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As the title states I am looking for a PBP game and am willing to fill any group holes.

No clerics? No rogues? Need a tank? Let me know.

In general I have played pathfinder for many years, D&D before that and have played PBP.

Now I am looking for a new game and just need to know how to get started here.


Sorry should have been clear.

This is a full mythic campaign. Cohorts are close to level but do not have Mythic tiers. I was generous enough to give the cohort 1 tier mythic to keep up. But compared to level 12 mythic 6 players it does not stand long against their enemies.

I have explained to the player that with mythic the cohort would be quickly over powered but the player insisted.


So I currently GM a mythic game. One PC has a cohort used as a meat shield. This cohort dies a lot. The player always pays for the resurrection and level restoration but how long until that cohort gives up and walks away?

I currently instituted a rule to somewhat offset this. Stating there is a percentage change (cumulative) that every time the cohort dies it will refuse to come back or leave after the resurrection.

I am basically looking for a way to handle it without penalizing the player every time the cohort dies. But also with understand that no being will stick around while be lead to slaughter over and over.


All good info.

In my games I ruled that it negates non magical means of detection. Blindsight, scent, tremorsense, etc. (and scrying type spells of course).

While it does say undetectable, it is incredibly powerful for an ability that takes only 1/3 of a mythic path power.

But, I will continue to read the opinions here and elsewhere and may change that.


blahpers wrote:
No. These are spell-like abilities, not spell-trigger or spell-completion items. They just work.

Tis what I was thinking. Thanks.


Quote: "Spellcasting: This item allows its bearer to cast a limited number of spells as spell-like abilities. This ability can be taken more than once. Each time it’s taken, the bonded creature gains 5 points to spend on selecting what spells the item can cast. A spell costs a number of points equal to its level (minimum 1). The bearer can then activate the item to use each spell-like ability once per day. By spending double the cost, the bearer can use each spell-like ability three times per day. All spells must come from the same class’s spell list. No spell can have a level higher than the bonded creature’s tier. The caster level for these spells is equal to double the bonded creature’s tier. The save DC for these spells is equal to 10 + the spell level + the bonded creature’s tier."

Key words: "The bearer can then activate the item to use each spell-like ability once per day."

If a wizard adds cleric spells to the item are they then required to use "use magic device" to cast the spells?


ryric wrote:
Just remember to let go of your giant piece of wood if you fall in water so it doesn't drag to you down to a watery grave with that ACP. :P

I thought wood floated?


Wow. Ok, For some reason I completely missed the very first sentence stating it was an extradimensional space. Thanks for the info.


The spell creates a 10x10 hole that is 10ft per 2 levels.

A player in my game used the spell. Created a 20 foot pit. In the following round created another pit in the bottom of that one. The creature had previously had grease cast it, so it could not climb out.

Events unfold like this.

Round 1. Grease
Round 2. Create pit
Round 3. Create pit (bottom of the first pit)
Round 4. ...
R 5
R 6
R 7
R 8
Round 9. First pit disappears. (fills in with round and dirt again)
Round 10. Second pit disappears trapping creature between first when 2nd pit fills up again.

SO, GMs advise please. In my game I basically judged that the bottom pit filled in crushing the creature between pit 1 and 2. (Mythic game).
Thinking: 2nd level cannot teleport the creature the 30feet to avoid the now filled pit. The creature cannot burrow and is buried alive 20 feet deeps as it is crushed. I realize it makes a 2nd level spell combo a killer but I needed to progress in the game. Thus the questions here.

Thanks in advance.


RULES STATE THE FOLLOWING: Pay attention to the last paragraph.
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Adding New Abilities
Sometimes, lack of funds or time make it impossible for a magic item crafter to create the desired item from scratch. Fortunately, it is possible to enhance or build upon an existing magic item. Only time, gold, and the various prerequisites required of the new ability to be added to the magic item restrict the type of additional powers one can place.

The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 longsword.

If the item is one that occupies a specific place on a character’s body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection 2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.

----------------------------------------------------------------------

As a GM I would charge you the 150% of the price of the item being added.


Crafting cursed items is covered by the rules. (copied below) I have a player that had made his intentions clear that he intends to use (was nice enough to ask ahead of time). I am a GM that follows all rules, if there is a rule for it from Paizo, I use it. But the bad guys can also. I have already constructed the encounter where the "bad guys" will use it to capture them and steal all their equipment. (not a punishment as my characters are INCREDIBLY rich)This will force them to hunt down their robbers or acquire new equipment. I know it sounds like a punishment but as I said, I grant incredible leniency to my group if it is in the rules.

