Wizard

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Organized Play Member. 53 posts (199 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 1 alias.




I was looking at the Reveal Weakness ability from the Wizard's Void arcane school powers.

The text only states a "penalty to AC". Initially, it looks like this applies only to regular AC, but what if the target has no actual armor bonus or natural armor bonus? Then it would do nothing. Looking into it deeper, now makes me speculate that it would apply to all 3 types of AC.

I know there are rules for types of bonuses and where they apply, but I'm not certain on penalties.

Thanks


Would the Psychic Bloodline's arcana meet the prerequisite for Esoteric Knight?

Esoteric Knight states: "ability to cast 1st-level psychic spells."
Psychic Bloodline Arcana states: "Your sorcerer spells and spell-like abilities count as psychic instead of arcane."

The bloodline offers the sorcerer spell list, but they are cast using psychic magic rules... What about a psychicly cast sorcerer spell that just so happens to also be on the Psychic spell list.

I guess what I'm asking is if the requirement specifically needs the 1st-level spells from the "psychic spell list?". My inclination is no, since that would limit the prestige class to only to the kineticist or psychic classes.

RAW? RAI? Would you as a GM say that this is fine?


So last session by beloved sorcerer perished, and I am now tasked with creating a new character. I've decided upon an arcanist. A powerful and most importantly, an evil master of the arcane. I'm still debating on the archetype, but what I'm really having trouble with is narrowing in on are cool and unique magic equipment for an Intelligence based arcane caster.

I've got 140,000 gp to spend. But I'm really not looking for standard things. I already know about headbands of intelligence, cloaks of resistance, rings of freedom of movement, rings of displacement, and metamagic rods, wands, potions, etc.

I'm really looking for suggestions of unique items that really benefit or apply to arcanists, wizards, and evil necromancers in general. Maybe things that grant bonuses on top of other abilities. For example, a robe of runes is strictly better than a +4 headband and some other smaller things.

Thanks in advance for your suggestions!


What good is having the Triforce of power if you don't have power attack right?!?!

Anyways, I'm wondering what some of you think would be a very appropriate build style for Ganondorf. Let's say a 10th level Ganondorf. You and I both know, that in reality, he wouldn't be anywhere less than level 100, but let's keep it simple, shall we?

1) Gotta have that juicy juicy Power
2) Can implement his schoolbus sized sword.
3) Can just as easily splatter your brains with his fists.
4) Can wield magic.
5) Did i mention power, this guy is one bad mamma jamma

Functionally, he feels like a bloodrager to me, though I'm not sure how appropriate I feel about the whole uncontrollable rageness panning out.

Thoughts?


So, I have a Psychic Bloodline sorcerer/paladin (not actual psychic spell list) in our campaign. He was a character that was brought into the AP after the death of my previous character. I wanted him to kind of have a different type of backstory to justify this his relevance, and to avoid any tired chosen-one, or former mercenary tropes. So the character's concept became closely tied to my friend's new character that was also being freshly brought in (his previous character also died). He saw this new person as his best friend and believed that it was his purpose to defend and protect him, thinking that his friend had a far greater purpose in the world.

I followed this up mechanically by making him slightly capable in melee and using aid another, bodyguard, and combat reflexes to "protect" his ally. Alas, it proved to not be enough, and the friend met his fate two sessions ago. Now my GM has ruled that because I lost my best friend/purpose in life that I would be going through an emotionally tumultuous state of grief and it might include some sort of difficulty with my psychic casting. I said that's fair because it makes sense through the story and because I welcome the challenge.

However, yesterday we just played a long 8 hour session including a 27 turn combat with a dragon, and the penalty that he had in mind was that my emotional state is so fragile, that I have to roll a 50% chance to have a successful spell get off, otherwise it fails and I lose that spell slot. I figured it would last in the dungeon where the fallen comrade was, but it persisted for multiple days in game, and possibly multiple sessions.

I became frustrated and discouraged and complained a bit because I essentially was afflicted with the effects of Bestow Curse for multiple days with no mechanical way to handle it. I essentially had to roll 50% chance to cast a spell, 30-40 % chance to penetrate spell resistance, and 50% to target the creature via displacement (which we later determined was also wrong), and beat Saves and energy resistance on top of that. I was essentially 10% of a functional character.

