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Post by reefwood on Sept 24, 2010 18:13:03 GMT -5
Re: Brion Shaw - wand caster level Question: The per charge cost of a wand is spell level x caster level x 15. By default, all wands are at their lowest caster level, but could I pay more to get a wand at a higher caster level? (I think this question might have been asked before, but I couldn't find where. If it was, sorry for the repost.) YES, you can pay more to increase the caster level.
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Post by michael on Sept 24, 2010 18:24:55 GMT -5
Excellent. One more change to my choices, then.
Wand of Divine Power (3 charges, 1620gp, CL9), Wand of Restoration (4 charges, 1680gp, CL7) [Wands, +500 gp increase]
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Post by icnivad on Sept 25, 2010 16:36:42 GMT -5
I'm buying some extra armor and weapons so I can give them to skeletons after animating. I had some question about their proficiencies, though. In attacks it says: A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can't work without flesh.
As far as I know a human without any classes does not have any proficiencies, but the example human skeleton has a scimitar and chain shirt and states "While most skeletons are mindless automatons, they still possess an evil cunning imparted to them by their animating force—a cunning that allows them to wield weapons and wear armor."
So, what types of weapons and armor is a skeleton proficient with?
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Post by reefwood on Sept 26, 2010 16:06:27 GMT -5
Re: Brion Shaw - rewards (Ch. 7) Excellent. One more change to my choices, then. Wand of Divine Power (3 charges, 1620gp, CL9), Wand of Restoration (4 charges, 1680gp, CL7) [Wands, +500 gp increase] Nice. And the math looks good. Re: Necromancer - skeleton proficiencies I'm buying some extra armor and weapons so I can give them to skeletons after animating. I had some question about their proficiencies, though. In attacks it says: A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can't work without flesh. As far as I know a human without any classes does not have any proficiencies, but the example human skeleton has a scimitar and chain shirt and states "While most skeletons are mindless automatons, they still possess an evil cunning imparted to them by their animating force—a cunning that allows them to wield weapons and wear armor." So, what types of weapons and armor is a skeleton proficient with? That is a good question and one that came to mind during the planning for zombies encounters in earlier chapters. I concluded that zombies weren't proficient with weapons or armor, but that may have been still Beta rules, and this question is about skeletons, so let's see... The human skeleton has these stats listed: Str 15 (+2) Base Atk +0 broken scimitar +0 (1d6), claw –3 (1d4+1) or 2 claws +2 (1d4+2) A regular melee attack with Str mod +2 and BA +0 should add up to = +2. A secondary melee attack imposes a -5 penalty to the attack roll, so that would = -3. Using a weapon without proficiency imposes a -4 penalty on attack rolls. Using armor without proficiency imposes the armor check penalty on attack rolls. A broken weapon suffers a -2 penalty on attack and damage rolls. A broken armor reduces the armor bonus by half and doubles the armor check penalty on skills (but not weapons? or only weapons if nonproficient in the armor?). This is what I can gather from the attacks listed above: the human skeleton is taking the -2 penalty for using a broken weapon but no penalty for being nonproficient with the scimitar, and no penalty for being nonproficient with the armor (chainshirt has -2 armor check penalty). If it was nonproficient with the scimitar, that would be a -4 penalty, and on top of that, if it was also nonproficient with the chain shirt, the -2 armor check penalty would apply to all attacks, so these would be the totals: broken scimitar -6 (1d6), claw –5 (1d4+1) or 2 claws +0 (1d4+2) Although, the Creature Type entries for Humanoids and Undead don't quite line up with this because: a) the human, as a 1 HD humanoid, doesn't gain the humanoid proficiencies b) the Undead entry says simple weapons, but the scimitar is a martial weapon The only thing I can see to make this work is this part of the Skeleton entry: "A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature."Therefore, I guess if this human was proficient with a scimitar in life, so is his skeleton. Though, the Skeleton entry says nothing of armor. Anyway, I am going to do a bit more digging, but this is what I have found and thought thus far.
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Post by icnivad on Sept 26, 2010 18:21:56 GMT -5
I wonder if they are basing it off a L1 Warrior for the base classes?
