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I'm pretty sure it would be considered as two different abilities of the same item, because "armor bonus" and "weapon bonus" are listed as different effects in table 15-29 page 550 or in the prd: http://paizo.com/pathfinderRPG/prd/magicItems/magicItemCreation.html

Therefore it would be calculated as follows:
+2 (Weapon Enhancement) 8,000
+2 (Defense Enhancement)4,000 x 1.5 = 6,000gp
= 14,000gp

As you can see in the table under "special" multiple different abilities are just added but the price of the ability with the lower item cost is multiplied by 1.5

I would know no rule why your shield would make an exception of that rule.

Hope that helps


IMHO, I would rule that you can exclude or include everyone you actually know he's there. Invisible creatures that you didn't notice would be affected and getting healed or damaged.


Thanks for the answers!


A mage specialized on illusions gets the power "extended illusion". Does this only apply to spells which have a duration listed as "concentration" or also to spells with a duration of "concentration + x rounds"?

Thanks in advance


You're right, there is no speed mentioned.
I would say it hovers near you until you cast the spell it is meant to deliver, then it automatically travels to the target and tries to hit it.
So the speed would be the range, I guess.


I'm sorry that I hijack that thread, but I think the topic is right:
Does a wizard get 3 languages more if he puts one rank into linguistics?


Pathfinder Reference Document

Pathfinder Reference Document wrote:
At 4th level, an arcane archer can launch an arrow at a target known to him within range, and the arrow travels to the target, even around corners.

I would say he only has to know that the target is somewhere in range, not exactly on which square, because the rules do not say anything about what the character has to know exactly about his target.

He obviously doesn't have to see the target.

Hope that helps


Ah, I played D&D 3.5 for all the years and never noticed that change :)
Thanks for the info!


In D&D 3.5 there was a penalty on swim checks according to the weight of your equipment. If I remember correctly it was -1 per 5 pounds
Is this gone in Pathfinder?


I would guess we wait for the official errata to decide if it should be +40, 40 or Stealth + 40.


I think the "not moving" part is a little bit hard, isn't it?

If an invisible creature is in the room and not moving and you want to notice it the DC is 60? That seems to me a little bit too hard. I mean, lets say you role a 20 (which we all know is not that likely). You would still have to have a wisdom score of 32 an be an level 20 rogue with all ranks and a skill focus in perception.
I mean - why shouldn't anyone else be able to hear him breathing or something like that. It should be really hard, but 60 is impossible. I would have suggested something around 40.


I think it is meant that way:
If you want to notice an invisible creature the DC is 20.
If you want to pinpoint it the DC is 40.
These two DCs are modified according to the table on page 563.

ReynardTheFox wrote:
The numbers in the chart don't make sense if they are modifiers to a DC... the modifier for someone not moving is -40!!

That in fact is something I do not understand. I would guess that the "minus" is wrong, because the DC to pinpoint a creature is simply 40, not "minus 40".

Or you could just ignore that line because there is no information in it.


I guess you COULD pick any spell, but it wouldn't make sense, because you can only apply a metamagic feat to spell that you can cast.


The question was if this bow is allowed according to rules.
I just thought that the Strength bonus could somehow raise the price if a magic bonus is added.


I have a question about Composite Longbows. Can you add a Magic Bonus + 3 to a Longbow with a Strength bonus +3.

How many damage is done by that bow? 1d8 + 6?

This bow should cost 400gp + 300 masterwork + 9000 gp = 9700gp. Is that correct?

Thanks for the help!


That makes sense. Thanks a lot.


Thanks a lot. I didn't know that these calculations are only "the starting point".
I will have to think about it, but I guess I wouldn't allow the mage armor robe.


Do you know where we could find these?


I have a little problem with the price of SR items.

Why is SR as an armor ability so cheap? SR 19 normally costs 70000gp, on an armor it is a +5 equivalent, so it costs 25000gp.

Can someone enlighten me?


I always thought I would understand the rules for magic item creation - well, until now.
I encountered two problems:

  • A magic armor +4 costs 16000 gp.
    Why should a mage pay these 16000gp for a robe +4 if he can simply make mage armor permanent with a "continuous spell effect"?
    This would cost 1 (spell level) * 1 (caster level) * 2000 gp * 1 (hours/level) = 2000gp

    I think it even gets better when you think about shields. For the double costs as above (2000gp * 2 (because of 1/min per level)) you can have a floating magic "shield" spell around you all the time without the negativ effects of carrying a shield. A normal shield + 2 would cost the same and you would have to equip it, carry it around and so on.
    Oh, I didn't mention the immunity to magic missiles...

  • Assuming that you want to cast alarm permanently on an item or area. Why should you bother to wait till level 9 and cast Permanency? This would cost you 2500 gp. If you use a "continuous spell effect" you only pay 2000 gp (same calculation as with mage armor)

There has to be an error in my calculations! Perhaps I got the whole "continues" thing wrong?

Hope someone can help!


If I ever need a few ideas how to manage the attributes in another way, I will definitely revisit this thread :)
Thanks a lot!


Thanks for the insights!

From this view, I like the new system.. it makes sense to pay more when the modifier is higher - and not one step before that. I haven't noticed that before.

meabolex wrote:

For high fantasy (20 points) it's roughly equivalent to 28 point buy.

For epic fantasy (25 points) is slightly better than 32 point buy.

I will run a few tests (and generate a few characters) to find out what you can do with 25 points.

