Wizard

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I looked at the race builder rules and thought of a possible campaign. What if the players made a deal with a devil or a crazy mad scientist or something gave them a sort of mutation ability. Instead of the typical leveling up in a class they level up by mutating, and add abilities to their character using race builder rules. Perhaps they start off with a normal race and every level they gain like 5 points to spend on "mutating" their race. I think story line this could be fun if they met an alchemist that gave them an experimental potion. The storyline way that they gain the abilities they want could be that they have to visit this alchemist and he could brew up something to "keep their mutations in check". This alchemist could be their main quest giver as he sends them for supplies to try and fix them. Perhaps maybe they can have the choice of level up in class or monster. Any thoughts on this?


My group has expressed interest in playing a short campaign where they are all farmers or some other type of commoner. I think this would be fun. They also want to at some time play a complete survival type campaign. I recently found the Serpents Skull adventure path and the first book is a survival setting. I am thinking of combining these two ideas. My group wants a really harsh and unforgiving experience. I believe that this could provide just that. I am going to only allow base races and NPC classes. They also get to choose one trait. For the ability scores i want to limit them even more so they can see how powerful PC classes really are. My idea for rolling stats would be roll 4d6 and drop the HIGHEST number. This will ultimately give them a really weak character compared to what they are used too. I have read that the Smugglers Shiv book is not to difficult and that a good party can get through it without any issues. Anyone have any thoughts, suggestions, or tips?


In 3.5 I recall that the Master of the Wilds book had an item called +1 arrow of cure light wound as well as the different level of cure spells. They explicitly stated they did not deal damage when hitting but instead would cast the cure spell that they had imbued on them. Does such an item exist in Pathfinder? I have looked and have not come up with anything. Also how much would something like this cost. I remember in 3.5 the cure light wound ones costed 107 gp each. This seems appropriate as they are a +1 ammunition. Doing the math 2000gp for 50 rounds of ammunition comes too 40gp each; it is 6gp to make a single ammunition masterwork (required before making magical); and I would assume it would use the single use, use-activated effect (similar to a potion) which would cost 50gp for the cure light spell. This all added up would be 96gp which is 11gp less than the listed price in 3.5. I'm not sure where that 11gp comes from exactly but my best guess would be something too do with the 1.5x price increase to add an additional ability to a magic item. Also, as far as I can tell the Magic Item Pricing rules seem the same for 3.5 and PF, with the difference being in item creation that their is no xp usage and an increase gp cost to create said items in PF.


I want to run a fun and wacky campaign and am requiring my players to create or advance an existing race using the race building rules with a 15 RP limit. I had a few questions about some of the abilities, specifically the Spell Like Ability At Will and Flight. The spell like ability at will says you can get a at will spell like ability as long as it does not deal damage or attack. this is for the RP price of twice the spell level and it can only be used with 3rd or lower level spells. Would Cure Spells be allowed with this ability? Technically it does not "Attack or Cause Damage" outright, but it can be used to damage undead. also i'm not sure if having a character able to heal others at will would be hugely game breaking. The next question is on the wording for the flight ability. It costs 4 RP and has the Special at the end of the description that says "This trait can be taken more than once. For each additional 2 RP spent, the race’s fly speed increases by +10 feet, and the maneuverability improves by one step." Does this mean that for an additional 2 RP you can essentially upgrade the ability?


I have looked and I cant seem to find the answer to my question, I am sure their is a limit to the bonus allowed on a magic item. I am aware that you can only have a +10 Bonus to magic weapons and Armour (and only +5 of that +10 can be to damage/hit and AC). My question is about items that give bonus to skill checks such as cloak of elven kind. If I have a character that can craft an item can he craft a +10 or greater to a specific skill check as long as he follow the formula of bonus squared x 100GP price for the item? this could essentially allow him to make an item that could give +20 to any skill for only 20,000 (if he made it himself)