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Post by reefwood on Sept 26, 2010 19:40:12 GMT -5
Re: Necromancer - skeleton proficiencies & evilness I wonder if they are basing it off a L1 Warrior for the base classes? Yeah, that's sorta what I meant by "I guess if this human was proficient with a scimitar in life, so is his skeleton." If this is the case, then some skeletons of 1 HD humanoids will be proficient with certain types of weapons but others won't. It will just depend on their class in life. Perhaps armor will work this way too, but I'll let you know when I decide for sure. Also, I noticed that skeletons and zombies are Neutral Evil, and that animate dead and create undead are Evil spells, so I would say that Good characters in the world would usually have issue with such things, while some Neutral characters might be okay with it under certain circumstance. And of course, there always can be exceptions, so not all Evil people necessarily like it either. But you're all soldiers and you have your orders to follow, so you simply do what you can with what you are given.
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Post by icnivad on Sept 29, 2010 11:16:58 GMT -5
I was also trying to create some basic skeleton notes and I realized I couldn't figure out where the stats are coming from, either. The example skeleton has a strength of 15, a dex of 14, and a wisdom and charisma of 10 each. The wisdom and charisma seem ok, but the only thing it states is that a skeleton gets +2 dex. A human gets a +2 to any stat, so it seems like this means that you could get either strength or dex to 14, but not both. Do base humans start off with 14 in strength and 12 in dex? Is the strength the +2 from being human? Would that mean that an elf would be 12 str 14 dex?
edit: I found that the basic NPC's ability score is: 13, 12, 11, 10, 9, and 8. This makes sense that a human skeleton would be 13+2(human)=15 str, 12 +2(skeleton) = 14 dex.
Does this math all sound good to you, Reefwood?
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Post by reefwood on Sept 29, 2010 12:56:22 GMT -5
Re: Necromancer - skeleton proficiencies & stats I have decided to rule that for 1 HD humanoids turned into skeletons, their armor and weapon proficiencies will be based on their class proficiencies. This is because any armor and weapon proficiencies they could have had are replaced by those from their class. It's almost like their class proficiencies become their racial proficiencies. This ruling does not apply to other creatures, so the Ogre Fighter skeleton is still only proficient with Ogre weapons and not any additional Fighter weapons, and the Human Fighter who took the Exotic Weapon Proficiency feat for the spiked chain won't be proficient with this weapon as a skeleton because it is not a class proficiency. Keep in mind that certain exotic weapons are also available to certain race/class combos as "lighter" proficiencies. For example, an Orc Ranger skeleton will be proficient with an orc double axe (exotic weapon but martial weapon for orcs), but an Orc Sorcerer skeleton or Human Ranger skeleton won't be. Whereas all Orcs are proficient with a greataxe, so even an Orc Commoner skeleton would proficient with this weapon.
I was also trying to create some basic skeleton notes and I realized I couldn't figure out where the stats are coming from, either. The example skeleton has a strength of 15, a dex of 14, and a wisdom and charisma of 10 each. The wisdom and charisma seem ok, but the only thing it states is that a skeleton gets +2 dex. A human gets a +2 to any stat, so it seems like this means that you could get either strength or dex to 14, but not both. Do base humans start off with 14 in strength and 12 in dex? Is the strength the +2 from being human? Would that mean that an elf would be 12 str 14 dex? edit: I found that the basic NPC's ability score is: 13, 12, 11, 10, 9, and 8. This makes sense that a human skeleton would be 13+2(human)=15 str, 12 +2(skeleton) = 14 dex. Does this math all sound good to you, Reefwood? Yes, that's what I was about to tell you about that basic NPC stats. Though, keep in mind that I create most NPCs from scratch, so no, all humans don't start with any particular set of stats. A basic NPC human could have a Str score somewhere between 8 and 15. Also, Str and Dex can change with increased HD and decrease with age, and you have already encounted NPCs affected by one and both of these things. Though, all the other ability scores for all skeletons are the same, so Str and Dex will be the only ones may differ between the various skeletons you create.
