnily enough, the last wizard I built carried their own load, literally. They didn't rely on the fighter carrying their food and camping supplies. All their stuff put them into medium load, but they could get to a light load if they dropped their backpack. I haven't got around playing them though, so giving a wizard a medium load might prove to be a really bad idea. I just don't know it yet.
I generally recommend that, at a minimum, every character should start out with a dagger, a morningstar, and a light crossbow. This will give characters the ability to deal damage for every damage type and a decent ranged weapon. The dagger can be either be used as a slashing or piercing weapon, while the morningstar is both blunt and piercing at the same time. FYI, skeletons have DR 5 vs bludgeoning and zombies have DR 5 vs slashing to name a few monsters with DR vs damage type. Some monsters can eat you, so a small slashing weapon is what you need to cut your way out (being swallowed counts as grappling and you can only use light weapons in a grapple). Though, not every class can use these. The Druid don't get proficiency with crossbows and will have to make due with a sling or some thrown weapon. Wizards don't get prof with morningstars, so they have to make due with a club or quarterstaff. One could even argue that Wizards should buy scrolls with their starting cash, or craft 3 for the price of 1 light crossbow. Later you can upgrade to magic gear and alternate materials. Though some classes might only bother with gear you find as loot. Normal for 9/9 spell casters as they should only use weapons as a last resort.
Try not to play a blaster. Wizards are squishy and can't wear armor. If you make yourself into a threat, you'll be dealt with as the threat you are. This isn't a MMORPG where the tank can draw enemies to itself and away from you. Also carry a bow or crossbow. They will have greater range than spells like acid splash. Helpful if you run out of spells (which is likely at early levels).
I found it a bit odd that Paizo opted to give undead the ability to use charisma as constitution, but then had to give zombies and skeletons cha of 10 so they wouldn't lose or gain any hit points. In dnd 3.5, they had a cha of 1 like they should. Basic and mindless undead shouldn't have much personality to them.
Yeah, it does seem to be a problem. Like you, I could not find a single caster class who has all the spells in the staff on their spell list. I think a spell caster can use the staff even if only some of the spells show up on their spell list. They just can't use the spells not on their list. They'd have to figure out another way or not use them at all. I think this staff exists because someone didn't check who could cast the spells. They probably thought that 3 light spells were good enough. By the way, I had to do some editing to copy Staff Of Radiance and put it through AoN. For some reason, I drag or click on link for the title of thread instead of selecting it.
Buy an amulet of the planes and try a DC 15 Int check to get to the plane and location you desire. If you fail you have a 60% chance of getting to the right plane but wrong location. The remaining 40% chance dumps you to a random plane where you can try again. Hope you don't wind up some place dangerous like a volcano.
Magic items that grant feats tend to cost 5000 gp. To cover arcane armor training, you would need to 2 feats: light armor prof and arcane armor training, so 10000 gp. The GM is free to assign a different number, but I would argue that these feats should be on the low end of pricing. Armor qualities tend to cost 50% more when its a flat number increase, so it'd be 15000 gp. Compare lesser ring of energy resistance (12000 gp) to the energy resistance armor quality (+18000 gp) and you see the mark up happening.
Pass. The immortality you offer is too extreme. There are situations where that kind of immortality would be a bad thing. A very bad thing. You did not mention whether you are immune to cognitive decline. Many people don't make it to 100 without their mind going. I'd hate to see what it is like at 10 billion. Another situation is getting captured and studied by those who would also like to have your immortality. Desperate even. They could go so far as to perform surgery on you frequently to try to figure out what makes you tick. I don't think that would be pleasant. Living to be 10 billion won't be pleasant either. Somewhere along in that time, the sun will explode. I hope you are happy to fly around like a large clump of space dust. No air, really cold (or hot at times), vacuum of space, and having no sense of down or having anything to grasp or stand on.
