Search Posts
A player of mine posed me this conundrum; she likes playing her bard but feel inadequate as she does not feel like she is dealing enough damage... I know, damage is not what a bard is about but... Any of you would have any suggestions? Oh; and she would really like to keep bardic knowledge, so that restricts the choice of archetypes a fair bit... fire dance maybe?
What would you guys suggest?
The field agent (from Pathfinder society primer) can take sneak attack has an advance training. There is no mention about taking this particular training multiple time, so; based on the description of the class; the player could not take it more than once.
Same thing with the great casting, actually. The character can only improve his spells once?
So, the lance deals double-damage when used "from the back of a charging mount". Do you know if there other weapons that have that advantage? I suppose it is more of a jousting lance and that's the reason why this bonus does not apply to, for example, a longspear... or any other bracing weapon... It just always struck me as a bit strange and I was wondering if others felt the same...
Here is an item I designed... What do you guys think? HEADBAND OF THE TRICKSTER GNOME Slot headband; Weight 1 lb.
DESCRIPTION
CONSTRUCTION REQUIREMENTS
So, basically, I am designing a magical harp for the part's bard. He lacks any ranks in musical skills so we agreed that it would be fun for him to have a harp that plays itself... and can give a Bonus to perform (basically, he just holds it and pretend to be playing, requiring a bluff check, opposed by either the sense motive or perform skill of the person on the other side...). So, the +5 Bonus to perform is easy. it cost 5² x 100 = 2500GP. The self-playing part seems to call for a "ghost Sound" spell, as written, it would seems like it would cost 0.5 X 1 x 2000 = 1000GP. Multiplied by 1.5, that'd make a 4000GP items. I would also judge that the harp can only "hold" a certain number of tune, let's say half a dozen, and that tunes can be erased to make room for new ones. "Loading" such a tune into the harp would require played on the harp by somebody that has at least a +5 skill modifier to his perform skill. Now, I ma thinking that the items might be more interesting in use if you can put it on the ground and it Plays by itself... But, based on the description of the spell, it seems like the harp could only Play for a round...
Is there something I do not understand? Ps- As usual, the goal of my question is as much for me to clarify and improve my understanding of the rules than to have a simple answer, so if you could explain your answers as much as possible, that'd be much appreciated...
The rapier of puncturing (page 159 of "Ultimate Equipment") is a really nifty weapon and I have been looking at it to try to understand the design behind the magic weapons a bit before. Basically it is a +2 rapier that not only has the wounding quality, but also can deal 1d6 points of constitution damage three times a day.
Ok, so the 320 GP are easilly accounted for, this is the price of a masterwork rapier. Then, the wounding ability is a +2 enhancement, so the rapier is the equivalent of a +4 weapon (I guess, it means it deals 4 points of bleeding damage? Nasty...).
That means that a +2 wounding rapier would cost 320+32000 =32320GP. So, the nifty 1d6 con damage three times a day will costs 18000 GP.
Now, I believe that adding a secondary ability on an object increases its prices by 1.5 which suggests that the price of the spell, by itself, would be 20 000 GP. A use activated spell costs 2000 X Spell level X Caster level so that suggests that the spell level X Caster level is 10.
If I am wrong about the 1.5 the cost bit, that makes the caster level X spell level = 15 which makes much more sense. It is a third level spell cast by a 5 level mage as soon as he gets it, makes perfect sense. Now, I can't find any spell that deals 1d6 points of constitution damage... The weapon description mentions the spell "harm" that deals the usual hit points damage and... is a 6th level spell... So, could never produce a SLXCL value of 15, let alone 10... Now, I understand that these discrepancies could be there simply for balance and flavor reasons and that the formula does not really apply. But it makes me wonder if it is the case or I am just really misunderstanding the math behind such complex weapons... so if anybody more knowledgeable than me could fix my misunderstandings, I would be most grateful...
So, once again, I am working on designing magic items tailored for my party.
One idea I had was to give a "helm of the Komodo dragon" (or some such name).
So, I'd like to know if people agree with my pricing or have any suggestion to improve the item.
Another idea I had was simply to give him an item that grants extra round for his rage but, once again, I could not find any on have no idea as to how to even start pricing such item.
Anyway, thanks for any help you guys could bring to it, I always prefer to have the opinion of more experimented DM before twicking the mechanics...
So, now that the bard left the group, my party finds itself without a healer. Between magical potions, I decided to throw a wand of minor healing at them.
They have also found a magical ring (initially, a ring of spell knowledge I had put there for the bard) but have not so far identified it.
Anyway, I think my pricing is correct, but I'd like you guys' opinion.
So, a player of mine is rather adamant about using two bastard swords for her two handed fighter.
Now, I was wondering about designing a magic weapon to go with it.
I am thinking about making it a +1 enhancement bonus. After all, the main effect is that the weapon deals 1d10 instead of the 1d6 she'd be dealing with a short sword, so it's effectively a +2 bonus to damage rolls, in average and that's not better than the +3.5 she would get from a flaming sword which is also a +1 enhancement... Do you guys agree? |