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Ok thanks for the answers i think i understood a little better the archetype and how it work.

While thinking about wich order taking i saw the Order of the flame and i was wondering if the Glorious Challenge would give resolve if you defeat the target since it said "acts like a cavalier’s challenge class feature"?


Hello i want to make a samurai and i saw the ironbound Sword but i dont know i'm i understood the third level feature correctly.

From what I understood if you are SAM 5 and FIG 10 then you :

- dont have The Greater Resolve(SAM 9) or the Honorable Stand (SAM 11 )
- You have challenge 5/day (as if you were 15 SAM) and Bravery +4 (as if you were FIG 15 )

You only progress the feature that you already unlock at your true class level (SAM 5 /FIG 10).

What i dont know :
- How does the order power work ? (since they derivate from the Order feature do they scale?)
-The bonus feat is a feature that say "you gain 1 bonus at this level then you gain another every X level." does it scale with combined level or true class level?

Another question but not about the class but about the Unconquerable Resolve, the wording seems weird for me because it said "These temporary hit points are lost first when you take damage, disappear after 1 minute, and are replenished each time you use the resolve class feature" so ok when i use it then i have 1 min before they vanish but at the after it say "Temporary hit points gained in this way persist for 24 hours and then, if you haven’t lost them, they disappear." So what is it --'

And last question, should i go vanilla fighter or is there a good archetype to got with samurai?


And does is there any way to have more time under wild shape? cause i found the druid's vestment but it only give me +1 hours :/


Ok i will mainly go STR then and just invest a little in Dex for ac.

While looking at feat i found Raking Claws but i dont know how it work.
It said "your opponent takes 1d6 points of bleed damage at the start of his turn each round, in addition to the damage dealt by the attack" so if my claw dealt like 15 damage (2d6+5) then the bleed would be 1d6 +15 each round ? Do i need to roll 1d6 each round or only once?


Hi,

I'm trying to make an NPC adaptative shifter but i'm wondering how should i build it, at first i thought going full STR but with Shifter edge it seems to do the same amount of damage if i go DEX.
What i want to know is :

- Wich path (STR/DEX) do you think is the best for a combat oriented shifter?

- If we go the Str path then is there a way to use STR on thrown weapon's attacks?

- Does shifter edge work with the spike of the spike form?

- What feat do you recommend ? (except shifter edge, Power Attack/Pirhanna Strike, weapon focus, increase natural attack).

- How can the NPC stay most of the day in some small/tiny animal ? (other option than Kitsune -> Fox form ?)

- Way to increase duration of Unfettered Wild Shape ?


I took note of all of your point for the classes but do you know about interesting feat/trait that would help? ( except those that help the combat part, i know enough about them)


I want the pc to be able to use her charisma (via persuasion/lie/intimidation or even spell/su abilities/etc..) to get out of most situation, as a noble the pc should master diplomacy, bluff &intimidation, since she was educate she should have knoledge about eveey subject but mainly noble and local, as a noble she might have ro talk with people from other country and of different races so she must be able to talk to anyone.
In the succession she is not first so even if people expect her to have been well educated the futur of her family do not rest on her shoulder (at least for now).


Ok so to help what i'm looking for is a character that can be a good heir for now (not destined to rule before some years and maybe not first in line), in addition to the social part i want a little bit of self defense casting or martial (even if i prefer a little bit the casting/su capacity for the help that it can give to CHA skills), the type of character is more someone who lead/manipulate/convince people (one idea that i was working on was the mesmerist cause great control).

For the culture we are playing with pathfinder but in the forgotten realms, it was something like 50years before the event of tyranny of dragon if it can help for the timeline.

The thing would be that the character was traveling incognito and join the group to gain experience of meeting a lot of people instead of staying at home protected.

For now i looked at the following base classes:
- Mesmerist for control
- Courtly Hunter cause i found the concept interesting
- Vigilante cause it fit

what i'm looking is if i'm taking the CP Noble Scion, what class would be good, cause i know some class fall really hard when you multiclass, i would like feat and trait that can complement any of those classe to stick to the concept.


