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2

Starting items are an important boost for a lot of RM classes, power point adders and multipliers particularly can stop spellcasting classes being pretty weak in PP. However if your whole world is going to be "item free" then these are not appropriate tables to use. So here are options I'd suggest. Ditch the tables entirely, don't allow anyone to start ...


12

Aromr and Weapons do not resize Rules Compendium (p 84-85) says it more explicitly than the core rules do (emphasis mine): As long as you’re the same size category and the same general shape as the armor’s original owner, the armor functions normally for you. However, inappropriately sized or shaped armor can’t be worn. Armor doesn’t resize to fit ...


13

In Dungeons and Dragons 3.5 Magic Armor and Weapons Don't Resize The Dungeon Master's Guide (2013) from the section Size and Magic Items on page 213 reads When an article of magic clothing or jewelry is discovered, most of the time size shouldn’t be an issue. Many magic garments are made to be easily adjustable, or they adjust themselves magically to ...


2

Mundane Creation of Magical Armor and Weapons Getting the feat Craft Magic Arms and Armor (PH 92) while not being able to cast spells is relatively easy, especially with a liberal DM. However, creating magic armor, shields, and weapons with special abilities beyond simple enhancement bonuses nearly always requires casting spells. Short of the few methods ...


0

What I would do is create a level 0-2 spell called limited trransmutation. It basically just changes a amount of coins into the economic equivalent of a desired coin. Don't just give it to the players though, make them go on a side quest to a greedy wizard's tower or something. Make them work for the spell.


4

The rules are obnoxiously vague: Powers stored in command thought items are usually not augmented, because the manifester level of such an item is assumed to be the minimum possible to manifest the stored power. Powers stored in use-activated items are usually not augmented, because the manifester level of such an item is assumed to be the minimum ...


4

What you're missing is that Level 30 items, particularly Weapons/Implements, Neck, and Armor, are often 5+ or 15+ items. The items you mentioned exist, but they exist (in both cases) as 15+ items- i.e., you could get a +3 version as a level 15 item, a +4 as a level 20, a +5 as a level 25, and a +6 as a level 30 item. The GodplateDDI is just a Masterwork ...


1

There are several options for this. The Kensai PrC allows one to enchant a weapon you have the Weapon Focus feat for (only you can use it, though). A warlock of 12th level or above can use Imbue Item to craft as if he has spells that he actually lacks. Honestly though, I would just try to talk your DM into letting you use your Initiator Level to qualify for ...


2

Use DDI, choose "Items" from the dropdown, in filters, enter "30" to "30" in the level, and click apply. All Level 30 items will then appear, with their associated book.


0

Have you tried Adventurer's Vault or Mordenkainen's Magnificent Emporium? There is Agile Armor +6 that gives you an item bonus to AC equal to your Dexterity modifier + 3, unless you're bloodied. ALso, you can find Flame Tongue Weapon +6. +6d8 fire damage on a crit, +6 attack and damage, your untyped damage becomes fire damage, you gain resistance to fire ...


6

You've already quoted the relevant reference: The wearer of a suit of armor or a shield with this ability preserves his armor bonus (and any enhancement bonus) while in a wild shape. That's all it does, by RAW. Armor check penalties are not listed, and the rule doesn't say "the armor works normally", so those penalties are treated how they are ...


0

The spell Fox's Cunning gives a +4 Enhancement bonus to your Intelligence Attribute. This would increase your Intelligence modifier ( And intelligence related skill checks ) by +2. Also keep in mind when starting to get into the stacking of ability bonuses that you do not try to stack multiple types of Enhancement bonuses together. The Enhancement bonus ...


2

The enhancement bonus part does not stack with the other spells or items. Whichever bonus is the largest at the time is the one used. No matter if the enhancement bonus from the headband is being used or not, the skill bonus from the headband persist so long as the headband is worn. So even if you have a +4 from a Fox's cunning spell, you would still get ...


0

The description of the item itself never actually clarifies the effects become permanent after 24 hours, it just says the ability bonus is treated as temporary the first 24 hours. After that, you get the skill bonus points. Both of these seem to still be only effective while your wearing the actual headband. If you were to remove it, you would lose the stat ...


1

Sorry, Enhancement Bonuses don't stack so it will take the highest value (probably the +4 from Fox's Cunning). Even though the bonus becomes permanent, the type that the bonus is derived from is still the same.


1

The caster level is actually the caster level on which you want to cast that spell. The scroll prices are calculated for a scroll with minimum required caster level. For a level 2 spell that would be level 3. 12.5 * 2 * 3 = 75gp Table: Scrolls gives sample prices for scrolls created at the lowest possible caster level for each spellcasting class ...


9

The base price, in this case, expects the scroll is created at the minimum caster level required. Hence 75GP given by (12.5 * 2 * 3) This is also why scroll costs vary by who scribes them. You can choose to create a scroll at lower than your total caster level, if you want, or you can use your full caster level to gain greater effects (such as extra magic ...