I brought up my frustration to him later on, explaining that I agree and encourage story based effects in the game since I actually like the role-playing aspects of the game, but I thought the penalty was a bit extreme and didn't really promote a "fun" style of playing. He thinks that he's being generous by allowing me to cast spells at all, as per the rules of Psychic Magic.

It was my intention that the emotion-based components of psychic magic are tied to actual mechanical effects in the game. Things like a curse of melancholy, the crushing despair or rage spells, or Intimidation & fear effects. Things in the game that have actual mechanical descriptions as Emotion & Fear. I know they aren't the most common things in the game, but If a GM wanted to challenge a player, then he has the power to add any of these effects into the game as he sees fit. I explained using the logic of how limited the effects are to reduce verbal components (Silence effects, language dependent things etc.). He argues, that I should have just cast calm emotions on myself, but It is a round/concetration duration spell that eats up my standard action.. so it doesn't really help me cast spells at all (AND I have the 50% chance of failure to even cast it in the first place).

It really just feels like I am being punished for another character's death rather than being challenged. I as a player can research and find ways to use spells and scrolls and whatever to solve and circumvent the negative mechanics of psychic casting, but there's nothing I can do to deal with a penalty that transcends game mechanics... of a very mechanically heavy game.

Long in short... I still really can't do much about it, but is my frustration justified? I just don't wanna feel like I'm being a wuss or unnecessarily difficult. Maybe my interpretation of Psychic magic rules is wrong, maybe his are wrong? Any thoughts?


Does anybody know of such a guide?

Something that includes a list of viable potions?
Efficient longer duration potions?
Worthey min/level or rounds/level potions?
Magic items that work well with potions, like a sipping jacket or bountiful bottle?

I've tried filtering through the database on pfsrd, but it is a lot to filter out and I still feel like I'm missing most things.


Say I have the See in Darkness ability and some other effects that capitalize on being unseen and in shadows.

I want to use this ability as an advantage, but know that it is a really rare ability. I'd like to gain an advantage over my enemies, but spells like deeper darkness have a radius effect that just takes over everything, and effectively blinds my allies too.

I was hoping to find some sort of magic item that either only puts the effect localized around my character, or simply a more feasible area (10 foot radius or whatever). Granting all allies the see in darkness ability doesn't seem to be feasible, and certainly not effective/efficient.

I see things like Eclipsed spell, but still, have nothing.


Geeze, I've been busy.

Anyways, I'm looking to see if there is an official ruling for what happens with an animal companion or familiar during a charm or possession event. More interested in yall's RAI suggestions vs RAW litigiousness.

So what happens?

  • To the player?
  • to the companion?
  • Different for a highly intelligent/improved familiar
  • Alchemist's Tumor Familiar?

I have an Alchemist with a mauler tumor familiar and also an intentionally bad Will save. The character/familiar combo is pretty powerful and I have decided to rule that the familiar while functional is extremely dangerous and essentially only under tenuous control of the alchemist at best, so he really only comes out to "play" in dire circumstances.
Now the Tumor Familiar is both its own creature, but also the same creature as the alchemist (especially) when burrowed inside the alchemist's chest cavity.

During (let's say a dominate person effect) happens while mauler is sleeping inside. Does it reject the idea of foreign control and eject itself, or does it also succumb to the effect as "part of the original 1 humanoid target".

I know this may be subject to table variation & GM ruling, but I wanted to get some opinions before we discuss a ruling.


Anybody know of any magical items, spells, potions, equipment, etc that boosts any current resistances that a character might have.

Permanent or long duration buffs are obviously better. My searches haven't turned up anything.


I know that strong jaw can be used on animal companions and stuff, but for a PC like a barbarian, bloodrager, or alchemist with existing natural attacks. What value does this spell have over something like Enlarge Person, especially in the mid/late levels?

Yes the -1 to hit, and -1 AC, and being bigger, heavier, etc.
But Enlarge person counter by increase melee weapon dice by one or two steps(depending on starting die), and grants +2 STR and a natural reach. And it's only a 1st level spell for the same duration.

