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Messages - Lokiyn

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1
Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« on: November 15, 2015, 10:46:32 PM »
Gee's i'm gone for three days and this nonsense
Also @Amechra
It does a huge disservice to allow a falsity to bear the same validity as a truth; its a matter of integrity, not dick-measuring.

anyway

One of the more interesting quirks of the psionic system is the use of Unknown Powers.

The Basic point to make in this situation is that a Psion, utilizing these rules, may carry around powerstones and temporarily add to their spells known, manifesting the power without flushing the powerstone, but paying all the costs themselves. Although not terribly useful in a combat situation, the fact remains that when you do have two to three rounds available, you can round out your psions rather limited power known list with a "utility belt" of various niche powers.

The ability to temporarily use the equivalent of scrolls (powerstones) to add to your known/prepared spells for the day (for a round) is unique to psionics and is not replicated in divine or arcane, (with the exception of runestaffs i believe.)


2
Non-Arhosan Material / Re: Alchemist [Base]
« on: November 12, 2015, 07:56:27 PM »
well somewhat, By my count i believe there is something like 192 different alchemy items in 3.5 (not including dragon), with roughly 15-30 more Drugs; and i believe quite a bit of poison items (if you allow the rule in Vile darkness that allows alchemy to make poison); Alchemists can Heal, Damage, Buff, Debuff, and Battlefield Control with the materials printed, a Craft (Alchemy) character can do quite a bit more than most people give them credit for.

Now granted the PHB has roughly 390+ spells for wizards, but a good alchemist can generally access his whole load by level 5.

My main point is that if you have a class that focuses entirely on potions, and has no ability to produce or create academical items in a meaningful way, then its a "Brewer" rather than an "Alchemist". It feels mostly like it should be a (rogue + potions - sneak attack) rather than (wizard - spellcasting). Like "A rogue apothecary, traveling the world in search of exotic ingredients"

I guess it feels more like a NPC class (like a magewright or Adept) than a PC class if that makes sense.

I'll try and dig up the old outline i had for an alchemy only handbook, i suppose it's one of those overlooked corners in the system no one looks at because it's only ever seen in tiny pieces.

3
Min/Max 3.x / Lokiyn/SorO_Lost fun finds debate
« on: November 12, 2015, 06:58:56 PM »
SorO_Lost makes the claim that you cannot lower the [Difficulty Class] of an item, because you cannot lower the [caster level] below that necessary to cast the [spell slot].
Ahh, so you haven't been reading my posts at all before responding, well that explains a lot.

note the quote below, this is, i believe the third or fourth time i have directly called this out.

Couldn't you combine this with awaken, or shadowcraft tricks, to deliberately lower the DC of certain items?
Not really.

First Spells have a minimum CL.
You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level.
And if those conditions cannot be met.
If you ever try to cast a spell in conditions where the characteristics of the spell cannot be made to conform, the casting fails and the spell is wasted.

Secondary, the CL entry isn't a suggestion that you can passively ignore. It's a requirement.
While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.

And here is the MiC's updated text on the subject of multiple crafters.
Quote from: 232
All items have prerequisites in their descriptions.These prerequisites must be met for the item to be created. Most of the time they take the form of feats and spells that the item's creator must know, although access through another magic item or spellcaster is allowed. It's perfectly acceptable for two or more characters to work together to create a magic item, with each character supplying some of the prerequisites. (In all places where this text refers to the "creator" of a magic item, it includes all characters supplying at least one prerequisite [or the item's creation.) The XP cost must always be paid by the character who supplies the item creation feat required by the item, no matter how many other characters cooperate in its creation.
You're still technically allowed to the CL of anyone in the party, but the wording more strongly reflects meeting the requirements opposed to the pick and choose method the first iteration might seem to suggest to you. So calling back to the other rules, the minimum CL must be met by your choice or you can't make the item.

And @Link, fixed it. :)

Your move

Ok the let me make it even simpler

...snip...

So please

Explain why lowering the DC is impossible because caster level limits
Explain why explicitly lowering a spell by 1 level then using that to craft cheaper items is impossible

Although one of the more interesting finds was that sorcerers are more expensive item crafters than wizards due to page 89 of the phb where
Quote
The caster level must be high enough that the spellcaster creating the item can cast the spell at that level
Which since sorceres gain access to spells 1 level slower than wizards, means that their items would cost a small but measureably larger amount than wizards.

