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quirthanon's page
53 posts. No reviews. 1 list. 1 wishlist.
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The caster level factors into the DC and the price. The level can be chosen when crafting the item.
I don't know of a way to increase the caster level of an already existing item.
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David Silver - Ponyfinder wrote: A 3/3 fighter/mage is a 6th level character. That they can stand with level 4 characters is not glowing praise. The rules were completely different in AD&D 2E. It does not compare at all to 3.x or pathfinder. A 3 Fighter / 3 Mage was not a 6th level character there.
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Why are the ranges on the spells static? Do they no longer change with caster level? And if they don't these seem rather short for what was PF1 medium range spells.
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These are good questions and I hope the Paizo design team answers them, in detail with examples. Because I think some of the new proposed rules remove certain types of stories and play styles from the game.
More questions that should be answered on a per change basis, are:
• What's wrong with the old rule? What issues in play does this cause?
• How does the new rule fix the issue with the old rule?
It's my opinion that some of the new rules are only for fixing "Wrong Bad Fun" style of play. I don't like this as everyone can play their own game, the rules should support as many styles of play as possible.
Mark Seifter wrote: quirthanon wrote: Mark Seifter wrote: Milo v3 wrote: Mark Seifter wrote: Then again, at that point the barbarian decided that being a lawyer is a significant enough part of her superhuman 15th level character that she spent resources to make it so. Except they might have decided that at second level, and then never did lawyer things again but are still superhumanly good at it. And even if they don't pick to be trained in it, they're still superhumanly good at it. The untrained barbarian is more likely to know that Justice Ironbriar is the harshest judge in Magnimar than the law school student, but she still can't actually practice law effectively at all, let alone superhumanly well. Could you please try to explain this using the mechanics? Is there really going to be a list of things that the barbarian just can't attempt?
How do the mechanics stop the barbarian from practicing law effectively? If the mod is high enough why can't the barbarian practice law? How are GMs supposed to make this line where the skill proficiency lines are drawn and how are they being kept from being arbitrary? This is really hard overall because there is a separate skills blog, so I'm trying to keep this as tied to proficiency as possible. However, essentially, the skill you'd use to be a lawyer, working like Profession did in PF1, has a list of uses, and practicing law (Practice a Trade) would be listed in the trained only uses. Ok, thanks. I'll have to wait the for the Skills blog to make more sense of this.
Mark Seifter wrote: Milo v3 wrote: Mark Seifter wrote: Then again, at that point the barbarian decided that being a lawyer is a significant enough part of her superhuman 15th level character that she spent resources to make it so. Except they might have decided that at second level, and then never did lawyer things again but are still superhumanly good at it. And even if they don't pick to be trained in it, they're still superhumanly good at it. The untrained barbarian is more likely to know that Justice Ironbriar is the harshest judge in Magnimar than the law school student, but she still can't actually practice law effectively at all, let alone superhumanly well. Could you please try to explain this using the mechanics? Is there really going to be a list of things that the barbarian just can't attempt?
How do the mechanics stop the barbarian from practicing law effectively? If the mod is high enough why can't the barbarian practice law? How are GMs supposed to make this line where the skill proficiency lines are drawn and how are they being kept from being arbitrary?
Blue Tempest wrote: Well here's the thing, Character A declared Windy Escape as a Swift Action for his turn, whereas the actual spell states that it's an Immediate Action. This doesn't matter, an Immediate Action performed during the character's turn is the same thing as a Swift Action.
I think the real question is can the character start an action, trigger a readied action, then change the original action after learning of the readied action.
Immediate Actions count as swift actions on your turn.
I think in this case Character A has committed to an attack on Enemy A.
The ready action goes off when the attack starts. Wording of the readied action trigger may matter here.
Is there a rule that lets Character A interrupt his own attack and perform a different action?
I'd normally suggest that the item creation guidelines be used here:
Item Creation Guidelines wrote:
Lantern, Necromancer’s Beacon
Price 48,000 gp; Slot none; CL 13th; Weight 1 lb.; Aura strong necromancy
Control Undead
Dur 1min
SL: 7
min CL: 13
Use Activated or Continuous: SL * CL * 2000 (note 2)
Note 2: If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4.
