<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=187117.msg9037955#msg9037955">Quote from: Phaia on 11-10-2013, 18:17:15</a></div></div><blockquote class="bbc_standard_quote">first of hexes are spell-like abilities that are normally a standard action [a couple are swift actions] so I don't have to stand around after use [ie no concenration.] I have had a gm get upset with the witch at about 5 level as it messed up the campaign here is an example of how evil eye can work; [happened in a fight]<br/>rd 1 my turn against the big baddy, evil eye ...baddy makes save..EE still works for one round and it has -2 to all saves, everyone hits it with spells, effects etc<br/>rd 2; EE again with the -2 it should fail to save if it does then EE lasts for 7 rounds [3 rds+ int mod] again<br/> hit baddy with spells and effects<br/>3rd round hex slumber.... hex states it will effect any number of HD; it is a powerful one creature sleep <br/>and i can do a hex every round<br/><br/>unless i take the 'split hex' feat a hex only effects one target yes <br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>There is this wonderful counter to spell casters that I've seen successfully employed hundreds of times. So, you can throw hexes every round if you like. The GM that had a problem simply failed to take into account what the class can do and did not plan for it.  Please don't be upset or offended if I do. I always take spell casters into account when planning encounters. ;) When I said standing around, I did not mean that literally.<br/><br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=187117.msg9037955#msg9037955">Quote from: Phaia on 11-10-2013, 18:17:15</a></div></div><blockquote class="bbc_standard_quote">okay if you don't have the link and it works that means you do not have access to the feat?<br/>so maybe i need to change my crafting since the way it works is much different then you think<br/><br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>The first sentense made no sense to me. As I said, first time DMing Pathfinder and this is going to be a learning experience fr all of us. I do not know the system line by line as I've seen some manage. IF you find that my ruling is in error, you are very free to, encouraged even, to point it out to me and I can have my mind changed by new information. I admit that I was in error on one thing, and there will be many, many others. IF the fact that I don't know everything instantly is an issue, then perhaps this game should not start at all.<br/><br/>As for the feat, yes the link works, and I have read it. Thank you for that link and information.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=187117.msg9037955#msg9037955">Quote from: Phaia on 11-10-2013, 18:17:15</a></div></div><blockquote class="bbc_standard_quote"><br/>all the ones i have on ahria so far are spell tattoos:<br/><br/><em>Tattoo, Spell <br/>Aura varies; CL varies<br/>Slot none; Price varies<br/><br/>DESCRIPTION: A spell tattoo is essentially a wearable scroll inscribed on flesh instead of on parchment or vellum. These tattoos appear as colorful and intricate patterns rather than magical writing. The tattoo is a silent, spell completion item that only the bearer can activate. It vanishes when activated. A spell tattoo must be visible to the bearer and must be touched as part of its activation. These magical tattoos are not normally placed on the head, neck, or back as a result, since most creatures would require mirrors to activate them. A spell tattoo’s aura and caster level varies as per the scroll it emulates. A spell tattoo has a market price four times as much as an equivalent scroll.</em><br/><br/><br/>I looked at various pazio boards and they say to craft a tattoo they are treated as a wonderous item and to use the create magic item chart as follows<br/>Single use, use activated [touch/thought] - spell level x caster level x 50gp<br/>No space limitation x2<br/>Tattoo must be visible to user<br/><br/>and that is how i figured the cost of the tats ahria has<br/><br/>now from what i read since a tattoo is a is treated as a wonderous item it can be made to duplicate many of the wonderous item and be slotless ...example was that one could have a tattooed ring of protection and since it does not take an item slot still wear 2 rings<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>As the description above states, it's a scroll like effect. Once it's activated, it disappears. Wondrous Items are spells cast on items and seem to require significantly more effort, expense and time to make such items perminent. I am fine with a tattoo of a ring of protection, but I'm not going to allow a tatto with the description above to be a cheap way to get said items. So, you're free to craft the tattoos in accordance with the rules for crafting magical items, wonderous or otherwise, but they aren't going to be a perminent effect. That IS a way of unbalancing a game and taking advantage of the system.