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Does an innate spell recharge spellstrike?

Does an innate spell power magus stance?

Thanks


On the D20PFSRD, it says Adventurer's Guide but in the AG, in the back listing of PrC's, its not there.

Thanks,

Kenneth


I've done searches for this and didn't come up with a viable answer so I'm writing this. My magus took Combat Maneuver (Trip) Arcana. Does he have to have Combat Expertise to get it?

Does he provoke when he tries to trip?

Thanks

Shoga


I would like to make a sorcerer whom is half drow, half elf but not sure what I would have to do to make it. Any advice would be helpful.

Thanks


New Eidolon Evolutions

I have been thinking about alternative uses for an Eidolon besides combat or as a mount and through my research at the Paizo site as well as other venues I haven't found any way to allow for an Eidolon to be of use in other capacities. In the Super Genius Games - Pathfinder Role Playing Game Accessory - Advanced Options Extra Evolutions, there is a 2 point Evolution called Metamorph that allows changing an Eidolons base form, but that doesn't do what I had originally wanted. So, I have rewritten the Large Evolution to accommodate for some new uses for the Eidolon. As it says in the Large Evolution, the Eidolon must be medium to take the Large Evolution. My rewrite would take into consideration a small Eidolon as a Summoner might choose small in his/her initial creation. I personally, would stay with a medium Eidolon for simplicity but ultimately, the choice is up to the player/Summoner to decide. The costs are the same regardless of size and are cumulative. My thought would be to create an Eidolon that could change from a Medium base size to Large for combat then to Tiny so I can carry him into taverns and shops. Something you can't do with a Large Quadruped Eidolon. Secondly, as stated in the original text (Advanced Players Guide page 59) "If this choice is made, the eidolon can be made Medium whenever the Summoner can change the eidolon’s evolution pool (which causes it to lose these modifiers for being Small). "I include three new Evolutions to supplement the Size Increase/Decrease Evolution with the following:

1 point Evolution

Shifter I (Ex): The Eidolon can as a Standard action, change it's size by one size category depending on the Size Increase/Decrease Evolution taken. The Summoner must be at least 8th level to select this Evolution.

2 Point Evolution

Shifter II (Ex): The Eidolon can as a Standard action, change it's size by two size categories depending on the Size Increase/Decrease Evolution taken. The Summoner must be at least 11th level to select this Evolution.

3 Point Evolution

Shifter III (Ex): The Eidolon can as a Standard action, change it's size by three size categories depending on the Size Increase/Decrease Evolution taken. The Summoner must be at least 14th level to select this Evolution.

4 Point Evolution
Size Increase/Decrease (Ex): An eidolon grows or shrinks in size, becoming one size larger or smaller per the Summoners wishes. The Summoner must be at least 8th level before selecting this evolution.

If 6 additional evolution points are spent, the eidolon instead becomes an additional size that stacks with the initial size purchased. The Summoner must be at least 13th level before selecting this option. The ability increase evolution costs twice as much (4 evolution points) when adding to the Strength or Constitution scores of a Large or Huge eidolon But does not change if reducing to small or tiny.
This Evolution may be taken multiple times for a total of 2 increases and 2 decreases to allow size changes from Tiny - Huge. If a Summoner would want all the changes from tiny to huge would cost him/her 10 points for large and huge, and 10 points for small and tiny.

The following chart shows the effective changes in sizes from Tiny to Huge with a base size of Medium. Adjust accordingly for your Eidolons size.

Huge
+16 bonus to Strength
+8 bonus to Constitution
+5 bonus to its natural armor
–4 penalty to its Dexterity
–2 size penalty to its AC
-2 to attack rolls
+2 bonus to its CMB and CMD
+10-foot reach
–4 penalty on Fly skill checks
–8 penalty on Stealth skill checks
If the eidolon has the biped base form, its reach increases to 15 feet (10 feet for all other base forms).
Plus any Reach evolutions purchased.

Large
+8 bonus to Strength
+4 bonus to Constitution
+2 bonus to its natural armor
–2 penalty to its Dexterity
–1 size penalty to its AC
-1 to attack rolls
+1 bonus to its CMB and CMD
–2 penalty on Fly skill checks
–4 penalty on Stealth skill checks
If the eidolon has the biped base form, it also gains 10- foot reach. Plus any Reach evolutions purchased.

