Pirahna

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16 posts. Alias of James Wylie.


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Lathiira wrote:
I like these items overall, but the pricing seems off on most of them.

Too high or too low?


Thanks for the comments. I appreciate your analysis

I agree with your comment on Paladin's Blade.

I think probably move action to refill the pouch is good, and since its priced as a continuous effect probably one round is enough for the magic to work.

I think Boots of Grace should be a swift action. Core has examples of boots that work this way (Boots of Speed). I think this makes sense for boots based on the this from the PRD:

"Unless stated otherwise, activating a use-activated magic item is either a standard action or not an action at all and does not provoke attacks of opportunity, unless the use involves performing an action that provokes an attack of opportunity in itself. If the use of the item takes time before a magical effect occurs, then use activation is a standard action. If the item's activation is subsumed in its use and takes no extra time use, activation is not an action at all."

You're probably right for the Thief's Cloak being too good, though I don't think that adding Quicken for use-activated items with instant magic effects where the activation "is subsumed in its use" is necessary. Though thematically for a cloak this is a little hazier than movement effects just working on boots. I'm trying to find a sweet spot between cost and not too powerful for a rogue item of this nature. Maybe a swift Blur effect?

Boots of Sure Footing may be too good. I think its costed correctly off of Feather Step, but some spells aren't meant to transfer to magic items that way. Maybe the same for Cloak of the Traveler.


Adding spoiler text so you don't have to click offsite.

Magic Items:

AMULET OF DIVINE AID
Aura faint enchantment; CL 3rd
Slot neck; Price 2,425 gp; Weight -
DESCRIPTION
This amulet is crafted with the symbol a deity. It acts as a holy symbol of that deity. Once per day as a standard action, the wearer may grasp the amulet to gain a +1 morale bonus on attack rolls and saves against fear effects and 1d8+3 temporary hit points. The bonuses and the temporary hit points last for 3 minutes.
CONSTRUCTION
Requirements Craft Wondrous Item, aid; Cost 1,225 gp

APPRENTICE PALADIN’S BLADE
Aura faint necromancy; CL 5th
Slot -; Price 3,915 gp; Weight 4 lbs.
DESCRIPTION
The wielder of this +1 longsword can create a cure light wounds effect three times per day and a remove fear effect once per day each at caster level 1 by touching the flat of the blade to the target as a standard action that provokes attacks of opportunity. Alternatively, the cure light wounds effect may be used on an undead creature just struck by the blade as a free action (DC 11).
CONSTRUCTION
Requirements Craft Magic Arms and Armor, cure light wounds, remove fear; Cost 2,115 gp

BLESSED SLING POUCH
Aura faint transmutation; CL 1st
Slot -; Price 2,500 gp; Weight 1 lb.
DESCRIPTION
Favored by Halfling clerics, this magical pouch holds up to 10 sling bullets or stones. It grants ammunition stored in it the effects of the magic stone spell.
CONSTRUCTION
Requirements Craft Wondrous Item, magic stone; Cost 1,250 gp

BOOTS OF THE ACROBAT
Aura faint transmutation; CL 1st
Slot feet; Price 400 gp; Weight 1 lb.
DESCRIPTION
These boots grant the wearer a +10 enhancement bonus on an Acrobatics checks made to attempt a high jumps or long jump. The boots function 10 times per day and require no action to activate.
CONSTRUCTION
Requirements Craft Wondrous Item, jump; Cost 200 gp

BOOTS OF GRACE
Aura faint transmutation; CL 3rd
Slot feet; Price 1,600 gp; Weight 1 lb.
DESCRIPTION
The wearer of these boots may move without provoking attacks of opportunity for one round each day.
CONSTRUCTION
Requirements Craft Wondrous Item, grace; Cost 800 gp

BOOTS OF THE SURE FOOTING
Aura faint transmutation; CL 1st
Slot feet; Price 3,000 gp; Weight 1 lb.
DESCRIPTION
The wearer of these boots ignores the adverse movement effects of difficult terrain, and can take 5-foot steps in difficult terrain.
CONSTRUCTION
Requirements Craft Wondrous Item, feather step; Cost 1,500 gp
CLOAK OF THE APPRENTICE THIEF
Aura faint abjuration; CL 1st
Slot shoulders; Price 1,800 gp; Weight 1 lb.
DESCRIPTION
This cloak grants the wearer a +2 competence bonus on Stealth checks. Three times per day as a swift action the wearer may become invisible for 1 round as if through the vanish spell.
CONSTRUCTION
Requirements Craft Wondrous Item, vanish; Cost 900 gp