Look there are combos that i don't necessarily like, but i don't try and pretend the rules don't allow it because i don't like it. The rules are pretty black and white here.

If you cast a sanctum spell (outside), it drops the spell level by 1
You must cast the spell to place it in a spell storing ring.
You may use spells from a magic item to create an item.
You use the now reduced level spell to create the item.

*edit*
Really the only thing not explicitly allowed would be whether or not modifications to the spell from things other than metamagic feats are stored in the spell storing rings, although it is implicit it isn't specifically called out.

Also lets point out that the epic handbook was updated to 3.5
Also i'd need to dig out the actual DMG 3.0 since as you can't bitch about the srd being incomplete and the use it to justify a non existent point

again, your move. You have yet to show that a valid point that isn't your personal opinion of what things should be rather than the way things actually are

It shows a vast lack of integrity to claim that A does not equal B by claiming that C does not equal D and try and pretend that you are actually addressing anything.

Ergo
 
https://en.wikipedia.org/wiki/Ignoratio_elenchi

The Facts are

Sanctum spells, when used in combination with spell storing items, allow one to lower the the spell level of an item, thus allowing both cheaper item creation and allowing a small expansion to the spells available to be placed into potions/wands/scrolls [explicit]

Enhance item can be used to increase the DC of item creation, and if used in combination with cooperative crafting can be used to lower the DC of items created with the feat as well (for items that use the default DC calculation formula) [explicit]

Granted that class ability modifications kick in when the spell is cast, and that a spell storing item captures the spell after it is cast, the Implicit conclusion of the two is that one could combine the two, with the implicit capture of class ability modified spells, Have access to an item that can be used to craft reduced DC items with the Shadowcraft Gnome's class ability of enhanced reality, which would normally not have a way to be embedded into items.

4
Min/Max 3.x / Re: Fun Finds v6.0
« on: November 10, 2015, 09:34:55 PM »
Ok the let me make it even simpler

SorO_Lost makes the claim that you cannot lower the [Difficulty Class] of an item, because you cannot lower the [caster level] below that necessary to cast the [spell slot].

This argument makes no sense whatsoever as [caster level] is in no way involved in [difficulty checks], A CL20, SL 3 spell has a DC of 10+3+1=14, a CL5, SL 3 spell has a DC of 10+3+1=14. Which is infuriatingly Nonsensical, so keep dancing around that. Quite frankly it makes the same argument value as claiming 1$ bill is more valuable than a 1$ coin because green is a higher frequency color than yellow. So what I’m going on about is the blatantly deceptive nonsense

Now as for sanctum spell, it doesn’t matter if its potions or wands scrolls, that is [completely] irrelevant to this particular discussion; what is important is making sure that the spell to be used in the item creation process meets the guidelines for items creation.

Now

As stated before, Animate Dead is a 4th level spell, that takes up a 4th level slot (for wizards) again,
[Spell Slots] and [Spell Levels] are two separate concepts they are often linked but are two separate concepts.

Now there was a specific reason that I brought out the spell storing ring; Now in this case we are talking about metamagic, but it is comes up in other ways in other issues. But in this case we’ll look at metamagic only.

Now as you seem to completely miss the reason for the ring is to activate sanctum spell.

Now, First I will address your complete nonsense about the Enhance item and ability scores, to wit
Quote
Item won't function.  Set attribute is too low for the spell.  The item doesn't inherit any of your class abilities anyway, so the low DC would be counterproductive, you are not casting a spell.


So for this issue, you claim that sanctum spell would not lower the spell level because it is not being cast during the process, if that is true, then ability score is no longer relevant to the item creation if this is false then the argument that sanctum spell cannot lower the level of the spell on its own during item creation falls apart.

Note that use of a magic item such as a potion/scroll/wand does not fall under the same rules as spellcasters actually casting the spell,  it falls under “Using Magic items” which do not share the limitations on “casting”

And if you missed the point with the potions any harder you’d be playing another edition, At no point did I say that, and you continually and persistently miss the point.
magic item creation does not care about spell slots
magic item creation does care about spell Levels

Metamagic feats do not alter the spell level, but do alter the spell slots, this is explicitly called out in the metamagic section, but, when an item creator creates a scroll/potion/wand while embedding the metamagic feat to the item, it alters the spell level for the purposes of item creation.


