Mordenkainen

Wamulus's page

Goblin Squad Member. Organized Play Member. 49 posts (56 including aliases). 1 review. No lists. No wishlists. 4 Organized Play characters. 1 alias.


Sovereign Court

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I think my first post was around 2008. I basically never post, but I have skimmed through these forums about once a week since. This community continues to be great :)

Sovereign Court 1/5

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I like it! Games should have a visible impact on the world, and I really hate to see a faction go... but it definitely sparks up a desire to play!

Sovereign Court 1/5

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Looking at the rules...
The Vanity costs twice as much as the business vanities, and does provide twice the bonus, so regardless you’re not wasting PP on the boat.

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:
There are few ships provided in the Ultimate combat, of which you are stuck between either a 10,000gp value (for a longship, galley or sailing ship) or a rowboat at 500gp.... (I guess your free to select the rowboat if you want…)
The Galley is not a marine vessel... so lets scratch that one….

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.
Comparatively, the longship moves at 2/3s the speed and has only 1/3 the cargo capacity, and relies on the large crew as its big selling point. Since the crew of a vanity are already busy providing the +2 profession bonus that the character is already receiving (and probably should not be able to otherwise significantly influence a scenario), it seems to me to be a reasonable alternative to the longship.

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!

Sovereign Court

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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! :)

Sovereign Court

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David Montgomery wrote:
Because they don't want to? Mine don't. Then they wouldn't be able to see my Wizard in his tacky, modified, Varisian entertainer's outfit.

You sir, play this game correctly :)

Sovereign Court 1/5

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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.
If it goes beyond that knowledge they should absolutely be making skill checks.

Sovereign Court

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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?
The spell "Magic Weapon" can be cast on any weapon touched...

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?
A basic club is free... the item will still be an improvised club... so... your only benefit is in not having to stow the club to draw the crowbar... this benefit in exchange for the -4 penalty on all attacks....
Now feats can be used to make this a little more powerful. But in the end... you are still weilding a club. Which thematically awesome... but rules breaking no. .

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...