Splendor's page
Organized Play Member. 547 posts. No reviews. No lists. No wishlists. 1 Organized Play character.
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Quote: Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object. Had a player as me if spellcraft would let them know how many charges a wand had. I said yes the aura weakened incrementally as charges were used, so they could tell how many were left.
But I wanted to make sure that is correct and to see if anyone did it differently.
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Hellknight Full Plate: +9 AC, +1 Max Dex, 5 ACP
Combat Trait - Armor Expert: -1 ACP
Regional Trait - Sargavan Guard: -1 ACP
Mithral Armor: +2 Max Dex, -3 ACP
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Mithral Hellknight Full Plate: +9 AC, +3 Max Dex, 0 ACP
Cost: 11,000 Gp

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Quarter dimensions was off
-Diameter 24.26 mm
-Thickness 1.75 mm
-Volume 808.93 mm3 (π × r² × h)
1) Ancient silver coins ranged in purity from just above 90% in the beginning of the first century all the way down to 5% at the end of the 3rd century. The only silver coin that was mass produced above 90% was by the US in 1985. It was 99.9% silver and could never be used in circulation because it was so easily damaged (it was collector coins).
So figuring that the coins pathfinder uses are 90% silver is much more reasonable than using a 100% silver coin (since 100% silver coins couldn't be used in daily transactions without losing their value).
2) Ok lets find the volume of of a 9.07g coin. We know that a 90% silver coin is 6.25g and its volume is 808.93, so its .00773 grams per cubic mm.
So a 9.07 coin at .00773g/mm3 would fill 1172.9 mm3.
Backpack holds 56633693.18 mm3.
56633693.18/1172.9=48,285 coin (I was off by 18 coins)
3) I pack very efficiently, thank you. For those who don't, feel free to subtract 5-10% if makes you feel better
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nickel 688.3 cubic mm
dime 339.7 cubic mm
90% Gold coin = 522 cubic mm (.018lbs gold, .002lbs copper)
100% Copper coin = 1015 cubic mm
56633693/522=108,493 (2,169lbs)
56633693/1015=55,796 (1,115lbs)
Volume to weight converter

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The city stats have a line that says:
MARKETPLACE
Base Value 12,800 gp; Purchase Limit 75,000 gp; Spellcasting 8th
Minor Items 4d4; Medium Items 3d4; Major Items 2d4
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When the party asked if there are magical items for sale in a town I make a entry. I randomly roll up the magical items that can be found according to the Marketplace table.
Each week that passes I replace 1 minor item, each month that passes I replace 1 medium item and every 6 months that pass I replace 1 major item.
If the PCs sell items I add them to this list (and don't add new item to the market until, the item fall below the maximum amounts listed Minor (16), medium (12), Major (8)).
The PCs can make contacts to have magical items created (church contacts, wizard guilds/academies) they change full price and take full time (no +5 DC for 1/2 time).
I do, however, allow NPC friends (or cohorts) to make magical items. Friends change the 1/2 the base cost + 100gp per day (or 200gp/day for +5 DC).
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In our games we also don't allow the +5 to DC for not having one of the prerequisites. So a church/wizard guild would be able to make a rod of extend, but your cohort can't if he doesn't have Craft Rod & Extend spell.

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I don't think the dangerous mountains will be a problem to smart PCs.
My group is just finishing up the RuneForge and is going to use the "Library of Thassilon" (from Fortress of the Stonegiants) to find more specific information on the location of Xin- Shalast.
They already know:
1) It lies beneath Mhar Massif in the Khodar Mountains.
2) Mhar Massif is a mountain with a giant face on it.
3) Mhar Massif is the tallest mountain in the region.
4) It is surrounded by an "Occlusion field".
5) "Occlusion field" seems to bar extradimensional travel and scrying (Combo info from Vraxeris' notes and that no one has found it yet).
So they plan to just cast wind walk (give party fly with a movement of 60mph) fly up and look around until they see a giant mountain with a face on it. Then they will learn about the other powers of the "Occlusion field".
So feel free to put Xin-Shalast anywhere you would like. It isn't hard to know where it is, its the "Occlusion field" that makes it hard to get too.