If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5.
If the spell has a 24-hour duration or greater, divide the cost in half.
7 * 13 * 2000 * 2 = 364,000
But as you can see the price does not even come close to the price from the book. Their listed example, a "Lantern of Revealing", comes in at half the price from the formula.
So I recommend that you work with your DM and get a small increase in price.
Note that save DCs are not affected by the CL of the item or the creator's stats. Link So this type of change is completely in the House Rule category.
The caster level info here: Magic Item Creation wrote: While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal. The items save DCs are calculated like this.
I agree with James. Firearms don't make touch attacks, they make attacks that resolve against touch AC. So I see no reason DR would not apply to an attack from a firearm.
Why does the Shield Champion archtype not replace the Close Weapon Mastery class feature? They lose proficiency with the close weapon group in the archtype.
Quote: Brawler
Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, the short sword, and weapons from the close weapon group. She is proficient with light armor and shields (except tower shields).
Shield Champion
Weapon and Armor Proficiency: A shield champion is proficient with all simple weapons and with shields as weapons. She is also proficient with light armor, and with bucklers, light shields, and heavy shields. This ability replaces the brawler's weapon and armor proficiency.
Close Weapon Mastery (Ex): At 5th level, a brawler's damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a punching dagger deals 1d6 points of damage instead of the weapon's normal 1d4). If the weapon normally deals more damage than this amount, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon's base damage instead of her adjusted unarmed strike damage—this decision must be declared before the attack roll is made.
This would be a bad choice to use, as it does nothing to prevent the penalty for none proficient use. Are there other archtypes, for any class, that make class features bad? Is there something here that I'm not seeing?
Clone can be used after a creature dies. For this case I think Soul Bind would prevent it.
Clone can also be used before the creature dies. In this case I think the immediate nature on Clone wins and Soul Bind would have no effect.
The Iron Body spell lists a Divine Focus as a material component, even though the spell is not available to divine casters.
This FAQ should cover that.
I've got a question, should not this ability be better than Mindblank? Some of these suggestions make Mindblank the better option.
I don't think keen will work, it only affects piercing and slashing weapons. From the Rod of Nettles "This rod acts as a +1 light mace that deals no damage." Light maces are Bludgeoning only.
If a piercing or slashing weapons had this effect it would work though.
Keen: This ability doubles the threat range of a weapon. Only piercing or slashing melee weapons can be keen. If you roll this property randomly for an inappropriate weapon, reroll. This benefit doesn't stack with any other effect that expands the threat range of a weapon (such as the keen edge spell or the Improved Critical feat).
Moderate transmutation; CL 10th; Craft Magic Arms and Armor, keen edge; Price +1 bonus.
True Resurrection
Lists the 25,000 gp diamond as a divine focus, the printed and pdf rulebook list this as a material component. The PRD should be updated to match the pdf of the Core Rulebook.
Adamantine
Did they maybe price it as a weapon? It doesn't seem unreasonable to do this as shields are weapons now.
Got the description from d20pfsrd.
Phalanx Shield
Price 14,080 gp; Slot shield; CL 7th; Weight 30 lbs.; Aura moderate evocation
DESCRIPTION
Once per day as a standard action, the wielder of this +2 adamantine tower shield can conjure two
spiritual allies (as per the spell). These conjured allies last for 1 minute and can neither attack
nor move beyond spaces that are adjacent to the wielder of the phalanx shield.
Both allies gain a +4 enhancement bonus to AC and have the Shield Wall teamwork feat.
CONSTRUCTION REQUIREMENTS
Cost 9,580 gp; Feats Craft Magic Arms and Armor; Spells spiritual ally
Adamantine +3000
Shield, Tower +30
Master Work +300
+2 Bonus +4000
Sub-Total 7180
Spell
Spiritual Ally Clr 4 CL 7 1/day
Command Word (SL * CL * 1800) = 50400
Once Per Day [Divide by (5/1)] = 10,080
Differences from spell
Can't Move from next to wielder.
