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I am currently playing a druid. I have taken the Natural Spell feat and assumed that would allow me to cast spells whilst in air elemental whirlwind form. My GM says that, whilst in whirlwind form I can't cast spells which have a somatic component, since I am made of air and therefore can't gesture. Isn't that the whole point of the Natural Spell feat, or am I missing something?


I've been looking at the Deific Obedience feat as a possibility for my current character. Can anyone tell me what the specific obedience is for a follower of Shizuru, and what are the granted benefits/boons?
Thanks.


Does anyone know of a weapon special ability which gives a bonus to attack rolls to confirm critical hits? I'm an inquisitor so I don't get access to the Critical Focus feat until 12th level, and I'd rather not spend a precious feat to gain this ability. I've taken the Craft Magic Arms & Armour feat and I'd like to try adding the ability to my weapon, maybe using the Unerring Weapon spell?


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This is my first post so please bear with me if I'm going over old ground here.
I'm a fairly new player who's joined a well established group and I don't understand the way they are applying the rules for adding special abilities to arms/armour. The bit I'm having trouble with is the crafter's caster level.
Rules state 'For an item with only an enhancement bonus, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.'
If I want to add Brawling to my masterwork armour, the Brawling ability has CL5, costs +1 bonus, and I need to add a +1 enhancement bonus in order to add the special ability. I understand this to mean that the +1 enhancement bonus requires CL3 and the Brawling is CL5, so I need to be the higher of the two, i.e. CL5 (I get that I'd have to be CL5 anyway in order to take the Craft Arms/Armour feat)
My group is interpreting the rules differently, adding the +1 cost bonus for the special ability to the +1 enhancement bonus, making the armour effectively +2, which gives a minimum caster level of 6.
Their argument seems to be that if you take it to extremes and stack multiple abilities onto a single item, you could end up with a fairly powerful item potentially created by a relatively low level caster. My feeling is that the cost in both time and money balances this out - a low level character is not likely to have the funds.
Another question comes to mind - if my armour already has a +2 enhancement bonus and I want to add Brawling, do I need to count the CL for the existing enhancement bonus, or is that only relevant if I am actually adding the +2 myself?
I understand that each group can create their own house rules, and if this is the way they have decided to work it then I am happy to accept it, but I would like to know what the general consensus is.
Sorry if this is a bit long winded, I just wanted to be clear.