Melkiador wrote:

You might try a swashtigator. That's where you take one level of inspired blade swashbuckler and then follow that up with levels of investigator.

Rogue Phantom Thief is the most social and skilled of the rogues, especially if unchained, and it natively has a noble association.
If leadership is allowed, you might try going for the noble scion prestige class..

Yeah swashbuckler was what i had in mind when i tried to think of a noble with combat capability but i dont know about the investigator (never build one ), Rogue Phantom Thief is the archetype i thought to use for the butler (npc via prestige ) of the main character, noble scion is a class that i might take.

Mysterious Stranger wrote:
That being said my advice for a potential ruler would be bard

Sadly i dont know why but i really dont make a lot of bard as my character, i just dont find it appealing :/, i know its really versatile but every time i'm thinking of making a character this class would never cross my mind.

Trokarr wrote:
It’s one of my favourite archetypes so I’m biased but may I suggest Courtly Hunter?

Never saw that archetype and clearly didnt expect it from a hunter archetype ^^, look kind of fun, like the animal companion could be the spirit link to the family that is passed down to each heir and that guide him, since it have intelligence and can have a lot of skills on his own.

I will try and think about those classes but as you said, the class would matter a little for making a royal character, so what feat/trait could complement this concept?
Cause i only saw the Noble Scion feat, some trait that are more fluff than anything (prince/princess trait). Do you know of some thing that gave interesting ability and not just "+1 in X skill and its now a class skill"


In a homebrew campaign, I want to play the heir to a royal family from any given kingdom. The campaign is more focused on roleplay—interactions between characters and the wider world—rather than constant combat like in some of Paizo’s Adventure Paths. While fights still happen, they’re rarely lethal.

I’m aiming for a character with high Charisma and strong social skills. Ideally, I’d like an archetype or prestige class that offers features to enhance roleplay. However, since the campaign is still about 20–30% combat, I also want to remain useful in a fight, either on the front lines or in a support capacity. I’m open to a Charisma-based spellcaster or a Dexterity-based melee type (something like a swashbuckler).


Melkiador wrote:
Phantom Blade archetype is even more Bleach-like

It seems like this could work, but there's something I don't quite understand about the Phantom Blade:

- Does it have to be a one-handed slashing weapon, a rapier, or a sword cane (similarly to a Black Blade)? The description says, “A phantom blade begins play with an ectoplasmic sentient weapon known as a phantom weapon, whose weapon type is chosen by the phantom blade. The weapon type must be one with which the phantom blade is proficient. A phantom weapon functions similarly to the black blade of the bladebound magus archetype.”

- Does the weapon need to fulfill any specific prerequisites for enchantments? For example, disrupting can only be placed on a bludgeoning weapon, so can I still apply disrupting to a Phantom Blade if it’s in the form of a sword?


Hello,
A player want to know if there is already something in pathfinder (or even 3.5) that would let him have some kind of aura that let himput pressure on people around him?
He describe it as the reaitsu aura from the Bleach anime, if it help.


And what would be a good feats or maybe another talent to denied someone dex to AC while fighting?


Yeah but fortitude ST are one of the highest one and 10+1/2lvl+Int doesnt look that high :/


The concept of the character is that he is an assassin so his goal is to kill his target in one strike if possible (ofc if it fails it should still be able to hit hard) for that i thought of 3 path :
- Vital Strike
- Kinetist (cause the dmg can be really high)
- or rogue

But idk wich would work best and how to build them,especially the vital strike one, i saw the mortal usher that gave the feat for "free" and would start ranger so that i have access to leads blades.

What would you do?


Hello,
I'm trying to build an Eidolon with the Aberant subtype /Base Form, but when i read everything some things are weird.

- It seems like the base evolution were not updated cause i dont see why and aberration cant take the Bite or the Claw evolution.

