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Yes, that's a good idea, I'll suggest that!


For a NPC fleet's squadron the base morale value is 3, for squadrons of a PC fleet it is Infamy divided by 10 (rounded down). IMHO, it makes more sense to adjust this value with the Charisma modifier of the admiral.

With a morale score of 3, it might take just one failed morale check to loose a squadron. It would even (theoretically) be possible to loose a complete fleet in one round. That doesn't seem plausible to me.

But as I stated in my other post, GM will have (as always) the final say in this.


@Warped Savant: Thanks for your reply! I guess this will be decided by our GM then... :-D


Dirkish wrote:
or would the Admiral add a bonus to the moral of his fleet?

This thread is quite old, but: Same question here..

Shouldn't the Admirals CHA bonus be added to the morale value of all squadrons?


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Hi all,

the rules for fleet battles state:
"An admiral influences a fleet’s morale score and determines the fleet’s maximum size."

Unfortunately, there is no explanation how this is done for the morale score.

I assume, that the charisma modifier of the admiral is added to each squadrons base morale value. Is that correct?

Thanks!


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Belafon wrote:
Orb of the Waybringer[/url] is a neck slot item, thus the 1.5 x multiplier.

Yes that's it, thanks again.


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Belafon wrote:

As Sean says later in the thread Diego quoted:[...]

I do not undertand Sean's calculation for the orb of the waybringer.

He says in one post that "body spaces" refers to items you can wear.

An orb cannot be worn, therefore it doesn't occupy a body space. Based on the table "Estimating Magic Item Gold Piece Values", the rule "No space limitation" in the special secion should be applied, i.e. multiply the total costs by 2.

Or am I missing something here?


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Diego Rossi wrote:

Ezren makes a headband of vast intelligence +6. Cost to create: 18,000 gp

vs.

Ezren makes a headband of vast intelligence +6, but it only works for male humans (discount!) named Ezren (discount!) who are at least "old" age (discount) and were born in Absalom (discount!). Cost to create: ridiculously cheap, even though it works exactly like a standard headband +6.

What you describe is a perversion of the third rule given in my post, which will never be allowed by any sensible DM.

What I need are rules/guidelines for the creation of magic items that I can understand and reproduce.

The specified rules for discounts are from my point of view valid, but should be applied sensibly.

As always, the DM has the final word.

BR.


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I agree with your points. Regarding your first point:

Belafon wrote:


0) If the players are using clauses in the item creation rules to lower their price, they are basically cheating.

If you are referring to the pricing of named items, I agree.

I assume you did not mean the specifed rules to lower the price of adding a magic feature with respect to:
- Charge restriction (divide by 5/number of charges per day)
- Adding multiple, similar features to an item (factors 0.75 and 0.5)
- Items that require a skill/specific class or alignment to use (10 and 30% reduction respectively)

BR.


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Taja the Barbarian wrote:
...For spells with differing spell levels, I believe the guideline has been to use the 'best' version from the 'wizard/cleric/druid' spell lists...

In fact the rules state:

"Calculate the market price based on the lowest possible level caster, no matter who makes the item."

BR.


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Belafon wrote:
Deeper dive: [...]

Hi Belafon,

I tried to understand the cost calculation of some other named items in the meantime.

1) Boots of speed (12000gp, CL10)
This is based on the spell haste:
- Wizard: SL3 (SL: spell level), min CL5
- Summoner: SL2, min CL4

Haste has a duration of 1 rd/CL, therefore CL=10.

It is a command activated item. Therefore, assuming a wizard, we get:
3x10x2000gp = 60000gp

1 charge per day:
60000gp/5 = 12000gp

This matches the "official" price.

But it also means, that the same item made by a summoner would cost 8000 gp.

2) Figurine of the dwarven forge (15000gp, CL5)
This one is more complicated, as it needs 3 spell components:
a) Shrink item: SL3 (wizard, min CL5)
b) Heat metal: SL2 (druid, min CL3)
c) Flame blade: SL2 (druid, min CL3)

a) and b) are command activated (without charge restriction!), c) is use-actived with a charge restriction (once per day).

The cost for a) would be:
3x5x1800gp = 27000gp

Obviously this doesn't work out.

Therefore, I assume 1 charge per day for a) and b) too:
27500gp/5 = 5400gp

The cost for b):
2x3x1800gp/5 = 2160gp

Multiple ability of the same kind, second most costly:
2160gp x 0.75 = 1620gp

The cost for c):
2x3x2000gp/5 = 2400 gp

As the duration is only 1 minute (equivalent to CL1), I divide by 3:
2400gp/3 = 800gp

Multiple ability of the same kind, third most costly:
800gp x 0.5 = 400gp

Summing up a) to c) and multiplying by 2 (no space limitation):
(5400gp+1620gp+400gp) x 2 = 14840gp

This is about the "official" price.

What do you think?

BR.


AwesomenessDog wrote:
... Likewise, you will probably want to get your armor made impervious ...