So lets review the parameters of the problem

The goal is to lower the caster level of a higher level spell to within the range acceptable for the item creation feat (scrolls/potions/wand)
The claim that the effects of the metamagic don’t come into effect until after the spell is cast so sanctum spell doesn’t work (note that I specifically called this out above)
Quote from: Lokiyn
Moreover other than the effect of changing the spell slot, metamagic feats affects come into play when the spell is cast, not when it is prepared (with the exception of the spell slot changes) So our Sanctum Spell (Animate Dead) fills a 4th level spell slot, and is still a fourth level spell; which although the rest of the requirements (Target / caster level) have been met for a third level potion, the spell level is still one too high

So in order to make this work, one would need some way cast the spell (thus allowing the metamagic feat (and by extension any class abilities that require one to cast a spell)) then capture it in some manner.
Oh wait
Quote from: Lokiyn
Now, our wizard casts his Sanctum Animate Dead, but not on himself, oh no. Our wizard casts the spell into a ring of spell storing, minor
Quote from: Spell Storing Ring
A spellcaster can cast any spells into the ring, so long as the total spell levels do not add up to more than three. Metamagic versions of spells take up storage space equal to their spell level modified by the metamagic feat. A spellcaster can use a scroll to put a spell into the minor ring of spell storing.

So lets look at the result
You now have a spell that has been cast triggering any modifiers from class or feats and can be recast from the ring.

So our spell (in this case animate dead) has been explicitly reduced by one level by the casting of the spell modified by the metamagic feat, since the metamagic feat doesn’t modify the precast spell. As such the spell (now at spell level 3) qualifies for storage and is placed in the ring.
The rest is mostly academic. Once the spell has been reduced to by a level you use the item as the spell source rather than yourself, As explicitly allowed under the DMG Magic Item creation rules.


SolO_Lost somehow seem to believe that modifying the difficulty check of the item somehow affects the caster level of the item
SolO_Lost is somehow failing to actually bother to understand what’s going on, so smaller words’


Wizard casts 4th level spell into spell storing ring
Metamagic Triggers reducing the spell level to 3
Crafter crafts item using reduced spell level spell from spell storing item


Linklord already pointed out the flaw in your argument against enhance item

(Oh, and I screwed up when posted, I had a second string that involved using rapid spell and sanctum spell to make some fast recovery potions with Mnemonic Enhancer, but it involved some other methods including arcane thesis. so i cut it out and forgot to replace that block with the other example.

So please

Explain why lowering the DC is impossible because caster level limits
Explain why explicitly lowering a spell by 1 level then using that to craft cheaper items is impossible

Although one of the more interesting finds was that sorcerers are more expensive item crafters than wizards due to page 89 of the phb where
Quote
The caster level must be high enough that the spellcaster creating the item can cast the spell at that level
Which since sorceres gain access to spells 1 level slower than wizards, means that their items would cost a small but measureably larger amount than wizards.

Look there are combos that i don't necessarily like, but i don't try and pretend the rules don't allow it because i don't like it. The rules are pretty black and white here.

If you cast a sanctum spell (outside), it drops the spell level by 1
You must cast the spell to place it in a spell storing ring.
You may use spells from a magic item to create an item.
You use the now reduced level spell to create the item.

*edit*
Really the only thing not explicitly allowed would be whether or not modifications to the spell from things other than metamagic feats are stored in the spell storing rings, although it is implicit it isn't specifically called out.

Also lets point out that the epic handbook was updated to 3.5
Also i'd need to dig out the actual DMG 3.0 since as you can't bitch about the srd being incomplete and the use it to justify a non existent point

5
Min/Max 3.x / Re: Fun Finds v6.0
« on: November 08, 2015, 10:46:27 PM »
Oh really? Let me call this bs out

Here is the original post
(click to show/hide)

And here is SorO_Lost's "well considered" response
(click to show/hide)

So in a discussion on the Enhance item Feat I brought up the idea of using feeblemind and a cooperative crafter to create an item where the save DC formula is explicitly modified [Keldar :rolleyes] by the feat and set to the lowest possible DC.