- In the grab rules it said "If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well " does that mean that by default any eidolon attack with grab deals the damage of its attacks? or is it something else?

- If i have Tentacle Mass[Grab] & Bite[Grab] how does grapple work? can i have 2 target grappled or since maintaining the grapple is an action i can only chose one of them? Or does the grapple with natural attack work differently?

The goal is to make something that look like Shub-Niggurath or the Gibbering Mouther, so lot of tentacle, teeth and eyes.

Any idea for the feat/evolution? And for information i will all in on the eidolon so i will try to get as much evolution point as possible (Soulbound, Half-elf FCB, Extra Evo Feats) so i will have something like 13point by level 7 and and 23 by level 13 (level for Huge evolution)


Thanks , i didnt saw the "its maximum number of ranks in any given skill is equal to its master’s class level", i'm blind --', so it mean that his skill per level is like 2+mod INT, is there a way for it to gain more ?


Sphynx wrote:

Rules

It gets fast healing 5 when attached to the Mesmerist. In all ways except appearance, it is a tumor familiar.

Eyebiter

An eyebiter imbues one of his eyes with limited sentience, so that he can pluck it out and allow it to move on its own. The eyeball familiar functions similarly to the tumor familiar alchemist discovery (Pathfinder RPG Ultimate Magic 17) except as follows. The eyeball familiar does not have fast healing. The eyeball familiar doesn’t resemble an animal, and its size is Fine for a Medium or smaller eyebiter (or one size category larger for every size category the eyebiter is larger than Medium). It has a fly speed of 20 feet (perfect maneuverability) and no physical attacks (though it can still deliver touch spells once the eyebiter has reached 3rd level). The eyeball has a Strength score of 1, a Dexterity score of 12, and a Constitution score of 10. It has no set Hit Die, base saves, or skill ranks of its own, though it uses its master’s when a familiar normally would. It doesn’t grant its master any familiar bonus, nor can it ever be an improved familiar.

No it doesnt gain Fast healing this is why i'm asking :/


Hi,

I'm trying to make a Mesmerist (Eyebiter) and i was wondering what to do with the Eyeball Familiar :

- First of all it does not have fast healing so how does it heal? If you put it back it heal with you when you rest or receive healing? Do you need to heal it alone?

- It has no set Hit Die, base saves, or skill ranks of its own so how does the sage archetype work? The sage archetype give 2 rank per level of the master and since the familiar INT increase a lot then it should gain more SP but since you cant add more rank thant your level/HD to a skill does that mean that it cant even put rank in it?

- If i cant use the Sage archetype is there any other fun/usefull archetype?

-What would happen if someone cast regeneration on the character while the eyes is away? Does it grow back and i have 3 eyes?(one of them floating cause he cant come back)


Its more about flavor than power yeah and i know about synthesist but "fusing" with thye eidolon is not what i'm looking for.

Except Kitsune is there another race that can shapeshift into small form (fox for kitsune)

Cause hiding the summoner mark can be done with clothe or something else as long as its not an illusion made by magic. And for the archetype i'm think of going Soulbound Summoner so the mark will be somewhere else than the forehead.

What i want is more flavor than power, i want my group to think that my eidolon is my character and that my true character is either his little pet (if i'm in kitsune fox form ) or an inanimate object like a wooden puppet in case of a construct race like wyrmwood


The goal is to make it look like the Eidolon (which would be biped) is the character and the true character is either an object/trinket (if i use a construct race like wyrmwood) or the pet of the Eidolon (if i take a race that can shapeshift like kitsune or some small/tiny race that can pass as a pet)


Hi,

I'm trying to make a Summoner character that is hiding in a big bag (or even a box), the character should be able to pass as an object or a pet.

How would you make such a character?

I tought of using a wyrmwood character cause its small and could be passed as a puppet but maybe there is a better fit for this


Thanks for your answers, i think i will go with Toshy and OmniMage ideas cause it seems close to what i was looking for.