Anyone else out there who can guess how much these 25 points are? Do you all play with 25 points?


Hello!

My fellow players and I want to start with Pathfinder after playing a few 3.5 campaigns. I love the new rules, but I'm not sure why exactly there was a change in the attribute rules.
What was wrong with the old system with starting attributes at 8 etc?
We were playing with 32 attribute points at first level and I would like to change the rules, but not before I understand why they were changed. Furthermore I would like to know, how many "new" attribute points I can give my players so that their characters are equally powerful.

I have been searching for this answer for a few hours now, I hope I didn't miss it in the forum.

Hope someone can help!
Thanks in advance

Race

NG Half-Elf USummoner 21/21 | AC:15 T:12 FF:13 | CMB:2 CMD:15 | Saves F:+3 R:+3 W:+4 (+2 for enchantment for all Saves) | Init:+2 | Per:+2 |

About Anji the Investigator

Anji
Unchained Summoner 4
NG Medium humanoid (Half-Elf)
Init +2, Senses Low Light Vision

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DEFENSE
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AC 15, touch 12, flat-footed 13 (+3 Armor, +2 Dex)
hp 21
Fort +3, Ref +3, Will +4 (+2 to enchantment for all saves)
(+2 to all saves when within eidolon's reach; does not apply if eidolon is grappled, helpless, paralyzed, stunned, or unconscious)
Immunities Sleep
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OFFENSE
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Speed 30 ft (20ft while encumbered / i.e. carrying bag)
Spell-Like Abilities (CL 3rd; concentration +7)
7/day - Summon Storm's Fury II* (1min/level) (*Limited Summon Monster)
I - Eagle, II- Small air elemental, Small lightning elemental
Summoner Spells (CL 3rd; concentration +7 (+3 CL +4 Cha)
Range Crossbow +4 (d8/19-20)
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STATISTICS
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Str 8 Dex 14 Con 12 Int 14 Wis 10 Cha 19
Base Atk +3 CMB +2 CMD 15
Traits Destined Diplomat, Resilient
Feats Spell Focus(Conjuring), Skill Focus(Spellcraft), Augment Summoning
Skills Kn(Planes) +8, Kn(Arcana) +8, UMD, +10, Spellcraft +11, Perception +2, Diplomacy +10 (+2 vs outsiders)
Languages Common, Elven, Celestial, Draconic,
SQ Life Link, Summon Storm's Fury II, Bond Senses, Elf Blood, Elven Immunities, Arcane Training, Keen Senses,
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GEAR
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Armor Studded Leather Belt Body Chest Eyes Feet Hands Head Headband Neck Ring Ring Shoulder Wrist Spring Loaded Wrist Sheath (Wand of Mage Armor/Wand of Cure Eidolon Lesser)
Other Gear Backpack, Grappling Hook, Flint & steel, silk rope, mirror, bedroll, rations (4), signal whistle, waterskin, iron pot, Studded leather, light crossbow, bolts x2, spring loaded wrist sheath x2, wand of CLW (43), Wand of Mage Armor (44), Wand of rejuv eidolon lesser (48), Rod of Reach Lesser

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SPECIAL ABILITIES
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Life Link (Su): Whenever an eidolon takes enough damage to send it back to its home plan, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane.
Bond Senses (Su): At 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no maximum range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.
Elven Immunities (Ex): Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses (Ex): Half-elves receive a +2 racial bonus on Perception checks.
Arcane Training (Su): They can use spell trigger and spell completion items for their favored class as if one level higher.
Summon Storm’s Fury (Sp): A storm caller can summon creatures infused with the power of the storm to help him. This functions as the summoner’s summon monster I–IX abilities, except the storm caller can summon only the following creatures at the indicated spell levels: I—eagle; II—small air elemental, small lightning elementalB2; III—dire bat; IV—medium air elemental, medium lightning elementalB2, pteranodon; V—large air elemental, large lightning elementalB2; VI—huge air elemental, huge lightning elementalB2; VII—roc; VIII—elder air elemental, elder lightning elementalB2; IX—advanced elder air elemental, advanced elder lightning elementalB2. Any creatures summoned with this ability gain immunity to electricity.

Alternatively, whenever his eidolon is not summoned, a storm caller can expend a daily use of this ability to summon a magical storm as a standard action. This functions as call lightning with a caster level equal to his summoner level, except as noted below.

Each bolt of lightning deals 1d6 points of electricity damage. This damage increases by 1d6 at 3rd level and every 2 levels thereafter, to a maximum of 10d6 at 19th level. The prevailing weather has no effect on the damage of the lightning bolts. The Reflex save DC is equal to 10 + half the storm caller’s summoner level + his Charisma modifier. If the storm caller uses this ability again before he has used all of his available bolts of lightning (to summon another magical storm, to summon a monster, or to use the gate spell), any unused bolts are expended with no effect.

The storm caller adds call lightning to his summoner spell list as a 3rd-level spell and call lightning storm to automatically add them to his list of spells known.
Shield Ally

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SPELLBOOK
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0th (Spells known 6) ; ∞ Spells per Day
Detect Magic, Guidance, Mending, Mage Hand, Message, Read Magic

1st (Spells known 4) ; 4 Spells per Day (3 class +1 Charisma Bonus)
Shield, Grease, Enlarge Person, Protection from Evil

2nd (Spells known 2) ; 2 Spells per Day (1 class +1 Charisma Bonus)

Bull's Strength, Eidolon Surge (lesser):