You then proceeded to invent whole cloth a whole list of nonsense about caster level that has as little to do with the conversation as claiming that a barbarian can rage is why wizards wear robes.

no one at any point was arguing about "titles" or "decomposing items" this was simply Enhance item + the core rules on magic item DC
(click to show/hide)

Any yes, yes i can make a 4th level spell into a potion with sanctum spell or with other methods, let me go step by step; i'll even use the extra legal way

  • Our wizard wants to create a potion of a fourth level spell he knows, unfortunately he cannot normally do so because of the limits of brew potion. So he has the option of modifying the spell OR modifying the feat; in this case we are going to work on the spell
    (click to show/hide)
  • So our wizard uses the metamagic feat sanctum spell on his spell (lets pick Animate Dead); Does this spell meet the requirements for brew potion? No of course not, "but wait" you say "i thought the whole point of this was to show that sanctum spell can make it qualify", indeed but not necessarily like that. See metamagic feats actually affect spell slots and spell level independently.
    (click to show/hide)
    Moreover other than the effect of changing the spell slot, metamagic feats affects come into play when the spell is cast, not when it is prepared (with the exception of the spell slot changes) So our Sanctum Spell (Animate Dead) fills a 4th level spell slot, and is still a fourth level spell; which although the rest of the requirements (Target / caster level) have been met for a third level potion, the spell level is still one too high
  • Now, our wizard casts his Sanctum Animate Dead, but not on himself, oh no. Our wizard casts the spell into a ring of spell storing, minor
    (click to show/hide)
    and Sanctum spell provides us with
    (click to show/hide)
  • Our wizard now has a spell explicitly modified by the act of casting and the sanctum metamagic feat to have an effective spell level of 3 for all effects. So we combine that with the complete rules for cooperative crafting
    (click to show/hide)
  • So let’s look at our spell, it is now treated in all ways as having a spell level of 3 (down from 4); it targets one or more creature (personal), and it has a caster level of at least 3 (the minimum for a 3rd level potion); this spell now qualifies for the brew potion feat, via the DMG it is explicitly allowed item sources for creation
    Quote
    although access through another magic item or spellcaster is allowed
    The end result is as follows
    Quote
    Potion of Animate Dead [3rd]
    This potion allows the caster to prepare up to three extra levels of spells or retain any spell of 3rd level or lower cast up to 1 round before the consumption of the potion. Market; 1050 gp.
    Cost to Create 525gp + 42xp

Now most of the time there is little point to this, except in the case that you need very specific spell, or you need a spell that has been modified by a specific class feature or set of feats, on the other hand if you table out the results you can see that there are a bit of savings to be had in item creation.

OrigSanctumCLMarketDIFMarketCLSL
0.5????1???37510.5
10.5137537575011
21322502250450032
325750037501125053
4371575052502100074
54927000

So a Spell stored 4th level sanctum spell stored then used to create 3rd level wands of the resulting spell would save you 5,250 gp per wand, which pays for itself on the 4th such wand created (spell storing 18k/5)

Basically sanctum spell + spell storing would net you anywhere from 11%-50% savings in item creation based explicitly on spell level with an average of 25% over the course of the level 1-9 spell levels.

So,

your point on potions is invalid,

your attempt to use caster level in lieu of DC is invalid (and still makes no sense whatsoever). As your claim that you couldn't use enhance item to lower the dc of magic items because spells have a minimum caster level has absolutely nothing to do with anything.

and the whole spell slots thing with item creation makes no sense whatsoever as spell slots is not part of the item creation (and given that you can prepare lower level spells in higher level spell slots negates quite a bit of that nonsense) As your claim that a 3rd level spell in a 4th level slot would be treated as a fourth level spell
Quote from: SorO_Lost
Sanctum Spell still doesn't work like how you're trying to use it. Like it uses the same exact Slot, so Sanctum Fireball on Mars is treated as a 2nd level Spell but it still uses a 3rd level Slot and requires 13 in your casting Ability Score.
(no, a Sanctum fireball would have a minimum ability score of 12 when cast as ability score minimums are based on spell level, not spell slots)

Quote from: Spell Slots PHB
Spell Slots: The various character class tables in Chapter 3: Classes show how many spells of each level a character can cast per day. These openings for daily spells are called spell slots. A spellcaster always has the option to fill a higher-level spell slot with a lower-level spell. For example, a 7th-level wizard has at least one 4th-level spell slot and two 3rd-level spell slots (see Table 3–18: The Wizard, page 55). However, the character could choose to prepare three 3rd-level spells instead, filling the 4th-level slot with a 3rdlevel spell. A spellcaster who lacks a high enough ability score to cast spells that would otherwise be his or her due still gets the slots but must fill them with spells of lower level.