@Mysterious Stranger
Yeah i tought about it but the players are 2 friend, one of them is playing a noble scion (the one with the murderous tendancy) and the other his childhood friend who is now the butler of his family, and they really want the concept of the butler brewing the potion with tea and serving it to his master instead of just an amulet/ring.

@Ju-Mo
I dont really want infinite thing or doubling the duration cause i like the fact that if something happen and the player miss the tea time it can start getting bad (he dont have a madness so he will not go berzerk but who know when there will be a chance to finish someone off).

I was wondering if there was a way to put some default in it like "each time it is use the elixir has 5% chance to have real magical property" to reduce the price or is the only way to reduce price is to make it useable only by certains class/alignement or with a skill?


Hi as the title said i need help to create a magic item or to know if it is possible.

The magic item will be a wondrous item, it will be a decanter that will create 2 dose of Elixir of repression per day (if they are not consumme after 24h they will lose they property).

Is it possible? If it is how much would it cost to make, what spell do i need and should i put restriction on it to maybe lower the price?

If you want to know why its because in a campaign a player have some tendancy (sadly murderous one :/) but another player want to craft a magic item that produce 2 Elixir of repression per day (cause it last for 12 hour) to calm those tendancy but neither of them or me know enough about magic item crafting to know if it is possible.


Hi,

While looking at classes and feat i tought of something is there feat/trait/class feature that let you remove body part and let you use it to do one specific thing, act like a familiar or anything else?

For now i only saw those :
- Mesmerist Eyebiter archetype : that remove the eyes to have a flying familiar
- Hand's Detachment feat : that make you hand a wizard familiar.


Hi,

Question about natural attacks, i dont know if i understand the rules about NA and i have a question about some situation :

- Natural weapon are melee weapon so if a feat or ability talk about weapon it can be use on a natural weapon (for exemple Weapon Mastery (Ex) of the battle mystery should work if i select Bite)
- If you only have one natural attack you deal damage equal to 1,5*STR + the attack damage
- If you only have one natural attack it is a primary natural attack even if it was considered a secondary (like a tail slap or the Bite given by the oracle's Hunger curse )
- If you use a weapon every natural attack become a secondary NA

Now the question :
If you have a single natural attack can you attack multiple time if your BBA is high enough? Or since its a natural attack even if you are full BBA you only gain one ?

IF you gain the same natural attack from multiple source do you keep only one of your choice and gain only its effet or do you take the best of both? For exemple if you gain Unusual Heritage (Dhampir) feat which give you a bite attack that deal 1d4d and 1d4 bleed then you take the oracle curse Hunger which give you a bite attack of 1d6, do you have a bite attack that deal 1d6 + 1d4bleed or only one of them?


Yeah for the form when i was looking up its the lamia matriarch form if i was talking about the nagaji its because we played a pf2 game last time and another player was a Sacred Nagaji
And the GM was alright for replacing one existing trait of the nagaji with some legless trait that replace legs with tail and he cant be tripped.

I didnt know about Assume Appearance but i think it might be the solution since i though of using a lot of clothe to hide the tail he could still use a lot of clothes so the other PC dont realize that he change body, disguise skill could work if he keep the same body type.


Hi,

In a game someone want to play a lamia (with the serpentine tail, since it look like some nagaji are in this form the GM was ok to have the legless from the Merfolk to replace the nagaji's "Serpent’s Sense" trait) but the GM told him that some people could be scared or hostile to him, cause he look a little like a monster, i know that the disguise skill can be use to try to hide race and even size at -4 on the check,but i find it strange cause idk how can he hide the long tail.

So i want to know if there is some way feat/trait/spell that can let him hide his tail for an extended period of time (min 4 hours), if its a spell it must be from the alchemist spell list or you must find a way to gain acces to the spell.


4- Now that i read about the poison stacking, and it doesnt say if the DC is reduce at one point only that if you manage to cure one stack you cure all stacks, does that mean that at one point the DC is unbeatable ? If i use sticky poison and i hit a lot +2 on the DC can go quite high if i manage my poison generation+hit or does it decrease at one point?