Intentionally Crafting Cursed Items
Intentionally crafting cursed items requires the same item creation feats and skill checks as does crafting a normal item of that type, but in addition to such requirements, intentionally cursed items require bestow curse or major curse as a spell prerequisites. Crafting cursed items is generally cheaper than creating fully functional items, depending on the type of curse involved, as detailed below. The table above indicates the price and spell prerequisites of some of the most common deliberately created cursed items.

Delusion: Cost is reduced by 90%.

Drawbacks and Requirements: Cost isn’t reduced for cosmetic drawbacks or requirements with no direct game effects. Cost may be reduced by 10% for minor drawbacks or requirements such as minimum skill ranks or worship of a specific deity; by 30% for harmful or costly drawbacks or requirements such as alignment change, ability damage, sacrificing wealth, or performing a quest to activate the item; or by 50% for severe drawbacks or requirements such as negative levels or sacrificing sentient creatures.

Intermittent Functioning: The cost of uncontrolled or unreliable items is reduced by 10%. The cost of dependent items, which function only in certain situations, is reduced by 30%.

Opposite Effect or Target: Cost is reduced by 50%.


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Beorn Nitmo wrote:
Anyone giving up all their feats and powers to strictly craft is going to be ineffective in combat versus say anyone who focuses on Meta Magic or Combat feats in general.

Isn't that choice up to the player? Shouldn't the player be able to enjoy their character how they want?

Not everyone enjoys min/maxing just for combat scenarios.

Quite frankly you make my point for me. Why force a character to take 8 or more crafting feats, making them ineffective in combat (your words, not mine). When they can take 1 mythic ability and still get combat power?


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PER DAY
Basic Crafting 1000gp
Mythic Path ability - Crafting mastery with the feat +1000gp
Valet familiar (coop crafting) +1000gp
Mythic path ability - Mythic crafting +1000gp
Wizard arcane discovery - Arcane Builder - Reduce build time by 25% (granting an additional 1000gp at full build)

With a FULL mythic progression this can be accomplished around level 4. But that is completely concentrating on crafting. No combat feats, metamagic feats or anything else.

That is without using tools of amazing manufacture or 3rd party mythic feats that can increase that further.

It also assumes that when an ability says it "doubles the progress" that it actually referring to the base speed not additional abilities.

Crafting mastery - "you make twice as much progress on the item for any time spent"

Mythic craft - "Double the progress"

Cooperative crafting - "your assistance doubles the gp value of items that can be crafted each day"

As it gets difficult to decide what is doubling what and because of prior conversations I think just doubling the base is the best way to do it. Otherwise that number becomes 8k or 16k PER DAY. Which truly is extreme.


Ok. All other things aside. The consensus is that it does allow the ability to craft everything. (I am ignoring beorn's input as he is the other gm I was discussing this with and I wanted community input, not to just continue our conversation here.)

Also agreed upon is the GM's ability to change it to fit their game as they see fit.

Good Stuff, thanks everyone for your input.


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So general consensus seems that rules allow it but allow the GM to change it for game balance.


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It does not reduce the ITEMS COST or any other requirements.

You can craft any magic item AS IF YOU HAD THE NECESSARY ITEM CREATION FEATS.

Let me state the obvious. It does not state you get the feat or need to qualify for that feat.

The requirements it does not change are the ITEM requirements. So items without requirements would be allowable.


Let me start by saying I understand a GMs rules are the rules for their game. However, I also GM and am a strict follower of the rules.

My question: Mythic Crafting Mastery "You can craft any magic item as if you had the necessary item creation feats." Does it overrule the level requirements for crafting items?

So if I took this at tier 1 and tier one is received at level 2-4. Could this character then make staves, wands, and rods?

As it does not give you the feats but allows you to make magic items as if you had those feats I do not think so. But there are disagreements.

Thanks for the assist.


I have searched and not found an answer. So short of fame and the guild bonuses (not allowed by my GM), is there another way to recover lost spellcasting levels?

i.e. I take 1 level fighter, then 3 wizard. Is there a way to recover that 4th level of spellcasting? Not just increase the spell difficulty but gain spells per day also.


According to the rules you cannot craft an item with the mythic version of a spell.

If you look under Mythic spells it states that mythic spells can only be added when creating ARTIFACTS.


Thank you Yorien.

As for whether the tools can be used on magic items the answer is simply, Yes.

The tools increase a specific craft skill. Creating magic states you can use spellcraft or the appropriate crafting skill. Seems simple.

Yorien aught what I was looking for. 8 hours of work maximum. I was thinking 1 hour with tools then the 4 hours of crafting basically getting two days of crafting in one day. However, I now think this is not possible as the 4 hour speed up states it is still 8 hours of work done in that 4 hours. Which would make it 9 hours of work in a day, too much.

All in all this seems to be a GM decision per game.


Ok but again, I understand how the tools work. My question was can a crafter then continue to work for another 7 hours gaining more progress?

