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Messages - Abyssin

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Min/Max 3.x / Re: Fun Pathfinds
« on: December 02, 2020, 04:27:47 PM »
Quote
Looks like that's for the Drawbacks and Requirements, not Delusion
I've, uh, never actually made an item with the delusional curse. HH prevents stuff like making a holy mace only useable by followers of your god here for 10% reduction, but I guess you can still slap unreliable on an out of combat wand of healing or something for a... 5.26% saving?

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Min/Max 3.x / Re: Fun Pathfinds
« on: December 02, 2020, 04:04:08 PM »
Worth noting that the more recent Horror Handbook has a somewhat contradictory set of rules for crafting cursed items where the cost reductions are basically only applied when attempting to sell the thing. It doesn't provide a price for specific items, so it's not super relevant to the Trade Items spell trick, but it does curb cost reduction curses.
If it doesn't take precedent due to being an optional rule or something though that'd be pretty cool, don't know how pathfinder handles conflicting rules.
Edit: Ah, guess I should link a source: https://aonprd.com/Rules.aspx?Name=Crafting%20Cursed%20Items&Category=Cursed%20Items

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You Break it You Buy it / Re: [PF] Super Stats
« on: February 02, 2020, 11:04:29 PM »
Yeah, I saw that after I posted >.<
Magic jar might work anyways because the target isn't the construct.
There's also some silly stuff with instant enemy and favoured enemy construct, but even if you read it permissively the duration is still a problem.

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You Break it You Buy it / Re: [PF] Super Stats
« on: February 02, 2020, 10:47:54 PM »
Was toying around with this idea previously, I had originally planned to use magic jar to render the body non functioning while using the stolen body to perform the modification, but I forgot about immunity to necromancy so idk.

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D&D 5e / Re: Wayfinder's Guide to Eberron
« on: July 23, 2018, 04:59:55 PM »
To be fair, I'm probably missing some things; those were just the things I took note of on my first scan of it.
Personally, the crafting is my current favourite, even if it is a small change. Up unto this point, I've been using the schematic invention rules from plane-shift Kaladesh. And while they worked, they were designed for the crafting rules in the dmg rather than the updated ones in xgte. Also, the rules make item crafting a little bit more accessible to divine casters by allowing the use of nature or religion in place of arcana.

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D&D 5e / Re: Wayfinder's Guide to Eberron
« on: July 23, 2018, 04:42:57 PM »
I haven't read through it properly yet so I can't really call out anything as being amazing.
It's not actually official; it's a 176 page playtest document.
In the section on magic items, it goes over some new rules for creating magic item recipes. Recipe creation involves meeting a certain bonus (prof+ability) to arcana, religion, or nature and spending a few days. Nothing else appears to be new here.
The races are the same ones as the UA.
Dragonmarks are available as subraces or as variants for humans and half-elves.
The artificer is mentioned, but there isn't a class.

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