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Liberty's Edge

Auspician wrote:

I did find it a bit entertaining that succeeding in the saving throw for Terrible Remorse is actually worse than failing it. I'd much rather take a bit of damage here and there than not be able to act for a round on a successful save.

Example of brokenness: Four member party, each is able to cast terrible remorse. Fighting a creature such as a powerful dragon, with great saves. The party cycles through with one member casting terrible remorse each round, shutting the dragon down, while the rest of the party wails on it.

Honestly, I see no reason why a typical CR 20 creature cannot be killed by a 7th level party when *someone* in the party can penetrate its DR/regen if the party uses multiple castings of Terrible Remorse. At least as long as it doesn't have SR and is not immune to mind effects.

Yay for a party of 7th level characters easily murdering a 20th level fighter by making him feel bad for being too powerful?

Yeah, Terrible Remorse still needs to be fixed - maybe making the target *staggered* rather than unable to act if they succeed in the save, hmmm Jason?

Is there any particular reason that said CR 20 creature (or the aforementioned 20th level fighter) couldn't simply relent its saving throw?

Liberty's Edge

I have a similar question

Since you count as being armed with a held touch spell and must make a melee touch attack to use it can you use it to perform a combat maneuver like sunder (ex could you sunder someone with a shocking grasp or corrosive touch spell?)

Liberty's Edge

Defraeter wrote:

b) you can "transfer the power"

An ex: PC1 "Yes. What a wonderful magic weapon!!! what a pity, it's a longsword and all my feats are for Battleaxe..."
PC2 "No problem! I salvage this item and put the magic on your prefered weapon!!!"
PC1 "Great!!!"

I love the idea of partial deconstruction so that you could simply replace old or undesirable abilities saving time in your "enhancement enchanting" and will definitely use that idea.

Defraeter wrote:


To prevent any problem, i have separated the Quest/adventure from the campaign/ inter-module time when they play political actions, social interactions, life of everyday, etc...
I manage the campaign part (opposed to the quest part) as an increase of their social status, gaining glory or influence, glorious title, etc... the roots of players's roleplay, similar to a "prestige system" or the separation you have between GP and Build Points in Kingmaker.

I have heard a lot of people reference Kingmaker but I am sadly unfamiliar with it (again I only recently converted to PFRPG)

Defraeter wrote:


2) class feature called Salvage
I don't know this feature (except how you explain it) but one question: when you "deconstruct" a magic item, are you forced to break the item???
I mind: if you deconstruct a longsword +1, it gives you on one side a phantom reserve of gp (1000gp) and on the other side the item now non-magical, so a longsword mwk.
So the same thing that if the item has been sold on the market.

The exact wording of Salvage from Tome of Secrets pg 14 is as follows:

Salvage: At 5th level, an artificer gains the ability
to salvage the gold piece value from a magic item
and use those funds to create another magic item.
The artificer must spend a day with the item, and
he must also have the appropriate item creation
feat for the item he is salvaging.
After one day, the item is destroyed and the
artificer gains the gp value it took to create the
item. This value is cannot be spent as gold, it may
only be used in the creation of another magic item.

so while it does state the object is destroyed I think for game balance I am going to suspend that idea and instead consider the object a non-magical masterwork object except for the case of objects whose core item cost is not included in their market value (ex most wondrous magic items)

Thank you so much for your help in this and if you or anyone has any further insight or suggestions please keep them coming!

Liberty's Edge

I have a question in a similar vein.

I am running a campaign in my own world that was 3.5 D&D and we have recently converted to PFRPG. (something I have been exceedingly happy about!)

My world is a homebrew creation based upon a FR campaign I ran for 7 years. The short version is that players failed to defeat the evil menace at the end of this incredibly long story and the world was plunged into darkness and destruction for millennium upon millennium until the world itself did not resemble anything of any published setting even geographically. However I have used materials from different FR or Eberron products occasionally while changing their flavor or descriptions so that they better fit my world and as such I have run into an interesting problem with two of the characters.

The first character being a human wizard who grew up the son of a wealthy merchant family (which is a long story itself) and has the Mercantile Background feat which allows him to sell goods at 75% of their value instead of 50% and once per month buy something at 75% its value instead of 100%

and the second character is a gnomish technomancer (Artificer from ToS) who enjoys mixing technology and magic and crafting things. Now he possesses a class feature called Salvage (ToS pg 14) which in short allows him to spend a day deconstructing a magic item and gain a phantom reserve of gp value equal to its Base Cost (the magic cost to enchant which is 50% of the market price not counting the cost of the object itself) thus he could deconstruct an item and make it into any other magic item of the same value.

The trouble is this: if any character can sell any magic item at 50% of its value then salvage becomes worse than useless because the same aforementioned gnome could instead of wasting a day per item salvaging them sell them and gain as much money or more (a +1 magic longsword is worth 2,315 2000gp for magic {base cost 1k} 315 for the masterwork longsword and therefore could be salvaged for 1,00gp or sold for 1,157gp and 5sp) thus making it better for him to sell the item ignore the class feature and buy 1k worth of crafting components pocketing the nice 157.5gp profit.

Worse still is that the mercantile background feat really exaggerates the worthlessness of salvage by increasing the profits an extra 25%

Normally I would simply take away Salvage and replace it with something (even just a bonus feat) more worthwhile but this also bothers my sense of continuity and realism.

Any suggestions?