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Hey folks, quick question about how the three elements of the title interact.

Specifically, the Black Blade of the Bladebound Magus Archetype has a feature called Unbreakable.

Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.

The question is, does the Black Blade retain it's Unbreakable quality while inside an Anti-Magic Field? Or would that quality be suppressed by the AMF, making it vulnerable to sunder attempts as per normal?


We have just hous-ruled that on an android it provides DR 1/magic. It is a good balance for a level 1 racial trait and magic bypasses due to interface malfunction. The tech can't stop the arcane energies. Player is satisfied and it doesn't break anything.


A thought regarding the "Divine Paragon"...
A villain that I have in the campaign I have running now is a multiclass Monk/Inquisitor.
Basically I'm looking at pairing the FoB and Judgement class features, as well as Bane. Any time the character can select a teamwork feat, he could also choose either a Style feat, or from the monk bonus feats.
I haven't got a full progression worked out, but I thought I'd throw it out to see what people thought.


Hat of Returning: If the hat is removed from the wearer's head (either by weather, violent activity, or forcibly by another character) the hat returns to the owner's possession at the earliest convenient moment.
(there is a cursed version of this where the owner refuses to have any hat but his Hat of Returning, and will become violent if someone tries to take the hat, or force him/her to wear a different one)

Pot of Planting: Reduces the time it takes to grow a plant by 1/2. comes in 6", 8", 12" and 16" versions.

Dustless Garments: a variety of shirts, pants, boots and cloaks that are resistant to the dirt and dust that accumulates from riding and traveling. Does not protect against gore, mucus, slime, food or elemental stains.

Snug boots: Magically enchanted to prevent removal when traveling through swamp, mud or other terrain where you risk losing your boots. More powerful enchantments may also apply a "Grease" effect on the exterior of the boots, preventing you from getting stuck as the offending terrain simply slips off the boot (may reduce penalties fro traveling through mud, swamp or tar).

Cozy Gloves: Magically enchanted to help you resist the cold. Reduces the amount of non-lethal damage from extreme cold by one point.

Jar of Dehydrated Water: This small jar of fine white powder instantly changes to a full container of water when a small of amount of liquid is added to it. Any sort of liquid can be used (water, spit, alcohol, poison), and depending on the choice, the water may taste of the catalyst. However, the water is perfectly safe to drink and cannot poison or pass diseases.

Buttering Knife: This small tool is used to apply a coating of high-quality butter to any sort of bread or pastry that it is wiped against. When used as a weapon, it deals 1d2 damage, and is considered a masterwork quality item.

Everfull-Kettle: This small steel kettle can be commanded to boil water, anywhere from a single cup to 8 cups, and will magically fill with the amount of boiled water desired. The kettle takes 1 minute to fill per cup requested.

Arcanist's Holy Symbol: This trinket is a small pendant, usually a flat disk about one inch across, that can be commanded to present either the caster's holy symbol, or arcane mark. Switching between the two is a swift action.

Self-tying Peace-knot: This item can be attached to a weapon and is often used as security measures at parties or by local constabularies. When a Self-tying Peace-knot is added to a melee weapon it prevents the use of the Quick Draw feat, or other similar abilities, and makes drawing the affected weapon a full-round action. A Self-tying peace-knot wraps around and ties the weapon in place when either attached to a weapon, or when the weapon is sheathed/holstered.

Glitter-ring: This ring bears a small gem that is well cut and sparkles when it catches the light. When the ring is in places of dim illumination or darker, it glows as per a candle.

Enjoy!