I've come up dry. Sorry if I've wasted your time. However, I did try to figure out the cost of a Staff of the Magi (lesser artifact). Its about 652,000 gp for the components that I could measure. I had previously tried to breakdown the costs of a staff of power, so I know that retributive strike would be less than 3500 gp. So what I don't know is the cost for its ability to absorb spells and the cost of its ability to store 50 charges. The Codex of the Infinite Planes (greater artifact) is even worse. Many of its spells are over 500k in value, and the whole book itself about 3800k before you factor in its defenses. So the Staff of the Magi over 650k gp, and The Manual of the Infinite Planes is even worse as it has a CL of 30 and is worth more than 3 million gp. At level 20, a character should have over 800k in gear and wealth. So I ask you, are you sure you want the players to have artifacts as their base item for their legendary items? They're wildly more expensive than anything players should own.
The rules for legendary items are different from what I recall. I was thinking it was like the capstone (With This Sword) where you simply add 100k worth of abilities to an existing magic item, for some strange reason. I would allow for characters to make artifacts if they qualify. I'm not sure what I would allow if player did make artifacts. Maybe I'll let them break a rule or two with powers. I'm still thinking it over.
LunarVale. You sound convinced that a race with +2 bonus to all ability scores is balanced with the other base races. I'm not sure why we are still having this conversation. I'll still talk if you want to keep talking though. I still think you're wrong. The effects of such a bonus across the board is still worth having many feats. Even SAD classes benefit from these effects. Everyone benefits from more hits points, better saves, and better AC. Wizards use strength as a bonus to deliver touch spells unless they have weapon finesse. Monsters sometimes target the more frail characters, so having buffs is always handy. Wizards do well to have magic belts that boost dexterity and constitution. Perhaps instead of trying to claim a race is balanced because the worst possible characters of a race aren't much better than other bad combinations, you should consider it from the opposite direction and consider balance from the best possible characters of a race being much better than other good combinations.
An Azltani, without other traits, would be still be stronger than a normal human. A +2 to str could be mimicked by a weapon focus feat. Also weapon specialization since a strength increase would increase damage as well. And these bonuses are not tied to any specific weapon. A +2 to dex would give a +1 bonus to AC like the dodge feat. And it could mimic the effects of a weapon focus feat. And a bonus to reflex. A +2 to con would be like the toughness feat. Also would give a bonus to fort saves. A +2 to int would cover the loss of +1 skill points per level. A +2 to wis would increase will saves. A +2 to charisma... nothing comes to mind. Oh wait, something comes to mind. The average human has mental ability scores of 10, 12 with their one +2 ability score increase. The average Azltani, with a +2 ability score bonus to all ability scores, would be 12 without any real effort. This means the average Azltani would be capable of learning level 2 spells of any spell casting class. Wizard, Cleric, Sorcerer, you name it. So no, I don't think an Azltani would balanced with the normal races.
I've considered making a magic item that gave skill ranks (so I wouldn't need to keep changing headbands), but I can't seem to price it right. The problem is a basic +2 int headband is really cheap (4000 gp). A ring with a +5 competence skill bonus is 2500 gp, but +10 is 10000 gp, and +20 is 40000 gp. A +2 int headband is a scaling magic item; the skill ranks part that is.
As someone who hasn't jumped into the 2E bandwagon yet, I'm wondering how good are the magic item crafting rules. Is it a lot of hassle? Can you design your own magic items? What about mundane crafting? Do you need to spend a good part of a year to craft full plate? Feel free to add anything relevant in case I missed something.
The Javelin of Lightning isn't really a weapon. It doesn't have the base cost of a Javelin (though some weapons don't have a cost to begin with), it doesn't have the cost of a masterwork weapon, and it doesn't have the cost of a +1 weapon (ironically, it would be worth more than the Javelin itself). If you really wanted a reusable Javelin of Lightning, I think a fair starting point would be 3 (spell level) * 5 (caster level) * 2000 gp (use activated) = 30,000 gp. I would even add the returning property as a freebie (as it would not be a good reusable tool if you could lose it).
