Sparky Magoo's page

7 posts. Alias of Michael Pace 573.


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hogarth wrote:


Do you know of an example of an item that gives an AC bonus N times per day?

I think part of creating unique items is having something that doesn't exist in the game. In any event, I don't have a problem with a wondrous item that cast shield and/or mage armor on the wearer x-number of times a day.

We use the command word activation formula on 15-29:

spell level x caster level x 1800 divided by (5 divided by charges per day)

For example Shield with a 5 minute duration usable 3 times per day

1 x 5 x 1800 x 3/5= 5400


hogarth wrote:


Adding 9600 gp for +4 AC (3/day)...

How did you calculate this?

Thanks.


Kal-El wrote:

OK - so let's give the actual example.

I would like to have an intelligent item made with the following abilities:

Shield 3/day CL1
Deadly Juggernaut 1/day CL 5

I still say that shield and deadly juggernaut have a range of personal. If you allow an intelligent object to cast a spell with a range of personal on someone else, you are allowing it do something that no caster in the game can do. Range of personal equals the caster. Not the BFF of the caster wearing him around his neck. If I cast reduce person on myself and enlarge person on you...and you tie me around your next...when I cast shield, it will still only be on me.


hogarth wrote:

Somehow I get the idea that this isn't a hypothetical example at all. :-)

I agree that having an intelligent magic item of an item that produces a spell-like effect is kinda sorta like having a quickened version of that spell for cheap. But as I said, I think that's a problem with the intelligent item costs being too cheap, in general.

LOL. There are too many omissions in how intelligent items are created. And if you ignore everything it's missing, then yes it's way too cheap to make intelligent items. But I can't ignore the omissions.

And yes Kal-El and I know each other.


hogarth wrote:
Kal-El wrote:
I think the argument is that one of the command word activated powers of the item is Deadly Juggernaut, which the wearer can activate with a command word. This is NOT a spell that item can cast. Can the item activate this power? I believe the item can activate the power.
Fair enough. My point is that, yes, creating custom intelligent magic items is sometimes too cheap for what you get.

I completely disagree with this. A range of personal can't be more clear. If you don't want it to cast on itself, don't make it a person (construct).


hogarth wrote:
Sparky Magoo wrote:

But would you allow a player to design a magic item using table 15-29 of the CRB, then add intelligence for additional cost 500 GP and then permit that intelligent item the ability to "activate" any of the command word activated spell effects?

For example, if you created a wondrous item that allowed the wearer to command word activate deadly juggernaut once per day. Slap on intelligence for 500 gp and now the object is activating a 3rd level spell on it's own.

If you're arguing that the price for an intelligent weapon is too low, I'll agree with you. During the Pathfinder Beta playtest, I made an example character with an intelligent staff and that seemed a little too useful.

The spell Deadly Juggernaut is an odd example, considering it has Personal range; an inanimate object wouldn't really benefit from using that spell on itself, would it? Not to mention that objects are immune to most necromancy effects.

Okay, how about see invisibility? Would you allow a wondrous item that allowed the wearer to command-word activate see invisibility 3 times a day, which was also made intelligent for 500 gp...allowing the intelligence to activate a 2nd level spell with a 10 int and without paying for the ability to cast 2nd level spells as per chart 15-24 CRB or a high enough intelligence to cast 2nd-level spells?

Doesn't seem like Kal-El is attempted to avoid the costs associated with intelligent items being able to cast spells? By making the item on 15-29 of the CRB, he avoids the costs on 15-24 for spell casting and 15-22 for minimum intelligence for casting a particular spell level.


VRMH wrote:

I concur. All powers of the base item should be at the disposal of

the item's intelligence.
But the real question is: does the item want to activate itself?

But would you allow a player to design a magic item using table 15-29 of the CRB, then add intelligence for additional cost 500 GP and then permit that intelligent item the ability to "activate" any of the command word activated spell effects?

For example, if you created a wondrous item that allowed the wearer to command word activate deadly juggernaut once per day. Slap on intelligence for 500 gp and now the object is activating a 3rd level spell on it's own.