mavbor's page

Organized Play Member. 64 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



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What constitutes a block of downtime. Reading the crafting rules for Orgainized play (copy/pasted below) it list the requirement to spend 4 downtime days per block of downtime to prepare before beginning actual crafting.

IMO a block of downtime is 8. If that is true 4 out of 8 downtime days is spent just preparing for it. How about if you only have 2 or 4 days of downtime? Can you spend 2 downtime days and the next session prepare 2 more then spend the next 4 downtime crafting even if it is spread over another session?

On another forum a poster believe a block of downtime day is however long you spend crafting the item. Meaning you spend 4 downtime days preparing and every additional day you craft is 1 downtime. Meaning you can spend 32 downtime days to prepare 4 days and craft 28. Makes sense but IMO that is too optimistic.

IMO this makes the Faction Boon Crafters Wookhall pretty important. Does anyone know what the text "However, your fellow faction members expect your assistance in return." means in actual gameplay? I do not mind doing a quest or running errands during game, but if it is spending gold or downtime days than it defeats the purpose.

Rules wrote:


Crafting: Some characters may choose to spend their time Crafting a piece of equipment. The rules for crafting can be found on pages 244-245 and 503–504 the Core Rulebook. Use the DC based on the level of the item from Table 10–5 for common items, applying the hard DC adjustment from Table 10–6 to the DC for uncommon items and the very hard DC adjustment for rare items. You can Craft uncommon or rare items only if you find their formulas. Crafting requires that you spend the first 4 days of a block of Downtime preparing before attempting your check to Craft; unlike Earning Income, Crafting tasks can be continued across as many Downtime days as necessary until the item is completed or you pay the remainder of the Price required to finish the item.


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Basically Sturdy Shield for shield block builds and all other shields for everyone else who does not shield block. Shield blocking once will break the shield (break not destroy) normally so do not even think about it.

This is a problem for those who want to shield block but most do not see a problem because they don't plan to shield block. Hope when they have a problem people do not take the same attitude of not seeing a problem just because it is not THEIR problem.

Currently an active shield block user can not get special abilities on something they specifically built around other than to get it to block more and soak up more damage while all others can get special abilities on their shields.


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Some basic info on Treat Wounds that we probably know but just in case.

It takes 10 minutes to treat wounds and if you fail you waste those 10 minutes. This means it is important NOT TO FAIL as there is a good chance the party needs that healing sooner rather than later.

A critical failure results in 1d8 damage to target. This can kill the player but as long as you are not trying to heal at a higher DC than you should this should be rare.

Since it is important not to fail the Assurance feat comes in very handy. It also allows you not to focus on wis or purchasing the more expensive healers kit or the healers glove (both are item bonuses so they do not stack with each other).

As long as the player increases his proficiency rank in medicine than with assurance the following is true.

Level 1-2: Assurance will not work. Expect some fails on treat wounds with even some possible critical failures.

Level 3-6: Assurance will work fine with DC 15 to heal for 2d8.

Level 7-14: Assurance will work fine with DC 20 to heal for 2d8 + 10.

Level 15-20: Assurance will work fine with DC 30 to heal for 28 + 30.

There is also a new Medicine feat in the upcoming Omens World Guide (due out on the 28 Aug). Reduces the cooldown for Battle Medicine to 1 hour instead of 1 day. Also increases healing with Treat Wounds and Battle Medicine by +5.


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The below ring has the wrong item level and thus price. Probably should have been level 16.

Ring of Energy Resistance (Major) Item 6
Source Core Rulebook pg. 614
Level 6; Price 245 gp
The ring grants resistance 15.


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Korre wrote:

Per the Rulebook: reaction - An action you can use even if it’s not your turn. You can use 1 reaction per round. 17, 461–462, 472–473.

You can only have one reaction per round. You would get to choose the one you wanted to use though as far as see it.

That is the general rule. Specific rules override it. There are ways to get many many more reactions per round. Quick Block. Combat Reflexes and the Fighters lvl 20 feat which gives many many more reactions per round depending on the number of enemies he faces.


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The horns IMO makes it that the feat can not be obtained via Adopted Ancestry which greatly reduces its OPness. Which is a good thing IMO.

I read on other threads that Aasimar and Tiefling was supposed to be Heritages that other races can get (supposed a dev mentioned it). Is that still planned (like half orcs and half elfs)?


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Yes a monk can use a shield and not loose any of his class benefits.

Edited. I said cant be enchanted and meant cant increase the AC with runes like Armor. What I had before could have been easily confused.


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Special materials are very costly and require higher grades in order to apply higher level runes on them. It will nearly double the cost of a item to have it made from cold iron and will prevent it from being upgraded past a certain point.

As of now I very much doubt anyone will be crafting with these special materials unless they know they will be focused on a very specific theme. Average groups will not have them.


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Have you thought of making it Intelligent.

Heres the base cost:
* Base price increase of: 500 gp
* 10Int/10Wis/10 0
* Your Alignment: 0
* Telepathy/Empthy: 1,000
* 1st-level spell 3/day 1,200
* 1st-level spell 3/day 1,200
* 0-level spell at will 1,000
* Defend the servants and interests of a specific deity (you)

Something like that is what I would start out with. Would have a base price of 4900 so cost you 2450 at half.

I would make it more defensive then offensive at early levels.

Things to increase on the item when you get the funds:
Int (needed for higher spells)
Increase its Senses. (can get blindsense and darkvison for cheap)
4,5,6 or 7 level spell at will when you can afford it (+56,000 gp+)

Just make sure its your own alignment and its purpose is to serve you.