DeathlessOne wrote:
You might want to reconsider that quick rule. There are circumstances where that might actually be the cheaper way to price magic items. If you made a headband of mental superiority +6 that way, you would save 18k. Normal way: 36k + 54k + 54k = 144k
diff of 18k.
I would say a magic staff could pull it off. Somewhat. You only pay the material component costs during construction (50 times divided by charges used). There after, every use of a spell is free. The downside is staves can only hold up to 10 charges and can not be recharged faster than 1 charge a day (and you can't recharge multiple staves for some reason). So there is a cap to how much you can abuse this. You could alternatively make it a command word with unlimited uses magic item. The base price will start at 1800 gp instead of 400 gp for single spell staff. A magic item that could cast True Resurrection at CL 20 unlimited times a day would be 324,000 gp. As a GM, I'd probably block my players from making such a magic item unless it was a high power game. Edit: The sorcerer with the arcane bloodline capstone could get around the number of charges per day a staff could make. The capstone allows the sorcerer to duplicate the effects of 1 charge per every 3 levels of spells they sacrifice to use the capstone. So the sorcerer could keep using the staff until they run out of spell slots. A small downside is that the sorcerer can't store excess spell slots, so if they use a 4th level spell slot when only a 3rd was needed, then 1 level worth of spells is wasted. There is also an Arcane Battery which improves staves, allowing them to hold more charges and get recharged quicker.
Magic items interfering with each other might be the best answer you can give. If 2 or more magic items are too close to each other, then none of them work. To take this idea further, its not just a limit of 2 rings per person, its a limit of 1 ring per hand. However, this is not a perfect explanation as gloves and rings are really close to each other. Maybe they have different enough wavelengths or something... There are ways to get around these limits. One of which is to stuff multiple magical abilities onto the same magic items. This raises the price of the added abilities by 50%. The exception of this is the most expensive ability on the magic item; it gets to keep its normal price. Slotless is another option. It doubles the price of the magic item, but then you don't have to worry about slots at all. Ioun stones are a good example of this. At least, thats how I rule it.
I decided not pursue this type of magic item any further. Do not go looking for loopholes sounds like good advice to follow. Quote: I remember someone posting a house rule years ago where he allowed his players to tear the pages out of a spellbook and use them as scrolls. In that case he was looking for advice since he had realized after the fact that the math worked out to less than half the cost of Scribe Scroll (even accounting for the cost of the spellbooks destroyed). Doesn't sound like a good house rule. Not only is it cheaper to write spells into spell books than to make scrolls, but its faster too, and you could do it multiple times per day. Quote: For each spell you can scribe on the item, multiply the cost by (# of spells squared). I wouldn't use that. Especially since I was going to make slotless magic items. Why pay for spells stored squared if I could make multiple magic items that hold 1 spell instead? I could have 4 items that could carry 1 spell each for the price of 1 item that could hold 2 spells. Or 9 items that hold 1 spell vs 1 item that could hold 3 spells. Handy haversacks are relatively cheap, and always gives you the item you are looking for, so it would be easy to have dozens of these special scrolls.
I was thinking magic scrolls that could have spells scribbed onto them, or maybe a magic book that could hold many such scrolls. Both can have spells scribbed on them at discount. They would be slotless, so the prices would have to be raised to balance that. I think it was a big loss that WotC made it so wizards couldn't use or wouldn't want to use armor.
I'm trying to determine the price of the magic leather strip from a caster's shield. I want to know the formula for scribing scrolls at 50% the normal price. For improving the feature, or adding it to other magic items. Unfortunately, I'm finding this task difficult. The numbers I'm getting don't seem to have a relationship to the effect. For the caster's shield, the remainder is 2000 gp (+1 enhancement, master work shield, and shield comes to 1153 gp). Somehow this is the price of scribing 3rd level scrolls at 50% of the normal cost. There is also a greater caster's shield. For the greater caster's shield, the remainder is 1000 gp (+3 enhancement, master work shield, and shield comes to 9153 gp). The greater effect seems to cost less than the lesser effect. I feel like I'm on a doomed quest. Adding further complications is the fact the 2 shields have 2 different authors (WotC vs Paizo). Does anyone have any ideas to solve this?
