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Saethori wrote:

Unfortunately, the FAQ answers the questions only for the Living Grimoire, but not any other improvised weapon users.

Which means fans of Rough And Ready builds are going to be left cold for even longer.

The wording of the trait is clear. You don't take the penalty for using an improvised weapon, it doesn't make you proficient in it. You also get a +1, which is nice, I suppose.

You can't enchant improvised weapons (sans Holy Book, and it's not even that anymore, it's a simple weapon), but you can masterwork them. However, doing so only gives you the +2 bonus of a Masterwork Tool, not the +1 enhancement bonus to attacks. Since you can't choose how you masterwork an item (the item's type dictates what masterworking does for you) it can never be masterworked into a weapon, meaning it can't ever be enchanted.


Rysky wrote:
Brandon Hodge wrote:
Saethori wrote:
I'm honestly thinking making a FAQ request regarding improvised weapons might be important at some point. It would be nice to get clarity, especially due to this new archetype.

I agree. I had a long-standing argument with my home GM over whether or not my grave-digging cleric of Pharasma with the Rough and Ready trait could enchant his shovel, and we went round and round. I imagine the conversations between enchanters and their pet magical energy going something like this:

Enchanter: "Hey there, Theoretically Sentient Magical Enchantment! I'd like to introduce you to this...axe! Make it magical, please?"

Theoretically Sentient Magical Enchantment: "No problem! Consider it +1!"

Enchanter: "Hey again! New week, new adventurer request! Looking for a another +1 enchantment out of you, this time on this druid's...sickle! Cool?"

Theoretically Sentient Magical Enchantment: "Yeah man, cool!"

Enchanter: "Hey yeah...so! This guy just brought me a stick. It's just a...you know...a big stick. Like a tree branch, really. Let's call it a...club. Wanna enchant it?"

Theoretically Sentient Magical Enchantment: "Yes of COURSE!"

Enchanter: "Soooo...me again. Just hoping you can help me out on yet another +1 today! You mind placing your magical energy in this...shovel?"

Theoretically Sentient Magical Enchantment: "What is the MATTER with you??? Hell no! I'm not going in THAT thing! Is an army of holes attacking the village? They getting damage reduction these days or what??? We are THROUGH!!!"

Issa spear.

Honest.

You can't enchant improvised weapons (unless a specific clause stipulates otherwise, such as the Living Grimoire's Holy Book class feature, because they aren't weapons to begin with. Wielding it like a weapon and using it frequently as a weapon a weapon does not make. You're swinging around a shovel, full stop. If you masterwork a tool (ie. blacksmith hammer, shovel, anvil, skinning knife, etc.) then it lets the user of the item benefit from a +2 bonus on relevant skill checks with the item (forging objects, digging holes, flaying a kill, etc.) but that's the only thing it does.

In order to enchant a weapon it must first be a masterwork weapon, and a masterwork shovel isn't a masterwork weapon, it's a masterwork tool you're using as a weapon, and you don't receive a +1 enhancement bonus to using it as a weapon.

In fact, the Gloves of Improvised Might are an item explicitly for what you're trying to do, consider those instead.

Also yes, necromancy abound — Pharasma has no power here.


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So, I've had a very difficult time with the overwhelming lack of congruent information regarding both repairing magical and physical items in any genuinely reasonable fashion. For example, repairing any magical item *always* costs half it's material cost regardless of the HP lost, which is to say, ridiculous beyond measure. Additionally, there's not a lot that's particularly transparent or explicit regarding repairing mundane items as well (not the mention the conflicting rules between the Broken condition and the Craft skill). As a result, I've whipped up a method of repair for both that fits with the existing Craft rules for both magical items and mundane items. Use them at your own discretion. I've also included two images of neatly formatted variants if someone wishes to share them with greater ease.