Hence the whole "operating on a misconception on a fundamental level"

6
Min/Max 3.x / Re: Fun Finds v6.0
« on: November 08, 2015, 10:54:40 AM »
none of which explains where the hell caster level came into a discussion of difficulty check.
@ Keldar, you really haven't read the posts above have you? Much like SorO, you're operating at a misconception at the fundamental level of the conversation.
There is a specific Feat Enhance Item that allows you to use your casting stat modifier, rather than the default formula for magic item creation.

The point of the whole conversation was to point out that you can use this to boost the static dc's of some weapon traits, as well as lower the DC for certain items, if you had a situation where you want it to be easier to resist an effect.

For example, I as a shadowcraft gnome build, want to make my shadow effects as low dc as possible, so normally if i wanted to make a scroll of shadow evocation the DC would be

10+2+5 = 17

Too high

So i use my enhance item feat and cooperative crafting to modify the int modifier from +2 to -5 using feeble mind or some other trick

10+(-5)+5 = 10

Better, however i want it still lower so i use a sanctum spell version of the spell instead of the normal effect

10+(-5)+4 = 9

lowering the Items difficulty check by 9 points and the caster level to 7 rather than 9


as you said "Really basic stuff."


anyway,

If you want to lower the caster level, one of the better ways is to use the sanctum spell metamagic feat, which lowers the spell level for the effect (although it doesn't change the slots you need to use). Which would allow you the ability to craft say a 4th level spell into a potion (as it is now considered 3rd level spell) which lowers the minimum caster level from 7 to 5 allowing you some decent savings.

none of which explains where the hell caster level came into a discussion of difficulty check.

7
Min/Max 3.x / Re: Fun Finds v6.0
« on: November 07, 2015, 09:41:45 PM »
(click to show/hide)

That's nice and all, but really has nothing in any way shape or form to do with the post as "Caster Level" and "Item Saving Throw Difficulty Check" are two entirely different things.

So to reiterate in a simpler form

For those features in 3.5 where the player wants a lower difficulty check for the recipients of spell effects via item, such as a shadowcraft gnome, could you not use Enhance item, combined with a sufficiently gimped partner, to forceably lower the Difficulty check of the item; As shown below in Table Format

Table 1: Normal Item Saving Throw Difficulty Class based on Spell Level
Spell LevelCaster LevelMinimum Intelligence Modifier___Item Saving Throw Difficulty Check (or DC)
0.51010
11011
23113
35114
47216
59217
611319
713320
815422
917423

Table 2: "Enhanced" Item Saving Throw Difficulty Check via Feeble minded cooperative crafter.
Spell LevelCaster LevelMinimum Intelligence Modifier___Item Saving Throw Difficulty Check (or DC)
0.51-55
11-56
23-57
35-58
47-59
59-510
611-511
713-512
815-513
917-514

8
Min/Max 3.x / Re: Fun Finds v6.0
« on: November 06, 2015, 11:39:16 PM »
.... hold on a tick

hmmmmm
Couldn't you combine this with awaken, or shadowcraft tricks, to deliberately lower the DC of certain items? For example if you use the cooperative creation rules from the dmg
Quote
It is possible for more than one character to cooperate in the creation of an item, with each participant providing one or more of the prerequisites. In some cases, cooperation may even be necessary, such as if one character knows some of the spells necessary to create an item and another character knows the rest.
If two or more characters cooperate to create an item, they must agree among themselves who will be considered the creator for the purpose of determinations where the creator’s level must be known. (It’s generally sensible, although not mandatory, for the highest-level character involved to be considered the creator.) The character designated as the creator pays the XP required to make the item.
and feeblemind your familiar couldn't you change the formula to the following

SLCLIMDC
0.51-55
11-56
23-57
35-58
47-59
59-510
611-511
713-512
815-513
917-514

Making Awaken much easier to cast from a scroll and it easier to disbelieve shadow conjurations from scrolls.

9
Non-Arhosan Material / Re: Alchemist [Base]
« on: November 06, 2015, 09:50:41 PM »
I'd agree that the class is more of a potion master than any sort of alchemist, but I'd definitely disagree about alchemy and poisons being underdeveloped and weak.

