Most crafting will also require one or more "special ingredients". For example, a bag of holding may require that the stitching be made from the web of a phase spider (or similar thread-like thing with dimensional properties). Special Ingredients for potions and scroll are more common.
You cannot increase the Spellcraft roll for missing spells, levels or Item Creation feats. Base DC for Item Creation Spellcraft roll is 5 + caster level.
You can substitute a reasonable spell for the required one, at GMs discretion, with a +5 DC.
Missing feats may be bypassed at a +10 DC per feat, with an additional +10 DC per missing prerequisite to the feat.
Missing class abilities may be bypassed at a +10 DC per class level needed.
Assistants may be used to fulfill certain requirements as long as they have at least 1 rank in Spellcraft. They may be used to fulfill: spells, skill ranks, and class abilities.
To assist, they must make an Aid Another action each day with a DC of 5 + 5/prerequisite supplied.
Assistants supplying spells may provide them with a Spellcraft Aid Another check at DC 10 per spell. Ex: If Wiz1 is supplying two required spells, she much make two DC 10 Spellcraft Aid Another rolls.
Any 'additional abilities' added to an item increase the cost by 1.5x, regardless of similarity to other abilities.
Item not with the correct Body Slot Affinity increase the cost by 1.5x. This is a loose interpretation, subject to GM approval. This can and will be adjusted as we go.
Body Slot
Affinity
Headband, helmet
Mental, ranged
Hat
Interaction
Phylactery
Morale, alignment
Eye lenses, goggles
Vision
Cloak, cape, mantle
Transformation, protection
Amulet, brooch, necklace (throat)
Protection, discernment
Robe
Multiple effects
Shirt
Physical
Vest, vestment
Class ability
Bracers
Combat
Bracelets
Allies
Gloves
Quickness
Gauntlets
Destructive power
Belt
Physical
Boots
Movement
-me
Last edited by jj_wolven; Sep 7th, 2022 at 11:19 PM.
Reason: Updated
Posting Format:
For my convenience, please do a couple things in your posts for me.
1) Put your character's name somewhere in each post, even if in a character subtable (see above)
2) Bold = speach, Italics = thoughts.
3) When editing a post, do not edit the dice rolls, changed rolls are noted by the system.
Optional, easy to figure, standard adventuring gear.
Critical hits and Critical misses
...they make life interesting
If you get a critical hit, in one post do the following:
1) roll another attack to confirm
2) roll 1d100 two times
3) attack the goblin with the arm you just cut off
If you get a critical miss, in one post do the following:
1) type "F/R/W" then your save bonuses in the same format EX: F/R/W 9/2/3
2) roll a d20
3) roll 1d100 two times
4) pray to the great DM on the other end of the line
Deathwatch: fragile is 10% or less HP, badly injured is 50% or less HP, injured is over 50% HP.
Dispel Magic: All version of this will be a contested roll rather than a static number.
Gaseous Form: This and similar spells and abilities are immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage.
Teleport: If you only have a picture or a description of a location, the On Target is 1-50; Similar Area is 51-75; and Mishap is 76-100.
Teleport, Greater: If you only have a description of the location, roll 1d100; on 1-80 you are On Target, on 81-00 you arrive in a Similar Area.
Abilities
Intimidate (demoralize): Target receives a Will Save rather than static target number.
Timeless Body: This and similar effects do not cause the recipient to die until 10x their natural time.
Alignment
Spells and abilities that affect creatures based on their alignment need to be redone due to fuzzy alignments. Alignment based abilities (Smite Evil, Holy Smite, etc) affect creatures based on the following guidelines.
If they have a specific subtype, they are affected regardless of actual alignment.
Undead created by negative energy are considered to have the evil subtype unless otherwise noted.
The creature has a moderate aura (see Detect Evil).
Alignment Special Circumstances:
Creatures can have multiple alignments along the same axis. Example: An evil astral deva will be affected by Smite Evil and Smite Good.
Creatures with alignment based abilities (non-equipment only) are treated as clerics to be affected based on the ability. Example: A monk's lawful ki strike makes them treated as a Lawful cleric. Example: Summoner/Eidolon gains DR 5/evil makes then treated as a Good cleric.
A creature can have a "minor" alignment, as determined by the GM based on the characters actions. This allows them to use half of their HD for aura purposes. Example: Fred the Fighter 15 is Lawful, but only barely. He follows the laws and his code, but is open for bending the rules. He is only treated as having 7 HD, thus not being affected by Smite Law.
That ahole GM:
Some things (such as creature stats) are not by-the-book. Adjustments are within a reasonable range and/or their CR (and xp gain) is adjusted accordingly. Large increases or decreases will have a reason behind them and are usually apparent in some manner, depending on the source of change.
Do not assume DCs, CMD, defenses, etc. unless I give the number (due to adjustments above)
If I forget something, remind me in OOC. It could be an ongoing effect, a physical description (to see how wounded something is), etc.
Feel free to ask questions such as 'why', though sometimes the answer will be "due to something EW specific" for reasons of mystery and surprise. I will try to give my logic in most cases.
-me
__________________
Fun Frog Facts:
The common species of frogs are unique in the animal kingdom because they are able to mate with either sex.
Last edited by jj_wolven; Dec 6th, 2020 at 10:18 PM.
Elephant in the Room feat tax document is good, but in my not so humblehumble opinion it is too many.
Here is my version:
Weapon Focus can apply to weapons groups
Bladed Weapons (knives, swords)
Heavy Weapons (axes, hammers)
Polearms (staves, glaives)
Chain (whips, chains)
Bows (longbow, shortbow, crossbow)
Thrown (knives, slings, javelins)
Others may be so different they will need their own, just ask.
Weapon Finesse
Gone. All light weapons, as well as 'finesse' weapons, will allow you to use Dex for attack as a choice.
Note: You will still need to take the feat to use Dex for damage - that would overpower the Dex ability too far.
Agile Maneuvers
Gone. See Weapon Finesse.
Combat Expertise
Gone. It's stupid - you already have the ability to fight defensively.
Point-Blank Shot
Merged with Precise Shot. It now give a +1 to attack and damage, as well as allowing you to shoot into a melee without the -4 penalty.
The rest remain as they are.
Power Attack and Deadly aim would take more training than most would get, and get powerful quickly.
Combat Maneuvers are also much more powerful than people give them credit. I have seen them turn a difficult encounter to a slaughter with only one of those, and I have seen it many times.
-me
__________________
Fun Frog Facts:
The common species of frogs are unique in the animal kingdom because they are able to mate with either sex.