Magic Items: http://prntscr.com/j6pspn
Mundane Items: https://prnt.sc/j6po3h

Repairing Magic Items

DAMAGED
Repairing a magic item that is damaged, but not broken, requires material components equal to half the material cost to craft the item divided by half the number of maximum hit points the item possesses. This is the cost of repairing 1 hit point of the magic item—multiply this result by the number of hit points the item is missing to determine the total cost of repair. It takes 1 day for each 1000gp it would cost to repair a magic item. Repairing a magic item also requires the user to have the relevant construction requirements used to craft the item, as well as pass the same DC used to craft it.

(eg. a +1 longsword missing 4 hit points (max 15) would could cost 157gp 8sp 7cp per hit point to repair. It would take 1 day and a total of 631gp 4sp to return the item to maximum hit points, as well as passing a DC8 Spellcraft or Craft (Weapon) check.)

BROKEN
Repairing a magic item that is at exactly half its remaining hit points or broken, but not destroyed, requires material components equal to half the cost to create the item. It takes 1 day for each 1000gp it would cost to repair a magic item. Repairing a magic item also requires the user to have the relevant construction requirements used to craft the item, as well as pass the same DC used to craft it.

DESTROYED
Magic items that are destroyed can not be repaired or corrected through crafting alone. When a magic item is destroyed, the physical aspect of the item is rendered useless and the magic within is lost. Only make whole or other effects that can repair destroyed magic items may undo this—if the caster is high enough level.

Repairing Items or Objects

DAMAGED
Repairing an item that is damaged, but not broken, requires material components equal to one third the material cost to craft the item divided by half the number of maximum hit points the item possesses. This is the cost of repairing 1 hit point of the item—multiply this result by the number of hit points the item is missing to determine the total cost of repair. Using the same DC that was used to craft the item, you may spend as many weeks of work as necessary to fully mend the item or object. If the item is a masterwork item, you must make the DC20 Craft check necessary each week to represent your capability of working with well-made items, but it does not contribute towards your total progress each week. Failure of either check means no progress is gained that week.

(eg. a masterwork breastplate missing 5 hit points (max 30) would cost 7gp 7sp 7cp (or 77sp 7cp) per hit point to repair. It would take 38gp 8sp 5cp (or 388sp 5cp) and a DC16 Craft (Armor) check per week of work, as well as a DC20 Craft (Armor) check for the masterwork quality of the item per week of work necessary to fully mend the item.)

BROKEN
Repairing an item that is at exactly half its remaining hit points or broken, but not destroyed, requires material components equal to one third the cost to create the item. Using the same DC that was used to craft the item, you may spend as many weeks of work as necessary to fully mend the item or object. If the item is a masterwork item, you must make the DC20 Craft check necessary each week to represent your capability of working with well-made items, but it does not contribute towards your total progress each week. Failure of either check means no progress is gained that week.

DESTROYED
Items that are destroyed can not be repaired or corrected through crafting alone. When an item is destroyed, the item is rendered useless. Only make whole or other effects that can repair destroyed items may undo this.

SPECIAL
When using a set of Tools of Amazing Manufacture suited for the item and the Craft skill used, both magic and mundane items are repaired within 1 hour if the sum of the repair is less than the 2000gp progression provided each day by the tools. If it exceeds this amount, 2000gp worth of progress is made towards the repairs for that day in the 1 hour it would take using the tools.


Yqatuba wrote:
I would think a wish could, though it would probably be cheaper to just buy a new one.

You cannot "recharge" anything but staves and items that specify that they can be recharged, per se. That being said, there's nothing that says you can't use the same stick, rod, baton, etc. as the wand's housing for the next wand you craft after it's been depleted.

That being said, it confers no numerical or financial benefit.


Does anyone perhaps have a comprehensive knowledge of druidic enclaves and glades sequestered around Golarion? Are there any known druidic conclaves within the Inner Sea region? Any known friendly druidic circles?

I want to give one of my players a bit of solid information on where his gnome druid may have come from.

Cheers in advance!