10
Min/Max 3.x / Re: Fun Finds v6.0
« on: November 06, 2015, 09:44:22 PM »
here's how
I gotta say, I haven't bothered to think about some of this stuff in years

11
General D&D Discussion / Re: Anyone got old school monster requests?
« on: November 05, 2015, 07:21:59 PM »
lucha as a template?

12
Min/Max 3.x / Re: Fun Finds v6.0
« on: November 05, 2015, 02:33:34 PM »
God Blooded (Vecna) MMV pg66

God blooded is an interesting template in that it is acquirable, and lose-able. So it is possible to gain the template (and its +1 LA) then subsequently lose it dropping your ECL.
Most of the abilities are fairly pointless; except for one.

Quote from: Vecna Blooded
Special Qualities: A Vecna-blooded creature gains the following special qualities.
Cloak of Mystery (Su): All knowledge of the Vecna-blooded creature fades from the world. Its original name, its deeds before becoming Vecna-blooded, and so forth, disappear from memory. Only Vecna and the Vecna-blooded creature retain this knowledge.
A Vecna-blooded creature gains immunity to all divination spells cast against it or cast to learn information about it. Such divination fails to reveal any information. The Vecnablooded creature immediately learns the name, appearance, and location of the caster who attempted the divination.
Unlike other god-blooded abilities, the Vecna-blooded creature retains this special quality after it loses other abilities from this template.
Check out the last line of that ability, then go look at the ability itself.

Yes you now look ugly as hell
Quote
The creature loses all distinguishing characteristics, hair, and other traits, keeping only a small, thin mouth, the faintest trace of a nose, and eyes. These changes are permanent and remain even after the creature loses this template.

But your charisma stays the same, and you are unscannable with no backstory or past but the one in your head.

basically all for free. Start with the template, use up the DR to remove the template, then let the exp river carry you forward.

13
General D&D Discussion / Re: WotC shuts down forums
« on: November 05, 2015, 01:29:29 PM »
This final two posts (on the Dnd site) were between
ChrisCarlson & Bold Italic who entered a mock flame war in honor of the end.
Which seems appropriate somehow.

14
General D&D Discussion / Re: WotC shuts down forums
« on: November 05, 2015, 12:38:00 PM »
Here it goes, i'm already seeing problems with viewing and posting.
i'm going to feed the main forum pages to wayback every two minutes or so to try and capture the end.

at 12:18 Cst the forums finally went dead.
Rest in pieces community.wizards.com

15
General D&D Discussion / Re: Illusionist or Necromancer Verbs the School
« on: November 04, 2015, 11:08:06 PM »
Necrotize

although there are other options., illusionists could also illustrate in the sense of exemplification of mental constructs, which would also tie in with the concept of making a representation of a real or imagined object.
(click to show/hide)

16
Min/Max 3.x / Re: Interesting stuff in Pathfinder
« on: November 03, 2015, 10:47:55 PM »
actually to me the more interesting thing was that you technically could make it from yourself if you were working with someone else, although the "good" method is to simply find some old grandmother who's about to die of old age and ask the family for permission to make an imprint for a fee, divination helps here. Although a CR7 Robot with the personality of an old women would cause some problems of its own (death by sugar cookies?) I really find the special quality of
Quote from: Soul Focus (Su)
The soul bound to the mannequin lives within a focus integrated into the doll or its apparel, typically a carved mask. As long as this soul focus remains intact, it can be used to animate another mannequin, at the same cost as creating a new soulbound mannequin. The new mannequin retains its personality and memories. A soul focus has hardness 8, 12 hit points, and a break DC of 20.
which makes me wonder what exactly does that mean.

For example, if you use magic jar to take over a mannequin and die outside of the spell range, are you imprinted on the soul focus, and can you then be rebuilt in a new body?

But yeah, to me it just seemed fairly fun that you can essentially "buy" crafter servants for such a cheap price, or even in a more extreme case, you could create a stable of immortal trainers and start collecting feats and skills.

17
Min/Max 3.x / Re: Interesting stuff in Pathfinder
« on: November 03, 2015, 10:14:48 PM »
Soulbound Mannequin, This is a Medium sized construct that costs ~16k, it is intelligent has five feats, and a spell like ability with a caster level of 10. Combined with Retraining this allows you to purchase/have the construct made, then retrain out its 5 feats for the cost of roughly 2500 gp.

