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James Bond Witch Doctor James Bond, the iconic British spy known for his suave personality and daring escapades, encounters a unique adversary in the movie "Live and Let Die" - the Witch Doctor. This thrilling encounter adds an exciting twist to the usual cat-and-mouse game. The Witch Doctor, a mysterious and highly skilled voodoo practitioner, serves as a formidable opponent for Bond. Equipped with an array of supernatural powers, the Witch Doctor is capable of manipulating reality to his advantage. His ability to control minds, summon spirits, and perform rituals gives him a distinct advantage over Bond. Throughout the movie, Bond must navigate a treacherous terrain of occult practices as he attempts to dismantle the Witch Doctor's nefarious plans.



+1 weapon => +1 striking weapon

A 4th Level PC wants to upgrade their +1 weapon to a +1 striking weapon. They are Untrained in Crafting.

A +1 weapon is 35gp.
A striking rune is 65gp.
A +1 striking weapon is 100gp.

Is upgrading as simple as paying the difference (65gp, in this case), or are there other hidden costs to upgrading?

Pathfinder Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I currently think its a bit ambiguous.

The strictest reading for when you already have a weapon and want to add a rune to it.
a) Buy a runestone with the desired rune (3gp + cost of the rune), so 68gp in your case.
b) Have a crafter transfer the rune from the runestone to the weapon. It takes 1 day, and costs no extra resources. So if no one in the party can do it, you're looking at paying a hireling a days wage. (5sp/day for a +8 on a craft check)

At higher levels, the DCs to transfer get high enough that the hireling in the CRB can't do it, at which point you need the party to have a crafter, or have a friendly npc master crafter around, etc.

The most permissive ruling is simply pay the difference.

Related question. Is there any way to craft a tune and if so does it require a feat. One of my players wants to do it, he's a ranger who has specled heavily into crafting, he does have the feats. or will when he levels up. But I can't find rules for crafting a rune, though the flavor text makes it sound like they are specially crafted stones intended to take runes.

NielsenE wrote:
you need the party to have a crafter

This is for Society.

Pathfinder Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Here's the thread I started on this a few days ago over in the PFS forum area:

I read that. That's why I created this thread, in the Rules Forum.

I didn't see that the question of upgrading weapons had been asked before.

Page 582 of the CRB has tables for the costs of upgrading.

Smugmug wrote:
Page 582 of the CRB has tables for the costs of upgrading.

That table lists the "Price and Process" as being "65 gp to etch striking (4th level)".

The conflict I've read elsewhere is that some people believe the "Process" part costs an additional amount, and/or requires Crafting of some degree.

I'm looking to see if there is any support for that idea in the Book.

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Thorax Toothlicker wrote:

A 4th Level PC wants to upgrade their +1 weapon to a +1 striking weapon. They are Untrained in Crafting.

A +1 weapon is 35gp.
A striking rune is 65gp.
A +1 striking weapon is 100gp.

Is upgrading as simple as paying the difference (65gp, in this case), or are there other hidden costs to upgrading?

Based on Table 11-6 Weapon upgrade prices on page 582. The cost to upgrade a +1 Weapon to +1 Striking is 65gp. That's all.

Thank you. That is what I believe as well.

Regarding your question, crafting a rune doesn't seem like it requires any additional measure beyond any other magical item. You need a formula, a feat, the requisite amount of gold and you roll against the DC all the same.

Just my two cents.

To upgrade a +1 weapon to a striking weapon, you need 65 gp for the rune, and someone has to make a craft check to successfully apply the rune to the weapon.

Assuming no one in the party can do it (or wants to spend the time), then the party needs someone else to do it.

If the seller of the rune also has the necessary magical crafting skill, the GM could assume the seller applies it for free as part of the sale.

This does not have to be the case, though.

The seller could be just a merchant without any crafting skills. In which case, you have to find and pay someone to apply it.

The seller could be also have the magical crafting skills, but feel their time to apply the rune is not included in the cost of the rune itself. (Especially if the GM decides to allow a chance of failure on the craft check that the NPC would be responsible for making good at their cost.)

In either of these last two cases, there could be additional time to apply the rune if the magical crafter is busy, and they might charge extra to do it, etc.

Similarly, whether a particular seller has a desired rune already prepared or won't start it until it is ordered can be handled simply -- always available, or more complicated -- usually make on order because of the cost of making them and the risk of them being stolen if you keep a large amount on hand.

Both the simple and complicated ways are within the rules of the game, and really depend on the type of game the group is playing. Want to gloss over the details of getting armor and weapon improvements, keep it simple. Want to have more engagement with the crafter and crafting process, make it more complicated.

