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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.
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?
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
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).
Thanks in advance.
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.
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 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
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:
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. |