Have it take Cooperative crafting, and say, four item creation feats, and you may now craft at 2x the normal rate, or have the construct create the item on its own at normal speeds. This allows you to essentially half downtime for party crafters, or use it as an automated item shop. Bonus if you make two of them and let them aid each other. The most common use i can see for this is to have the wizard/whatever make it to level to make one teach it his craft feats, then retrain his feats away for more combat potential.

All for about the cost of +3 armor.

18
D&D 3.5 and Pathfinder / Wizards Archive - Archive
« on: November 02, 2015, 04:05:25 PM »
I was slightly shocked the other day when i found that less than 1 in 10 of the wotc archive pages had been waybacked in the minds eye archives alone, much less the rest of them, it looks like people just archive the index page then assume that the site will get the rest automatically. Due to the robot.txt however that isn't the case. So i took some time and started individually indexing the Mind's Eye articles by hand to start, other than that i've got the computer using the old Secret Door Easter egg to feed links to Wayback (which seems to have about a 10% chance of hitting a 3.5 archive). I know someone has a Gdrive with the archives zipped (hell i have the whole 3.5 archives zipped and stored) somewhere, but after the whole forum incident i'd like to keep backup on wayback to be safe.

Mind's Eye 3.5

Atricle NameSubpageWayback LinkPrinter FriendlyDate
Four New Psionic Monsters~FullLite7/11/2007
~DreamfaneFullLite7/11/2007
~Gruesome LurkerFullLite7/11/2007
~SpryjackFullLite7/11/2007
~UsunagFullLite7/11/2007
Expanded Classes, Part Four~FullLite6/29/2007
Erualden Eye~FullLite5/18/2007
Expanded Classes, Part Three~FullLite4/11/2007
Expanded Classes, Part Two~FullLite2/14/2007
Expanded Classes, Part One~FullLite3/15/2007
Three Psionic Vestiges~FullLite1/19/2007
Psionics of Incarnum~FullLite2/17/2006
Heros of Horror, Part 2~FullLite11/30/2005
Heros of Horror, Part 1~FullLite11/25/2005
Weapons of Legacy, Part 2~FullLite9/30/2005
Weapons of Legacy, Part 1~FullLite8/30/2005
All Good Things~FullLite10/29/2004
~Three Power ConversionsFullLite10/29/2004
The Body Leech (Prestige Class)FullLite9/25/2004
Psychic TheurgeFullLite9/25/2004
Even More Expanded Prestige ClassesFullLite8/27/2004
~Chance Favors the Prepared MindFullLite8/27/2004
~Meditant (Revised)FullLite8/27/2004
~Psychic Weapon Master (Revised)FullLite8/27/2004
~Various Power ConversionsFullLite8/27/2004
Stealthy Classes, Powers, Feats~FullLite7/23/2004
~Psychic RogueFullLite7/23/2004
~New Feats and PowersFullLite7/23/2004
~Psychic AssassinFullLite7/23/2004
Expanded Prestige Classes~FullLite6/25/2004
~ConstructorFullLite6/25/2004
~Crystal MasterFullLite6/25/2004
~Variant PyrokineticistFullLite6/25/2004
~SangehirnFullLite6/25/2004
More Psionic Monster Mayhem~FullLite5/21/2004
~Crystal SunflowerFullLite5/21/2004
~Ironglass RoseFullLite5/21/2004
~Sheengrass SwarmFullLite5/21/2004
~Spine SpringerFullLite5/21/2004
~Warp DrifterFullLite5/21/2004
Out with the Old, In with the NewFullLite4/17/2004

Minds Eye 3.0

Atricle NameSubpageWayback LinkPrinter FriendlyDate
Followers in the Church of Sardior~FullLite3/27/2004
The Church of Sardior~FullLite2/27/2004
Draconium Psionicus~FullLite1/23/2004
~Ectoplasmic DragonFullLite1/23/2004
~Mind DrakeFullLite1/23/2004
~Sardorian GolemFullLite1/23/2004
~Blithen of Many NamesFullLite1/23/2004

19
Min/Max 3.x / Re: Fun Finds v6.0
« on: November 01, 2015, 09:57:49 PM »
welcome to an old argument that's been going on since the ECS was released.