Striking rune 2e

Crafter Level ; Crafting Proficiency Rank ; Crafting Feat

Formula Price

Tools You have an appropriate set of tools and, in many cases, a workshop; Crafting Materials You must supply raw materials worth

Extra Requirements

STEP 2: Setup Time

This setup time is the base number of days it takes to create the item. If you decide to take the slow and methodical approach (Core Rulebook 244), you spend that number of days of Regular Setup in Table 1, and then attempt the Crafting check to determine your success. You can instead rush the process (Treasure Vault 158), taking days off the time needed to setup the item while introducing a greater risk of failure.

Below, you may change your Crafting Proficiency Rank and your Crafter Level.

STEP 3: Crafting Skill Check

Take the DC from Table 1. When you take Rush Crafting, you have to decide on your approach to the job, from Trained to Legendary, which is limited by your proficiency. That choice sets the Setup Time and the Crafting DC.

Critical Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting.

Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank.

Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.

Critical Failure You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest ( 30 gp ). If you want to try again, you must start over.

STEP 4: Finishing the Project

If your Crafting check is a success, you expend the raw materials and can complete the item immediately by paying the remaining portion of the item’s Price in materials. Alternatively, you can spend additional downtime days working on the item. Above, you may change your Proficiency Rank and your Crafter Level. Below you can choose your Crafting Check Result from Step 3 and you may select the Additional Days of Work. This webtool calculates the Remaining Balance.

If you are at least an Expert in Crafting, you can rush the finishing process (toggle the Rush the Finish ), reducing the value of the materials you must expend to complete the item. Doing so comes at a risk; at the end of the creation process, once the item is finished, you must attempt a DC flat check.

Success the item is complete and works perfectly.

Failure the item is still completed, but it gains a quirk.

Critical Failure the item is ruined or might become a cursed item attached to you.

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Striking Rune & Property Runes

Striking Says:
A striking rune stores destructive magic in the weapon,
increasing the weapon damage dice it deals to two instead of
one. For instance, a +1 striking dagger would deal 2d4 damage
instead of 1d4 damage.

If I put say flaming property rune on the dagger:
This weapon is empowered by flickering flame. The weapon
deals an additional 1d6 fire damage on a successful Strike,
plus 1d10 persistent fire damage on a critical hit.

So does the dagger do:
2d4 piercing & 1d6 Fire
OR
2d4 piercing & 2d6 fire?

I would think first one as Striking says: "..increasing the WEAPON damage"

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2d4+STR +1d6 is the answer.

Striking runes effect the "weapon" damage die as you noted. The fire damage die, or any die from a weapon trait like Fatal/deadly etc.. or other ability are not enhanced.

willot wrote:

A Dagger 1d4 piecing

Striking Says:
A striking rune stores destructive magic in the weapon,
increasing the weapon damage dice it deals to two instead of
one. For instance, a +1 striking dagger would deal 2d4 damage
instead of 1d4 damage.

If I put say flaming property rune on the dagger:
This weapon is empowered by flickering flame. The weapon
deals an additional 1d6 fire damage on a successful Strike,
plus 1d10 persistent fire damage on a critical hit.

So does the dagger do:
2d4 piercing & 1d6 Fire
OR
2d4 piercing & 2d6 fire?

I would think first one as Striking says: "..increasing the WEAPON damage"

2d4 piercing & 1d6 Fire

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Hi!
How do I resolve a striking rune critical weapon damage? should I roll 4 dices? Thanks!

Critical multiplies total normal damage (including Striking dice) by 2 and then adds damage that only occurs on a critical (such as Deadly).

Alfadoom wrote:

Hi!

How do I resolve a striking rune critical weapon damage? should I roll 4 dices? Thanks!

Also please just make a new thread if you have questions like this, instead of necroing years old threads that are unrelated.

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Pathfinder 2e Character Building Tomfoolery (3 Viewers)

I'm a huge fan of weapon masters, the idea of a warrior who can and does use just about every weapon. It's very impractical in most d20 games; how well does that work with Pathfinder's martial characters?


Kedra Ironblood, 6th level Dwarf Fighter

Pathbuilder 2e

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I've added armour, shield and primary + improvised weapon. Note that with Improvised Pummel, she gets +1 attack and two damage dice when using a bludgeoning improvised weapon. I've modelled this by giving it potency and striking runes.

I gave her improvised tool as a skill feat to continue the theme of 'pick up anything and make it work' into the non-combat sphere. Everything else about her should be pretty self-explanatory, but if you have questions, please ask.