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Animal Messenger: Is 2nd level druid, animal delivers a written message and can fly 48 miles per day (spell is 1/day per level).
Whispering Wind: Is a 2nd level wizard spell, delivers a magical 25 word spoken message up to 1 miles/caster level to a specific location.
Mirror Sight: Is a 3rd level wizard spell. This spells allows you to have two-directional non-verbal communication through mirrors. So you could use sign language or chalk boards to communicate with one another. Unlimited distance.
Minor Dream: Is a 3rd level wizard spells (2nd level witch) that allows you to deliver a 20 word message to a sleeping person. Unlimited distance.
Sending: Is a 4th level wizard/cleric spell that allows you to send and receive one 25 word message. Unlimited distance.
Telepathic Bond: Is a 5th level wizard spell that allows you to unlimited telepathically communication over any distance. But the spell only lasts 10 minutes per level.
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Easiest is to give the Queen a permanent 'mirror sight' mirror (or the head of her foreign office). This would allow them to contact the PCs each day and give and receive information. The PCs wouldn't be able to contact their home, but home could contact them as often as needed. May even have set times each day that home will call (dawn/dusk) so information can be exchanged. It wouldn't require the PCs to have a magical item, merely a specific mirror that their home knew to contact.
-You can also have encounters then where someone steals their mirror, they lose it, it breaks, etc...
-Cost: 27,000 for the home office mirror, but making it not easily moved (big mirror set into a wall or table) could easily reduce the cost to 15,000. The hand mirror the PCs have would cost like 10gp?
Most beneficial and free flowing would be having a intelligent item that had a permanent telepathic bond with a item at the home office. Two PCs in my current game have homocului that are telepathically bonded with each other (they didn't want to be bonded themselves).
Cost:16,600 (Perm Bond + 2 homocului)

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In case others had a problem finding it.
Quote: IOUN STONE, OCHER RHOMBOID
Aura strong universal [evil]; CL 12th
Slot none; Weight-; Price 30,000 gp
DESCRIPTION
This orange-colored, translucent, faceted item is an ioun stone and has the same properties. While it orbits its owner's head, that owner gains a bonus feat. This can be any feat she meets the prerequisites for.
The ocher rhomboid ioun stone radiates an evil aura at all times, and anyone who wears it (that is, causes it to orbit her head) is considered to have committed an evil act. The alignment of the one wearing the stone shifts one step toward evil. Players who wear the stone should be given the opportunity to atone for this action before the scenario's conclusion if such an alignment shift would result in their removal from the Pathfinder Society Organized Play campaign.
This ioun stone is cursed, and can't be removed by its owner or anyone else except by the methods outlined on page 536 of the Core Rulebook.
As with other ioun stones, the ocher rhomboid has a resonant power when placed inside a way.finder. First, it turns the way.finder into a cursed item that can only be removed in the way the stone itself can. Second, the wearer gains Knowledge (arcana) as a class skill for as long as she wears the wayfinder.
CONSTRUCTION
Requirements Craft Wondrous Item, caster must be 12th level; Cost 15,000 gp
So its an evil cursed item that's base price is 30,000gp. Which means it probably costs more if its not cursed.