When most of your reliable damage comes from mods, what major value does strong jaw have? Am i missing something?


So I've got quite a bit of experience playing an alchemist and using things such as the hybridization funnel, and the grenadier's alchemical weapon ability, but I just came across this item for the first time while browsing.

Incendiary Catalyst.

Can this be used as part of a full round attack throwing multiple bombs?? Could you simply pass these out to your allies, hold your action to when they throw it on an enemy and then launch bombs at them for double damage?

Pending the enemy definitely has immunity to fire, the amount of extra damage that these would provide per their price is crazy, and the idea of crafting or using any other alchemical weapons seems laughable.

a 12th level tiefling alchemist with FCB & 26 Int score with fast bombs, TWF, rapid shot, and haste could potentially throw 5 bombs in a single round dealing (30d6 +70) x 1.5.

It also would help to preserve more of your bombs per day, simply by destroying everything faster.


I have been in discussion of using the spell Invigorating Poison.

Some people have suggested that the spell can be used as a pretty potent buff, by inflicting oneself with a multi stat poison for some beefy and cheap bonuses. The spell states that the poison has to actually inflict the ability damage, for the spell's abilities to be triggered.

The RAW in the core rulebook about voluntarily failing a saving throw only specifically mentions 'spells'. Otherwise, nothing is mentioned for things such as alchemical items or poisons etc.

From a realistic GM interpretation, I would say that you cannot voluntarily fail a fortitude save against such things. After all, it is the innate nature of your body and it's immune system that are fighting off the poison and most certainly not a willing decision of a character. If i get infected exposed to a titer of Tuberculosis, it is not really a conscious decision of mine to fight it off or succumb to infection.

While the effect still could work, you'd have to actually "fail" the save. In which a pass would result in a wasted dose of poison and a wasted action. Now there are many ways in which you could increase the chances of failure significantly, but it would mean lowering your Fortitude save and or misfortune effects etc.

Because the spell has a low minutes duration, it isn't viable for an out of combat plan either

Does anybody know of an official RAW ruling on this?


So I've got a 12th level Eldritch Knight (2 paladin) and (10 sorcerer), and I'm just looking for resources and advice on some feats to take in the upcoming levels. Particularly for the bonus combat feats granted by EK.

My current build is somewhat of combat reflexes reach build, who really shows his strength when his allies are close by. I wield a fauchard with one hand with the shield brace feat, and use gloves of arcane striking and bodygaurd to use AoO to either dish out extra damage or boost adjacent allies' AC.

I'm tending to stray from metamagic feats (preferring to drop money on the occasional rods) and took note of come curious unique feats: Alignment Feats, Sory Feats, and things like Celestial Obedience and Ancient Tradition. Has anybody experimented with these?

Does anybody have suggestions for some beefy feats that aren't tax heavy? Power attack does little for me since im technically wielding a 1 hander. Otherwise, I'm just going to take improved initiative and it feels lame.

Stong solo feats? Any advice is welcome.

Thanks.


The rulings on large weapons seem to be a little bit complex or nuanced especially with different game mechanics specifically allowing some form of wielding them. I'm just looking to see if anybody can set me straight for a particular character build I had in mind

Class: Belkzen War Drummer Skald

Race: Tiefling with the Variant heritage trait #16 "You may wield large weapons without penalty"

Weapon: A large club in each hand (my DM has rules that a drumstick like club can be ruled a light weapon) not a greatclub.. just large regular clubs.

Feat: Two Weapon Fighting

What am I looking at for attack penalties and damage dice for the above stipulations? Is it -2 to each attack and 1d8 damage?

How does this trait ability differ from things granted from the Titan Mauler and other abilities.


So my idea was to try and create a two weapon fighting Belkzen War drummer skald that is actually competent, but the rules around large weapons and the abilities that allow you to wield them are nuanced and not the clearest.

What I want to do.

Race: Tiefling with the Variant heritage trait #16 "You may wield large weapons without penalty"
Weapon: A large club in each hand (my DM has rules that a drumstick like club can be ruled a light weapon) not a greatclub.. just large regular clubs.
Feat: Two Weapon Fighting

What am I looking at for attack penalties and damage dice for the above stipulations?