5- Final question (for now), do you have any feat/item/trait that can help the toxicant? (Except adder strike, toxic&Virulent weapon, Pernicious Stab cause i might go vivisectionist)


Archaeik wrote:

1. No, this only applies to attackers, you must spend the action to poison your claws

2. You normally only get one attack per dose of poison
What you want is this

To answer your question more directly:
A creature makes a save when
a)it hits you with an attack designated in the entry
b)you hit with a poisoned weapon
c)once per round that it still has duration left (adjusting the DC for the number of concurrent doses)

3. You will need Improved Unarmed Strike, Weapon Focus(claw), and Feral Combat Training, but unless you also secure a ruling at your table that swifts may be taken as a standard (this is the amount of "effort" the book says they represent), you will need a 2nd round to finish prepping your combo
Adder Strike

ok thanks for the answer

1- Yeah thats what i tought but i tought that maybe there was a rule which said something like "if an effect it induce by ennemy touching you with natural/unarmed attack then your natural attack can apply this effect" cause you know they are technicaly touching you when you hit them :p, but thats ok

2- Yeah i know about the Sticky Poison discovery the question was more about stacking poison cause i didnt know how it work but thanks to the link of happykj

3- Nice one didnt tought of FCT to use adder strike with nat attack, and yeah i was wondering if there was a rules to use move/standard action to make a swift action, i will try to see that with my MJ thanks


Hi, i'm looking at the toxicant archetype and i found it amazing since i think poison in pf or even dnd is a little bit underrated :/, so i have a few question

1- The Toxic Secretion inflict the poison on any natural attack or unarmed strike that touch the toxicant cause the poison is secrated through the skin and ofc if you touch it you are f+!#ed, but if the Toxicant have natural attacks like claw or bite (from the feral mutagen or even race trait ) does it apply the poison?

2- If you poison your claws (either is the answer to 1 is yes or if you use action to poison them) does your poison stacks? Or does it just reset? Or just nothing? Like if i hit someone with the first claw then he must succeed a save or take MOD INT dmg and if i hit him again with the claw does it take the damage again on the on hit and next turn, and next turn does he have 2 save to make to avoir taking MOD INT dmg two time or its only one save and it took MOD INT dmg*2

3- Any way to poison multiple weapon in one round?


Hi,
A player want to play a character that is slowing becoming more dragon like (claw, teeth, scale, tail, wing,etc..) as time passes (or as he gain level), for the claw, scale and the wing since he his playing Sorcerer it work, then for the bite, and later the full transformation, he will go Dragon disciple, but before gaining this he would like to unlock something like a tail and some horn.

So my question is "Is there any way to gain some feature like tail & horn other than multiclassing? Is there a feat or even a trait that can gave this?"

I asked Fey too cause i know a friend who want to have like Fairy butterfly wings.


Hi,
Well first question is "do they work together?"

Then if it work and i'm understanding everything we have something like this

Fighting Defensively : -4 Attack Bonus & +2 Dodge AC
With the deed Dizzying Defense : -2 Attack Bonus & +4 Dodge AC
With Crane Style : -2 Attack Bonus & +5 Dodge AC
With Crane Wing : -2 Attack Bonus & +5 Dodge AC & +4 Dodge VS melee attack (so +9 total vs melee)
With Crane Riposte : -1 Attack Bonus , +5 Dodge AC & +4 Dodge VS melee attack (so +9 total vs melee)

Is it right or am i missing something?

And what does making Fighting Defensively a swift action change?


Hi,

So this is the situation, i have a mesmerist and in the trick ability it said "To implant a trick, the mesmerist must take a standard action and either touch a willing creature or implant the trick in himself."
What i want to do is :
- Cast charm person so he is friendly
- Use the Chain of eyes trick on him
- Then i use False Belief or Lemory lapse to make him forgot about the trick

So if i cast charm person does he count as willing?


zza ni wrote:

Hungry Ghost monk? also take the Qinggong archtype to get at level 10 the ki leech sla.

when used on a normal (not hungry ghost) monk my gm question the morality of such spell. I explained that thematically it work just like a gunslinger grit \ a swashbuckler's panache regain ability and no-one claim they are doing evil things.