Oh right. Crafting magic items in such a way yields progress as though only 1 character was crafting. You would also need to choose who is the creator, which is important for determining the CL of the magic item. If you wanted work to be done faster, both characters are going to need the cooperative crafting feat.
Hi all! I haven't quite jumped onto the 2e bandwagon yet. However, I did hear some news a while back that Wizards of the Coast did a bad. Something about changing the OGL license and making it hard for Paizo to do business. I don't know where to look for news on what happened. I'm hoping someone could point me in the right direction... or explain what happened. I'll be happy either way.
You mean this thing?
Its priced half that of a potion of a 2nd level spell. 2 * 3 * 50 gp / 2 = 150 gp. An unlimited use version of it would be 2 (spell level) * 3 (caster level) * 2000 gp (use activated) * 4 (for a duration measured in rounds) * (2/5) (2 uses per day) = 19,200 gp. Thats an estimate. The next step is to figure out if its worth that much. Compare it to other magic items to see if its overpriced, underpriced, or just right. A thing to note is that this magic item doesn't copy a spell, its copying an elixir that somehow gives 12 hour duration per dose. So discard the * 4 part of the equation and now its 4800 gp. I think that is a reasonable number. Anyways, the numbers given are just estimates. An efficient quiver and a handy haversack would cost 90,000 gp (for a 5th level spell) if you solely relied upon the estimating magic items prices table. In practice, they were priced as approximately 2000 gp magic items, which is what you would expect if you were trying to make magic items using level 1 spells. Basically what I'm saying is sometimes you have to throw out the number the equations provides as it may be way off from where it should be. Edit: I realized later that this elixir is really half the price of an equivalent potion, so maybe reduce the price of the magic item by half (to 2400 gp). Also, I think this decanter should be a wondrous item.
Yes. I'm just curious. I have no plans to make any characters at the moment (maybe later). Anyways, it looks like I might have to homebrew what I want. The wild armor property looks like a good place to start. I'll name this new property "flexible" and rate it as +4 armor bonus, 1 higher than wild.
Though it begs the question. Is the +3 bonus for wild because it negates all armor penalties, or is it +3 bonus because it works with wild shape? I don't think freedom of movement negates armor penalties. It really should have mentioned it if it did.
Claxon wrote:
Nothing right now. I find the dex cap inconvient. I'm looking for options.
The class is from a game called Nethack? It seems I missed that on my first read through. Still, I think the spell casting part of the class seems needlessly complicated. Not everything translates well when converting stuff between different game systems, so you might want to make some changes if you want it to be a good option for players.
I'm not sure what role this class is supposed to fill in an adventure group and what role they fill in the world. I can read the fighter and wizard class and learn about where they fit, but I don't have any the same details about this class. I would put each class into their own thread. This class is already wall of texty. I'd hate to shuffle through several walls of text when talking about multiple classes. I'm finding this class's ability to cast spells to be a bit odd. I would have copied a spell chart from another class instead of inventing a new one. I'm thinking the magus cause your class is a prepared spell caster. If you wanted worse, you could go paladin/ranger spell chart. I don't think limited cantrips per day is good. I would have done what the other classes did and let the class have unlimited cantrips. I'm not sure what the difference is between a wizard's spellbook and this class's spell journal. Do they pay for the cost of special ink to scribe spells into their spellbook? And did I read it right when their notes are sloppy so they suffer a chance for their spells to fail when cast? Removing spellcraft and using forgery and linguist skills instead seems like a bad design decision. Overall, it feels like spell casting bit is not good. Overly complicated and prone to failure.
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