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There are not alot of magical items in Pathfinder that allow feats, and most of these have variable costs because they are weapon enhancement, armor enchantments or meta magic items.
The ones I have found are as follows:
-Opalescent White Pyramid (Ioun Stone): Is 10,000 gp and grants A specific Martial Weapon Proficiency.
This would be 5000gp if it took up a slot.
-Dark Blue Rhomboid (Ioun Stone): Is 10,000gp and grants Alertness.
This would be 5000gp if it took up a slot.
-Scarlet and Green Cabochon (Ioun Stone): Is 10,000gp and grants the Endurance feat.
This would be 5000gp if it took up a slot.
-Gloves of Arrow Snaring: Grants the Snatch Arrow feat 2/day, and ignores snatch arrow's requirements (Dex 15, Deflect Arrows, Improved Unarmed Strike).
Should be 10,000 for 'at-will'
-Blessed Keepsake: Is 8000gp and grants the wearer the ability to detect a specific outside alignment and the Alignment Channel feat.
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I wouldn't make a feat price, I would make each item have a different cost, ones with no/minimal requirements would start at 5,000gp.
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For something like the Dimensional Agility feat chain (Dimensional Agility, Dimensional Assault, Dimensional Dervish, Dimensional Maneuvers, Dimensional Savant) I would put around 120,000gp. (Which is what a continuous blink magical item would cost).
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It is a sub-par item and you're right I wouldn't buy it. But there are alot of magical items that suck and I wouldn't buy.
But price it again for being able to extend See Invisibility, Comprehend Languages or Freedom of Movement for as long as you'd like each time you cast it.
Ring of Enduring Spells
If you cast any of the following spell: Comprehend Languages, Disguise Self, Find the Path, Foresight, Freedom of Movement, Glibness, Meld into Stone, Pattern Recognition, Read Magic, See Invisibility, Shapechange and Spell Turning; the duration is extended to 24 hours or until you cast another spell on this list.
9th level spell max, 17th level caster, 2000gp item, 1.5 duration, 1/5 limited use, -30% specific item requirements.
9*17*2000*1.5/5*.7=64,260gp
I can see how they got the cost, but yeah its a dumb ring. Don't buy it.
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Comprehend Languages, Disguise Self, Find the Path, Foresight, Freedom of Movement, Glibness, Meld into Stone, Pattern Recognition, Read Magic, See Invisibility, Shapechange and Spell Turning
All are 'Range: Personal' & 'Duration: 10 min./level'.
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Hardened 720 gp for +6 hardness
Fortifying Stone +5 hardness, +10 hp 1,000gp
Impervious An impervious weapon gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus. +3000gp
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MW Net: 320gp - Hardness 0, Hp 5
Hardened: 1040gp - Hardness 6, Hp 5
Fortifying Stone: 2040gp - Hardness 11, Hp 15, Break 30
+1 Enchantment: 4040gp - Hardness 13, Hp 25, Break 30
Impervious Enchantment: 7,040 - Hardness 15, Hp 35, Break 30
Since you're going to be netting people alot, add an energy damage to the net (flaming for example).
Flaming enchantment: 13,040 - Hardness 15, Hp 35, Break 30, Entangle + d6 fire damage
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Skill bonus (competence) is Bonus squared x 100 gp
Save bonus (resistance) is Bonus squared x 1000 gp
Ability bonus (enhancement)is Bonus squared x 1,000 gp
Since a bonus to initiative shouldn't be as expensive as a strait bonus to DEX, I would say the bonus squared * 500. This fits with the existing bonus from the ioun stone, but allows you to make more powerful items.
+1=500
+2=2000
+3=4500
+4=8000
+5=12500
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Leech kit is for poisons, not disease. But I think I may grab one anyway.