7

A bag of holding can hold a sphere of annihilation... if the DM rules the extradimensional space accessed by a bag of holding is fixed (i.e. once an item's in the bag the item doesn't move when the bag's moved), and... if the sphere of annihilation's 2-ft. diameter can be manipulated to such a size as to fit in the bag (or the opening of the 2-ft.-×-4-ft. ...


4

I think I might cast Greater Invisibility on the diplomat. Then I would Cast Haste and Fly on the diplomat. I would also cast Non-Detection as a precaution. I would give him a scroll of Dimension Door as a "Oh Crap" escape tool. Then, instruct him to fly up 60 or 100 feet, and fly to the event. Maybe even while I do a fake carriage with guards and such ...


5

Their are several strategies you can try but be aware, their is no perfect solution for this problem other than instant transport (may Dimension Door is an option?). Even in this case the assassins could simply wait right at the spot. The Sneaky Ones Have a group of guards and a carriage going to the target. Be sure that no one can see who is in but spread ...


2

Create a localized anti-magic field in the carriage. This should take care of most casting, and give enough time to react in case of a "caster attack". Also, put up a Contingency Spell with a Teleport to a safe location in the case of an attack. If "Teleport" don't suit's you well, you can put other spells to protect him, like a Dispel Magic, to trigger in ...


1

Ok, let's start with the what here. If you want to make a wizard encounter into a wand, great. The one you're looking at is a L8 magic wand. That's a +2 wand, great from L4 up through oh say about L10 or so. But there's a problem, there's not really any information as to how this works exactly. The only way I know of for a PC to craft a magic item is via ...


-2

As far as I know there are no stipulations on using multiple magic items that are the same but I do believe there is a limit of using daily item powers 1/day at heroic, 2/day at paragon, and 3/day at epic. If it is an encounter item power than it can be used once per encounter and if you had two of the same wand with encounter powers you could use both in ...


2

You can use a free action whenever you want. So, if you can pull out your wand as a free action, then you can have it out when you're hit, and use the immediate reaction. However, the feat in question does not let you do this on other creatures' turns. Timing I believe you need to be wielding a magic weapon to use its power. I can't actually find a rules ...


1

When it comes to pricing items, the other way around is to figure out how it may have been forged. A common rule is to consider that an item worth 40.000 GP by the RAW took 40 days to craft for the common crafter or even a mid level artificer (who would be paid 1000GP/day, work and materials included). Now since you are the one that ploted this weapon, ...


1

As mentioned by Guest in a comment on your original post. You cannot stack those two traits because they are both Magic Traits. You cannot have two traits from the same trait list.


0

well, you can always make it a cursed Hat of Disguise. It may eg. never be taken off, basically blocking your head slot for many magical items: (headband of intellect,...)


2

You'll end up paying either 45,000 gp or 45,125 gp (depending on your interpretation of the multiplications rules in PF) First of all, as our mystery guest noted, a character can't normally benefit from two traits from the same group (magic traits in this case). A DM can always overrule that, however, and in that case, two things to note: First, the ...


14

Axoren's Devoted Crafter's Guide Things to Focus on These aren't in any particular order. Craft (Int) Without this, you have to buy the base items at market price. Since magic items require that the base item be masterwork, you're going to want to pay 1/3 the market price if you're making a lot of them. It also nets you faster creation time for base ...


4

I think you might be thinking of Rash and Reckless, an artifact that is a pair of boots from DMG 2. Description: History DC 22: Rash and Reckless are the individual names of two artifacts, each a pair of boots, meant to be worn by two allies. They originally belonged to a pair of scoundrels who spent their lives in revelry and adventure in the capital ...


0

A Wizard does not naturally acquire "Use magic device" but do not fear: Domain granted power - Magic Domain - now you can use spell trigger items from any school. Complete Champion page 52. However, you are trading level 5 feat for it, but then again if you're not multiclassing after 5 levels of Wizard, I don't know what you're doing with yourself to ...


0

Perhaps you're thinking of the Feystride Boots in Adventurer's Vault 2? Feystride Boots         Level 11 Item Slot: Feet          9,000gp Property: While you have a drow or elf ally within 10 squares of you, the range of your fey step racial power increases ...


4

Neither. Er, Both. Neither of your equations fit, because it's all multiplied and order doesn't matter. The cost would be 100,000 * 0.5 * 0.95 * 0.95. The 0.95 is there because it's the full 1 or 100% minus the .05 or 5%. Thus when you apply the traits, you're subtracting 5% of the cost, (cost - 0.05*cost), which simplifies to multiplying by .95. Because ...


5

The Saving Throws of a magic item are determined by the creator of the item. There are some exceptions to this. Some feats and class abilities allow you to use your Caster Level instead of the Creator's. Magic items produce spells or spell-like effects. For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level ...


5

The list of wonderous belts. The short answer It 'might' be something Pun-Pun has created in his infinite boredom and munchkinry, but otherwise, its not really plausible. Omni-belt enhancements note A lot of the features from your belt conglomeration will cancel each other out, though, as almost all of them count as enchancement bonuses, which do not ...



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