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5

In the Cat Tabi description "always land on your feet" is used as a synonym for not falling prone. The difference between the property and the power is not whether you fall prone or not - you don't in any case - but the amount of damage you take (half or none). The "always land on your feet" is the specific rule which overrides the general "You fall prone ...


0

Technically, if he had 2-3 he could use them as an infinite ladder... Put 3 in the air, climb on them, recall the last one, pin it above ... rinse and repeat until you can no longer breathe or you freeze... or you fall asleep...


9

By the wording of the item, yes. If one of your allies slays your target, then, by RAW, you have a bunch of penalties for 7 days. However, that's not super satisfying, and punishes you for using the feature of your bow. I'd suggest talking to your GM about it, and suggesting that it should be broadened to allow yourself or your allies to slay the target ...


1

The Runeforged weapon enhancement is from the Rise of the Runelords adventure path, appropriately enough. It was originally in the fifth volume, and can now be found in the reprinted, Pathfinder edition of the adventure path.


8

Even if you look at it from the 5e mechanical/descriptive perspective, there are easy reasons to stick with golem creation rather than an undead army. The first is control. You can only control so many undead before they start to lose it and attack people. This is evidenced by the necessity of constantly recasting the spell to retain control over them. ...


10

This seems like more of an opinion based question without a real concrete answer... But, having said that, SevenSidedDie is correct. Earlier in editions of the game golem construction was costly and difficult - definitely a serious achievement for a high level cleric. Additionally - while you're asking about Flesh Golems - and comparing them to undead, ...


4

The Detect Magic spell states: If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft). Spellcraft states: Identify the properties of a magic item using detect magic: DC 15 + Item's CL So what, you might ask, is a "property?" Well, they don't define in a legalese way exactly what is included in a magic ...


2

Wild armor does not have an Armor Check Penalty or a Max Dex when you are in Wild Shape. Normally, when you Wild Shape any equipment worn or carried melds with your new form and becomes nonfunctional. All the Wild armor property does is say that you continue to benefit from your armor (and enhancement) bonuses to AC when this happens. If you don't mind a ...


2

Chain Shirt A chain shirt is the right choice for almost every character, sadly enough. It provides a fairly big wodge of AC, minimal armor check penalty, and has a nice, big maximum Dexterity limit. In theory, a lot of characters could swap this for mithral full-plate if they have medium armor proficiency, but in practice it’s usually not worth it; ...


5

RAW RAW: The gaseous creature could not activate the decanter, but may be able to keep it active: Gaseous Form says: [the gaseous creature] also can’t manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot. Gaseous Form would turn ...


2

Possibly, with DM approval. This combination, albeit very pricey; requiring a maug grafter, and very min/max-ish, could be a work around; in the following order: Create Stone Hands. Craft (Stone Working): Creating Masterwork Items You can make a masterwork item—a weapon, suit of armor, shield, or tool that conveys a bonus on its use through its ...


4

Yes Reasoning line 1: experience We allow this in our games, using the line you quoted as reasoning and houseruling monk's bodies to be 'masterwork' quality for free. It isn't particularly disruptive, though the +1 is fairly powerful for first level characters. Given that level 1 monks get 0 BAB, however, I think it's quite fair. If anything, this seems ...


7

No, because they aren't masterwork and can never be, and all magic weapons must be crafted with a masterwork base. Creating Magic Weapons To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. She also needs a supply of materials, the most obvious being the weapon or the pieces of the weapon to be ...


7

Acquiring an antimagic field The typical wizard must be level 11 to cast the 6th-level spell antimagic field, but once he can, the rogue could commission from him magic items. It's even possible that when the wizard hits level 11, the wizard takes the feat Craft Staff, and a staff is the easiest and cheapest way for the rogue to use the skill Use Magic ...


-1

Note: All my sources are DnD 3.5e, as I have never played Pathfinder. Also, remember that the primary reason that these RPG's exist is to have fun. If someone here comes up with the perfect answer, great. However, even if no-one does, use the method that will provide the most enjoyment for your players, and yourself. I think the first thing you would have ...


3

This post assumes Pathfinder rules. It also makes some (hopefully) logical assumptions. This forum post seems to indicate by RAW that it is possible. These threads also argue this point. As far as RAW is concerned, it is possible to make an alchemical weapon masterwork, and therefore enchant it. Where RAW is less clear (if it states at all, really) is ...


2

TL; DR Don't let him do that unless you're fine with all magic-using "enemies" becoming useless. My DM in an adventure implemented a stone (very rare and valuable, of course) that created an anti-magic field. The enemy was using it to prevent our spellcasters from freeing us, but somehow we managed to escape, and take the stone: the boost in power awe got ...


7

In principle, there are virtually no limits on what can be crafted by a player with the appropriate feats and sufficient (effective) caster level, time, and money. There are guidelines for creating arbitrary magic items which are not explicitly covered by the existing item lists. The limits that Pathfinder provides are basically maximum bonuses that various ...


6

Yes, but only via some finagling. A potion/oil only has one target normally, and the imbiber may not select additional targets even if he would be allowed to normally as the caster of the spell. However, a number of spells that can be made into potions affect creatures other than their direct target(s) in some way. None of the methods of doing this ...