CLOAK OF THE TRAVELER
Aura faint abjuration; CL 1st
Slot shoulders; Price 1,000 gp; Weight 1 lb.
DESCRIPTION
The wearer of this cloak suffers no harm from being a hot or cold environment and can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves as if under the effects of the endure elements spell.
CONSTRUCTION
Requirements Craft Wondrous Item, endure elements; Cost 500 gp

EVERLASTING WATERSKIN
Aura faint conjuration; CL 1st
Slot shoulders; Price 200 gp; Weight 4 lbs.
DESCRIPTION
This waterskin constantly refills itself with fresh water. It can produce a total of up to 2 gallons of water per day.
CONSTRUCTION
Requirements Craft Wondrous Item, create water; Cost 100 gp

FEARSOME HELM
Aura faint necromancy; CL 3rd
Slot head; Price 1,000 gp; Weight 1 lb.
DESCRIPTION
This helm grants the wearer a +2 competence bonus on Intimidate checks. Additionally, once per day as a standard action the wearer may activate a cause fear effect as a spell-like ability (DC 11).
CONSTRUCTION
Requirements Craft Wondrous Item, cause fear; Cost 500 gp

GIANT’S BELT
Aura faint transmutation; CL 3rd
Slot shoulders; Price 4,600 gp; Weight 1 lb.
DESCRIPTION
This belt grants the wearer a +2 enhancement bonus to Strength. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. Once per day as a standard action that does not provoke attacks of opportunity the wearer may activate an enlarge person effect on himself. This effect lasts for 1 minute.
CONSTRUCTION
Requirements Craft Wondrous Item, enlarge person, bull’s strength; Cost 2,300 gp

GLOVES OF ICY DEATH
Aura faint necromancy; CL 3rd
Slot hands; Price 1,200 gp; Weight 1 lb.
DESCRIPTION
Three times per day the wearer of these gloves may make a melee touch attack that deals 1d6 points of negative energy damage. The touched creature also must make a DC 11 Fortitude saving throw or take 1 point of Strength damage. Undead creatures are immune to both effects, but instead must make a DC 11 Will saving throw or flee as if panicked for 1d4+3 rounds.
CONSTRUCTION
Requirements Craft Wondrous Item, chill touch; Cost 600 gp

PHYLACTERY OF MINOR HEALING
Aura faint necromancy; CL 1st
Slot headband; Price 800 gp; Weight -
DESCRIPTION
This headband contains a small leather boxes which contains a pair of scrolls inscribed with holy verses of a deity. Two times per day the wearer may activate cure light wounds (1d8+1 hit points; DC 11 Fortitude save) as a spell-like ability.
CONSTRUCTION
Requirements Craft Wondrous Item, cure light wounds; Cost 400 gp

RESTFUL BEDROLL
Aura faint transmutation; CL 1st
Slot - ; Price 1,000 gp; Weight 5 lbs.
DESCRIPTION
This magical bedroll is exceedingly comfortable and allows one more restful and rejuvenating sleep than normal. If someone sleeps on the bedroll for eight hours, he regains hit points as if he had undergone a full day of bed rest (regaining twice his character level in hit points). If he completes a full day's rest, he regains three times his character level in hit points.
CONSTRUCTION
Requirements Craft Wondrous Item, restful sleep; Cost 500 gp

RING OF UNDETECTABLE ALIGNMENT
Aura faint abjuration; CL 1st
Slot ring ; Price 1,000 gp; Weight -
DESCRIPTION
The wearer of this ring is constantly under the effect of an undetectable alignment spell.
CONSTRUCTION
Requirements Craft Wondrous Item, undetectable alignment; Cost 500 gp

ROBE OF THE APPRENTICE NECROMANCER
Aura faint varied; CL 3rd
Slot body; Price 3,900 gp; Weight -
DESCRIPTION
This heavy black robe gives a +1 resistance bonus to all saving throws. Additionally, once per day as a standard action the wearer may activate the robe to gain 1d10+3 temporary hit points. These temporary hit points last 3 hours.
CONSTRUCTION
Requirements Craft Wondrous Item, resistance, false life; Cost 1,950 gp


1 person marked this as FAQ candidate.

I've been working on some low-level items based on the magic item creation rules in order to fill out the magic item list for low level characters. I would appreciate any comments or suggestions people have.

http://www.4shared.com/file/gfDpy_1R/Pathfinder_Magic_Items.html


I don't think this build is as good as it was in 3.5 mainly due to Persistent Spell and Divine Metamagic being gone. Those are what made this build good. If you can get your DM to allow them in Pathfinder then the build would still be fine. Without them I think the self-buffing archer is better made as a Bard or Inquisitor.


Here are my suggestions:

First off, he should definitely have some minor undead mooks with him to start the fight to represent zombies and skeletons he has animated. Also, he should have a Symbol of Pain set up at the entrance to his chamber and passworded for himself and his minions. He should have cast it long ago so he won't have it memorized or expended on the day of the fight. He should also have the ways into his sanctum warded with Alarm spells so he knows when the PCs are near.

5th level
Summon Monster V
Cloudkill
Mass Pain Strike

4th level
Greater False Life (he should start the fight with this precast)
Fear
Enervation
Bestow Curse
Black Tentacles
Stoneskin (he should start the fight with this precast)
Dimension Door

3rd level
Magic Circle Against Good (he should start the fight with this precast)
Vampiric Touch
Stinking Cloud
Gaseous Form
Hold Person

2nd level
Ghoul Touch
Spectral Hand
Blindness
Mirror Image
Invisibility

1st level
Shield
Magic Missile

Feat suggestions:
Reach Spell
Skeleton Summoner
Superior Summoning
Augment Summoning
Toughness

Suggested Battle Plan:
1st round - undead minions attack, he casts Cloudkill to cover them and the PCs (Cloudkill doesn't affect undead)
2nd round - Mass Pain Strike to get some damage over time going.
3rd round - If the PCs have dealt with the Cloudkill cast Summon Monster V to bring in 1d3 Fiendish Giant Scorpions. If not, Spectral Hand if he doesn't have Reach Spell. If he does, Vampiric Touch with reach.
Remainder - cast touch spells through the Spectral Hand (or reach spell)

If wounded - Vampiric Touch
If ganged up on - Fear
If losing badly - Dimension Door, Gaseous Form, or Invisibility and flee.


So I had an idea for a rogue character who had been struck by lightning or a lightning bolt trap early in his career but miraculously survived, perhaps having a vision from a god while he was out. Let's call him Zap for now.

Mechanically, he would use the Minor Magic talent to pick up Electric Jolt (level-0 1d3 electricity version of Acid Splash) and Major Magic to pick up Shocking Grasp which could make for some decent sneak attacks.

For RP purposes, I think he would be always jittery and wired and his hair would be constantly frizzy no matter what he tried to do with it. He might even smell faintly of smoke.

I'm looking for suggestions for building a full progression for Zap (feats, ability score assignment, other rogue talents, gear I should pick up, etc.). I want his mechanics to fit the theme, but I also don't want to end up with an unplayable character. Any roleplaying or character background suggestions would also be appreciated.


I don't see a rogue yet. I like playing rogues but I know in some campaigns they don't end up being needed because there aren't very many traps or anything. Will a rogue be necessary/useful here?


I'm definitely interested. I remember RTTOEE starting at 4th level so I just wanted to confirm that we are starting at 1st. Probably would play a melee type.


As far as I can tell Pathfinder magic item creation rules don't really make a distinction between what type of abilities should be on rings vs. on wondrous items. I think you can safely add any ability you would find on a wondrous item to a ring for basically the same cost. The only cost adjustment is going to be the +50% for adding additional abilities. So I think the originally discussed ring would work out to:

9000 gp - Pearl of Power 3 (start with the most expensive ability)
+6000 gp - Pearl of Power 2 (+50% for an additional ability)
+1500 gp - Pearl of Power 1 (+50% for an additional ability)
+3750 gp - Sustenance (+50% for an additional ability)
--------
20250 gp market price (10125gp to craft)

That's my understanding of the RAW cost. If I were DMing I would not add the +50% for extra Pearl of Power abilities because they are slotless items to begin with.

I think a Ring of +2 Int would just be 4000 gp market price (2000 gp crafting cost)


I've played an AT and I think it is a weak combat class till you get Surprise Spells (which plays oddly because it works best with spells that you probably avoided up to that point). It gives you a lot of flexibility in out of combat and scouting situations, but if your game isn't going to have those its not great. Here's my general advice:

Race should be Human or Elf for a Wizard base or Halfling for a Sorcerer base.

Good options for a Wizard base are (1) Universalist and using a short sword as your arcane bond which you make into a Sword of Subtlety when able; and (2) Diviner for Forewarned combined with the Rogue talent Surprise Attack and Improved Initiative. For such a Diviner I think Elf using a longbow and Rapid Shot is the best option and focusing on Dex over Int. I think crafting and self-buffing are good options for Wizard-based ATs. Anything that you feel deficient in compared to a normal Rogue you can alleviate by making yourself a magic item or with a buff spell. I found low level Pearls of Power to be pretty awesome.