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I'll most likely re-do the Manor. It needs a basement. I think I'll cut the pantry in 1/2 and make it laundry and stairs going down to the basement.
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Keep in mind the Alderan Foxglove was up to his eyeballs in debt. Creditors may get that townhouse first and look to sell it. Or Grobaras could claim some law about seizing a location used in a crime syndicate and just give it away.
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As for the Catacombs they just kinda just took it....
The cleric informed the Mayor (his cousin, he took the Campaign Trait Favored Son) that it appeared to be an evil temple from ancient times dedicated to Lamashtu but the evil in it had somehow been reactivated.
After displaying the sin creatures and the deformed goblin to her, the party said it would take time to cleanse the evil and make it safe for the town above. Which they wouldn't make the town foot the bill for.
Under the glassworks the party had entrance bricked up and a stout door installed. For the first few week or so they even hired a guard who was tasked with running away and warning everyone about the evil inside.
They filled/collapsed the smugglers tunnels. (Which they payed for, not the town)
The cleric and the party's wizard removed all the evil iconography (mostly with cement) and then rededicated the temple room to the various deities. (Again party paid for)
The party's wizard was fascinated by the Thassilionian empire and became friends with Brodert Quink and the two researched the area and the rune well and how to remove it. (They did too)
After saving the town, dealing with an evil cult lair under their city and killing everything at thistletop without asking for a reward; the party was given the catacombs with the intent that if more evil lay under the catacombs (there were collapsed stairs going down) that the party should deal with it.
The only one in the party who really uses it anymore is the party's wizard, he sleeps in the levitation room.
Key to Catacombs
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Don't forget to keep in mind that Varisia is covered in Thassilioan ruins. Heck the farm in the skinsaw murders is supported by a giant stone statue head. So historical value is everywhere, actual monetary value would be more important and thats already been looted. Now its just a hole evil my climb out of to kill townsfolk. Giving an evil hole in the ground so people stick around, is cheaper than rebuilding the town every time evil comes out.

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Just my $.02-
Quote: Honestly, I know the rules forbid it, but I don't think it's that much of a big deal if a cleric could use any of her slots to prepare domain spells. It used to be you'd say, "I'm a fire cleric! I have access to lots of fire spells!" but now it's just "I'm a fire cleric! I have one more fire spell available at each level than a water cleric!" Which is kinda sad. Clerics already get access to a hundred zillion spells each time they hit a new spell level, and a zillion more each time a new book of spells is published. What's the big deal about letting a level 5 fire cleric prepare fireball in all his 3rd-level slots instead of dispel magic, prayer, or stone shape? Is it wrong to let a fire cleric be a fire cleric, rather than a cleric who has a little bit of fire?
(Yes, I know cleric is the best and most powerful class, but we're talking about making NINE spells open to the regular cleric domain slots, big whoop... Ultimate Combat added 42 new spells to the cleric spell list and that's apparently not a big deal...) -- Sean K Reynolds Designer
Link

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Setting off a trap might be ok, the spell has a 25' range.
Since finding a trap is not a perception check (no range limit, just modifiers) to find it, a PC could easily see a trap from 25'+ away.
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Traps in populated areas wouldn't normally be of the Sound activation
Traps with Visual triggers require a 3rd level spell (min), which adds 7500gp to the trap price and +3 to the DC. That's most likely not a low level trap.
That leaves you, realistically, with; Location, Touch and maybe Proximity.
If the PCs make the perception check with these they should be able to 'break' them with the spell.
To help the PCs they should cast Create Water to set the trap off. Create water creates 2 gallons per caster level (16lbs) so a 2nd level caster makes enough water that it weighs the same as a halfling.
This will let them know where the trap is and what it does (if the DMs being a ass and won't give them info).
Also keep in mind just because you can't see a trap, doesn't mean you can't see the effects of a trap. Burnt walls, pile of old arrows that have smashed against a wall, gouges of metal scraping into a wall, etc.
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If your in a unpopulated area and worried about trap, then you just use a barrel full of water down the hall way before you. If the barrel breaks because of a trap, mending fixes it and create wall fills it.
Worried about traps that only detect creatures? Detect magic and put a good sized fish in the barrel. (or animate a skeleton).
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1) Mine have built a shop to compete with 'Bottled Solutions'.
2) Built homes.
3) One character, who had to quit playing, retired and took over the day to day business of the Sandpoint Glassworks.
4) Wizard/Alchemist in the party makes potions and alchemical items for the Mayor/Church/Guard at cost.
5) Made magical items (Amulets of Crafter's Fortune) for local workers who they are friendly with (Das Korvut, Gaven Deverin, Aesrick Battlehorn).
6) Currently completely redoing Chopper's Island (see below).
7) After island is finished they plan on making a couple animated objects (stone statues) that either Mayor Deverin, Father Zantus or Sheriff Hemlock can control.
8) They are looking into starting a bank in town.
Pic of Pinnacle Island (Chopper's Island) once the party is done.

