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Messages - Endarire

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General D&D Discussion / Re: ToB and Publishing Question
« on: October 10, 2023, 07:16:02 PM »
I'm unsure how it is in 2023 when I post this, but PF1 had a BIG community for third party content years ago.

Min/Max 3.x / Sanctum Spell for Item Creation
« on: June 28, 2022, 06:10:23 PM »
Greetings, all!

Let's assume I craft an item that casts a spell X times per day (a wondrous item) or I make a consumable item that casts a spell (wand, staff, scroll, potion, etc.)  Let's also assume I apply the Sanctum Spell metamagic and I'm outside of my designated sanctum.

Since the spell is treated as 1 level lower in all cases (like a reverse Heighten spell), does this make the item cheaper to craft?

For example, normally making a scroll of fireball would cost (spell level 3 * caster level 5 * scroll cost multiplier 25G) for a total of 375G, whereas using Sanctum Spell in this case would make it formulaically cost (spell level 2 * caster level 5 * scroll cost multiplier 25G) for a total of 250G.  Yes, the spell DC would be lower by 1 and this tactic would be generally best done on buffs and utility spells that don't depend on overcoming saves to be useful.

Note that crafters can normally apply legal metamagics to spells when crafting items, like making a wand of Extended haste.

Thus, how RAW legal is this?


The Dependent trait seems like the least disadvantageous mechanically and may also be thematic.  What say you?


We use the PF feat progression for a feat every odd HD, we can take 2 flaws, 2 PF traits,

Greetings, all!

A friend and I are playing in an online game which combines 3.5, Pathfinder 1e, and Spheres content.  All content for these systems is allowed - even magazine and web content - pending GM approval.  Spheres of Power and Might (the latest versions) are explicitly allowed.

We're using a hybrid of the 3.5 and PF system, which includes these notes:

-41 point buy using the 3.5 point buy system.

-We use 3.5's versions of races like Human.

-We use the PF skill system, meaning we use Stealth instead of separate Hide/Move Silently.  And there's a Fly skill.  Etc.

-We may use the 3.5 and PF versions of feats so long as we note which version we use so long as they're notably different.  For example, 3.5 Persistent Spell and PF Persistent Spell (or Cleave or Power Attack...) are notably different abilities despite the same name.  Taking Improved Initiative twice is a waste of a feat since the 3.5 and PF effects for Imp Init are the same and thus don't stack.

-We start at level 10 with 1 free level adjustment (LA).

-We have 49,000G of starting wealth.  We can spend all of our starting cash on one item if we like, but we're normally discouraged from doing so due to the practicality of the variety of effects associated with various slots.

-We use the PF craft system, meaning Spellcraft checks and no EXP costs for making metaphysical items.

-The campaign starts on a custom material plane, but is expected to expand into an interplanar adventure.

-The deities of Golarion (Pathfinder's world), Faerun AKA Toril, Oerth AKA Greyhawk, Eberron, Planescape, and elsewhere in D&D 3.x exist in this multiverse.

-The other party members at present are a Wood Elf Fighter Archer, a Human Cleric of Kelemvor/Doomguide, a Human Wizard/Priest of Mystra, a Human Fighter/Warlock Glaivelock, and a dual wielding shadow pouncing Human Telflammar Shadowlord.  Thus, this Dr. Strange character need not be built in a specific party role, and I know that Dr. Strange can be portrayed a variety of ways.


Min/Max 3.x / Midgard Dwarf: The Superior Set Item Creator!
« on: May 22, 2022, 02:31:25 AM »
Greetings, all!

Today I noticed that the Midgard Dwarf, an 8HD Small Outsider from Frostburn 125, has the lovely Master Smith (Ex) ability which is also gained via shapechange and certain other shapeshifting abilities, like Planar Shepherd9.  You could also use planar binding, gate, and other creature calling abilities to access Midgard Dwarves.

Master Smith (Ex): Midgard dwarves gain Craft Magic Arms and Armor, Craft Wondrous Item, and Forge Ring as bonus feats. They are considered to possess the prerequisites necessary to craft any magic item of those types, even if they do not otherwise meet the requirements or have the ability to cast the necessary spells.

Note how set items like Raiment of the Four or Trappings of the Beast normally require having access to at least 1 piece of the set while crafting (Magic Item Compendium 226).  For example, note the prerequisites of the Belt of the Wide Earth from Magic Item Compendium 204.

While wearing a belt of the wide earth, your carrying capacity is doubled. This is a continuous effect and requires no activation.

In addition, two times per day you can activate the belt and sacrifice a prepared spell or spell slot of 5th level or higher to
use teleport (as the spell), using your own caster level or that of the belt, whichever is higher.

Prerequisites: Craft Wondrous Item, teleport, possession of a piece of the set.

Cost to Create: 4,000 gp, 320 XP, 8 days.

Thus, I propose that any weapon, armor, shield, ring, or wondrous item that's part of a set and explicitly requires in its prerequisites section having access to at least 1 piece of the same item set can ignore this 'must have an item' prerequisite due to Master Smith.

This is likely a minor find, but I found it useful for squeezing even more value out of starting cash or crafting in general!  Enjoy!

What Obelisk is this and what's the proper link to access it?


