Wild Elf

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Organized Play Member. 21 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Scarab Sages

Not looking for a whole caravan, just a personal wagon.

Scarab Sages

Well, I see a few mundane upgrades, and other wagon options. I could easily turn the fortune tellers wagon into a personal wagon to use for my study, which as a starsoul sorcerer is mostly a lot of star gazing. But how would I go about turning the Horseshoes of the Zephyr to Wagon wheels of the Zephyr? Mostly, how much of a price increase would it be? I'm thinking maybe because it's an unusual slot for them, but still a slotted item since you should only be able to attach one type of magical wheel to a wagon, that it should increase the cost by 50%. Objections, comments, recipes for donuts?

Scarab Sages

Everything but those AP's and expansion stuff. I don't quite have the funds for all of them. Was hoping there was a handy SRD for em.

Scarab Sages

Are there any magic item tables for upgrades to wagons? And additional wagon types? My character is looking to get a mobile research lab going and having some actual content will break my DM less.

Scarab Sages

But they already give a +1 to hit and cost over 300gp. What would putting another 300gp onto them accomplish? I doubt that it would turn it into a +2 to hit. Just seems a little convoluted and redundant.

Scarab Sages

Yes as in it is masterwork or yes you need to spend another 300gp?

Scarab Sages

Okay, so the question about the feat applying has been cleared, and I don't want to get into build questions so we can trim the fat by leaving out the twf stuff please. I'm sure there is a thread for how well that works together somewhere else.
However, what I would like to know is if the claw blades already count as masterwork for the purpose of enhancement bonuses or do you need to spend another 300gp on them to enchant them? The wording in the entry is a little unclear on that.

Scarab Sages

That's what I though, just wanted to be sure.

Scarab Sages

So there is no real question that the catfolk claws qualify for improved natural attack. They are a natural attack, even says so in the description. But if you put the claw blades on them, thus allowing them to be enchanted like a weapon, it says that it turns them from a natural weapon to a light slashing. By definition that would mean that it no longer qualifies for improved natural attack, yet all the claws do is grant a bonus to hit and nothing to damage. So if a catfolk already had the improved natural attack feat, and put the claw blades on; would the damage on his claws reduce?

Scarab Sages

Here in Cleveland till may and seriously need a d20 fix. I'm good for just about any fantasy system, would even be willing to give some super hero games a try. I don't do sci-fi very well and not interested in dnd 4th ed. What I'm experienced in is Dnd 3.5ed and Pathfinder. I'm in the Heights area. Anyone have an open spot in their group for a temp player?
You can reach me at masterstarwing[at]hotmail[dot]com

Scarab Sages

So I looked through the thread, watched the preview video and didn't see this addressed so I'd like to ask a question;
In case of certain feats, abilities, or whatever that allow you to use a non standard ability score for various, such as using your dex mod for attacks with weapon finesse, or use dex for jump instead of str (or wis for acrobatics in case of pathfinder) is it possible for the player to adjust which stat the character sheet pulls from when calculating bonuses?

Scarab Sages

Umbral Reaver wrote:
They don't stack. You take the better of the two.

Awww, I wanted to be uber awesome. Ah well, I'll pretend to be immune to fire anyway.

"Dude, your hand is on fire."
"It's supposed to be."
"Is it supposed to spell like charred flesh too?"
"... Yes."

Scarab Sages

Okay, so I get the mechanics of the elemental affinity and all that, so please don't touch on that here as there are enough threads about it. What I'm confused about is their energy resistance. This race is obviously geared towards the elemental bloodline, but neither entry (the Bestiary 2 race or the Core Rulebook bloodline) touch on how their resistance interacts. As well as the other three genie-kin races. So, if an Ifrit Sorcerer with the Elemental Bloodline (fire of course though it would be hilarious to take it with the water bloodline) reaches 3rd level, does his fire resistance increase to 10, or does the class resistance of 10 stack with the racial of 5 and become 15?

Scarab Sages

There is a 3.0/3.5 template that I happen to be fond of that I'd like to see translated into pathfinder; Half-fey. I know a lot of people argue that at lower levels it's broken, but it really evens out at higher levels and is a lot of fun to play.

Scarab Sages

Slaunyeh wrote:

In short: Yes.

Minimum level required to cast Speak with Dead is 5th, so the item's minimum caster level is 5. Which is what the CL of the robe would be in this case. The DC would be... 19 I guess (personally I think it'd be 15, but that doesn't seem to be the general consensus around here. At least it wouldn't be 24.)

*Face palm* Okay, please clarify what you are saying "Yes" to. Yes he can make it, or yes he would have to wait till he was level nine?

Scarab Sages

Okay so lemme ask the question which is answered here, but in such a round about way that everyone keeps asking for the same thing but keeps getting the round about answers;

In order to make a wonderous item, do you need to have the caster level listed for the item, not in the requirements section but the description, in order to craft it? Or can you simply make an item if you have the gold points and time to spend making it, and are able to make the craft check DC?
For example, could a fithth level sorcerer with craft wonderous items, eight thousand gold, a spellcraft modifier of +15 (5 ranks, +3 int bonus, +3 class skill bonus, +1 trait bonus and +3 skill focus[spellcraft]) and rolls an 8 on his spellcraft check totaling 23 to meet the DC of 19 (5 + CL9 +5 for not having 'speak with dead') to make the Robes of Arcane Heritage and successfully craft the item? Or would he have to wait until he is level nine to craft the item? Or bump the craft dc by +5 to a total of 24 in order to compensate for not being level 9?

(He would still have to make a craft or spellcraft dc of 19 as speak with dead is not a sor/wiz spell, but a cleric only)

Scarab Sages

Okay, so I've found a few things that involve going into the void of space. One is the starsoul sorcerer ability to teleport people into the void. Another is the wayfinder iridescent spindle ability- endure elements and protection from exposure to pressure from vacuum and deepwater. Now, I know they don't mean the vacuum you plug into an outlet to clean the carpet with, so I'm wondering; What are the rules for being exposed to a vacuum? I mean besides the write up for immediate suffocation and 6d6 points of cold damage as per the starsoul sorcerer 15th lvl ability. I've been looking through all the books I have, but can't find it for the life of me. Help?

Scarab Sages

Just looked at the sheet. And I would just like to add; oh... my... gawd...

Scarab Sages

KaeYoss wrote:

If and when the satyr (or any other monster race) is playable is entirely up to the GM.

Personally, I would not let anyone play a satyr as a 4th-level character. I'd probably require them to treat every racial HD as a level, at the least. In that case, the satyr would be playable alongside 8th-level humans and elves and such.

Ah, but I did make mention that the satyr has a CR of 4, so the earliest you could play it without a special ruling is 5. Since the monster pc rules state that every three CHARACTER lvls that the party gets, the monster should be given an extra pc lvl up to half it's cr. So a satyr would effectively have a +4 lvl adjustment untill the party hit lvl 8, in which is would have a +3 with 5 class lvls. And then at Party lvl 11 have a +2 with 9 class lvls.

Scarab Sages

Deadmanwalking wrote:

Yep, all that looks right. And it'd only be Fey HD for caster level and pipes.

They've debatably got too many racial HD to really be used as a PC race. I mean, it's not a huge deal combat-wise (though having 9 HD in a 5th level game is impressive), but the skills are going to be really unbalancingly good. Especially if you go, say, Bard.

A satyr bard? Nooooo, where on earth did you get that idea? I mean, what good is a satyr bard XD

Anyway, yeah. I agree that they got the big end of the mighty stick, but they are my favorite race to play. And in regards to the pipers... eh. Half satyrs aren't as cool as full. But as soon as I get the book, I'll take a look at them.

Scarab Sages

Okay, so I've looked trough the various threads on monster pc's, and I just have to say, with all the off topic arguing back and forth it gets really confusing. And the little actual useful info I find brings questions to mind about one of my favorite non-standard fantasy races; The Satyr.
So after some time bashing my head into my desk trying to figure this out, I'm breaking down and asking for help. Now I get that most monsters have the standard base stats of 11, 11, 11, 10, 10, 10 but I'm not sure this holds true for satyrs, unless they really have a +8 charisma (which would be AWESOME, but I find it had to believe). Sooooo I'm gonna write down what I've got for the base creation stuff for a satyr pc. I won't add the PC class lvls, just use the stuff before adding the class lvls. If I'm wrong about something, please let me know. I just ask that you be polite about it. I'm not a genius who can calculate relative theory in my head, but I'm not a drooling idiot either.

Okay so figuring that they have a CR of 4, meaning that the character can be played at a minimum lvl of 5, here are the stats I have figured out (I know they are not in order I just don't care);

Str +4, Dex +4, Con +4, Int +2, Wis +4, Cha +8
8 racial HD (Fey) with 6+int skills points each and poor BAB (+4)
+5 natural armor
DR 5/ cold iron
Simple weapon and Short bow proficiency
Natural Attack- Horns (1d6+str if primary, or 1d6+1/2str with a -2 hit if secondary)
+4 perception, +4 perform, +4 stealth
Special Attack- Pipes DC= 10+1/2HD+cha
Spell-like abilities- CL 8th
At will- Charm Person, Dancing Lights, Ghost Sound, Sleep, Suggestion
1/day- Fear, Summon Natures Ally III

So there ya go, please let me know if I'm wrong about anything. I'd also like to know if I only use the fey HD for the caster lvl and DC of the Pipes and spell-like abilities, or fey and character HD.

Please keep in mind that this is a public forum, so I cannot stress manners enough. Minors do have access to this after all.