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=187117.msg9037955#msg9037955">Quote from: Phaia on 11-10-2013, 18:17:15</a></div></div><blockquote class="bbc_standard_quote">the other magic tattoos are as follows:<br/><br/><em>Tattoo, Caster’s <br/>Aura faint (lesser), moderate (normal), or strong (greater) evocation; CL 5th (lesser), 11th (normal), or 17th (greater) Slot none; Price 6,000 gp (lesser), 21,000 gp (normal), 48,000 gp (greater)<br/><br/>DESCRIPTION: A caster’s tattoo is infused with potential magical energy that aids in casting spells that normally utilize verbal and somatic components. Once per day, a spellcaster may activate her caster’s tattoo as a swift action to automatically enhance the next spell she casts in that round with both the Still Spell and Silent Spell feats. When she casts the spell, the caster’s tattoo flares with light for a moment, then grows faint and faded—it replenishes its energy in 24 hours, after which it becomes bold and colorful and can be used again. Required material components or foci must be in the creature’s possession to cast the spell (and are consumed as normal), but need not be held when the spell is cast.<br/><br/>Caster’s tattoos are available in lesser, standard, and greater versions, allowing the modified casting of a spell of up to 3rd level, 6th level, or 9th level respectively.<br/><br/>CONSTRUCTION REQUIREMENTS:Inscribe Magical Tattoo, Silent Spell, Still Spell; Cost 3,000 gp (lesser), 10,500 gp (normal), 24,000 gp (greater)</em><br/> <br/>and the last one is;<br/><br/><em>Tattoo, Reservoir <br/>Aura moderate transmutation; CL 7th Slot none; Price 10,000 gp<br/><br/>DESCRIPTION: Once per day as a standard action, the bearer can transfer into the tattoo an ongoing single-target spell (of up to 3rd level). The spell must be one the bearer cast on itself. While stored in the tattoo, the spell’s effects are suppressed, and the spell’s duration is similarly suspended. As a standard action, the bearer can bring the spell back into effect on itself. Spells stored in reservoir tattoos are lost when the bearer next prepares spells.<br/><br/>CONSTRUCTION REQUIREMENTS: Inscribe Magical Tattoo; Cost 5,000 gp</em><br/> <br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>These effects are different than the spell described above, as they are, I don't see anything I would object to.<br/><br/>Thank you for the Master Craftsman feat, I was already awayre of it. :) I've actually used it before, but the exact effects have been an ongoing discussion between me and a couple of GM's about what exactly can be done with the skill.  However, working with another magic user to improve on "basic" enchantments is always an option, the cost still exist and crafting much beyond a +2 item (be it armor, weapon, or whatever) become prohibitative. The usual rules for adding enchantments applies, so who knows down the line. The description seems to imply that not all of the usual requirements are in effect, which is a point of contention, but one that is mute in this instance. No one the party has the feat.<br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=187117.msg9037955#msg9037955">Quote from: Phaia on 11-10-2013, 18:17:15</a></div></div><blockquote class="bbc_standard_quote">so here is an idea for ya..since ahria knows ligthning bolt and dispell magic.we wroking together coud create a dwarven war axe +3 ,shock, dispell [caster level 8--- caster level pue weapon enchantement] whcih would give ya a d20 +8 on each hit to dispell a spell or spell like ability on taregt...that makes you the mage killer and we can know each other since her husband and brother both worked in smithing and could have been master craftsman with her adding in an effect<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>The cost of the weapon would be higher than the starting gold of the level. Just the base +3 alone is still 13,500, and add in the other enchantments and it's triple that. I'm reducing the axe to a +1 double headed, it'll cost the same as a +2, but that's the way the rules go and you'll still be able to enchant it. The best a level 6 crafter could do is a +2 anyway.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=187117.msg9037955#msg9037955">Quote from: Phaia on 11-10-2013, 18:17:15</a></div></div><blockquote class="bbc_standard_quote">************<br/><br/>i would suggest a modification to your starting free feat. . if ya are caster and take a create item feat ya get skill focus then... if you are a non caster ya get master craftsman [one craft skil ie melee, ranged, armor] when you craft skill match's requirements of feat and its one of the other<br/>just a suggestion course you fighter has plenty of feats so may not matter<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Master Craftman requires 5 ranks of craft. The rules don't allow that until level 5, so that would be the first point that the feat could be taken. The fighter's bonus feats must be combat feats and Master Craftsman isn't a combat. Then, you also have to take Craft Magic Arms/armor, at the enxt feat level. Master Craftsman only gives you the option, not the actual ability by itself. By itself, it only gives you a bonus to the skill.<br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=187117.msg9037955#msg9037955">Quote from: Phaia on 11-10-2013, 18:17:15</a></div></div><blockquote class="bbc_standard_quote">***************<br/><br/>also are we allowed to refer to the website for the spell lists, they have a lot more then the books. many are every drool worthy<br/><br/>anyway sorry lots of text here but wanted to be sure we are on same page<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Any primary material on the website ca be used. This means that as long as it's not 3rd party material, it's open to use. If I sounded annoyed, in sulting or off handed in this post, that was not my intention, everyone should be on the same page, I agree.<br/>