From the tool description: "For objects with a final cost of more than 2,000 gp, the wielder can perform 2,000 gp worth of work in a single hour, but only once each day. Only a single skill check is required to successfully complete the item, made on the last day of crafting and gaining the +4 circumstance bonus granted by the tools."

This says the ability to craft 2k in an hour can only be used once a day. That leaves 7 hours to continue crafting if so inclined. My question is, are there any rules that support this idea?

As it stands in my game we have stopped with the 1 hour and stated that was it for the day. As the tools continue to grant the bonus to the crafting skill and there are rules for crafting times shorter than 8 hours and the core rules state "no more than 8 hours of crafting in a day". The craft check only happens when the item is complete, not each day. As long as it is on a single item I see no reason to deny this request.


The rules state "The caster can work for up to 8 hours each day."

What happens if you have something like tools of amazing manufacture that give you the ability to create 2000gp in one hour? Can you then continue to craft for the additional 7 hours (on the same item) Or is that all you can do?

So my actual question. With a familiar using the valet archetype it will cooperatively craft with me doubling what I can do in a day. If I pay a penatly of 5 points on the rool I can rush 8 hours of crafting into 4 hours.

So with the tools I get 2000gp in 1 hour (4k if I use the familiar to assist). Then with my familiar I get another 2000gp in 4 more hours. Only 5 hours, still under the 8 hour requirement.

OR does it go by the attempt. The tools being one attempt and the familiar being another?


So under the sidebar in Tiefling there is an option to take a smaller race. i.e. gnome.

Also the variant tiefling abilities has the option of "You are unusually short, granting you all the standard traits of a Small creature."

Would this then make the tiefling actually be tiny?


Good stuff. Just needed to verify it's a fear effect.


Is alien presence a fear effect? I have been thinking if it is they would not have need to change it from frightful presence. However it works almost identically.

Thanks for the assistance.


How many pages?


DM_Blake wrote:

I think you misread those tools. They repeatedly stat that they apply to crafting items with "a specific Craft skill".

That is not a Craft Feat, but rather, just the old boring Craft skill. You don't use that skill to create magical items so these tools won't help you.

Ironically, they might help a non-caster who uses the Master Craftsman feat to magical items, but I would argue that such a craftsman is not really using that skill, exactly - he's just substituting it for the Spellcraft check at the end. However, that's a flimsy argument at best.

Well the crafting states you can use spellcraft or the appropriate craft skill. Spellcraft is simply a work around so casters do not need multiple craft skills. But the skills are usable for creating magic items.


I had thought the same thing about the tools. But then it was pointed out to me. How many nonmagical items cost 2000gp? What would be the point of them then. I do agree though that it says craft skill not creation feat. The rules also say though that craft skills can be used in place of spellcraft to create items. Thus when making magical armor you can roll an armor craft skill check instead of spellcraft. Thus making these useful for magic items.

"To create magic items, spellcasters use special feats which allow them to invest time and money in an item's creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item. If an item type has multiple possible skills, you choose which skill to make the check with. The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item."

Thanks for the responses.


Well yes I understand it all needs to go through my GM at the time of character creation or before.

I have just returned to role playing after many years out and was hoping for something a little more...rules related. Did I miss a rule that negates the whole build? Is there some tiny hidden sentence in some book that would stop one or all of those things from stacking, etc..

The character concept would be a character that depended too heavily on magic items. (both good and bad aspects of that). It's a roleplaying thing.


So in an upcoming game I was planning on creating a crafting wizard. After some research I found a few tricks that seem utterly incredible and was curious as to Paizo's official response for this combination. So here goes.

Race: Gnome
Trait: Hedge Magician
Class: Wizard
School: Universal (Arcane Crafter)
Familiar: Archetype (Valet)
Arcane Discoveries: Arcane Builder, Fast Study
Magic Item: Amazing Tools of Manufacture, Ring of Sustenance

So the ring of sustenance and fast study allow the wizard to rest and prepare spells in 2 hours and 15 minutes maximum. This leaves just under 6 hours normal rest time waiting for the rest of the group to rest.

The tools of manufacture (gnome magic item) allow 2000gp to be created in 1 hour. Paizo rules state that 8 hours of work can be done in four hours by raising the difficulty by +5. The rules state no more than 8 horus of crafting can be done in a day but does not state a total GP limit. Arcane builder allows you to create items 25% faster than normal.

So in 6 hours:
1 hour for 2000gp using tools.
4 hours for an additional 2000gp using familiar
0 hours for additional 25% (1000gp) using arcane builder.
RESULT 5000gp of crafting in 5 hours during adventure while the group is sleeping.

I am curious if this would work? Assuming proper facilities via portable mansion or portable workshop of some kind. Obviously still limited to 1 item per day but large items will be pushed out quickly.