Can i use the monk UC for this archetype?

Niemand wrote:
you just need ranks in profession (plumber)...

Nice one


Azothath wrote:

on a more serious note - there are a couple of problems with this strategy;

 1) Normal parties run off regular (positive energy) healing and this really puts the recovery crunch on dhampirs and undead PCs. It's workable BUT the PC has to be an arcane caster - aka wizard. Sorcerers just don't have the flexibility, Arcanists cost too much in magic items, the other casters don't keep up with the school specialist Wizard.
 2) Evil Acts. Really. This is a major Game issue unless the party is Evil (can you say Ravenloft?) otherwise you'll go round and round with the GM on the greased path into Evil.
 3) The, let us say loophole, is Death Knell and Aura on animals or non-sentient monsters. They are fair game and bypass any Evil Acts (unless your game is vegan).

so my suggestion is IF you do this, play a school specialist wizard (likely Necro, Ench, or the standard Divnr, evoK, Conj), think about picking up a level in Cleric arch Varisian Pilgrim for domains and all those divine spell triggers/completions and an okay weapon, so you don't have to go Samsaran. This lets you do Infernal Healing and choose among dhampir, wayang, changling, tiefling, aasimar etc. If you want some RP thematics there's bloatmage, etc.

1) Yeah but i dont like dhampirs (already played with a lot ) this is why i'm not looking for undead PC solution about drain. Is there a good wizard archetype you can think of?

2) Its for a custom evil campain so evil act are ok :p
3) Oh yeah i forgot about this spell but did you mean 'Death Knell Aura' or aura mean something else?


Hi,
In one of my campain i want to make a character base on draining the life of creature or plant, OR/AND draining energy.

I thought of the Blighted Defiler (Kineticist) who drain nature and wildlife and the voidborn discipline of the Psychic but i dont think they are what i really want.

So this is what i want :
- Ability to drain something (life, energy etc... except blood i dont want to make a vampire --')
- The drain is not just a debuff draining empower the character either by gaining a buff, recovering HP or even recovering spell slot if the class is a caster.
- The draining can have some limitation but not like the Blighted Defiler that f@@$ed up a huge area and you cant use the drain in that area again (or you must have a way to counter the limitation)


Hi,
Yeah idk why its create 2 post instead of one, thats strange :/

Christopher Van Horn wrote:
It does not, but will be very hard to get a very large bonus on reliably as you cannot overlap areas for it. It adds to the bonus they already have.

But what do you mean when you said that ?

Cause in Elemental Might it doesnt specify a limit which mean that at lvl 3 you could have 7 burn (3+ 4 STR mod) then add like 4 steal power uses so you go to +11 to determine the bonus given instead of a maximum of +1 at level 3 for a normal kineticist. That's the limitation i was talking about. You dont overlap anything it use Burn number + Steal Power uses to determine the bonus there is no overlaping bonuses


Hi,

In an evil campain a player want to play a Kineticist Blighted Defiler, but when i read the archetype i didnt understand 3 things :

- Does steal power affect insect swarm ? Cause it affect minor wildlife so locust in a swarm doesnt have individual stat so would it kill the swarm ? Cause i dont think just them staying close to each other would buff theif vitality :/

- In the Stolen Strength feature it say "A blighted defiler can never gain a defense wild talent or the expanded defense utility wild talent." but in steal power it say "Alternatively, they can use gather power to reduce the cost of a defense, infusion, or utility wild talent by 1, regardless of whether they gather power for longer or have abilities that increase the burn reduction from gather power." Is it a mistake or was their an errata that didnt make it to d20pfsrd?