Also if anyone has any advice for this kind of build focusing around wooden club combat, then feel free to let them rip. Thanks yous guys.


Hello all, I am putting out feelers to see if any of you lovely people have come across any solid alternative rulings to the unconscious and dying mechanics of Pathfinder.

The current system seems to feel right at lower levels but scales horribly.

You have 30 out of 90 hp (decent enough) and 14 con (fair) Giant monster hits you for 44 damage and you go past the point of rolling saving throws and are permanently dead...

Having an ally in the state of "unconscious and dying" is a wonderful change in a combat. They are helpless and fragile, your party now loses precious actions in the turn economy, and another body on the field. It forces the party to adjust tactics for a few rounds to revive their ally, while keeping the enemy at bay.

I love putting PCs in this state, but don't like to fudge rolls and the worst is when you accidentally kill a PC that you didn't intend to.

My friend suggested simply using 5e's rules of death saving throws, but that seems a bit too simplified. Any suggestions?


Hey, ya'll. So I was listening to a play podcast that was running a starfinder campaign, and since they were all relatively new to the mechanics of the game, they decided to split up rules expertise into groups that were then divided amongst the players.

I absolutely loveeee this idea.
1) It allows players to invest in the hard-working aspect of the game "you get more out when you put more in"
2) It removes the annoying "rules-lawyer" role from the table since now nobody is the know-it-all. Instead, they are a group of players who all contribute as a local resource of expertise on what is a very complex game.
3) It hopefully speeds up gameplay by reducing the number of debates and looking up the rules online or through a sourcebook.
4) and my favourite reason, less of a hefty burden on the GM so they can focus more on the story writing, keeping up with the campaigns details, and controlling the NPCs as well as everything else.

I'm about to start an AP, and while I've both GM'd and played before, I've yet to take on a 6 book adventure before. It's also of my experience that while player's are experts of what THEIR character does, they can still know very little about the rest of the game.

My question here is. Since I will have 5 players, In what ways can I divide the majority of the rules into 5 groupings?

So far I have: Basic combat features, conditions/afflictions, skills, but I know there are more.

Suggestions would be awesome, thanks guys


So, the opening scenario of Phaendar's siege is pretty cut and dry when it comes to how are the PC's motivated: Survive!!, Flee!!, help those that you can... maybe. But after that first escape, I'm kind of at a loss.

I have expressed to my group that I do not allow evil characters in the AP, but even soo. I'm finding it difficult to try and think of how to convince my players to stand and fight, or simply not to just leave. Like straight up leave Nirmathas.

I've prohibited evil characters (unless the concept is very well designed and fits perfectly with the AP), and I've emphasized the characters need to have some sort of ties or heavy investment in Phaendar. I even intend to repeatedly remind them that "you're characters are not you, play them as they would play". But logic, especially when influenced by self preservation still seems to counter the intent of the AP.

The AP expresses that Nirmathas has experienced invasions and raid from Molthune and monster before and they typically retreat to the woods, fight guerrilla style, then return when ready, even at the capital of Tamran. But still.., watching your town become completely leveled by a fine-tuned hobgoblin army, and magically replaced by a giant Obsidian Castle.... seems like there really ins't really anything left to fight for.

Has anybody encountered this problem before? How do you create motivation to stick around?


Hey Everyone. So my group and I recently took a blind vote for which AP i was going to run for them next, and Ironfang Invasion was the winner.

I am in the process of editing the players guide and the associated source-books on nirmathas etc. before submitting it to them for character conceptualization. I know my players get overly curious and will find it difficult to abstain from knowing as much as they can, so I really like to keep them in the dark about just about everything.

I also only just started reading book one, but cannot contain my curiosity. I've heard that this AP has alot of heavy hitting straight forward warlike combat and scenarios, but what I'm wondering if there are any large adventures or elements that require a little more tact and/or roleplaying.

Has anybody found ways to include some sort of espionage/infiltration/corruption/sabotage in this AP, even if customized? I know that's something my players would get a kick out of as a break from the militia/wartime role.

Perhaps infiltrating Molthune government/war council under the guise as foreign trade ambassadors in order to uncover more of the truth or simply to stick it to Molthune?

