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224 posts (255 including aliases). No reviews. 1 list. 1 wishlist. 3 aliases.




So how do you know what CL the item is to determine the effects of a spell cast by an intelligent Item?

For example, an intelligent item with the ability to cast a 2nd level spell 1/day - Barkskin.

If the item only has a +1 enchantment, then the CL is 3, right? So casting Barkskin would give the creature touched a +2 natural armor bonus.

If the item has a +1 enchantment and the Spell Storing ability (CL 12), would the target creature of Barkskin get +5 natural armor bonus to AC?

It just kind of seems weird that a 5th level caster with Craft Arms and Armor can create a 12 level casting intelligent item (bypassing the req by adding 5 to DC for Spell Storing Ability).

Am I missing something?


I understand that a normal summon spell require 1 round and the actions of the summoned creature do not occur until the round after the summoner began casting the spell, but in the case of Gate, which requires 1 standard action, does the called creature get a full-round action the round the 'caller' cast the spell?


We were playing the other night and we came to an open-field melee battle that we joined in on and none of us knew if there was a battle melee system that Pathfinder had developed. We tried to look it up but to no avail. Anybody know? We just ended up rolling percentage dice to see how badly we fared against the opponents army and it kind of got wonky.


When scribing a scroll with a material component (MC) is the cost of the MC added to the base price before or after the purchase?

4th level spell Symbol of Slowing

700 (Scroll BP) + 1000 (MC) = 1700/2 - Total cost 850

or

700 (Scroll BP)/2 = 350 + 1000 (MC) - Total cost 1350

Which one is correct the former or the latter?

Then....when do you calculate in the 5% for Hedge Mage Trait?

Oy!


Had a question about when the effects of spells have to occur. In the following two abilities, stackable bonuses are granted for 1 round.

Touch of Destiny:
At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Touch of Good:
You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Does the effect have to occur on the following round? One is an insight bonus and the other is a sacred bonus. If one is cast in round 1, and the next in round 2, can the effect from round 1 ability be postponed until round 3 when the action that needs the bonuses takes place?

Thoughts...?


The text for the spell is below:

"An ally made of pure force appears in a single 5-foot square within range. The ally takes the form of a servant of your god. The spiritual ally occupies its space, though you and your allies can move through it, since it is your ally. The spiritual ally carries a single weapon, one favored by your deity (as for spiritual weapon), which has the same threat range and critical modifiers as a real weapon of its form. Each round on your turn, starting with the turn that you cast this spell, your spiritual ally can make an attack against a foe within its reach that you designate. The spiritual ally threatens adjacent squares and can flank and make attacks of opportunity as if it were a normal creature. The spiritual ally uses your base attack bonus (gaining extra attacks if your base attack bonus is high enough) plus your Wisdom bonus when it makes a melee attack. When the spiritual ally hits, it deals 1d10 points of force damage + 1 point of damage per 3 caster levels (maximum +5 at 15th level). It strikes as a spell, not a weapon, so it bypasses DR and can affect incorporeal creatures.

Each round after the first, you can move the spiritual ally as a swift action. It has a speed of 30 feet, and a fly speed of 30 feet (perfect maneuverability). Being a construct of force, the spiritual ally cannot be harmed by any physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual ally's AC against touch attacks is 10.

If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual ally strikes it. If the ally is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell."

It says it is a construct of force, so can it be attacked by force (magic missiles) and if so what are its HP? None are listed.


How does one unsummon the shadow from the summon shadow ability w/o getting drained?

'At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow's alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow receives a +4 bonus on Will saves made to halve the damage from positive channeled energy and the shadow cannot be turned or commanded. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. This shadow has a number of hit points equal to half the shadowdancer's total. The shadow uses the shadowdancer's base attack bonus and base save bonuses.'

I seems that it would be awfully conspicuous walking around with that thing in town no? Can you tell it to go away? This seemed nicein a dungeon or tomb, but....


Is it imbalanced to come into a campaign where your character died using the advice '25%, 25%, 25%, 15%, 10%' rule but take some item creation feats to create Wondrous Items to save money?


If I an reading the rules right, activating a magic sword with the flaming ability takes a standard action.

Flaming Ability:
Flaming: Upon command, a flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit. The fire does not harm the wielder. The effect remains until another command is given.

A standard action for a command word?


The text states:

While raging, the barbarian gains a bite attack. If used as part of a full attack action, the bite attack is made at the barbarian's full base attack bonus –5.

My Barbarian is 8th level and has a BAB of +13/+8.

do you subtract the 5 from 13 or 8 when attacking with a full round attack?


Do both people who are helping to create an item need the item creation feat?

PRD wrote:

It is possible for more than one character to cooperate in the creation of an item, with each participant providing one or more of the prerequisites. In some cases, cooperation may even be necessary.