Kedra Ironblood, Fighter 6

Medium Dwarf Strong-Blooded Dwarf Humanoid
Perception +12; Darkvision
Languages None selected
Skills Acrobatics +0, Athletics +14, Crafting +12, Intimidation +9, Lore: Mining +10, Medicine +10, Society +10, Survival +10, Thievery +8
Str +4, Dex +0, Con +3, Int +2, Wis +2, Cha +1
Items +1 Full Plate, Sturdy Shield (Minor) (Hardness 8, HP 64, BT 32)
AC 25 (+27 with shield raised); Fort +13, Ref +10, Will +12; Bravery
HP 94
Shield Block


Attack of Opportunity


Speed 20 feet
Melee +1 Striking Shifting Warhammer +17 (Shove, Magical, Transmutation), Damage 2d8+4 B
Melee +1 Striking Improvised Pummel +17, Damage 2d8+4 B
Battle Medicine


Sudden Charge
Dragging Strike
Knockdown
Improvised Pummel
Shifting Rune Last edited: Feb 14, 2023

Capellan

Member
RPGnet Member Validated User

Is there any way to do magus+dual weapon? The action economy and feats to do spell strike kind of stuff didn't seem to mix well with two weapons from what I saw, but charging up two magic swords and going to town sounds cool.


Frungbok Gank, 10th level Goblin Ranger

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The reality is that the magus has little synergy with dual-wielding. This is one attempt to make the pieces fight together. There's no way to get arcane cascade if you're not magus as your main class, so little little blighter lacks that, but he's pretty good at stabbing people or setting them on fire.

Frungbok Gank, Ranger 10

Small Goblin Unbreakable Goblin Humanoid
Perception +16 (+1 initiative); Darkvision
Languages None selected
Skills Acrobatics +13, Arcana +18, Athletics +17, Crafting +20, Deception +17, Intimidation +15, Lore: Underworld +16, Medicine +12, Nature +12, Society +16, Stealth +13, Survival +12, Thievery +13
Str +5, Dex +1, Con +3, Int +4, Wis +0, Cha +3
Items +1 Resilient Breastplate
AC 28; Fort +18, Ref +18, Will +15; Evasion
HP 150
Speed 30 feet
Melee +2 Striking Dogslicer +21 (Agile, Backstabber, Finesse, Goblin, Uncommon, Magical), Damage 2d6+7 S
Twin Takedown


Quick Draw
Twin Parry
Skirmish Strike
Warden's Boon
Hunt Prey
Spellstrike


Arcane Prepared Spells DC 26, attack +16; 3rd Scorching Ray (H+1); 2nd Acid Arrow; 1st ; Cantrips Produce Flame, Shield
Arcane Innate Spells DC 25, attack +15; Cantrips Detect Magic
Focus Spells (1 points) Shielding Strike

Lafing Cat

Amused Feline
Validated User

The Tiger Rider from Tiger Rider vs the Time Sprinkler. (To save you the effort of listening to the song if'n ya don't want to, relevant lyrics below)


Deep in the mountains
Beyond the jungle
Lies a secret cave
Where the tigers roam
There is a rider
The thunder-bringer
He waits upon his throne
Until he's ready to ride

His name is Mik Lik
That is translated
To mean the champion of hope and glory
He will bring justice
Destroy the evil
Pull down the lightning bolt
From the sky as he rides

Woah
He rides
Ride the tiger

Grab ahold of the lightning bolt and ya
Pull down the lightning
(Ride the lightning)
Slash all those who do oppose

Capellan

Member
RPGnet Member Validated User

I am open to alternatives to Monk class, through I would probably prefer avoiding anything that is outright magical and would want to keep the character fighting unarmed.


Sakura Ashe, 10th level Investigator with fists of steel
Raised by a secret order dedicated to the Reaper, who intended she become their pet assassin. Sakura rebelled and escaped, swearing never to use lethal means against her foes. She's an expert in unarmed techniques and also pretty nifty with snares to catch and incapacitate her adversaries. Her brilliant mind allows her to predict her opponents moves and capitalise on their mistakes.

Pathbuilder 2e

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Sakura Ashe, Investigator 10

Medium Human Skilled Heritage Humanoid
Perception +16;
Languages None selected
Skills Acrobatics +14, Arcana +17, Athletics +20, Crafting +17, Deception +18, Diplomacy +18, Intimidation +14, Lore: Underworld +17, Lore: Warfare +17, Medicine +12, Nature +12, Occultism +17, Religion +14, Society +21, Stealth +14, Survival +12, Thievery +16
Str +4, Dex +2, Con +3, Int +5, Wis +0, Cha +2
Items +1 Resilient Padded Armor
AC 26; Fort +18, Ref +17, Will +15
HP 128
Clue In


Speed 30 feet
Melee +2 Striking Special Unarmed (1d6) +20 (Agile, Finesse, Nonlethal, Unarmed, Magical), Damage 2d6+6 B, P or S
(handwraps of mighty blows)
Follow-Up Strike


Bon Mot
Devise a Stratagem
Expeditious Inspection


Regular unarmed attacks aren't nerfed in PF2; they do low damage (1d4 by default) and are nonlethal, but they don't provoke attacks of opportunity or anything like that. Sakura has to accept the low damage at 1st level, but bumps it to 1d6 at 2nd. It could be bumped to a 1d8 or 1d10 base damage by replacing brawling focus with a stance of some kind. I gave her Assurance (Athletics) for those 3rd attack grapple/trip shenanigans.