Open to suggestions and real experiences

-Thanks


I have a group of friends that is currently running through ROTRL (i am a player), but I am looking to purchase and start reading our next AP, which I am going to GM.

Me: So I currently run a homebrew / custom built world in another game that we play in via Roll20, but I've realized that i just don't have the time to really really flesh out the campaign the way I'd want it to be. This game tends to be a very casual, watered down story, goofball fest, which is all fun and good but I'd like to really nail down a pre-written adventure. I'd like to make it feel dark/heavy, with invested emotions, and just make it feel tangible. I want to encourage the players to think and react as characters as much as possible, as opposed to players trying to beat a game.

Players: These guys are gamers, they know the mechanics, and they try to use them to WIN. It doesn't mean that they'll totally abandon their character's background and personality, but I'd almost wish that they'd play as if in front of an audience who was watching for the story, as I feel that results in the most rewarding type of experience (collective storytelling). We also drink when we play... all of us... and quite a bit, and this is not gonna change nor do I really want it to change. The drinking makes all of us as players a bit more reactionary, and single tracked minded, but it also makes us lose nerves and inhibitions and we start to act and speak in character more, as well as just have fun as buddies.

What I'm looking for is an AP with a great story. One that makes sense of things as the books proceed. I have no problems with tweaking things here and there, adding interesting NPC's to point them in the right direction if needed, and re-balancing encounters to cater to the level of difficulty needed. I also like to weave their personal background stories into the plot as well, for added investment.

What I'd like to stray from is APs, that have lots of sandbox elements (Kingmaker), as I just don't have the time and resources to manage something like that. And one who's story seems to jump around all over the place, especially in the early levels. In playing the first few books of ROTRL, most of us were so confused about how one thing related to another that we eventually just went with it. I'd also like to avoid something that feels like one great dungeon crawl. I enjoy playing monsters and stuff, but I don't want it to be 95% combat all the time.

I'm open to suggestions, but please, at least give a small statement supporting your choice.

-Thanks


So there seems to be a couple of threads about having multiple familiars, multiple familiar feats, and stacking levels, but I haven't seemed to have found any simple and conclusive ruling on such things. I just want to kind of get the RAI approach as opposed to breaking down the semantics of everything.

I'm looking into building a character with a primary focus on a Mauler Familiar. What I want to know is, how do multiple familiar abilities, features, and feats work together. Or if it was intended for them not to be allowed to be combined.

If I'm taking an abyssal bloodline familiar for my Crossblooded Bloodrager, then I take the aberrant tumor feat, and then I take the Wasp familiar feat, and then dip 2 levels of Eldritch Gaurdian for a familiar and combat feat sharing, or a shaman level with the stone spirit.... Does that mean that these abilities all combine into one familiar? Does it grant 5 weak familiars with their own specific abilities? Were these applications intended to be exclusive from one another?

again... I'm not trying to break the game by abusing the semantics of RAW, I'm just looking for the reasonable opinion of experienced players/GMs or a developer ruling.

(for those interested) The character concept is a super duper nice guy (halfling) who is naive, wholesome, and friendly but happens to be infected with a parasitic (alien/tumor) familiar. This creature is the real brains of the operation who sends its puppet host into an aberrant bloodrage when it detaches and enlarges.


So I'm playing in a Rise of the runelords game as a character who decided to go with a merfolk sorcerer (5) paladin (3). I wanted to build this character for flavor and concept first and then performance secondary, with an emphasis at being a balanced and able to cover major flaws.

I love casters, and loved the idea that I could go spontaneous caster and work with a Mnemonic Vestment x2 and a small spellbook for 2 unknown spells per day to try and at least cover a little bit of the utility that a wizard would provide since our party is Ranger, Fighter, Gunslinger, Oracle/Swashbuckler and myself.

However, I did not want to make a super fragile character and wanted the concept of him being a big, hardy, and of course incredibly lovable charming merfolk to stand out. So i went 3 levels in paladin to get that Charisma save bonus, once per day smite, immunity to fear, armor and weapon proficiency and all that jazz.