Medium
As base medium sized creature

Small
–4 penalty to Strength
–2 penalty to Constitution
-1 Bonus to Natural Armor (Minimum 0)
+2 bonus to Dexterity score
+1 size bonus to AC
+1 to attack rolls
–1 penalty to CMB and CMD scores
+2 bonus on its Fly skill checks
+4 bonus on its Stealth skill checks
Reduce the damage of all of its attacks by one step (1d6 becomes 1d4, 1d4 becomes 1d3).

Tiny
–8 penalty to Strength
–4 penalty to Constitution
-2 Bonus to Natural Armor (Minimum 0)
+4 bonus to Dexterity score
+2 size bonus to AC
+2 to attack rolls
–2 penalty to CMB and CMD scores
+4 bonus on its Fly skill checks
+8 bonus on its Stealth skill checks
Reduce the damage of all of its attacks by one step (1d6 becomes 1d4, 1d4 becomes 1d3).
A tiny creature has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent’s square to attack). If the Eidolon has the Reach Evolution, this adds to the reach of a tiny Eidolon. Meaning a +5 Reach would allow a tiny Eidolon to threaten and attack the squares around it without having to move into the opponents square.

Comments?


TRAVELER’S ANY-TOOL:

PRICE 250 GP
AURA moderate transmutation CL 9th WEIGHT 2 lbs.
This implement at first seems to be nothing but a 12-inch iron bar
lined with small plates and spikes. It can be folded, twisted,
hinged, and bent, to form almost any known tool. Hammers,
shovels, even a block and tackle (without rope) are possible. It
can duplicate any tool the wielder can clearly visualize that
contains only limited moving parts, such as a pair of scissors, but
not a handloom. It cannot be used to replace missing or broken
parts of machines or vehicles unless a mundane tool would have
done the job just as well.
The any-tool counts as a set of masterwork artisan’s tools for
most Craft or Profession skills (although very specialist crafts
such as alchemy still require their own unique toolset). It is an
ineffective weapon, always counting as an improvised weapon
and never granting any masterwork bonus on attack rolls.
CONSTRUCTION REQUIREMENTS COST 125 GP
Craft Wondrous Item, major creation

Several threads have been made for the list of things that could be made but what was not defined was what the end product weighs or its overall size.

This Thread thread gives ideas on what could be made if the GM allows. I am looking to answer the following questions due to the limited description on the any-tool.

1) Will it create a tool that weighs more or less than the 2 lbs the any-tool starts out as?

2) Will it create a tool that's more than 12 inches in length/width/height?

Case in point, It says it would create a Block and Tackle (without rope). How much weight would it support? Would it create a tripod for the B&T if that's what you visualized?

If it could create a sledgehammer, could you specify an 8 lb sledgehammer?

If you wanted a 2 foot sled, would it do that? Or a wheelbarrow?


1 person marked this as FAQ candidate.

I am wondering if it would be possible to place class ability armor enhancements onto Inertial armor or Mage armor. I would think not but considering Inertial Armor creates a force effect thereby creating a physical manifestation of armor, it could reasonably be added to by other psionic/magical effects.

Example

Magus Arcana Warding from Unlimited Possibilities : New Magus Arcana

Warding:
Warding (Su): The magus may expend 1 point from his arcane pool as a swift action to grant any armor he is wearing a +1 enhancement bonus to AC for 1 minute.
For every four levels beyond 1st, the armor gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the armor, stacking with existing armor enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. A magus of 5th level or higher can use these bonuses to add any of the following armor properties: fortification (light, moderate of heavy), ghost touch, invulnerability, and spell resistance. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. The magus can also grant the following properties using the listed bonus cost: energy resistance (+4),glamered (+1), improved slick (+3), improved shadow (+3), jousting (APG)(+2), slick (+2), and shadow (+2). These properties are added to any the armor already has, but duplicates do not stack. If the armor is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is expended and cannot be changed until the next time the magus uses this ability. These bonuses and properties are not functional if the armor is worn by anyone other than the magus. A magus can only enhance one suit of armor in this way at a time. If he uses the ability again, the first use immediately ends.

Shogahin


As everyone knows, there's free actions, swift/immediate, Move, standard and full attack actions. And, we know we can change a standard action into another move action in a round. What I would like to know is if it would be possible/acceptable to change a swift action to a move action.