Can't Attack.
Extra Ally created
Duration 3 rounds too long for caster level.
Bonus AC +4
Bonus Feat Shield Wall
Total Price 17410
Cost 10205
These prices do not account for the Differences from Spell. I think this is a reasonable price.
However, the item, as written, does have some pricing issues. Like the cost minus 3000 should be equal to the half the price minus 3000.
Liz Courts wrote: Swiftbrook wrote: Liz,
Are the older hardbacks (Bestiaries, Ultimate _____ books, etc) suppose to receive the discount as well?
Edit: Add the Player Character Folio to that list. "All" is pretty inclusive and looks like a little troublesome. :-) The Pathfinder Roleplaying Game line is not discounted since they're already at a significant discount (compared to our other lines). This is not what the ad states. It states that every Paizo PDF is on sale. And there are no disclaimers.
The World Builder's Guidebook from 2nd edition was really helpful for me. It has descriptions of the top down and bottom up methods and tables for randomly determining what's in what region. It also came with a pad of graph paper that contains many types of projections for drawing world, regional, & local maps. Mostly I use it now for the random race tables.
There are sites designed to help authors write books that sometimes contain useful information or ideas. I don't have a example that works right now though, sorry.
Shyne wrote: if you casted a Limited Wish and used it to cast a Fireball spell could you instead have it mimic an Intensified Fireball, Extended Haste or anything like that. Sure why not? As long as the final meta-magic adjusted level falls into the Limited Wish guidelines.
Grick wrote: Rest: "If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells."
The Ring of Sustenance can modify that requirement. Though this won't allow the caster to cast more than once per day, it does change the rest required.
Ring of Sustenance: This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
DeathQuaker wrote: Sweet! Actually both are nice for different reasons. Thanks very much. There's also this one: sCoreForge
KaptainKrunch wrote: Or can you think of something MUCH WORSE? I think the worst possible thing a DM could do is to not show up for the game. However, I'd heard enough horror stories about bad DMs, that maybe showing up is the worst thing they could do. Sort of a damned if you do, and damned if you don't situation.
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Galnörag wrote: I've done some googling with no success, can anyone point me in the direction of an spreadsheet / spellbook? I've been using the one from here. It works fairly well.
sCoreForge Pathfinder Character Creator
Suggestion:
Remove craft magic item feats from play and allow anyone to create magic items with existing rules. The master craftsman would also be removed as the idea is anyone is eligible to craft items.
• Has anyone had experience with this?
• How did it work?
• Did the players like it?
• How were balance and CRs affected?
• Are there any issues that might come from this?
Thanks, I'll look into informing them.
Your spell checker does not recognize the word "staves".
Sean K Reynolds wrote:
Any advantage the character gets by crafting is offset by the GM reducing his treasure. Every time this wizard uses his crafting feat, the GM punishes him by reducing his treasure compared to the other PCs.
I completely disagree with this. The Wizard does receive an advantage; he gets custom gear. He gets to make exactly what he wants, when he wants it. He's not limited to found treasure or the magic markets, if setting has them. If the PCs end up holed up in some small town with little to no magic for sale; he can make something, others are SOL.
Your example is also skewed. The wizard will not be making extra scrolls for WBL when starting, he'll be making Wondrous Items, Staves, & Wands. Things that contribute to his effectiveness in combat all the time. Not things that are limited to actions per round. And Wondrous Items provide the most bang for the feat.
And if the WBL chart isn't for attempting to balance when starting characters what's it for? If this character gets more gear than anyone else how's this balanced? Like it or not gear contribute significantly to the power level of characters.
This answer is like a power munchkin's wet dream.
Janack42 wrote:
Okay, found where the error is occuring. When I select at level 6 Point Blank Master that's when the error occurs. Aside from that worksheet is perfect. Still haven't figured a work around for this issue.
Janack42
I've found the error.
Sheet: Classes_DATA2
Cell: G365
Issue: the name in this cell does not match the name in the feats data section.
Fix: change cell value to "Point-blank master"
This should fix the issue, let me know if it works.
