Difference between masterwork tools and skill boost item?

I have a player who wants to buy masterwork tools as opposed to buying magic items that boost his skills.

The reason being, masterwork tools grant a +2 bonus to a skill and cost 50gp.

Magic items that grant bonuses to skills cost (bonus) squared x 100, meaning a +2 magic item costs 400gp.

So i guess my question is…. what is the difference between a masterwork tool and a magic item that grants the same bonus? Are there certain skills you cannot have tools for? Was that the intent?

Does the shield of faith spell combines with mirror image spell to provide an AC boost to the illusory duplicates created via mirror image?

Spell synergy question.

Casting order is mirror image spell first so the illusory duplicates AC are set and then adding in shield of faith spell, creating a barrier "around" the creature mirror image was cast on and if I am right around the occupied space of said creature, so this would include the illusory duplicates.

Would the "shield of faith" spell(description: A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.) provide an AC boost to the illusory duplicates created via the "mirror image" spell(description: Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.) given that they are all occupying the same space and moving in sync(mimic your actions).

If this is indeed how these 2 spells sync, the illusory duplicates would instead have 15 AC each instead of 13 AC while also boosting the original creatures AC by +2.

How does Maximize Spell Like ability feat affect items that boost your damage?

Assume a level 9 warlock has following damage dice:

-5d6 from base EB

-2d6 from Mortalbane (Feat, does not require CL)

-2d6 from Greater Chasuble of Fell Power (Item – Caster level 9th)

-2d6 from gloves of eldritch admixture (Item – Caster Level: 3rd)

Maximize spell like ability feat mentions:

The spell-like ability you wish to maximize can be chosen only from those abilities that duplicate a spell of a level less than or equal to 1/2 your caster level (round down), minus 2.

If this warlock wanted to maximize their attack using all of the dice above, would he have to re-calculate the Maximize Spell Level according to formula [(CL/2) – 2]? If that is the case, would you take the item that requires the highest CL or add up all the spells that requires CL (1 for EB + 9 for Chasuble + 3 for the gloves)

Does Rod of the Pact Keeper boost Spell Save DC of Ring of Shooting Stars?

The Rod of the Pact Keeper(+1) increases my Warlock’s spell save DC by 1. With an 18 Charisma at level 8 my spell save DC is 16. (8+3+4+1)

I just received a Ring of Shooting Stars. πŸΊπŸ‘ The ball lightning feature, and the shooting stars feature, require a DC 15 Dexterity save to avoid lightning or fire damage respectively. For both features, the same text is used.

That creature must make a DC 15 Dexterity saving throw.

Since my Warlock is attuned to the Rod of the Pact Keeper(+1), do they now have to make a DC 16 Dexterity saving throw to avoid the lightning or fire effects, or, is the DC 15 fixed and non-modifiable?

(A related question on the RoSS’s effects like faerie fire is not the same as this one).

In Path of War can Hidden Blades use a Strike or Boost Maneuver with a Counter Maneuver?

In Path of War, can you use a Strike Maneuver with a Counter Maneuver?

For instance, can you initiate the strike Rippling Current (Mithral Current 3; melee att +3d6 dmg; if quick drawn, make target flat-footed) as part of the attack of the counter Mithral Flash (Mithral Current 5; opposed attack; if quick drawn, can attack with +5d6 dmg) ?

Is my ‘Magical Boost’ trait balanced? [closed]

I want to create a homebrew playable race called Fools. Essentially the idea is court jesters but as a race. They have bright, multicolored skin. I want them to have the abilities of the original Fool character in my short story, but I’m afraid they might be too overpowered and/or unbalanced. I have put the current stat block for Fools in the quotes below.

Language. Fools have a language unique to their race, however, they adopt the most spoken language of their surroundings. You speak Foolish, and any language of your choosing.

I believe this is fine as having the choice of a second language is a common trait.

Alignment. Fools are rule-breakers at their core. They are almost always chaotically aligned. Fools are a very widespread and variable race, having members be good, evil, and everything in between.

Again, I’m very sure about this.

Speed. 25.

Halflings and dwarves have a speed of 25. My fools’ size range matches those of halflings and dwarves, so again, this is good as is.

Size. Any given Fool can range in height from less than three feet tall up to just over five feet.

This plays into Fools being variable. No need for change.

Links to the Arcane. Fools are notorious for their innate ability to sense magic. You get +2 to any perception check regarding magic.

This I’m not so sure about. I certainly want Fools to have some innate link to magic and I feel this ability is a good way to show it.

Ability Score Increase. Your dexterity score increases by 1.

Fools are generally very nimble, so I feel this fits.

Magical Boost. You can move ten feet in any direction on your turn. This is an Action. If you do not use this ability again next turn or end you turn on something, you begin to fall back to the ground five feet per turn.

This is the trait I am least sure about. I’m not sure if I should make it more or less powerful. Or if I should extend the range that they can move on their turn.

Is my race, as it currently is, balanced? What changes should I make? What should I add or remove?