Jalros

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Join this new forming group seeking terror and adventure through one of Paizo's published Pathfinder Adventure Paths. Ron will be your DM host, he has been running games for many years, but for this game we need at least one additional players. Time and place will be settled based on group interest, but aiming for games within 10-15 or so miles of Redlands roughly once every two weeks. Jade Regent, or Ironfang Invasion perhaps? And maybe some home brew adventures.


Hello, I couldn't find anywhere in the rules that specifies the rate at which magic items can be sold. I am talking about the items adventurers find, rather than the ones they make....

Do you allow characters to sell at the full base price, or at a certain percentage?

And knowing in advance we will see a "yes" to both of these methods... do you know why do you do it that way? The reasoning is more interesting (and a pointer to a written core rule the most interesting of all.)


Hello, my mage got scared by his first encounter with some vampire spawn, and is afraid their is worse on the horizon. He has the Craft Wondrous Item feat, and I was thinking this may be a reasonable first self-designed magic item.

Only is it reasonable? I don't know if having a continuous detect undead is breaking things, but I did cut some abilities out and figure the DM can get around it if he really wants too.... Comments welcome.

Obsidian Earing
Aura faint divination; CL 1st
Slot –; Price 5600 gp; Weight –

Description
This earing appears as a polished obsidian stone set in a gold or silver setting. Any good-aligned creature that wears the earing will hear whispered warnings when the undead are near and will become immediately aware of the presence of undead within 60’. Additional information is available should the wearer of the ring concentrate as described below. The whispers of the earing are in the wearers mind and not audible to others.

1st round: When the user spends a full round action to concentrate, he can determine the number of undead auras and the strength of the strongest undead detected as per the table at the bottom of this entry. If the strongest undead aura’s strength is overwhelming, and the creature has HD of twice the wearer’s HD, the wearer is stunned for 1 round and subsequently can no longer use the benefits of the earing for 24 hours.

2nd round: Should the wearer maintain concentration, requiring a standard action every subsequent round, he can determine the direction of the undead aura’s, and whether they are moving closer or further away. Concentrating in this manner is similar to concentrating on a cast spell, which is subject to interruption if the user takes damage or any other appropriate circumstance as described in the standard rules. Users add their intelligence modifier + 1 when making saves to continue concentrating. While concentrating the wearer can move and talk normally, but cannot take standard actions.

HD - Strength
1 or lower - Faint
2-4 - Moderate
5-10 - Strong
11 or higher - Overwhelming

1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt can block the detection abilities of the obsidian earing. The wearer gains no benefit until after having worn the earing for 24 hours. If a non-good creature wears the earing it is silent and behaves like an ordinary earing.

Construction
Requirements Craft Wondrous Item, detect magic; Cost 2800 gp

(Cost detail: Continuous use spell – spell level (1) x caster level (1) x 2000 gp x 2 for 1 min/level spell; requires user to be of good alignment reduces cost by 30%; no space limitation = entire cost doubles.)


I was in an adventure last night against some vampire spawn. Damage reduction played a big part in the encounter.

(We didn't know what we were getting into and most of our blows were bouncing pretty harmlessly off of them. We did prevail, thanks to the rogue with her +1 mithral longsword.)

So, turned out these creatures have DR5/silver. Fair enough. However at one point one of them turned gaseous and attempted escape... and the gaseous form spell has a DR10/magic.

We were scratching our heads, because we didn't really know if the silver and gaseous form DR both were in effect or not.

What were we trying to hit...
- DR10/magic only?
- DR10/magic or silver?
- DR15/magic and silver? (someone suggested adding them *shiver*)

I didn't find it explicit in the rules. We left it at DR10/magic, but curious if anyone knows if there actually is a rule on the books.


Hello, seems like a silly question, but I couldn't find it explicitly stated anywhere.

Fighting with a two-handed weapons increases your strength bonus on damage by x1.5.

Now, a character with a 12 strength normally has +1 damage. And typically, the rules are that a bonus will be a minimum of +1. I assume someone with a 12 strength would deliver +2 damage total with a two-handed weapon.

Someone with 17 strength normally gets +3 damage. The bonus will be x1.5 points of damage. So +4.5 damage... Does everyone play this as +5 damage?

Somewhere I remember a statement that all fractions roll-down, not up (meaning this would be +4), but I have been through so many versions of D&D this may be a dead rule.