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.
Hi all, the rules for fleet battles state:
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!
Belafon wrote:
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?
Diego Rossi wrote:
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.
I agree with your points. Regarding your first point: Belafon wrote:
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:
BR.
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.
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)
Haste has a duration of 1 rd/CL, therefore CL=10. It is a command activated item. Therefore, assuming a wizard, we get:
1 charge per day:
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)
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:
Obviously this doesn't work out. Therefore, I assume 1 charge per day for a) and b) too:
The cost for b):
Multiple ability of the same kind, second most costly:
The cost for c):
As the duration is only 1 minute (equivalent to CL1), I divide by 3:
Multiple ability of the same kind, third most costly:
Summing up a) to c) and multiplying by 2 (no space limitation):
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
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.
Hi,
This is a +1 stanching armor which needs 3 spells to craft:
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
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:
Versatile Training:
Thanks again.
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
Con:
Focused weapon
Con:
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:
Does that mean, that the Head, Hands and Feet body slots are occupied too? Thanks. |