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Quote: Paralyzed
A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can't swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares to move through.
1. Since he can take purely mental actions he is not unconscious.
2. It specifically says winged creatures cannot fly and fall. Since it specifically says winged and nor flying, that would mean magical flying creatures are not affected the same way and do not fall. If they had meant all flying creatures they would have said 'flying creatures' not ' winged creatures'.
3. Falling is movement, so is breathing. So if your paralyzed you must still be able to do both. You're not a rod of immovability, your muscles seize and you just stand there, it doesn't say you fall to the ground of even drop what you're carrying.
Quote: Paralysis
Some monsters and spells have the supernatural or spell-like ability to paralyze their victims, immobilizing them through magical means. Paralysis from poison is discussed in the Afflictions section.
A paralyzed character cannot move, speak, or take any physical action. He is rooted to the spot, frozen and helpless. Not even friends can move his limbs. He may take purely mental actions, such as casting a spell with no components.
A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.
1. Again can take purely mental actions, such as casting a spell.
Quote: Use-Activated Magical Items
Many use-activated items are objects that a character wears. Continually functioning items are practically always items that one wears. A few must simply be in the character's possession (meaning on her person). However, some items made for wearing must still be activated. Although this activation sometimes requires a command word (see above), usually it means mentally willing the activation.
1. Some Magical items can be activated mentally.
Quote: Fly Spell
Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally.... The subject gains a bonus on Fly skill checks equal to 1/2 your caster level.
1. This doesn't say that flying takes any kind of muscle movement, it only says it requires as much concentration as walking. Concentrating is a mental only action.
Quote: Dex
A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not unconscious).
My interpretation of this by RAW would be that the paralyzed person can not take any actions that involve him moving anything (even himself) using his muscles. But could still activate some magical items, concentrate on illusions and even affect stuff if he had some sort of telekinetic ability. He can take purely mental actions.
Under the effects of magical flight, by RAW, he still couldn't physically move himself. But he could take a mental action to keep from falling. The check would be penalized by a 0 DEX ability score (-5) and a bonus equal to 1/2 the caster level of the magical fly spell (min +2). If he can make a DC 15 Fly check he stays where he is, if not he falls. If he failed the first fly check he could try again to make a DC 10 check to negate the falling damage and would be slumped on the ground.
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I, however, do not think this is the intent. I think if your paralyzed under the effects of magical flight you can still take actions so long as the only involve manipulation of your magical flight. I would only penalize your fly skill, because your body would no longer be aerodynamic and you couldn't twist and move through the air (like someone with a high dex could), thus I would give you the effective dex of 0.

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Looked though 'Faiths and Philosophies', 'Champions of Purity', 'Faiths of Purity', 'Chronicle of the Righteous', 'Campaign Setting' and 'Ultimate Magic'
This is the only information I found on celibacy and sex.
The Otahbound Paladin's Oath of Chastity: No romance
The Monk's Vow of Celibacy: Can't even share a room with a woman.
These are the only restrictions I could find. Which would lead me to believe that Chastity isn't a normal aspect of a paladin's life. If there is a specific archtype for it, then its not the norm.
Other info I found.
Shelyn (NG goddess of beauty) has one note that says "Formal garb for the church is a pair of leggings and a long tunic for men or a calf-length dress for women, cut and tailored to make the wearer attractive but not overtly sexual."
Lymnieris is the LG empyreal lord of the avowed chaste, but also of prostitution. "Lymnieris and his agents sometimes come to the aid of good-hearted virgins pressed into marriage or threatened with being deflowered against their will, as well as those devotees who wish to fulfill their sexual desires but who are restrained by culture or tradition."
--Going to guess this lawful good ascended planetar has a couple paladins.
Arshea is the NG empyreal lord of sexuality. One of her tenants is "Achieve sexual release by yourself or with one or more partners."
So the good gods don't seem to demand the "abstaining from conjugal pleasures".

