I am making the ultimate tankard


Advice


1 person marked this as a favorite.

So my character is personality wise more or less ye stereotypical barbarian. (With a fondness for fighting and drinking, as any proper barbarian should have) Having played for a while, my economy is now at the point where spending some hard earned gold on hilarious magic items is viable.
I have therefor decided to create the ultimate tankard, a drinking vessel that is my character worthy.

Assuming you're allowed to copypaste specific magic items and merge them together, the plan so far is to combine a tankard of the drunken hero, a tengu drinking jug and a neverspill goblet.

Are there other enchantments the ultimate tankard desperately need?


make it adamantine and im pretty sure there's an item out there that lets you choose 3 potions from a list and it generates those potions for free each day or some sort of similar effect cant remember what its called tho


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Well, there's also the Cailean fighting tankard for the inevitable bar brawls.


Make the inside Mithral so it doesn't rust or get anything stuck inside, and the outside Adamantine to prevent damage from getting knocked around.


Paradozen wrote:
Make the inside Mithral so it doesn't rust or get anything stuck inside, and the outside Adamantine to prevent damage from getting knocked around.

isn't adamantine also resistant to rust?


Where does it say that either is rust resistant?


Greeeit wrote:
Where does it say that either is rust resistant?

It doesn't directly say that anywhere I can find. But we do have this...

UE wrote:

RUSTING POWDER

This flaky brown powder derived from rust monster fluids causes iron and similar metals to corrode and fall apart.
...
Rusting powder does not affect gold, silver, copper, bronze, brass, or mithral, but easily affects iron, steel, and adamantine.

That suggests to me that mithral is likely rust resistant although maybe not rust proof.


Greeeit wrote:
Where does it say that either is rust resistant?

Silversheen.


Dragonchess Player wrote:
Well, there's also the Cailean fighting tankard for the inevitable bar brawls.

Neat thing is that if you take this and make it your base, you can enchant it with impervious which makes it immune to rust.


Gisher wrote:
Greeeit wrote:
Where does it say that either is rust resistant?

It doesn't directly say that anywhere I can find. But we do have this...

UE wrote:

RUSTING POWDER

This flaky brown powder derived from rust monster fluids causes iron and similar metals to corrode and fall apart.
...
Rusting powder does not affect gold, silver, copper, bronze, brass, or mithral, but easily affects iron, steel, and adamantine.
That suggests to me that mithral is likely rust resistant although maybe not rust proof.

wired as an nearly indestructible super metal i would of though adamantine would be resistant to rust


Lady-J wrote:
Gisher wrote:
Greeeit wrote:
Where does it say that either is rust resistant?

It doesn't directly say that anywhere I can find. But we do have this...

UE wrote:

RUSTING POWDER

This flaky brown powder derived from rust monster fluids causes iron and similar metals to corrode and fall apart.
...
Rusting powder does not affect gold, silver, copper, bronze, brass, or mithral, but easily affects iron, steel, and adamantine.
That suggests to me that mithral is likely rust resistant although maybe not rust proof.
wired as an nearly indestructible super metal i would of though adamantine would be resistant to rust

adamantine != adamantium :)


Gisher wrote:
Lady-J wrote:
Gisher wrote:
Greeeit wrote:
Where does it say that either is rust resistant?

It doesn't directly say that anywhere I can find. But we do have this...

UE wrote:

RUSTING POWDER

This flaky brown powder derived from rust monster fluids causes iron and similar metals to corrode and fall apart.
...
Rusting powder does not affect gold, silver, copper, bronze, brass, or mithral, but easily affects iron, steel, and adamantine.
That suggests to me that mithral is likely rust resistant although maybe not rust proof.
wired as an nearly indestructible super metal i would of though adamantine would be resistant to rust
adamantine != adamantium :)

it has the highest hardness and hp of any metal ingame as well as being able to bypass hardness less than it possesses it pretty much is


1 person marked this as a favorite.