I am playing a Magus(Kensai/Bladebound)which uses a lot of swift actions for a good portion of their abilities. Would it be possible to use a swift action to replace a move action, thereby giving you 2 swift actions in a round?


Mirror of Vanity:
Price : 3600gp
Aura Faint : Conjuration CL : 1st Weight : 1Lb

This mirror looks like a regular hand mirror until gazed into and the command word spoken. It then acts as the prestidigitation spell. You can specify when activated to either clean yourself (your body) or your clothing and equipment. If used to clean your body, it takes 10 minutes and starts at the top of your head and proceeds down to your feet, cleaning, or soiling your body as you indicate. If used to clean, your hair is cleaned and brushed in the style you prefer and the rest of your body is cleaned accordingly. At the end of the 10 minutes, you feel as if you had bathed.
If you specify your clothing/gear, it takes 10 minutes to clean/soil your clothing/gear as if you had them laundered (if clean is specified).
This item can only be used up to 1 Hour per day in 10 minutes increments.

Construction Requirements Cost : 1800 gp
Craft Wondrous Item, Prestidigitation

The cost of this item seems a bit high but I figured it using the Create magic items table in the Players guide, page 550, Table 15–29: Estimating Magic Item Gold Piece Values.

Spell Effect Base Price Example
Command word Spell level x caster level x 1,800 gp Cape of the mountebank
Special Base Price Adjustment Example
No space limitation3 Multiply entire cost by 2 Ioun stone

Shogahin


SECURITY BELT:

PRICE 12,500 GP AURA faint transmutation CL 5th WEIGHT 1 lb.
A security belt increases the DC of Sleight of Hand checks made against the wearer and checks to locate items or weapons hidden on the wearer’s person by 5. The wearer also gets a +5 bonus to CMD against the steal maneuver. Once per day on command, the wearer can touch a single item of up to 10 cubic feet and shrink it into a tiny cloth duplicate as the shrink item spell. With a move action, the wearer can draw one of these
items from one of the belt’s pockets and return it to normal size.
It is difficult to detect a security belt and any items in the pockets
as magic. They are affected as though a constant magic aura
spell were making them appear nonmagical.
CONSTRUCTION REQUIREMENTS COST 6,250 GP
Craft Wondrous Item, magic aura, shrink item

This item says it has pockets (plural form) but doesn't state how many. I had a thought that CL5 (minimum to create)has 2 pockets and with every 5 levels above CL5 the creator has, an additional pocket is created to a maximum of 5 at 20th level. Additionally, creators of CL10,15,and 20 could give up a pocket to give the belt an additional daily use of its shrink item ability.

Any thoughts?

Shogahin


I have been playing RPGs for a very long time. Mostly D&D and now pathfinder. I have found that crafting/enchanting items are much more difficult when adventuring than when you have a community of resources available. Add on to this the reluctance of DM's to accept alternatives in the crafting/enchanting rules. In pathfinder there are general rulings to craft/enchant items while adventuring. But, it doesn't make sense to me that the gold requirement is the be all end all of the crafting/enchanting process. As stated in the crafting/enchanting rules, the gold requirement goes for materials necessary in the crafting/enchanting process. I would like to submit an option to allow for a more (dare I say) realistic crafting/enchanting process than gold requirements being end all be all.

Here goes.

Enchanting Alternatives

When enchanting an item, present rules dictate a specific gold piece cost associated with the enchantment. I propose a more dynamic system to allow for situations outside of normal crafting/enchanting rulings.

Present rulings

Typically, the enchanter will be in a community with some access to markets for various supplies in exchange of gold.

If not in a community, then the options for crafting/enchanting goes to practically nil due to access to resources such as raw materials.. i.e. wood, metal, gems, gold....etc, and finished products . i.e... weapons, armor, inks, ...etc.

This alternative is for those instances where an crafter/enchanter does not have access to ready materials. Here's how it works.

crafter/enchanter has an item they want to craft/enchant. They need to know what materials would be required to craft/enchant item.

Roll percentile dice and write down the result. Roll again and add to the first roll, if this comes to 100% your done.

The first roll is for percentage of gold required for the crafting/enchanting process. It is possible to roll 100 and so, the gold would be all that's required.

Any subsequent rolls are for other materials needed for the process. The GM is final arbiter of materials needed.

example:

Janden is wanting to enchant his boots for Boots of the Cat. He is a sorcerer, he has the Craft Wondrous Items feat, he has the 700 gp needed but he is adventuring so he doens't have the resources of a town to get the materials for the process. So he gets with his GM who rolls percentile die and gets a 56%. This is the gold requirement. 700gp x .56 = 392 gp.