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My party gets easily side tracked.
I think letting them know that Black Magga is real would give them enough instinctive if they want to come back and get her in the big lake when the AP is over.
I also keep exposing only one character to 'exotic' monsters, so the rest of the characters think she's a little crazy.
1) She saw the Sandpoint Devil when she was on chopper's island and the rest of the group was in caves under it.
2) She saw the bunyip in the ocean near thistletop she she fell off the rope bridge.
3) And a Chupacabra drag off some goats when she was scouting the ghoul farm in the skinsaw murders.
But so far no one else in the party has seen a 'mystery monster' but her. She's even gone so far as to buy books on them in Sandpoin't general store. Maybe I'll do it again with Black Magga.
Actually I kind of like that idea. Let her see Black Magga fighting some ogres at skull's crossing but a Water Orm gets washed down to the turtle ferry. That way the PCs get a fight and she gets to see another 'mystery monster'.

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Spellcraft is modified by perception modifiers when trying to identify a spell being cast.
1) -1 per 10'
2) Creature making the check is distracted: +5 - Is someone actively threatening him? Then he's distracted.
3) Penalties for noise in area if spell has verbal components or is a silent spell.
4) Penalties for concealment/cover if the spell has somatic components and you can't always see him or is a still spell.
3&4- A common house rule is -5 per metamagic feat added.
So you want to cast a spell and not have it identified?
a) Keep distance: -1/10' Illusions usually have good ranges.
b) Have an ally threaten them. Shoot at them, be within threatening range (AoO range).
c) Get cover/concealment. If they can't see your somatic and material components the DC should go up. Stand behind someone for soft cover. take cover behind a rock/tree/bush.
d) If your allies don't need to be quite, have them be loud. Should give then a penalty when trying to hear your verbal components.
What you might be able to try / or can't try:
a) Whispering doesn't work. To cast a spell "you must be able to speak in a strong voice".
b) Turning your back. While there is no penalty RAW for turning your back to someone for a moment, the DM could be mean and adjudicate one. But if he allows it the enemy shouldn't be able to see your somatic components.
c) Covering your hand with a cloak to hide the somatic components. As (b) the DM could adjudicate that the cloak didn't allow full movement and impose a spell failure (if its more than 5-10%, he's really mean).
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I think I am going to remove the Black Magga encounter.
The PC's are good guys and won't like the idea of Black Magga in the lake next to turtle back. In fact they will think they are suppose to kill her, which they can't. This is because Claybottom Lake is so much smaller than Storval Deep and that at some point Black Magga will destroy the town. So they will think they have to kill her.....
I think I'll just have someone (townsfolk or ranger) ask the PCs to go to the dam and see why it hasn't released any water. The dam is automated and should have released some, due to all the rains. As the PCs head up they will see the ogres and Black Magga fighting and the Dam crack. Then a huge wave of water come down river.
This gives them a glimpse of Black Magga, lets them know there are ogers at the dam doing something and spur them into action. All without killing them all in a on-the-fly underwater adventure against Black Magga.
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Take an exotic Wp Proficiency too in Dorn Dergar (or play a dwarf since its a dwarven weapon). It has reach and can attack adjacent creatures. Its d10 improved to 2d8 if its a large weapon.
-2 hit 2d8 + reach + can hit adjacent creatures. Best damaging weapon.