20 point buy and as a merfolk, so my stats are really solid and my limited movement speed is the least of my concerns, but I still feel like I'm suffering from being a jack of all trades and a master of none... We just did the whole Fort Rannick thing for those of you who are familiar and I felt like i was just a healbot that couldn't heal and a tank with no armor and an incompetent sorcerer.

Some specifics: I went with the Seeker sorcerer archtype with the Psychic Bloodline that allows me to wear armor, carry a Bardiche reach weapon and just stand in the fray getting off AOO here and there while spending my turns casting spells, and I went with the Sacred Shield paladin archetype for a team friendly defensive smite that allows me to reduce damage to all allies and split remaining damage with my familiar.

Str:14 Dex:15 Con:15 Int:14 Wis:9 Cha:20 with some stat gear.
my AC is 22 normal, but can get up to 29 with my smite and protector familiar. (Yet i was still getting clobbered and knocked below 0 in almost every combat)
I also took Fate's favored as trait, and have an item that grants me the +2 luck to attack so my melee/ranged/CMD bonus is 10/11/9. They aren't terrible numbers and I haven't really tried to abuse FF yet, But I can't even hit anything unless I roll a natural 20.
I have magical knack to help keep up with loss of caster levels and my spell progression hurts a bit, but in that whole fort I cast 17 offensive spells and only once!! did an enemy fail to pass a DC 16 or 17.
My saves are dope though: 11, 10, 11

I get it that the Encounters might need to be buffed because of the 5th player, but our combats essentially are.. everybody gets bashed and and wastes actions until our fighter rolls a crit or our gunslinger chips away at touch AC. So before I actually go and discuss this with my GM (whose initial response to my "you gotta be kidding me" was "you shouldn't have made a bad character", I'd like to see what my other options are, just to make sure that I'm really giving everything a thorough mechanics approach. We are probably going to level up to 9th next session, and I'm open to suggestions on magic items, feats, even retraining feats, spells, etc. I just feel like these adventure paths were designed so that you didn't have to build a totally optimized character to have a little success.


So I'm not really into playing classes with animals companions. Mostly because I don't enjoy having to control two characters at a time. But I am now looking into a level 8 Halfling Bard character concept that involves being mounted.

I was thinking of just dipping 1 level into cavalier, but I looked at the very limited mount options and then the stats for them are pretty bad as well. Then I was thinking that maybe I'd just buy a normal mount.

After further inspection it seems to me that the combat trained animals, as far as their bestiary entries go, are vastly superior than their animal companion counterparts. And they are cheap too. 75 gp for a combat trained Bison with a 27 STR!?

Anybody can chime in or share their experiences. What am I missing? Advantages or disadvantages of both? It should be noted that I do not intend to go more that 2 level Cavalier if any.


So I'm a GM in a home-brew campaign. I really thought that, because it was a home-brew, that I would be able to adjust and balance the game (combat wise) as I saw fit. I encourage my players to balance their own characters, but... they have a little power-gameyness to them, which I don't disagree with. Why make a weak character when you can make a really strong one, that still has all the role-play potential, right?

The party is handling CR encounters above their level at a steady rate, to which I applaud them, but my problem is that I feel like my spell-casters are feeling inadequate, which I don't want. I always read that spell-casters easily trump martial brutes, but I am seeing the exact opposite. Even with some minor but specific boons to spell casting abilities.

At level 6 my wizard and cleric have limited spells with DCs of 15, 16, 17 etc. But my Fighter and slayer have unlimited and multiple attacks that are hitting at +13/+8 and doing stupid amounts of damage that is devouring my DR/5 magic. I'm not super worried about creating challenging threat to the whole party as I am having my casters feel like they are seriously contributing in combat. I can always knock the casters unconscious and dying, but i'd like for them to be the party's savior sometimes.

What enemies, spells, or elements of combat would you suggest that I apply.


So I have a 7th level sorcerer/paladin who can basically smash any UMD check needed to activate a wand, and I wanted to check out what spells from other classes seem to very effective for wand use.

It is a bit easier to search for good buff spells via search filters by using "minute or hour" for duration keywords, but searching through all the spells of all the lists for possible debuffs, crowd controls, and damaging blasts is a daunting task.