Greetings, all!
 Circle Magic - from Red Wizard, Halruaan Elder, and Hathran - is used to increase caster level to 40 (for 24 hours), and apply Heighten Spell (max spell level of 20!), Empower, and Maximize to qualifying spells, even if none of the Circle members have these metamagics.  (The effects of Circle Magic normally last 24 hours or until used, whichever happens first.)  I understand and agree with the notion that a fully prepared caster like a Wizard or Cleric who can lead a Circle could bank a buncha spell levels from his spell donors and apply Empower/Heighten/Maximize to his prepared spells, then just sleep/reapply Circle Magic to boost all his spells with Heighten (L20), Empower, and Maximize since these spells remain prepared until spent or forcibly removed somehow.
 What about for purely spontaneous casters like Bards and Sors?  (Let's assume these characters lack all means of preparing spells, meaning no Arcane Preparation, etc.)  I assumed each spell slot was simply 'potential energy' that became filled with a specific legal spell at cast time.  Thus, a Sor/Hathran with wings of flurry as a level 4 spell known can apply the effects of Circle Magic at cast time, but not bank its metamagics like a Wizard could, even if wings of flurry is this character's only level 4 spell known.  (Remember, at cast time, this character could cast a lower level spell via this level 4 slot.)
 This matters because I intend to play a Sor/Hathran in a game where Circle Magic is allowed and I want to know the RAW on this.

If 3.5 material is allowed, go Marshal with Motivate Dexterity.  Also, Draconic Auras (like with the Draconic Aura feat or Marshal2) can work well.  I like the Vigor aura for +HP per round (fast healing) to a max of half a subject's max HP.

What about Clerics or Druids?

Handbook Discussion / Re: X Stat to Y Bonus Discussion Thread
« on: April 19, 2022, 08:48:52 PM »
Marshal auras add CHA bonus to a variety of effects like initiative for Motivate Dexterity.

Greetings, all!

I mention something that's likely been found but not mentioned in this way.

Epic spells count as being level 10 spells for situations where spell level is important.  (I know epic spells are first listed as having no specific level then assigned spell level 10 for most purposes.)

Red Wizard, Hathran, and Halruaan Elder can access Circle Magic to ritualistically Heighten spells to spell level 20 among other things.

Shadowcraft Mage's Shadow Illusion ability lets the caster use silent image and other similar image spells to mimic - not cast - Evocation, Conjuration (Creation), and Conjuration (Summoning) spells of a spell level lower than the level of the image spell used.  (This was probably intended to be used to mimic magic missile or Leomund's tiny bunker, but we aren't stopping there!)  Note that mimic doesn't mean cast!  A properly tweaked out Shadowcraft Mage is casting a Heightened silent image to produce the effects of other spells without casting them, thereby - like shadow evocation - avoiding the EXP costs, cash/expensive component costs, and long cast times of casting the spell directly.

(I know Shadowcraft Mage is normally Gnome-only, but it has a non-racist adaptation section and the Stoneblessed PrC exists as a backup.)

Thus, can a Shadowcraft Mage 3+ with Circle Magic mimic epic spells?  At present, I assume so.  If not by RAW, why?


D&D 3.5 and Pathfinder / Re: The Pathfinder Ubercharger
« on: April 15, 2022, 01:59:37 PM »
Thankee for this input!  Alleluia!

Thankee for sharing this!  The setting reminds me of the video game Arcanum!

Needing to pay more PP for more damage and the generally low number of powers known even though many are intentionally versatile and the general lack of official support made them kinda unappealing compared to their core counterparts of Sor and Wiz and Cleric.

General D&D Discussion / Re: What are the real party roles of D&D?
« on: April 12, 2022, 10:14:05 PM »
I call your Rogue category a trapspringer.

Protection also mitigates and prevents bad status ailments through increased saves/SR, helpful party positioning, and making it difficult or impossible to target subjects, such as with Wind Wall or Invisibility or fog.


I already knew of Bonded Mind/Share Spells which inspired this, but I was curious about whether all Personal range spells should instead become Touch range.

D&D 3.5 and Pathfinder / What spells SHOULD be Personal range only?
« on: March 18, 2022, 11:28:46 PM »

Greetings, all!

A small number of spells in D&D 3.x and Pathfinder 1e are self-only, like alter self (duh), mirror image, and shapechange.  D&D 3.x and PF1e each have mechanics to allow at least some self-only spells to be made into touch range spells or otherwise able to affect other subjects.  A bunch of these self-only spells are notably powerful, such as the ones mentioned above - at least in 3.x.  However, self-only spells are inherently selfish unlike, say, haste, which can affect subjects besides the caster.

Thus, from the perspective of players and GMs, what are the likely impacts of changing all self-only spells to touch range spells and modifying their verbage to account for the possibility of affecting others?  I know that Persistent Spell (3.5) may need changing to account for this change, and the Bonded Mind/Share Spells teamwork feats from PF1e are effectively automatically granted to everyone.  What else changes?


D&D 3.5 and Pathfinder / Re: ToB Campaign Idea
« on: July 18, 2021, 07:44:38 PM »
I like my Tome of Battle total mechanics overhaul.

In terms of playing, that depends on what rules and interpretations were used.

Handbooks / Re: Metamagic and You: A Thesis
« on: July 18, 2021, 07:26:00 PM »
Bardzilla is worth mentioning for the feat Talfirian Song which lets Bards auto-Heighten their Illusion spells by spending Bardic Music uses.  (Each spell level Heightened costs 1 Bardic Music use to a maximum of spell level 9.)

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