Stupid question:
How do I make the sheet count weight properly for small characters? I'm using the newest version. It doesn't adjust the gear weight. It is adjusting the weight for weapons and armor properly.
You have a feat or feature from level selection that's not valid. Look at your levels and see if there's something out of place. If you still can't figure it out, send me a copy of your sheet and I'll try to find it.
Thanks for all the hard work.
Sheet: CharSheet_DATA
Cell(s): B132
Issue: Extra armor from Arms sheet not counted on final character sheet.
Fix: Change B132 to "=Arms_DATA!D103"
Huppi wrote: Is that "Extra" field currently the only way to specify a magic armor/weapon?
huppi
You can add armor and weapons on the "Items" sheet. Click the "Arms" button, and you can enter both armor and weapons in these cells. Use the "Special / Magical Properties" section to right of the basic data.
Sheet: Skills_DATA2
Cell(s): AJ9
Issue: Gift of Tongues always counts extra languages if ranks in linguistics are taken.
Fix: =IF(ISERROR(FIND(SUBSTITUTE(AI9,"#",""),SUBSTITUTE(cell_racesDATA2_variants selected,"#",""),1)),0,AJ7)
I'm not sure if this is how you would have done it, but it works.
Are there any add-ins or other tools you use to manage the data, formulas, or formatting? Or is Excel it?
Sheet: Skills_DATA
Cells: G89:G93
Issue: These cells have #REF! error, should point to Skills!AR58:AR62
Shows up as a #REF! error on Skills entry sheet in the custom skills section.
version 1.54
New bug, for wizards. Sheet 'Attributes_DATA' cells AC430, AD430, & AG430 should be blank. They have copied data from the wizard's spell ability row in the wizard's weapon proficiency row. This shows up on the spell casting sheet as double the caster level.
quirthanon wrote: I think I've found a bug. When I've selected "Rolled HPs" for the levels tab, level 1's hit point box shows the data for level 2. But only if there's a number in the box for level 2, if level two is blank the data for level 1 is correct.
I've found the the solution to this issue. The formula in sheet "Classes_DATA3" cell AQ5 should be:
"=IF(H5=1,IF(INDEX(index_levels_levelinfo,Levels!$C$114,D5*8-6)>0,INDEX( index_levels_levelinfo,Levels!$C$114,D5*8-6),0),0)"
The 'D5' cell references were set to 'D6' making it use level 2's entry instead of level 1's.
Do the class Archetypes work yet? If they do, I've got something screwed up. When selecting fighter, the archetype selection is available but there's nothing in the dropbox, in fact the box doesn't work. It doesn't even open empty.
I don't think that Captain America should have Bard or Paladin levels. Are they cool, sure; but they're not faithful to the original.
I would guess that Captain America is a standard fighter specializing in shields and hand to hand. He has no magic or mystical powers in the comics, so why give them to him?
I think I've found a bug. When I've selected "Rolled HPs" for the levels tab, level 1's hit point box shows the data for level 2. But only if there's a number in the box for level 2, if level two is blank the data for level 1 is correct.
• What is the weight of a Bag of Tricks?
• Does the weight vary by type, like a Bag of Holding?
I looked in the 3.5 DMG and there's no weight listed there either.
I found an error. When selecting feats for a PC. After choosing a feat and adding it to the PC, if you then click remove without selecting anything else, the program crashes.
Is there a list of poisons in there somewhere? Like here "Poisons"
All I can seem to find are the generic entry in the rules section, and of course the entries in the specific monsters.
Taliesin Hoyle wrote: I want the small maps of dungeons and encounters from the adventure. I got a lot of use out of them before. I could use them to keep from flipping back and forth through Pathfinder volumes, and I sometimes gave them to players so they could see the outline of an area. The new format is nowhere near as enticing to me. I would ideally like the small maps and poster maps. All of the maps from an adventure path. That is worth twice the price to me, but I expect I am inexplicably in a minority. I agree with you. I'll get much less to almost no use out of the new format. I used the old sets as locations in my homebrew campaign. I really don't have a use for large area maps or city maps.
I think this is more clear that what exists already, too.
Thanks, the new link worked.
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