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Post by reefwood on Oct 1, 2010 14:36:19 GMT -5
I have added the new rules for leveling up and earning rewards to the Misc Info post at the start of this thread, and they are copied below too. These rules are much more detailed and structured than before but should maintain the prior pace where you usually leveled up every other Chapter with a decent amount of rewards as long as you accomplished most of the mission goals. Also, it gives you the option of a little more control over leveling up vs earning rewards. However, even if you choose not to level up every other Chapter, the level of difficulty will still increase at that rate. Level Up / Earn RewardsPCs will have the opportunity to level up and earn rewards based on mission success. The details and weight of specific criteria will vary with each Chapter, and each Chapter will have its own method of providing a final score for the mission. This final score will give you a rating, and each rating provides a number of Advancement Points (APs). These are the ratings (APs): Superb (5 APs) Great (4 APs) Good (3 APs) Fair (2 APs) Poor (1 APs) Terrible (0 APs) All PCs on a mission receive the same rating for the Chapter, but each PC may individually elect when to "cash in" their APs. A total of 4 APs are normally required to gain a level, and gaining a level always resets APs back down to 0. However, PCs may hold off on gaining a level to increase their AP total before leveling up (earn higher rewards), and alternatively, PCs may level up after completing two Chapters even if they have less than 4 APs (advance with less rewards). And this why the AP total matters when you level up... When you level up, you earn a Reward Package. A total of 6 APs are required to earn a package worth the full standard increase of wealth between levels. Therefore, you can still gain a level even if you don't earn full rewards: 10 APs = 150% of standard increase 8 APs = 125% of standard increase 6 APs = 100% of standard increase 4 APs = 75% of standard increase 2 APs = 50% wealth increase 0 APs = 25% of standard increase Also, there may sometimes be additional factors related to specific missions which influence rewards. For example, let's say your final score at the end of a Chapter is 27, and this results in a Fair rating. You earn 2 APs, and now this is the only number that matters. Aside from providing the rating, the final score of 27 does nothing else to affect your advancement or rewards. Also, it doesn't matter how high or low in the Fair range your final score falls because a Fair rating always provides 2 APs, even if you were really close to Poor or Good or right in the middle. Continuing with the above example, earning 2 APs means that you can level up with another Fair rating (+2 APs = 4 APs, 75%) for the next Chapter, but you need a Great rating (+4 APs = 6 APs, 100%) to earn the full standard wealth increase for the Reward Package. Alternatively, a Poor or lower rating at the end of the next Chapter means you won't have 4 APs, but you can level up because you have completed two Chapters, but your Reward Package will have a low value. The last thing to mention is that earning a Superb or Terrible rating will probably be extremely unlikely, but I have seen a couple of the previous Chapters soar and plunge to both ends of the scale, so the options are there Current APs:Brion Shaw = 3 APs Sahme Sweetwater = 3 APs Necro = 0 APs
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Post by Rabbit on Oct 8, 2010 16:30:02 GMT -5
1) anyone know how much is it to upgrade a magic item? specifically, I am looking at upgrading my bracers +1 to +2. do I just pay the additional cost or is it different since I am enhancing an item? 2) And how hard (what kind of check) would be required to sit on an activated immovable rod? paizo.com/pathfinderRPG/prd/magicItems/rods.html
For the rod my thinking is that if Sahme wanted to fly up and pirch himslef on the rod and send down fireballs from above. Nevermind, I got some other ideas better than this one. 3) And for reward packages I am pretty sure we can not add the +500 and +1,000 to the same subgroup can we? Like "Additional magic items (5,000 gp)" to 6,500 in total? 4) I assume for using any of these rods the spell would still take up the higher spell slot as described in the feats? Metamagic, Enlarge, lesser 3,000 gp Metamagic, Extend, lesser 3,000 gp Metamagic, Silent, lesser 3,000 gp BUT could you use a rod for a wand spell (and perhaps take two charges to do so?)
