VRDragon's page

Organized Play Member. 23 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.




I was poking around and enjoy ranged weapons in general. One item I found while on a wiki for some DnD stuff was a Great Crossbow. Its basicly a even bigger heavy crossbow, something I was thinking of adding to the weapons list for my games, along with the minotaur crossbow. And it got me to thinking of something.

As comp bows can be made to account for someone who is really strong, could it be possible to make a crossbow in some manor to take advantage of someone who is really strong? In game it would be by making the string harder to pull back due to it being very strong so it shoots the bolt out alot harder but you have to have the required strength (show by damage mod) to load. In form it works like the comp bow.

One other thing I read about was in anther thread how long it takes to load the bigger crossbows. Could one way to spead them up it enchanting them to shoot bolts of force (Craft Magic Weapon/Armor and the magic missle spell) thus it would be sped up some as a bolt appears as soon as the string is cocked back.

I was curious about others ideas about something like this. Imput?


I have some questions about elementals. It use to be that you had to have a magic weapon or spell to hurt an elemental and that where immune spell effects that where if their elemental group.

So would a normal weapon do any damage to a small elemental or medium one?

Also would a lightning bolt hurt an air elemental, cone of cold on a water element, or acid hurt a earth elemental since these are damage types tied to those elements?

Also do air elementals have the ability to turn invisible since generally elementals are invisible in their elemenal they are made of?


Okay one thing I have been curious about in the book it says wizards are gimply limited to a small portion the simple weapon list.

One thing gets me is wizards can use a Quarterstaff, yet this is a 2 headed weapon.

Anther thing is it ways wizards can use clubs. the book shows what a club looks like and list stats. but it doesn't talk about them in the description part.

I am making a wizard with arcane bond to a staff (not QS) and I was wondering what kind of damage does it do?

Also could a wizard's staff be made out of metal, say adamantium? I was wondering for sake of crafting rods later.


Is there some master list of abilities for creating your own races and how they would effect that races CR or LA or such?

Say you wanted to make a Human but it has wings and that was the only difference from the standard.

Also When creating a new race if you pice its type or group. Does each group have its over CR mod or something?


I was curious, would adding the half-dragon temp to a Kobold raise it's power level to be higher than a normal human hero class with 1 class lvl? I am confused on how changes in CR and such would equate with normal adventurer party members. Anyone willing to enlighten me please?


VRDragon wrote:


I am new to pathfinder in general and my 3.X experience is limited to some pre 3.5 stuff.

Anywho, I am working on a game and want to make a Kobold Sorc that I want to turn into a little GM NPC for the party to befriend and such after a RP sceen of saving it and some others story NPCs lives.

So looking over the book and such I am a tad confused on how to roll up a kobold with a hero class level.

Can anyone give me some advice and ideas? I am looking to make something fun and interesting for my players and to be honest, a plain kick for me to NPC as well.

http://www.d20pfsrd.com/bestiary/monster-lists-and-details/-k/kobold

Scroll down to Kobold Characters.


I was curious why it seems that as the game progresses its seems to become less magical as far as the number of items that once were craftable are now thrown into the artifact pile?

An example, why is the staff of magi forgoten? Anyone else ever ponder why this trend has been creaping slowly forward?

And while alot of there other classes have become more interesting over time and new ways of being a arcane caster have even come about ( ala Sorc. ) The wizard hasn't really changed much. It seems there is some fear of fiddling with magic or some such. I like the new flavor that has been given to mages they haven't really changed much really. Their Familars are not really worth investing in since its pretty static and growthless. Almost would be better to just tweek up a sorc's power level and chop of the Wiz from the list. No one else uses brains anymore for magic after all.

Anyone else notice or think something along these lines? I would like to know what others thought on the matter.


I am currently in a pathfinder game and playing a elven wizard. I took the craft ring feat and was wanting to make a magic item to help him when he is out of spells. Yes I know I can use wands but hey don't quiet go with what I was wanting to do.

I was wanting to craft some items that are basicly not limit use litte things but something more special to my character. Also not sure if my cost math is correct. Let me Know?

Example Items:

Ring of Shocking Grasp.

CL 5: Effect 5d6 Electrical Damage on touch attack, Use Activated.

Cost Spell lvl 1 X Caster Lvl 5 X 2000 for a use activated item with no charges limit? so 1 X 5 X 2000 = 10,000 GP?

Ring of Vampiric Touch:

CL 6: Effect Drains 2d6 HP from target of touch attack and transfers them to ring's user. Standard 1 hour duration. Use Activated.

Cost SL 3 X CL 4 X 2000gp = 24,000gp

Ring of Magic Missles:

CL 9: Effect casts Magic Missle at 9th lvl effect (5d4+5 damage), Use Activated. Maybe Command Word?

Cost Spell lvl 1 X Caster Lvl 9 X 2000 gp for a total of 18000 gp?

Ring of Lighting Bolt or Fire Balls:

CL 3, Effect Wearer can cast a 3rd Lvl Fire Balls or Lightning Bolt depending on the spell it was made from. Use Activated no charge Limit.

Cost SL 3 X CL 3 X 2000 gp =18,000 gp ?

Ring of Scortching Ray:

CL 2: Effect casts a lvl 2 Sortching Ray (4d6 fire damage 1 ray only). Use Activated, unlimited charges.

SL 2 X CL 2 X 2000 gp = 8000 gp ?

Are something like this okay to want to create, are these types of items allowable, and am I doing the cost math right?

Advice, etc, please?

Basicly I was looking to make an item or something that I can use as a main weapon for my wizard. Wands are always an option and good for anyman. But I wanted to make something that says, Hey I am a wizard and my weapon is Magic.


Hello,

New to the game but not very experienced with the rules in general. One thing I was curious about is/are Familars. Many people have said they never take them due one reason or anther, alot was to do with the old death penalty and such.

I was wondering if it would be possible and not unbalancing to treat familars as animal companions and advance them as such. Now this isn't to make mages have pet tanks and such as the rangers and druids do. I was mainly looking at ways to evlove them beyond wearable skill buffs.

Any ideas or two cents to throw in? I am looking over the Ani Comp stuff and thinking on it being reflected as a sneaky sneaky type of critter not a full blown combat aid. Keep the low Hit points and such but open up options. I personally think it will open up RP options as well as give a spell caster some not so glass cannon feel.