Capellan

Member
RPGnet Member Validated User

If you're familiar with the Witcher franchise, how would you build a witcher or someone reasonably close?


I played the first game a long time ago, hated the second, have never read the books or played the third game. I remember him having two swords (but I think only one was used at a time?) and a side-line in alchemy. I'm sure there's pertinent stuff I'm missing there, though.

First and Forsaken Brian

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Validated User

My understanding is that thaumaturges are the Witcher analog in a lot of ways; they specialize in weird creature lore and finding weaknesses with a martial bent.

ShanG

青铜时代中国王朝
Validated User

Mutagenist Alchemist seems half made to replicate a Witcher, but the list of mutagens is pretty short.

Evil Midnight Lurker

what Lurks at Midnight
Validated User

Mutagenist Alchemist seems half made to replicate a Witcher, but the list of mutagens is pretty short.

They just added around eight in the newest book, Treasure Vault.

Capellan

Member
RPGnet Member Validated User I've never been able to get my head around 2E's monk, though.

With this in mind, I decided to make someone who was really good at punching, and pretty good at trap stuff, but not a monk. As long as you understand how stances work, you should be good to go.

There are many ways to build a two-fisted archaeologist, it seems. Monk + archaeologist or monk + rogue would also work well (either gives access to trap finder, which this option lacks right now), as would rogue + martial artist or investigator + martial artist (but I already did that last one for Sakura).


Hopefully the "they wear full plate" aspect of the build is not too disappointing

I stopped at 7th level on this build because at 8th the option comes up to start a new archetype, and the big question would be "start archaeologist? Y/N"


Kir von Jager; 7th level fighter
Kir's pronouns are they/them. The younger child of a noble family of proud heritage but limited, they were endlessly regaled with tales of their illustrious forebears as they grew up. They also often went to bed hungry and cold because of the lack of money.
A proud family history doesn't provide silver to put food on the table and blankets on the bed, but it turns out that sticking your nose in dusty old tombs does.

Pathbuilder 2e

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Kir von Jager, Fighter 7

Medium Human Skilled Heritage Humanoid
Perception +15 (+2 initiative);
Languages None selected
Skills Acrobatics +9, Arcana +13, Athletics +15, Crafting +13, Diplomacy +11, Lore: Genealogy +13, Medicine +11, Nature +11, Occultism +13, Religion +11, Society +13, Survival +11, Thievery +13
Str +4, Dex +0, Con +2, Int +4, Wis +2, Cha +0
Items +1 Full Plate
AC 26; Fort +13, Ref +11, Will +13; Bravery
HP 99
Shield Block


Attack of Opportunity


Speed 25 feet
Melee +1 Striking Special Unarmed Gorilla Slam +18 (Backswing, Forceful, Grapple, Nonlethal, Unarmed, Magical), Damage 2d8+7 B
Sudden Charge


Combat Assessment
Combat Grab
Gorilla Stance
Follow-Up Strike
Knockdown
Dazing Blow

Gorilla slam is the only unarmed stance that doesn't care if you are in armour, it seems, so that's the one I took for Kir.

Diplomacy could easily be switched out for Intimidation or Deception, if a different social approach was preferred.

Throughout the movie, Bond must navigate a treacherous terrain of occult practices as he attempts to dismantle the Witch Doctor's nefarious plans. The clash between Bond's rationality and the Witch Doctor's dark magic creates a captivating juxtaposition that keeps audiences on the edge of their seats. In true Bond fashion, our hero utilizes his quick wit, resourcefulness, and mastery of modern technology to combat the Witch Doctor's ancient powers.

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Bond's arsenal of gadgets, coupled with his physical prowess and intellect, ensures a thrilling battle against the otherworldly adversary. Ultimately, Bond must outsmart and outmaneuver the Witch Doctor to save the day, but not without facing his own doubts and fears along the way. This adds a layer of depth and complexity to the story, as Bond must confront his own vulnerabilities while combating supernatural forces. The inclusion of the Witch Doctor in the James Bond franchise showcases the series' ability to embrace various themes and genres. By seamlessly incorporating elements of voodoo and mysticism, the movie "Live and Let Die" stands out as a memorable entry in the long-running franchise. In conclusion, the introduction of the Witch Doctor as an antagonist in the James Bond movie "Live and Let Die" offers a unique and thrilling twist to Bond's usual adversaries. This clash between the rational world of espionage and the supernatural realm of voodoo creates a captivating storyline that keeps audiences entertained from start to finish..

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