The Gm rolls percentage again and gets 31. He then adds it to the 56 to get 87%. Another material is necessary for the enchanting process. It could be animal, vegetable or mineral depending on GM call. GM rolls percentage again and gets 89 then adds it to 87%. this covers the remaining 13% left so now the player and GM knows it will take 392gp plus 2 other material items determined by GM. For those GM's who do not want to be bogged down with trying to determine an exact material, could just have the player roll a knowledge: arcana to see if they know what's necessary, then an appropriate Knowledge skill to see if its in the area.

Simple yet effective.

Shogahin


As stated, I am playing a 3rd level 2nd Tier Mythic Human, Psychic Warrior with the Meditant Archetype. I am looking at taking Mythic Titan Strike Feat at 3rd Tier. My question comes in figuring my Unarmed Damage throughout the rest of my progression.

Unarmed and Dangerous: A meditant is a student in the art of fighting without weapons. The meditant gains the Improved Unarmed Strike feat as a bonus feat. In addition, the meditant’s unarmed strikes deal 1d6 damage if the meditant is Medium, adjusted accordingly for meditants of other sizes. At 5th level, and every five levels thereafter, the meditant’s unarmed strike damage improves based upon the chart below (adjust accordingly for meditants that are not Medium size). This ability replaces the martial weapon proficiencies normally gained by a psychic warrior and the bonus feat normally gained by a 1st level psychic warrior.

Table: Meditant Unarmed Damage Progression ( Damage increases at 3rd Tier)
Level Unarmed Damage
1st 1d6 (1d8)
5th 1d8 (2d8)
10th 1d10(3D6)
15th 2d6 (3D8)
20th 2d8 (4D8)

And

Titan Strike (Mythic)
Your fists can fell titanic foes.
Prerequisite: Improved Unarmed Strike (mythic).
Benefit: Your unarmed strike deals damage as if you were one size category larger. You also gain a +1 bonus for each size category that your target is larger than you on the following: bull rush, drag, grapple, overrun, sunder, and trip combat maneuver checks and the DC of your Stunning Fist.

My guess as to figuring my unarmed damage is in the table above. Is this correct?

Thanks


here are 2 new spells I would like to present to everyone to critique. Feel free to comment or use them if you want.

Natural Armor spell for arcane casters. I think its pretty balanced.

Hard Skin

School Transmutation; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (a piece of cured troll hide)
Range touch
Target creature touched
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance no (harmless)
The skin stiffens and hardens giving the target +1 Natural Armor +1 / 5 caster levels to a maximum of +5 at 20th Level.

Based from the Divine spell, barkskin but converted to arcane standards.

I have heard quite a bit about crafting scrolls/magic items that are less than 1000gp in cost and the rule that states only 1 magic item per day. I figure this would compensate for those restrictions.

Ghost Self

School Evocation; Level Cleric 5, Sorcerer/Wizard 5
Casting Time: 1 Minute
Components V, S, M (bits of hair and nails from yourself)
Area of Effect: 30 Feet
Target: Self
Duration: 8 hrs
Saving Throw Will negates (harmless); Spell Resistance no
Upon casting Ghost Self the caster creates a ghost-like imitation of himself. Everything is identical with the exception of Level. For the duration of this spell, the caster and the Ghost split the casters class level with odd levels staying with the caster. I.E.. 9th level Sorcerer casts Ghost Self. Caster is considered a 5th level caster and the Ghost as a 4th.
For the duration the ghost self imitates all actions of the caster. The purpose of this spell is to create an additional scroll per day than the caster could normally do. All materials of the scrolls to be made must be available. Scribe costs are doubled. The Ghost Self can only scribe the same spell as the caster. This can only be used to scribe an additional scroll defined by ½ castor level or below. Not to exceed 500 gp each finished scroll.
Any interruption of the caster ends the spell immediately with ½ the materials lost.


Hi, I am playing a summoner with a quadruped eidolon. (my mount). I was going through seeing about making a magic item to allow my mount to go into inns and taverns with me. I would think barkeeps and such would frown on a 4 legged critter coming in.

I was thinking like an amulet of Alter self. When my mount wasn't useing it, I would be wearing it. According to the magic item creation rules heres what I have.