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I start running this part of the adventure path next week and see a couple things I am going to change.
1) Shalelu isn't coming along. The party already has one NPC and I'm not playing another.
2) When rescued and healed up Kaven will offer to go back to Magnimar and let them know what has happened. He won't tell anyone anything, he's just going to flee.
3) I may rework Lucrecia completely.
4) The PC will want to explore the wreck of the Paradise. But the module does not list any treasure down there (it was a gambling ship that sunk, and 24 people died, there should be some treasure there).
5) My PCs with either raid the location using guerrilla tactics to weaken its defenses or storm it. So I get to prepare for both.
6) The PCs will cast spells to find info about Lamatar. Share Memory to see what he looks like. Locate Object to find his hair in his room. Sending to see if he can answer. Divination to ask if he's alive. Scrying to find him.
7) They may hang out before moving past 'part 3' to help repair stuff. (Make whole, wall of stone, engineering skills)
I am happy that they are took magical crafting skills at 7th level and are going to spend all their money from the Skinsaw murders to create magical items. They were not prepared for Xanesha when they fought her and she nearly killed the whole party. They want to be better prepared for combat now.
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Paizo has an answer already.
Quote: A typical magic shop earns about 3 gp per day, or perhaps 4—5 gp per day if a skilled owner PC directly participates in running the business. Because magic items are very expensive (with the most common potions costing 50 gp or more, far higher than what most commoners can afford), this income represents many days where the business sells nothing, followed by selling one or two high-priced items, which averages out to a few gp of profit per day. In other words, just because you can craft one +1 longsword each day doesn't mean you're likely to sell one each day in your shop. Creating Items for Profit
A magical item costs 1000gp? A NPC makes maybe 2 gold per day (Profession check DC 20). So it would take him 2 years of pay to buy that item, keep in mind it would take him 10 years to save 2 years of pay because he has other bills.

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The reason I ask is because it just seems a bit over powered compared to other feats. This single feat grants:
1) +1 to all ability enhancement spells (Avaria idol)
2) +2 to all dispel checks (Avidais idol)
3) +2 to each summoned monster HD (Idolis idol)
4) +2 vs SR with damaging spells (Ragario idol)
5) Bleed effect with damaging necromancy spells (Voratalo idol)
6) Makes common fire based spells catch people on fire (alchemist's fire)
7) Makes common acid based spells last 1 round longer (Vial of Acid)
8) Makes wall of stone slippery (Grease)
9) Makes wall of iron immune to rust spells (Bladeguard)
10) Improves a couple of cold based spells (Liquid Ice)
11) Improves a couple of grapple related spells (Tanglefoot bag)
12) Makes alarm spell act as thunderstone (Thunderstone)
13) Make Continual Flames for free and sell for 55gp.
14) Make 16 masterwork arrows for free with masterwork transformation spell.
15) Fire trap, Arcane Lock, Nondetect, Creating 4HD undead and a couple other spells never have a cost.
16) AND it acts as the Eschew Material components feat.
17) Don't forget you can add your feats to crafting magical items. So you can scribe scrolls, make wands or wondrous item with these effects.
I don't know why any wizard wouldn't take this feat, nor why anyone would ever take eschew material components now.

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False Focus Feat - Inner Sea Magic
Quote: By using a divine focus as part of casting, you can cast any spell with a material component costing the value of that divine focus (maximum 100 gp) or less without needing that component. For example, if you use a silver holy symbol worth 25 gp, you do not have to provide material components for an arcane spell if its components are worth 25 gp or less. Varisian Idols - Varisia Birthplace of Legends
Quote: If used as an additional material component when casting a spell the idol affects, a Varisian idol increases the effect of that spell. Using multiple idols to cast a spell has no additional effect. A Varisian idol is destroyed after one use. Alchemical Power Components - Adventure's Armory
Quote: An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell’s normal effects. Since False focus allows you to ignore expensive material component when casting spells, you should be able to add a Varisian idol or Alchemical Power component for free. Correct? If not, is there anything mentioned by one of the developers that specifically says you can't do this?
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