Hey, question. my friend is playing a cleric and wants to craft a scroll, but we are in the woods and he does not have ink or paper. is he unable to make scrolls? The GM intentionally has us stranded without gear and we have nowhere to buy stuff. Can my friend just say he crafts the scroll and just deduct the gold required?
Lifat wrote:
Really? If you follow the URL I posted in a previous comment, it outlines a price guide for PCs crafting magic items in game. It explicitly states items with skill, class, or alignment restrictions reduce the cost of crafting the item. There are tons of a items that can only be used by a certain alignment; why shouldn't the PCs be able to craft such items?
Yeah, I've seen the examples. The reason I'm asking is because an item costs less if it has limited uses per day, and I want to calculate the price for it not having limited uses. I would also like to know how they calculate the price for lesser, normal and greater. But I guess if there are no official PF rules, my GM and I will have to wing it.
Shfish wrote:
I'm sorry. I should have also been clear. I intended on waiting until level 9 to start mystic theurge.
Shfish wrote: Divine source only works if your tier 2 and without giving too many spoilers, you won't get that in time... First, you need to be tier 3 for divine source. Second, it is my understanding that you get mythic tier 10 by the end of the adventure. I don't know what you mean by I won't get it in time.
I am planning on building a Mystic Theurge in the Wrath of the Righteous campaign. I’ve read a lot of things that bash MT, but I think I may have found a decent build for one. I am a Wizard/ Cleric. I am focusing on being a wizard. My DM has approved me joining a guild for the eventual +3/+1 caster levels it provides. I am currently level 5: 4W/1C. I will get one more level in Cleric and use the guild for the first +1, giving me a Cleric level 3. Then I will take Mystic Theurge. I will eventually end up with 8W/2C/10MT; effective caster level 19W/15C (Wizard level 8 + MT level 10 + extra level from guild/ Cleric level 2 + MT level 10 + 3 levels from guild) Alternatively, if I don’t want to go the guild route, I was thinking of using the Divine Source Universal Mythic Path Ability as my second level divine spell. Giving me W9/C1/MT10 effectively Wizard CL 19 Cleric CL 11. This is possible because of WotR. Thoughts?
I think everyone is reading too much into it. All else aside, when you two monsters appear in front of you at the same time, do you know which one is real? No. It doesnt matter who cast it, or how long it took. Both appear at the same time. Maybe RAW says you magically know which one the illusion is, but then i would say that rule is wrong and you should house rule it. Why wouldn't everyone put tons of ranks into spellcraft? The ONLY thing you miss out on if it isn't a class skill is a plus 3. Negligible.
Starglim wrote:
Then wouldn't that be the mechanical way of determining a spell? If you know the components are for an illusion spell, doesn't that count as proof to the character? However, even though you know they are casting an illusion spell, you don't know what the illusion is exactly, meaning you may need further proof. I donno, I'm just theorizing.
If you're starting the game with this, then i would say you need to buy the item. If you acquire the LI in game then i would think you would already have the item in you possession (if you make the item legendary yourself). The book does mention that legendary items become legendary because they are tied to legendary people. The other way is to get an item in game that is already legendary (using the same ability). That item is legendary because someone else made it so. Then it could be anything you didn't possess (you probably didn't have it before, but you could and not have realized it). Does this help at all?
Starglim wrote:
Different verbal and somatic components? Isn't that partly how you identify spells? Maybe I'm wrong. Edit: sorry, i should make this more clear. Don't you use V and S components of a spell to determine what spell is being cast? Or are components simply flavor, and not the same for all castings of a particular spell?
Remy Balster wrote:
You have just described a surprise round. What if that person also rolls higher initiative? Do they get two attacks while the other person is still FF? Edit: Sorry, I've accepted the rule, and have decided to not let it ruin my fun. I also liked several of your previous posts. I just like debating the merits of this rule.
For everyone saying initiative rolls need to be done sooner: the core book states "1. When combat begins, all combatants roll initiative." (except in the case of a surprise round) If I am to assume this also means non-violent combat, then why are there no other rules for non-violent combat? To me this means initiative is rolled once a combat action occurs; NOT during the chit-chat that leads up to it, because that is not combat. In other words, combat isn't combat until someone decides to attacks; THEN initiative is rolled. (I'm not trying to distract from my original post; I'm just saying, combat doesn't start till combat starts. So even if you rolled initiative or readied and action ((Which I didn't think you could do outside of combat, I might be wrong...)) before combat, you need to re-roll once combat does actually start. Meaning you could be flat-footed ((The reason for me original post)).) Edit: @blue_the_wolf: It is insanely hard to post with any non-computer device. My phone? threw it across the room one time cause of frustration at posting here.
I don't think I'll have to worry about AoMF; I have a vow of poverty, so I can't use magical items. I just think it's weird that it's called Monk of the EMPTY hand, but its benefits are for use with weapons (even if they are improvised). I really have no desire to use any weapons of any kind. But thanks, I'll chat with my DM. I would totally be willing to lose the weapon and armor proficiency all together in exchange for applying Ki Weapon to my unarmed strikes.
The Ki Weapons feature of the Monk of the Empty Hand sates this: "At 5th level, a monk of the empty hand may spend 1 point from his ki pool as a swift action to deal damage equal to his unarmed strike damage with an improvised weapon for 1 round. At 11th level, the monk may spend ki to grant an enhancement bonus or magical weapon abilities to an improvised weapon for 1 round, at the rate of 1 point of ki per +1 bonus or its equivalent. The monk may not spend more than 3 points of ki at one time for this purpose. For example, a monk can spend 2 points of ki to give his improvised weapon a +1 enhancement bonus and the ki focus quality, or just the flaming burst quality. At 15th level, the limit increases to 5 ki per round. The monk may use this ability to add magical weapon qualities to improvised weapons that could not normally have such a quality, such as adding the disruption quality to a slashing weapon, or the vorpal quality to a bludgeoning weapon." My question is: Can I apply the enhancement bonus to my unarmed strikes, rather than an improvised weapon? I want to truly have empty hands. (I'm playing a level 12 monk with the vow of poverty, so I have ki out the butt to spend.) Also, I'm not sure if this was addressed anywhere else; my searched turned up nothing related to this question.
Is it just me or does this say "for determining the spell’s final
Am I wrong in thinking this?
fretgod99 wrote:
That is a perfect scenario. Its the same as if a third person were to initiate combat and two other also roll initiative. They're both acted outside stimuli but if one of them rolls higher one of them is going to be flat footed.
I still don't understand why you take a penalty to your AC. The examples you gave describe someone rolling higher in their initiative than the person who initiated combat. isn't it enough that they go for first? why does the initiator take further penalties? A round is only six seconds. it doesn't make sense that somebody can get in attack off and then you can become aware and make your own attack within that 6 seconds. I think this "unaware of combat" penalty should only apply in a surprise round.
can someone please explain to me why you're flat footed during the first round of combat if you have not acted? I understand mechanics behind the rule but I don't understand why the rule in place. It doesn't seem logical that you know about the combat, meaning you have taken your initiative role, but you are denied your dex bonus as if you didn't know you were going to be attacked (like the separate surprise round). Can someone please provide me with a reason as to why I should follow this rule? |