Looking at the rules...
However that said, the vanity does state you can use the physical craft during a scenario. As such you should draw up your ship. There are items that are legal for play that you might even consider using to upgrade your ship’s functionality etc (which could be a really fun avenue for play). If I had to peg what kind of ship this is, and calculating that PP are worth an estimated 375gp each:
So your down to either a longship or a Sailing Ship. Both fit 2 different thematic character types and both seem applicable for the vanity.... Except the Sailing ship comes with 20 direct-fire siege engines. Assuming those are ballista’s (and probably shouldn’t be included with the vanity), they would have a sell value of 5000gp, which means you are getting a 5000gp boat for 10pp, which is a good deal.
So if I were to rule this out, I would heavily encourage a player to design their boat as either A) Longship or B)Sailing Ship without siege engines. Anyways, that’s my 2 cents worth. If anyone sees any errors in this logic please let me know!
I am always happy to see new Pathfinder books!! I wouldn't mind seeing a "Pathfinder: Dungeoneer Builder's Handbook" filled with new traps, and interesting encounters ideas that incorporate tactical combat. Either way, I am glad to see new material :) Please do continue to find new ways to get my money! :)
It seems to me, the best way to deal with this is to look chapter 4 of the pathifnder society field guide. That guide shows all of the sort of knnowldge and preperations pathfinders are suppose to have been told before going ou into rediculous adventures. I guess if the level of knowledge is something that would come from that section, it could be assumed to be known by any pathfinder.
Shar Tahl wrote: at some point, a line needs to be drawn between an improvised weapon used as a primary weapon and a new exotic weapon. Good point! The -4 penalty that would apply to a non-proficient exotic weapons, is the same as a -4 from using an improvised weapon (which RAW states also comes from being non proficient with the improvised weapon) So basically either way the terminology here suggests that it is a weapon you are not proficient with. An improvised crowbar-weapon would use the same base stats as club (which CRB price dictates are free, and always readily available for purchase...) so your taking a -4 (feats not considered) to use a weapon that could cost nothing and weighs the exact same as a club/crowbar. Going back to the original question then.... could a +1 crowbar-weapon exist?
Rules seem to suggest that you are able to treat this weapon as a club (that you are not proficient with) and it seems legit that if you are able to cast "Magic Weapon" on this club you should be able to place enchantments on that weapon as well. ...Now is a magic club that can also be used as a crowbar game breaking?
I guess my rmabling point here is that the crowbar is an improvised club (and a weapon). Clubs can be enchanted... so it seems logical that you CAN get an enchanted crowbar... |