I've never played with anyone who cared about natural rust, (are there even mechanics for that?) and if your gm is sending rust monsters after your favourite mug, you're probably headed for a lot worse in the near future.


graystone wrote:
Greeeit wrote:
Where does it say that either is rust resistant?
Silversheen.

EDIT: there is also Sunsilver from the new equipment book.


graystone wrote:
there is also Sunsilver from the new equipment book.

Sunsilver is, in fact, an updated form of the old silversheen material (renamed to avoid confusing it with the magic item of that name).

Of course, the Internet never forgets. ^_^


Isabelle Lee wrote:
graystone wrote:
there is also Sunsilver from the new equipment book.

Sunsilver is, in fact, an updated form of the old silversheen material (renamed to avoid confusing it with the magic item of that name).

Of course, the Internet never forgets. ^_^

I approve! ;) With the cost reduction, it means I can get a Sunsilver weapon with the Ancestral Weapon trait!!

PS: Does it's "counts as alchemical silver for all purposes" mean it deals 1 less damage with S and P weapons?


graystone wrote:
Does it's "counts as alchemical silver for all purposes" mean it deals 1 less damage with S and P weapons?

Correct*. You'll need mithral (or better) to get around that.

*Barring a different ruling from a more official source, of course.


1 person marked this as a favorite.
Isabelle Lee wrote:
graystone wrote:
Does it's "counts as alchemical silver for all purposes" mean it deals 1 less damage with S and P weapons?

Correct*. You'll need mithral (or better) to get around that.

*Barring a different ruling from a more official source, of course.

*thumbs up* Cool, thanks! I'm more than happy with knowing the intent of the wording. ;)


This would be kinda cool for your ultimate tankard :)

Divine Fighting Techniques

Blade and Tankard Style

Your god is famous for wading into battle with a tankard in his off-hand.

Optional Replacement: A chaotic good fighter or swashbuckler who worships such a god can replace proficiency with shields or bucklers with the following initial benefit.

Initial Benefit(s): You can wield a tankard (or mug) as a weapon, treating it in all ways as a light mace appropriate for your size. If you engage in two-weapon fighting with a rapier or light weapon in one hand and a tankard in the other, you can drink a potion or other liquid from the tankard or attempt to toss liquid from the tankard as a dirty trick combat maneuver (such as to blind a foe) in place of attacking with it. You do not provoke attacks of opportunity for attempting a dirty trick maneuver with a tankard.

Advanced Prerequisite(s): Two-Weapon Fighting, Improved Two-Weapon Fighting, base attack bonus +10.

Optional Replacement: A chaotic good fighter or swashbuckler of at least 10th level who worships such a god can replace a bonus feat or deed with the following advanced benefit, even if he doesn’t meet the prerequisites.

Advanced Benefit(s): You can refill your tankard with a beverage, potion, or other liquid from a bottle or vial as a swift action. You gain a +2 bonus on combat maneuver checks to perform dirty tricks with tankards. The effects of such a dirty trick lasts for 1d4 rounds + 1 round for every 5 points by which the result of your combat maneuver check exceeds the target’s CMD; a standard action is required for the target to remove this penalty.


Hmm... if you multiclassed a lvl 10 fighter/swashbuckler and an alchemist, could you use that feat to quicken a spell? Or are alchemist spells technically different from drinking a potion?


Greeeit wrote:
Hmm... if you multiclassed a lvl 10 fighter/swashbuckler and an alchemist, could you use that feat to quicken a spell? Or are alchemist spells technically different from drinking a potion?

It states that refilling it is a swift action, but I would probably say that drinking from the tankard is still a standard action. If it allowed you to swiftly drink potions, it would definitely say so. The advantage of this feat is that you don't have to draw the potion since it's already in your tankard that you're holding in your hand, saving you a move action. Even if it worked with extracts, Alchemists can already draw and drink an extract as a standard action, so this really doesn't speed it up for them.