If two or more characters cooperate to "create an item", they must agree among themselves who will be considered the creator for the purpose of determinations where the creator's level must be known.

Does this imply that those who fulfill the requirements need to have the ability to create the item?

If you can't "create an item" can you cooperate?

Why would there even be an agreement if one of the cooperaters couldn't create the item in the first place.


Does a Barbarians DR stop bleed damage?


While I enjoy all the talk and rancor surrounding all the new ideas for class and class features, ever since the APG came out, I have gotten the feeling that some of the classes were...overwritten.

To me it seems like the druid got taken out by the summoner and oracle, the paladin by the cavalier and the inquisitor seemed like a super powered fighter with spell ability. The Magus comes across like a 1st level Eldritch Knight.

Now we're talking about samurai, ninjas and gunslingers. Not a fan of guns in fantasy, either. These could very well be Prestige Classes, builds or archetypes, not necessarily classes. Just seems like all the new classes are drowning out the classic classes.

Thoughts?


I have a 7th level cleric with a Ring of Sustenance. The ring allows the wearer to require only 2 hours sleep a night as opposed to the usual 8.

CRB on spell prep:
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

So technically, the cleric could go to sleep at 10 pm, awake at midnight and have his spells prepared by 1 am. Would this be stretching the rules. It is a new day. I don't want to wake my diety up to get my spells. Rovagug is a cranky bear in the mornings.


Can any party member with a decent Spellcraft check use the Aid Another bonus to help an Item Crafter? Or does the helper also have to have the same Item Creation Feat?

Aid Another:
You can help someone achieve success on a skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you're helping gets a +2 bonus on his or her check. (You can't take 10 on a skill check to aid another.) In many cases, a character's help won't be beneficial, or only a limited number of characters can help at once.

In cases where the skill restricts who can achieve certain results, such as trying to open a lock using Disable Device, you can't aid another to grant a bonus to a task that your character couldn't achieve alone. The GM might impose further restrictions to aiding another on a case-by-case basis as well.


Does a crafter have to be a certain level to make say a Belt of Giant Strength +4?

I know he has to have the feat so he must be at least 3rd level, but I have someone telling me that in order to craft the aforementioned item, a character had to be 12th level (bonus x 3).

Is this right?


OK, so there is a character in our group who fires arrows into combat and takes a -8 penalty. He says that the minuses come from not having Precise Shot (which gives you a -4 to shooting into melee) and the target having cover from opponents/allies standing in the way. I am wondering, he doesn't need to take that kind of a penalty, right? The cover is the -4 from shooting into melee right?


Could you enchant a weapon that is not classified as a "thrown weapon"

Thrown Weapons:
Thrown Weapons: Daggers, clubs, shortspears, spears, darts, javelins, throwing axes, light hammers, tridents, shuriken, and nets are thrown weapons. The wielder applies his Strength modifier to damage dealt by thrown weapons (except for splash weapons). It is possible to throw a weapon that isn't designed to be thrown (that is, a melee weapon that doesn't have a numeric entry in the Range column on Table: Weapons), and a character who does so takes a –4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet.

(say a Sai) with Returning?

Returning:
This ability can only be placed on a weapon that can be thrown.

A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown..

Or would you first have to enchant the Sai with the Throwing ability?


Skill ranks are applied with the Headband

Headband of Vast Intelligence:
This intricate gold headband is decorated with several small blue and deep purple gemstones. The headband grants the wearer an enhancement bonus to Intelligence of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. A headband of vast intelligence has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer's total Hit Dice. These ranks do not stack with the ranks a creature already possesses. These skills are chosen when the headband is created. If no skill is listed, the headband is assumed to grant skill ranks in randomly determined Knowledge skills.

Question...When you level up after you have the headband on for more than 24 hours, can you place the new skill ranks (x+INT modifier, which is one higher now with the headband)anywhere you want? Or does the extra skill rank automatically go into the skill that the headband assigns you?


Raging Hobbit wrote:

This is a cool item, but the wording is a little weird.

Does the PC have to be wielding the polearm, spear, etc. to receive the benefit, or can it be displayed as part of the PC's gear (as with the Cavalier photo on APG pg 33)?

I would assume activating the item is a standard action. Is this correct?

Thoughts?

1) The RAW do not state that the weapon has to be wielded, so...No.

2) "If no activation method is suggested...assume that a command word is needed to activate it...A command word is a standard action and does not provoke an AoO"

Standard action.


The headband of vast inteligence (HoVI)grants the wearer an enhancement bonus to Intelligence of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.

So after 24 hours the enhancement bonus becomes permanent as long as the headband is worn, correct?

So...would it still be considered an enhancement bonus to the stat?

Would a subject wearing a HoVI +4 be affected by Fox's Cunning (+4 to INT) at all?

Would he effectively get +8 to INT?


Orange Prism +1 caster level 30,000 gp

Ok, it says +1 caster level. I assume that would grant you 5th level spells if you are say 8th level.

But what if you are an 8th level cleric and a 1st level Sorcerer

Could you effectively switch which caster class you want the +1 caster level for every time you put the Ioun stone on? Could you have two Orange Ioun stones (one for each of the caster classes)?

RPG Superstar 2012 Top 16

no, they don't stack. Same bonuses don't stack when applied to the same thing, regardless of wording.

===Aelryinth


Text: This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.

Do you get the +2 morale bonus if you are not in combat? Could I use Heroism while making a Swim check to cross a river? Or on a Knowledge check? Spellcraft check?

It seems that I would, but I wanna be sure.


I have an item creator Cler 7 Sor 1. I am trying to upgrade a Headband of Vast INT + 2 to a + 4. I was going to have a hired mage cast Fox's Cunning for me every day. According to my interpretation, this would have increased the DC by 5 (now 13). The other players said that I did not have to have the spell cast at all. I contested that the spell had to be cast to create the item. I do not have access to Fox's Cunning at all. The DM seemed to agree with the other players and I know it was his call, but I wanted to make sure that this doesn't come back on me.

Can an item creator make a wondrous item without having the spell cast(by him or another spell caster), even if he doesn't have access to the spell at all?

Another way to phrase the question: Does the spell requirements have to be met at all?

If this is the case, a cleric could make a necklace of fireballs or boots of levitation.

This discussion came up in a recent session and I tried to search for the answer but couldn't find it in the mssgbrd search.


Can a PC move while he has a spell readied? Are there any other actions that a PC can make?

Can a PC identify a spell being cast using Spellcraft while having a spell readied?


When crafting a magic item and using Spellcraft as the check skill, would you gain a bonus from Crafter's Fortune?

Crafter's Fortune gives you a bonus on your next Craft check. When crafting a magic item is Spellcraft considered a Craft check?


Can a sorcerer with an INT of 12, but a CHR of 18, use a scroll of Teleporation (SL 5) written by a wizard?

The prereqs include having the spell in the spell list, must be the right type of magic (arcane), and have the requisite ability score.

Does the 18 CHR of a sorcerer satisfy the "requisite ability score" to cast (activate) a 5th level scroll written by a wizard, which would require a 15 INT?


Raging Hobbit wrote:
From the way the phrase is worded, the area you are monitoring must be known but you dont necessarily need to have been there.

Seems pretty clear to me. As long as that point is within range, don't see why not.

The door is known right? You could try looking through a crack on the door or under it to glimpse inside the room maybe.

If there is any light coming through you could say you want to view the light source and from there see the room.


I have a Headband of Inspired Wisdom +2 and I want to add INT +2 to the same head band.

To do so, I would have to add half the cost of the bonus to the bas price.

4,000 (HIW) + 4,000 (HVI)*1.5 = Base Price

Base Price would be 10,000. To craft the INT +2 it would cost 3,000 to do it myself.

Question is, what is the caster level. Would it remain 8 or would you have to bump it up to 12 because it in effect became a Headband of Mental Prowess +2?


I am trying to craft a shield of adamantine. I want to use this shield as both a shield and a weapon. How does that work with the damage reduction and the ability to bypass hardness for sundering. Would an adamanitine shield even provide damage reduction? The text says it automatically is masterwork. Do I have to pay the adamantine price twice to get both abilities (3,000+5,000).


Under the Wondrous Items in the APG there is an tiem called the Lord's Banner. Under the Requirements section, there is a leadership version that is not described in the text.

Does anyone have any errata regarding this?


I don't see why he couldn't. He uses his magical energies to create the formulae.


Bought the feat and started looking at certain ideas for new magic items. Came up with Bracers of Protection from Evil. The spell would be continuous giving it a Base Price of 4000g (CL 1 SL 1). This might seem a little too powerful for some (2000g and you get +2 AC, rerolls on charm attacks, immunity from evil summoned creatures, nevermind restricting it for discount). How can I make this item more fair. If I increse the caster level by one it double the price and time to make the item, and it doesn't really seem worth it (4000g for a magic item that is useless against plants, animals and neutral/good enemies).

What to do?


Not sure this is the right place to post, but I am using the Pathfinder Charater accelerator at this URL:

http://www.pathfinderdb.com/character-sheets/48-fan-created-sheets/131-path finder-character-excelerator

And it is awesome. I am using an older version that works beautifully and looks great but a new updated version that is linked there now doesn't look as good. It has more usability (magic items and spells as drop down cells *awesome*) There were just a few bugs that needed to be worked out but not an issue for some one who knows their way arounf Excel. The newer version has a landscape and portrait option for the sheets which is ok, but now the sheet looks blocky and robotic. The one I have looks like a character sheet and not a TPS report. I would really like to see more versions of an Excel character sheet. They rock!