For a Halfling Sorcerer I think Fey focusing on compulsion spells with SF and GSF is a good route to go. You have good spell options at every spell level (Daze, Sleep, Hideous Laughter, Touch of Idiocy, Hold Person, Confusion, Deep Slumber, etc.) and also Scorching Ray for a ranged sneak attack.


The electrical damage should apply to both arrows.

Improved Initiative wouldn't be a bad choice. One advantage of a ranged build is you can take a full attack during the first round of combat when everyone is still flat-footed. Surprise Attack might be an okay rogue talent in that regard.

Basically, you should be stealthed at all times and have enough perception to always be active during a surprise round or create one on your terms. Then if you win initiative you have 4 potential SAs (1 during surprise round and 3 against a flat-footed target in first round of combat).

Also, take a look at the Stag's Helm from the 1st Kingmaker adventure. It would be good for your character. It is only 3,500 gold.


All excellent ideas. I love Drunken Master. But I think both Ki Mystic and Drunken Master don't actually get access to the normal Monk Ki pool powers until 4th level. Am I reading that wrong? That 4th level might be worth it anyway, an extra 20 feet would be nice for a charging Dwarf.

Also Furious Focus requires using a weapon 2-handed. I've been worried about this build offensively, do you think I should just drop the shield and use a 2-hander with power attack?


So I had an idea for a Dwarf Fighter build that takes 2 levels of Monk (Sacred Mountain archetype). It seems like you get a lot of benefit from this and by focusing on AC and with the save bonuses from Dwarf and Monk you could make a pretty tough defensive warrior. For bonus feats I'm thinking Dodge and Improved Grapple. The other benefits you get from your dip are +3 to all saves, +1 to natural armor, Toughness, Stunning Fist, and an unarmed strike for rare situations. With other feats and early fighter bonus feats I'm looking at Shield Focus and Ironhide to further pump AC. After his Monk dip I'm thinking straight Fighter with full plate, shield, and waraxe.

So at early levels I'm thinking the build basically looks like this:
Str 17 Dex 13 Con 16 Int 13 Wis 14 Cha 6 (with 25 point buy)
Ftr 1 - Ironhide, *Shield Focus
Mnk 1 - *Stunning Fist, *Dodge
Ftr 2 - Weapon Focus (Waraxe), *Combat Expertise
Mnk 2 - *Toughness, *Improved Grapple, +1 natural armor

Any thoughts on this type of build? Specifically, what should I be looking to do with feats after taking the easy AC bonus feats? Also, are there any better choices for bonus feats? Would you stat him differently?


Hydro wrote:


Nice! I've toyed with a lot of similar ideas in various contexts.

Have you done any playtesting?

Not yet. I'm still trying to build some of the tables. It has turned out to be more difficult than I thought. The first few I built ended up being too focused and fit too well with specific classes. I want to avoid easy choices and have the tables work to make a more balanced and interesting character with weird combos rather than just all stacking to focus on one idea.

Hydro wrote:


I like the genre and concept of The Oath, but the Yahtzee dicepool mechanic looks like a drag to me. What works in Yahtzee (a game where the dice are the ENTIRE game) does not necessarily work in RPGs.

It may turn out to be too time-consuming in the end. There are a lot of effects in the game that mess with the dice pool though. Intervention of your divine patron allows you to reroll dice from the pool. Some fear effects allow you to force rerolls or remove specific dice from the pool, etc.


I've been working intermittently on two systems.

One is called The Oath and the setting is pseudo-historical/mythological heroes across multiple cultures in the ancient world (The Iliad, Romance of the Three Kingdoms, etc.). Players are epic heroes (usually having at least one immortal parent) and have sworn "The Oath" to aid each other in fulfilling their destinies. Advancement comes through completing Deeds, which can result in material rewards and epithets/cognomen (swift-footed, god-like, of the shining helmet, etc.) which increase the character's statistics and provide special abilities. The dice mechanic I'm using for this one right now is rolling a pool of d8s equal to skill against a static target number. The result of the roll is counted similar to Yahtzee in that you either take the highest number, add up pairs or triples, or add up straights of at least 3 to get your result. The excess by which you beat the target number allows you to activate special abilities and increase success (do more damage, knock them to the ground, etc.)

The other is an untitled D&D clone that amplifys on the 20 level race concept that was discarded for 4e. In this system you choose race, class, astrological sign and prestige class which all have level templates that grant abilities and stat boosts. The character building element comes in combining the tables.