Amulet of Alter Self

Craft Wondrous Item
Wizard 2nd level spell Alter Self
Caster Level is 3

continuous Spell level x caster level x 2,000 gp
If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4.

(2x3x2000)x4=72,000gp

Did I do this correctly? Seems a bit steep tho. Is there a better way for me to change my eidolon to bipedal?

Thanks


Me and another player were having a discussion on brewing potions for his Alchemist and he brought to my attention a contradiction in the rules. I tried doing a search but didn't find anything answering our questions.

Brew Potion Feat, page 119 Core book

"Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price."

Page 549 Core Book

"Regardless of the time needed for construction, a caster can create no more than one magic item per day"

Does this mean he can only do one potion in a day? Or could he do 4 if the cost is 250g or less?

Edit: I went back to the rules in the PF core and found this statement which I feel covers the issue. Thought I would bring it to the table just in case.

page 549 PF core

"The creator also needs a fairly quiet, comfortable, and well lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item’s base price (or fraction thereof ), with a minimum of at least 8 hours. >>Potions and scrolls are an exception to this rule;<< they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item."

"Potions and Scrolls are an exception to this rule."

and so, brewing 4 potions costing 250gp or less each can be done in 8 hrs (1 day).


I would like to create a class that is similar to one in 3.5 but I don't want to step on any toes. I've tried looking at the OGL rules but they are lawyerly terms and totally above my huckleberry. Any assistance would be greatly apreciated.


Hi, me and my DM are trying to find out information and opinions as to why the summoner is restricted to 1 base form? IMHO, I feel its restrictive and wouldn't change the balance of the class. My DM wants comments and/or possibly some definitive explaination on the why and if it would break the balance of the class.

Thanks


Heres the buildup. I have a 1/2 orc Inquisitor that uses TWF and an orcish double axe. The action is from the teamwork feat ability they get. Here it is:

The inquisitor Teamwork Feat wrote:

Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork
feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

My question pertains to the 2nd paragraph. "As a standard action." Is there any way to take a feat or some other way to change this from a Standard action to a move/swift/immediate action?

Thanks


I know there are a ton of threads asking about the Eidolons base form. I propose a slight change in the Summoners Eidolon base form description for clarification and to allow the Summoner a bit more flexibility in being what he is. A Summoner.

Presently, the Summoner can only summon one base form of Eidolon. This I feel is restrictive to the Summoners purpose. By allowing the Summoner to choose any of the forms when he summons would allow him greater flexibility without changing his balance.

The Summoner cannot summon another Eidolon while one is active. So the Summoner would have to dismiss his present Eidolon and then spend the 1 minute and one of his summons abilities to bring forth a different base form. Additionally, if his present form dies, it returns whence it came and cannot be summoned until the next day. This could be modified to say, " If the Eidolons present form dies, the Summoner cannot summon that form until the next day." or just leave it at not being able to summon his eidolon at all.

Any skills / feats the Eidolon has is transferred to any of the forms. No changes can occur.

Evolution points spent can be spent on any combination of forms as long as no points remain. So, at 1st level you get 3 evolution points. You could spend all 3 on the biped form or between 2 forms or divide between all 3.

Thoughts, Comments?


Every 4 levels a character gets a +1 to any attribute.

What kind of bonus is this? No type? Inherent? .....

Thanks


I was thinking that there seems to be a limited number of bonus types for the different character options. I will list them and my thoughts :

AC

Armor Bonus
Shield Bonus
Natural Armor bonus
Deflection Bonus
Luck Bonus
Inherent Bonus
Circumstance Bonus

Obviously, this list isn't exhaustive and doesn't cover all the other options I.E... saves, skills...etc

I can understand why there should be only a few but a few more couldn't hurt.

Why not add :

Racial Bonus
Class Bonus

and atm I can't think of any more to add.. :)

This would bring more options for magic items and other insances where other bonus's could be added.

Thoughts?


Fey Power from Complete Mage states " Caster Level and Save DC's on enchantment spells and Warlock invocations increases by 1.

Does this mean that Warlock invocations that are enchantments are the only ones to benefit from this or is that all invocations that gain CL and save DC's?

Does Eldritch Blast count as a "Special Ability" as required by the "Ability Focus" feat in MM?

We are looking for something of an "official" response.. not sure if thats possible. Even some good arguments for the differences would be welcome.