Clearly examples like magic missile, cure light wounds, true strike, shield, etc. usually pop up in these discussions, but I'm looking for those rare and interesting beauties. Not exactly spells that I'm going to try and squeeze 50 charges out of an maximize use value. Just cool and effective spells that I can't already cast innately as a sorcerer.

Enervation comes to mind as a WIzard list example, but I'm looking for others.
Who will get the most bonus points!!

1 bonus points if it is a non-healing / non-buff spell
2 bonus point if it's on another spell list.
3 if it has no save or even just decent effect with a save.


Hey all. I apologize if this question has already been addressed somewhere, but I can't seem to find a response for it.

The table for applying bonuses and spell effects to magically crafted wondrous items seems to be pretty clear cut and often times quite accurate with already published magic items. What I haven't been able to find is a table for the costs of adding (Attack roll bonuses) of different types (Luck, insight, sacred, etc.).

Note: That this is NOT a magical weapon enhancement bonus!

An example of such an item being the Cloak of Good Fortune https://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/c-d/cloa k-of-good-fortune/

When my friends and I play together and want to implement something new or powerful we often implement the (If you've done your research and support it with some sort of logical findings or enough backing that it makes sense then it is allowed). What i'm looking to do is create something like this cloak that does not have the commune spell-like ability. But i can't seem to find the bonus to attack rolls anywhere.

Using both the compare magic item cost nor the table method seems to make sense for this Cloak of Good Fortune.

The spell cost appears to be the following if i'm doing it correctly. Commune = 5th level spell x only 1 question = Caster Level 1 and its a command word casting = 1800, and once per day = 1/5. So (5)x(1)x(1800)x(1/5) = 1800 gold + the multiple ability cost of + 50% = 2700.

This would leave the +1 luck bonus to attack rolls costing 9,800 gold by itself!!! Which is a ton, compared to a Cracked Pale Green Ioun Stone costing only 4000 gold offering a very similar bonus and also has a potential resonance feature and is a slotless, so that bonus would actually compared somewhere closer to 2000 gold.

However I can't see an attack roll bonus of any type being less than than the magical AC bonuses. What I would suggest as a point on middle ground is somewhere between the Ioun Stone cost of 2000 and the Cloak Cost of 9,800. If I were a GM I'd rule that the Attack Roll bonuses are = to double the AC or maybe just an extra 1000 gold to the AC bonus of it's respective AC type since increased bonuses get squared anyways.

Anyways, If there is an actual source out there, then I will happily accept that, but I just wanted to get some REASONABLE feedback and see what the rest of the Pathfinder community might suggest. I am not looking for the cheapest way to min/max a character and do not want to break the challenge rating of the adventure. I'm just looking for a healthy compromise that will allow a character to create magic items of their own choice.

-Thanks


So I play an alchemist in my ROTR campaign and I started to explore the seemingly endless and versatile list of alchemical items that I can craft. This has led me to make acid, alchemist's fire, and other splash weapons.

Many of these items are distinctively defined as alchemical splash weapons and leave little room for interpretation, however other items are a little less technically defined, and the only rulebook text is the Combat rule of "Throwing a splash weapon" which addresses the mechanics of doing so.

The main question that I'm asking today is: What actually defines something as a "splash weapon".
Almost all the threads on splash weapons are on function, damage, missed throws, action economy, etc, but what qualifies as a splash weapon?

Could it be interpreted as any liquid thrown in a breakable container? Say fresh water, for example. That's an extreme example but what about items that could function the same way, but don't technically include text that says splash weapon.

A contact poison in a flask? Several doses in a flask? Holy water? What about the alchemist's water of maddening spell?

Some things to think about on whether or not something is a splash weapon breaks down into several mechanical aspects.
Is it a ranged touch attack?
Can it attack the ground and grid intersections?
Does it splash a 5 foot radius?
Does is benefit from all splash weapon feats and traits?
Does an alchemist add his Intelligence damage?

I'm looking for reasonable opinions from both player and GM perspectives. Obviously, I wouldn't argue that an alchemist would add intelligence bonus damage to a thrown glass of tap water, but maybe his water of maddening. The water of maddening also doesn't specifically say splash weapon, but its a thrown flask that only needs to touch enemies etc. Anyways, your thoughts are always welcome.