Technically yes, the feats would "stack" under the multiplier rules. An example of how you could lay out the feats is below.
#FeatTMGpXp
[/b]
TMGpXp
Feat 01Any Creation Feat111
100%100%100%
Feat 02Legendary Artisan110.75
100%100%75%
Feat 03Magical Artisan (Legendary Artisan)0.750.750.75
75%75%56%
Feat 04Exceptional Artisan10.751
75%56%56%
Feat 05Magical Artisan (Exceptional Artisan)0.750.750.75
56%42%42%
Feat 06Extraordinary Artisan0.7511
42%42%42%
Feat 07Magical Artisan (Extraordinary Artisan)0.750.750.75
32%32%32%
Feat 08Enhance Item (Extraordinary Artisan)111
32%32%32%
Feat 09Magical Artisan [Enhance Item (Extraordinary Artisan)]0.750.750.75
24%24%24%

and so on and so forth, which in one way is nice, in another way, holy crap you wind up using every feat in your roster to do it.....
And while yes you can apply Enhance item to all the item creation feats and slap more magical artisans on, the modifier bonus from enhance item doesn't combine like the Magical artisan multiplier.
Well, unless you use Talisman of Transference which if you craft five you get the Ritual transference feat for "free" which could then be psy-reformed or dark shuffled, or retrained to support your feat train.

*edit* actually i'm not sure which of the artisan feats gives which bonus at the minute, assume that you want to prioritize xp > gp > tm.

20
That makes sense, although it does not persuade me. Modifiers can still be other things because the quote doesn't say "a modifier is only"

Lets Explore that.

The essential thrust of this argument is that although the rules have defined what something is, you contend that because they have not defined what something is not you are free to add any possible arrangement of features to the above listing of what the item is. squares/Rectangles or Cats/Socrates take your pick of examples.

Now,
Quote from:  Players Handbook, 310
modifier: Any bonus or penalty applying to a die roll. A positive modifier is a bonus, and a negative modifier is a penalty. Modifiers from the same source do not stack, and modifiers with specific descriptors generally do not stack with others of the same type. If more than one modifier of a type is present, only the best bonus or worst penalty in that grouping applies. Bonuses or penalties that do not have descriptors stack with those that do.

Ok, so now we need to define bonus or penalty. Bonus is described below, while penalty is defined as a negative bonus above.

Quote from:  Players Handbook, 305
bonus: A positive modifier to a die roll. In most cases, multiple bonuses from the same source or of the same type in effect on the same character or object do not stack; only the highest bonus of that type applies. Bonuses that don’t have a specific type always stack with all bonuses.

The section linked to in the d20 site, is from the start of the book, however the above quote is from the glossary section of the phb.

All of which is a moot point, as cost reductions are not modifiers (note; by definition, modifiers must be applied to dice rolls) Cost reductions are multipliers which have a section in the phb devoted to explaining how to handle them; below i've quoted and reproduced the relevant section with the page reference.

Quote from:  Players Handbook, 304
When applying multipliers to real-world values (such as weight or distance), normal rules of math apply instead. A creature whose size doubles (thus multiplying its weight by 8) and then is turned to stone (which would multiply its weight by a factor of roughly 3) now weighs about 24 times normal, not 10 times normal. Similarly, a blinded creature attempting to negotiate difficult terrain would count each square as 4 squares (doubling the cost twice, for a total multiplier of ×4), rather than as 3 squares (adding 100% twice).

This is why when you add up the cost reductions you don't simply sum up the values, but instead apply them as you would in a normal mathematical problem, so ("x")*.75*.75 is [.5625x] rather than .5x

And to forestall the inevitable, note the difference in phrases between the example real world multiplier and the definition of multiplier

Quote from: Multiplier
"such as"
Quote from: English Grammar Today
We can use such as to introduce an example or examples of something we mention. We normally use a comma before such as when we present a list of examples. Where there is just one example, we don’t need a comma:

    The shop specialises in tropical fruits, such as pineapples, mangoes and papayas. (… for example, pineapples, mangoes and papayas.)

    Countries such as Sweden have a long record of welcoming refugees from all over the world.

Such as is similar to like for introducing examples, but it is more formal, and is used more in writing than like:

    She has worked in several countries where English is spoken as a first language, such as Australia, New Zealand, Canada and so on. (or, less formal, … like Australia, New Zealand, Canada and so on.)
Quote from: Modifiers
"is"
Quote from: Cambridge Dictionary
"he/she/it form of be"
Be - "used to say something about a ​person, thing, or ​state, to show a ​permanent or ​temporary ​quality, ​state, ​job, etc.:  "

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