Silver and copper are really nice in a drinking cup because they have antimicrobial properties. Not that you have that in game mechanics, but I like it.


Okay, add the dweomer of a Decanter of Endless Water. For starters, it will always give you drinking water, should you need it. But the Geyser spews out 30gallons/round. The Tengu Drinking dweomer can make this water boiling hot. So now it's a geyser of boiling hot water! It might do damage like full immersion in boiling water: 10d6/round.

Is there a Witch in your party? You might add the Bottled Misfortune dweomer to your tankard. That will allow the party witch to Hex the mug, so you can deliver the Hex by throwing your drink into someone's face or by drinking it yourself: you wet your beard with a witch's brew and now your beard is Prehensile!

It could be set with the 3 pearls of the Noble's Vigilant Pillbox: detect, poison, disease, and invisible creatures.

Sustaining spoon, so sometimes you could eat oatmeal out of your tankard.

Bottle of air

Chalice of Poison Weeping.


Nixitur wrote:
It states that refilling it is a swift action, but I would probably say that drinking from the tankard is still a standard action. If it allowed you to swiftly drink potions, it would definitely say so. The advantage of this feat is that you don't have to draw the potion since it's already in your tankard that you're holding in your hand, saving you a move action. Even if it worked with extracts, Alchemists can already draw and drink an extract as a standard action, so this really doesn't speed it up for them.

The initial benefit lets you replace an attack with the tankard with drinking the content of the tankard or using it as part of a dirty trick. If you then use the swift action to fill it with an extract (assuming extracts and potions work the same way in this regard) you could maybe get a sort of spellcombaty effect from the whole thing. Granted, I haven't thought about this enough to come up with any builds that could use this effectively... but still


There is a swift potion drinking feat. Any class can get it and it's awesome for stepping up your action economy via potions.


Ryze Kuja wrote:
There is a swift potion drinking feat. Any class can get it and it's awesome for stepping up your action economy via potions.

I'm guessing you're talking about Potion Glutton? Yeah, that was obviously an error and has since been errata'd. Now it's just slightly better than Accelerated Drinker which specifically only works with potions.


This is just a thought, and it depends on interpretation, but you could make it refill itself by having a continuous Minor Creation inside the mug, assuming that tea could be considered vegetable matter. This would cost you 28,000 gp to add, according to the magic item pricing guidelines. Although, the tea would disappear 7 hours after leaving the cup, so you probably won't gain in long-term nutrition.
Another note from those guidelines is that to mix multiple magic mugs, you must multiply the lower item cost (usually the one you are adding on) by 1.5. So, the prices you would face are as follows:

Calculations:

Tankard of the Drunken Hero: 5,300 gp (I assume you are starting with this, as you requested a tankard)
Tengu Drinking Jug: +1,500 gp = 6,800 gp
Neverspill Goblet: +1,500 gp = 8,300 gp
Free Refills: 8,300 gp * 1.5 = 12,450 + 28,000 = 40,450 gp (The existing price was the lower one.)

40,450 gp. Yeah... probably more than you wanted to pay, but look at the bright side. You get all the tea you could ever drink without having to pay the local shops.


Now we're talking ^^, though I'm not sure tea was quite where I was going with this project.

Though for a cheaper free refills variant, I was thinking adding an at will create water spell, and using the tengu drinking jug's ability to transform water to booze. I think that should only set me back like (900 * 1,5) gp.

With some arguing, I should probably be able to convince my gm that with the tankard being smaller than the jug, one should be able to use that ability more often.


Add in the Fighting Tankard. It is a +1 weapon equivalent already, and can store potions in several extradimensional spaces.

A nice effect to add is Tears to Wine for some skill enhancement. Possibly a need for a barbarian. Min 1st level 10 minutes for 1,800 gp on command for +2 to Int/Wis skills. *9 for +5, *15 for +10. 400 gp for 1/day instead.

/cevah

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / I am making the ultimate tankard All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice