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Dice Kazragun - OOC

Can a cleric help you with the spell? I'm a bit of a novice at item creation in Pathfinder. I just smash and smash. Heal after battle. I did make potions, but that was a simple matter. 
 
Oooo!!! Evil idea!!! Intelligent magic armored kilt that is able to speak! "Laddie! Ye dinnae wanna be lookin' up me wit'ou' permission! Ye may nae be likin' what ye be seenin'!"
 
Speaking of uncomfortable armor, I hope someone's cool with helping me in my armor every day cause I can't do it alone. ; . ;


Oh wait. I was thinking about the Half Plate I almost bought. Scale Mail is perfectly good putting on by oneself. 
 
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Can a cleric help you with the spell? I'm a bit of a novice at item creation in Pathfinder. I just smash and smash. Heal after battle. I did make potions, but that was a simple matter. 

As long as between the two of us we possess the required items/spells/feats/cost its good.

Oooo!!! Evil idea!!! Intelligent magic armored kilt that is able to speak! "Laddie! Ye dinnae wanna be lookin' up me wit'ou' permission! Ye may nae be likin' what ye be seenin'!"

I was thinking more along the lines of intelligent robes or intelligent suit of armor/pieces of armor. Imagine a handful it would be to deal with all those intelligent armor pieces.
 
As long as between the two of us we possess the required items/spells/feats/cost its good.


I was thinking more along the lines of intelligent robes or intelligent suit of armor/pieces of armor. Imagine a handful it would be to deal with all those intelligent armor pieces.

the Dc for creating a magic item is 5 + the caster level of the item.


for ever prerequisite of the item's creation  you don't meet, icnrease the DC by 5.


meaning you can forgo the spell required for a bigger craft DC.
 
the Dc for creating a magic item is 5 + the caster level of the item.


for ever prerequisite of the item's creation  you don't meet, icnrease the DC by 5.


meaning you can forgo the spell required for a bigger craft DC.

Well that too, but I meant the obvious facts such as the aforementioned perquisite feats, etc. So it might be worth it down the line.
 
Well that too, but I meant the obvious facts such as the aforementioned perquisite feats, etc. So it might be worth it down the line.

yes sorry.


*slowly starts sliding the sorcerer money*


Turn me into a rapid fire catapult.
 
yes sorry.


*slowly starts sliding the sorcerer money*


Turn me into a rapid fire catapult.

Probably won't happen until lvl 7 when I can get both Fireball and Haste. Still, there will probably be David and Goliath shenanigans down the road.


Also, thoughts on the Leadership feat?
 
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I mean the only true item creation feats I'd take probably are Craft Rod and Craft Wondrous Item, Craft magic arms and armor is probably the 3rd bonus feat apart from Empower spell or maximize spell.
 
Also, thoughts on the Leadership feat?

I'd prefer it not to be taken - in case someone turns out to be an inspiring character like that, he might get the support he is looking for in another way; if not, it feels like a feat that simply is out of place. I prefer feats that allow characters to do something interesting, not give them a fixed reward. Hope that makes somehow sense.
 
Guess that means most fighter feats are out the door :PPPPP


nah nah, leadership is regailed as broken anyways, don't worry.
 
Yes, companions always tend to make things unbalanced. In a 7th Sea 1.0 game I played a 12 year old girl who spent all her points in body guards. Combat turned into a cluster. Think the little girl from Game of Thrones. The GM hated me and my cleverness. 
 
Yes, companions always tend to make things unbalanced. In a 7th Sea 1.0 game I played a 12 year old girl who spent all her points in body guards. Combat turned into a cluster. Think the little girl from Game of Thrones. The GM hated me and my cleverness. 

Miss lady Mormont, geez.
 
Well Northmen are more...well...North, and she was from Not-Germany. 3 normal bodyguards and a back brother she inherited from her father. They were all armed with zwiehanders and pistols. They pretty much curb stomped any brute squad that came near my character as she sat down on her chair and directed the battle. She was like glass but she was intelligent enough to know warfare. My fellow players forgot that she was 12 and at the end battle I was in charge of leading the actual battle because I had the best stats. The GM sighed. "You're going to let a 12 year old girl lead the battle?" There were hushed whispers. "Yeah. If it goes south we can say she was a witch."
 
One has enough of that issue with summoners. 


Having to ask what the increased damage die size of 4d6 was enough for me to be banned from playing them....


Tyrannosuarus Rex, bite is a 4d6, evolved summon, give each creature you summon 1 evolution point to spend. i chose Enhanced natural attack. Plus augmented summoning for +4 str and con.


yea....


Wish i could play summoners again...
 
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The thing I hated most about the Leadership feat is keeping track of ALL of the cohorts you get. Especially when it came to leveling time and your cohorts leveled up too. Figuring out what they get, what feats to add, increasing skills, rolling all those hit dice. Also, don't get me started on the character sheet paperwork involved. I took the leadership feat once in 3.0 and the DM made me bring a character sheet for each cohort I had. After that army died from an asteroid hitting us, yeah it was a grudge hit, I swore off the leadership feat. Too much like work and not enough like play.
 
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Alrighty - I copy-pasted something over to the main thread, you may want to take a look. Hope everyone finds something to introduce his character properly, feel free to make relationships, gather information, rob the company or burn down the camp as you see fit. As we start our journey, let me ask you for the following: Please give me feedback whenever you feel like there is need - if you don't feel like posting it in here, just send me a message instead. I'll try to send you off to a path that holds something of interest for everyone, but in case I fail, I'd prefer to know that so I can adjust accordingly.


Other than that: Thanks for joining, and have fun!
 
Yepp, that'd be the best way to do things - that way, we have the story at one place, and all the other stuff in here.
 
East - with Kazragun in the northwest, I figured that'd be the most likely direction.
 
@Clockwork Syringe Appears we were not attacked on the road. The starter mentions sling and crossbow were not needed.


The orcs had trampled the road, not our cart, though the way the roaded ended up may as well have trampled the cart anyways. 
 

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