4

The short answer is no. Potions only effect the person that consumes them. The wording " It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute and targets one or more creatures or objects." is meant to explain what types of spells can be turned into a potion or an oil with the exception that ...


2

You do indeed need proficiency in the implement to gain it's magical effects. The general rules for non-magic implements can be found on page 272 of the Rules Compendium: Implements - Proficiency Unlike weapons, an implement doesn't grant a proficiency bonus. Instead, an adventurer must have proficiency with an implement to use it at all. In the ...


3

You can find information on creating magic items on DMG pages 284-285. It doesn't have such specific rules or price calculations as 3.5e, but enough info for a DM to create an item he/she may want. There are also rules for crafting magic items as downtime activity for players on DMG pages 128-129. One thing to consider is that magic items are supposed to be ...


0

I would assume a wish would do it, unless your DM is particularly stingy or the item is supposed to be semi-artefact level in power. There's one way to find out...


1

There's not a stock item or spell that does this. In the Wrath of the Righteous Adventure Path, there is an evil "Corruption Forge" used to make evil items that the PCs can convert over via lots of hallow spells and crafting work into a Purity Forge and then use to make evil intelligent items good - we are reworking the evil weapon Soulshear into a holy ...


0

Only if you're cool with Randy, the Magic-Loving Demon Belt Helm of Opposite Alignment: When placed upon the head, this item's curse immediately takes effect (Will DC 15 negates). On a failed save, the alignment of the wearer is radically altered to an alignment as different as possible from the former alignment—good to evil, chaotic to lawful, neutral ...


-1

The bonuses depend on the CL of the mask and do not change. Level-dependent powers of a magic item always depend on the caster level of the item, never the level of their wielder. From Magic Item Descriptions: Caster Level (CL): The next item in a notational entry gives the caster level of the item, indicating its relative power. The caster level ...


1

You could mock this up with a customized version of Locate Object (senses the nearest beacon, range: 1 mile per level), along with a network of beacons (statues of the travel deity for the setting, with permanent Dancing Lights cast on them to give a visible beacon - see this OOTS comic for a nice example)


5

Reading it literally, it says "as if" but overrules specifically what you can change into. So that means that if you pick a Bat, you will become Diminutive and if you picked a Crocodile you become Large. However, you still only gain the listed abilities up to the speeds mentioned, even if the animal has better, and there are no changes to your stats for ...


2

Only if the resistances are to different types of damage. If they are to the same type of damage, only the higher applies. There are pseudo-exceptions, but they stick out like a sore thumb, because they explicitly say things like, "or your existing resistance to Fire is increased by 5," which still isn't really the same thing as stacking. If neither game ...


2

Resistance doesn't stack unless it's from two different damage types, it's source doesn't usually matter. In a situation were you have resistance of the same damage type, only the highest of the two applies. From the Rules Compendium: Resistance against the same damage type are not cumulative. Only the highest resistance applies. (pg.225) For example; ...


1

If your goal is to make the equivalent of a GPS system (and if you can be flexible about the "some means other than sight" criterion), I think Permanent Image is probably the least awkward solution. http://www.d20srd.org/srd/spells/permanentImage.htm Fly a few thousand feet up and create a giant image of some sort of crest, like the coat of arms of the ...


3

Sounds like an Epic Level Artefact to me. (Also sounds like a nightmare, considering you'd need at any point in time to be able to remember the state of all creatures of exactly 5 rounds ago)


2

Magic Item Compendium has rules for combining effects of multiple magic items, with the only caveats being cost (+50% cost of the more expensive item/effect, unless it has a price listed under the table of common effects on p.234) and slot limitations (can only combine effects of items that occupy the same body slot).


21

The spell "Locate City" has a range of 10 miles per caster level, and allows the sense of distance and direction to the "nearest community of a minimum size designated by you at time of casting." With nearest being counted without movement through solid objects. Thus, with a sufficiently large caster level, a sufficiently accurate census, and a sufficiently ...


0

Since a true answer doesn't exist everyone here is forced to speculate. So, while I like @HeyICanChan's reasoning I think he followed it to the wrong conclusion. If I may "get my science in your fantasy" then allow me to compare the Spheres to Black Holes. Scientists theorize that (2 colliding black holes) "Such an event would be extremely violent. Even ...


0

It says the bonus “increases,” so I am pretty sure that is what it does You do not typically see the word “increases” when referring to the effects of an item made at different caster levels. There is also, typically, a cost associated with that (as you say, a greater aspect mask would be what you would typically expect). Thus, I feel that “increases” is ...


0

I have tested this with 3 DMs. In each case I acquired a bag of holding type IV and stuck a rock in. In the case of DM#2, the only case which got past that point, I also hunted down a sphere of annihilation and one of those talisman things. The results: DM 1: (on step #1, where you look in the bag) "No." (me) "What happens? Is the rock still there?" ...


3

This must be explored during the campaign and is ultimately the DM's call. Artifacts are a fickle and unpredictable lot, and their successful use will depend greatly on if the DM is trying to Gygax the PCs into hilarious, sooner-than-instant deaths.1 That said, were it my campaign, based on the Dungeons and Dragons 3.5 description of the item, the effect of ...



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