OK thanks, it seems that I've completely misunderstood how this option works! :-)

I still don't understand though, how this all interacts with the "break DC" mentioned in the impervious armor quality.

BR.


Hi,

the Advanced Armor Training option "Armored Sacrifice" states:

..."The original target takes no damage, but the armor or shield is treated as if it had only half its normal hardness."...

Assuming steel plate mail, the original hardness is 10.

1) After first use: hardness 5
2) After second use: hardness 2
3) After third use: hardness 1
4) After forth use: hardness 0

Is that correct?

Can the armor be repaired in states 1) to 3)? What would be the repair costs?

Is the armor beyond repair when the hardness hits 0, as it just falls apart?

Thanks and BR.


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Belafon wrote:
Before we dig in [...]

Thank you very much for the good and detailed explanation! BR.


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Hi,
the crafting costs for this item are specified as 2,695 gp, the CL ist 7.

This is a +1 stanching armor which needs 3 spells to craft:
- stabilize (Wiz 0)
- anticipate peril (Wiz 1)
- lesser restauration (Wiz 2) (or: cure critical wounds)

Anticipate peril can be used once per day giving a +3 on initiative checks (+3: Level 3 wizard).

How are the 2,695 gp and the CL7 calculated?

Padded armor, masterwork: 5gp (or halved?) + 150gp
+1 stanching: 2000 gp

How do I calculate the spell/once per day use costs? And the CL of the item?

Thanks and BR.


Regarding the Advanced Weapon Training option "Versatile Training": Can the fighter choose any weapon group he/she wants? Or is he restriced to weapon groups he/she has chosen previously as part of the "Weapon Training" class feature?

Example: A 12th level fighter has chosen the weapon group "Heavy blades" at 5th and "Bows" at 9th level. Upon reaching 13th level, he/she selects "Versatile Training". Is he/she restricted in his/her choice to the weapon groups "Heavy blades" and "Bows", or can he/she also choose any other weapon group, e.g. "Axes", as AWT option?

The description in the respective rules sections are unclear to me:

Advanced Weapon Training:
"Beginning at 9th level, instead of selecting an additional fighter weapon group, a fighter can choose an advanced weapon training option (see Advanced Weapon Training below) for one fighter weapon group that he previously selected with the weapon training class feature."

Versatile Training:
"The fighter can use his base attack bonus in place of his ranks in two skills of his choice that are associated with the fighter weapon group he has chosen with this option (see below)."

Thanks again.


Can you temporarily add a special ability using Warrior Spirit to a magic weapon that alread has a permanent one, e.g. add bane to a keen longsword +1?
Thanks.


@Magus Black: Thanks, I think that's a complete explanation! :)


Regarding leveling up a fighter with Versatile Training:
Are the ranks of the 2 chosen skills automatically updated to the new BAB, i.e. without spending ranks from the rank pool that is available to the fighter during the level-up (2 + INT + ...)?

Thanks.


Scott Wilhelm wrote:
If those are your 2 favorite things, you can choose them both. You get a Feat at level 9. That Feat can be Focused Weapon or Warrior Spirit, and your AWT can be the other one.

I thought this wasn't possible, as the Advanced Weapon Training feat states: "This feat can be taken more than once, but at most once per 5 fighter levels."

You say it's possible, as AWT is a class ability and not a feat?

Quote:
But you are using a Butchering Axe? That does a base Damage of 3d6. Focused Weapon would make the base Damage of your weapon 1d8 at level 9, 1d10 at level 10. If you are using the Butchering Axe, then you should probably not bother with Focused Weapon any time soon.

My main focus is on the enhancement bonus and the option to choose a special ability. Regarding the base damage, the "Sacred wapon" ability (which is what you get with Focused weapon) states: "If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged."

We are playing an adventure path, so I expect to get another AWT at 9th and maybe at 13th level (if we get there).


Hi there,

I'm currently playing a half-orc fighter (CN) in a pirate campaign.

On the next level (9th) I get to choose another AWT feature, and I am unsure about what to choose. I like both the warrior spirit and the focused weapon ability, both have advantages and disadvantages from my point of view.

Warrior spirit
Pro:
- Bane... it's so freakin' good... roll 5d6 damage with a butchering axe and get another +1 effectively
- Long duration (1 min), 3x per day at level 9

Con:
- Takes 1 round to activate or change

Focused weapon
Pro:
- Activate or change with a swift action
- Fits better with the character's background

Con:
- No bane...
- No bane... :)

How essential is giving up first round, possibly first two if surprised? Am I overrating bane?

What do you think?

Thanks for your advice.


Hi,

a full plate uses the armor slot, I am aware of that.

Nevertheless the description of a full plate states:
"A complete suit of full plate (or platemail,as it is often called) includes gauntlets, heavy leather boots, a visored helmet,and a thick layer of padding that is worn underneath the armor."

Does that mean, that the Head, Hands and Feet body slots are occupied too?

Thanks.