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Post by reefwood on Oct 8, 2010 17:47:00 GMT -5
1) anyone know how much is it to upgrade a magic item? specifically, I am looking at upgrading my bracers +1 to +2. do I just pay the additional cost or is it different since I am enhancing an item? The cost for upgrading +1 bracers to +2 bracers is just the gp difference. However, "upgrade time" also comes into effect and takes 1 day per 1,000 gp. "Creation time" is being waved this time because it is a new rule, but "upgrade time" has been in effect for at least a couple Chapters now. Although, the next Chapter will give you a certain amount of days to complete your mission, and so, you could use the first few days for prep time, such as waiting for items to upgrade or scribing scroll spells into a spellbook or whatever else seems important/appropriate. Or you could just go without the +1 bracers for this Chapter and possibly retrieve the upgraded +2 bracers for the next Chapter. I will post some details about the next Chapter in the OOC thread to explain how this will be possible. I know this question has been scratched, but since I know the quick answer to this off the top of my head (though not the actual numbers). It will be a Balance check, which is now based off Acrobatics, and the difficulty depends on the width of the rod (which I believe is listed in the description). Correct. You cannot add more than one Increase to any equipment line. "Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell."No, because the rods mimic the feats, and "The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can't use a metamagic feat to alter a spell being cast from a wand, scroll, or other device."
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Post by Rabbit on Oct 8, 2010 21:29:43 GMT -5
Sahme UpdatesRank Change: Staff Seargent Latest Rewards for Sahme Sweetwater; Magic Combat (CL 11) * Two wands of any spells of a level you can cast (4,000 gp)Phantasmal Killer: (4th-level) 7 charges (costs 2,940 gp) Blink: (3rd-level) 3 charges (costs 675 gp) [Spent: 3,615 gp]* Magic items to increase AC (3,000 gp) * +1,000 gp increase to any one limit (1,000 gp)Bracers of armor +2 (4,000 gp) [Spent: 4,000 gp]* Nonmagical weapons, armors, shields, ammunition, goods (2,000 gp)mithral light shield (costs 1,159 gp, 3 lb, no arcane spell failure) mithral short sword (costs 510 gp, 1 lb) Spent: 1,669 gp]* Additional magic items (5,000 gp) * +500 gp increase to any one limit (500 gp)Helm of comprehend languages and read magic (5,200 gp) Elixir of vision (250 gp) [spent 5,450gp]Total = 15,500 gpNOTES: I am not 100% on the non-magical items purchased here. I always have a hard time coming up with things Sahme would use that are better than what he already has. And the attached character sheet does not have these items added yet. Attachments:
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Post by reefwood on Oct 8, 2010 22:17:58 GMT -5
Sahme Sweetwater - Chapter 8 rewards
The first wand is correctly priced, but blink is a 3rd-level spell and costs 225 gp per charge, so 7 charges would cost 1,575 gp. Sahme can get 2 charges for 450 gp, and that would still be under the limit.
Looks good!
PCs can currently only obtain up to 2 mithral items from the Nemedor army. I believe Sahme already has a mithral chainshirt from the army, so he can only get 1 more mithral item right now. Also, a mithral light shield only costs 1,009 gp because the masterwork cost of the shield (150 gp) is included in the mithral price (+1,000 gp).
The mithral short sword looks good.
That helm seems pretty nifty. Had never even seen it in the book before.
Yeah, it can be a funny category. One thing to keep in mind is that you can give the items you obtain to your grunts too.
Good to know. I'll try to look over the updated stats during my free time in the cab tomorrow.
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Post by Rabbit on Oct 9, 2010 11:51:43 GMT -5
Sahme Sweetwater - Chapter 8 rewards The first wand is correctly priced, but blink is a 3rd-level spell and costs 225 gp per charge, so 7 charges would cost 1,575 gp. Sahme can get 2 charges for 450 gp, and that would still be under the limit. I fixed the wand to charge ratio and adjusted the prices. Should be good now. Good point. And like you mentioned I was planning on giving upgraded items to my crew with this. I will fix this up. Yeah, that helm is awesome. wont help battle but like you mentioned, these guys are getting to be a little higher up and when you are around the 'mover and shakers' it is good to understand what anyone might be saying, especially when they don't want you to.
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Post by icnivad on Oct 9, 2010 13:14:47 GMT -5
While on the topic of metamagic rods: Can more than one rod be used to affect the same spell? For example, a 9th level Empowered Maximized Fireball would do 9d6/2+54, which averages something around 70 points of damage.
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