- Does Elemental Might have the same limit than elemental overflow which is the max bonus is equal to 1 per 3 kineticist level


Yeah i know this one but its wasnt the one i was looking for.

After some searching on an other pc i found it again at this link


A long time ago i found a list of the boon of a lot (almost all if i remember correctly) but now i cant seem to find it :/
All i remember is it was in a table format so i didnt have to look at all the deity one by one.

Anyone know where i can find it?


Hi,
So my question is for the Wing power of the DD, if i'm a bloodrager does it use the sorcerer one or the Bloodrager one? Cause if its the bloodrager that a weak augment 80ft => 90 ft and only while raging, its weak af for a 9th level feature.
And for the breath weapon is it the same but instead of sorcerer level for the DC its Bloodrager?


Hi,
As in the title i'm going to play an evolutionnist, i planned to play as a melee vital to deal dmg and tank a little.

For the augment i have no idea what to pick for early level :/, people dont seems to like this class since i cant find a lot of build idea or tips.

At Mid level i know that Early Stage Adaptation Graft is a good for the double STR to dmg but for this one augment i wonder does it count as a Prerequisites for Adaptive Resistance?

For the feat i have some idea :
- Weapon Focus for accuracy
- Enhanced Resistance for tanking a bit more
- Iron will cause evolutionnist(vital) will save sucks

But i didnt played enough starfinder to know what kind of feat would be good for this class.


Mark Hoover 330 wrote:

If you are using skilled work to generate Capital, you take your skill bonus added to the modifiers from the rooms/teams of the business. You can choose to take 10 on this check.

If you're out of town the business can still generate GP or Capital. Simply take 10 and add that to the modifiers, no skill check involved. If on the other hand you have a Manager who is using their own skill in conjunction with the business, their skill's bonus can be added in place of your own.

When you choose to generate Capital instead of GP, you still have to pay the cost of the Capital even if you had been out of town/away. You can pay for some or all, but you need to pay that earned cost.

If you're looking for buildings and organizations to pay for themselves, it could take an entire campaign for that to happen. Gaining cheap Capital however is an easy way to gain up to a +5 on a skill check in the settlement or reduce the costs of crafting items. Also remember that Followers gained through Leadership can help. Finally certain Rooms or Teams can help with crafting.

Imagine you build the Scriptorium room and hire a Mage team representing a Wizard 3 NPC. Said NPC may have the Scribe Scroll feat and could be either generating Magic capital while you're away or producing cheap spell scrolls for you of L1 and L2 spells that NPC can cast or know.

Last but not least, there is no MECHANICAL reason to upgrade a Storage room to a Vault or an Office room. Instead the reason would be security.

An Office has a Simple lock on the door, so the room doesn't help you make money anymore but it does keep stuff stored inside safer. The Vault would be a further upgrade along the same idea.

However, remember that you can start with a Shack which only gives you a basic room for sleeping, including a cot. That room can be upgraded to Storage, then to an Office. During all of those upgrades, what happens to the cot from the Shack?

I've allowed players in my own games to build a Shack in a building, then upgrade it to an office...

Ok Thanks a lot it help me to understand cause when i look up how people use it some of then use their skill bonus to the capital check and some use the capital value instead (like if you have 16 in goods you do 1d20+16+business Bonus) but if you have multiple building in the same settlement do you use your skill for both of them or only one? (Like the staff do some of the work and you come to check and do some of the hard part)


And is there any reason to upgrade a storage to a vault or and office?
Cause you lose the gp +2 if i'm not wrong


Hi, some of my player want to do some downtime activity cause they almost always go back to the same city between quest so they want to buy a tavern.

But i have a lot of question on how it work.
What impact the capital check? In some thread on other forum some people are saying you add the character skill if it's work,for exemple if he has a smithy the capital check would be 1d20 + Craft(Weapon) + Building modifier. Is that it?
And if it is the good check do you still use the character skill even if he is not in the settlement or do you use the manager's skill if you are away?

When you choose to get capital instead of GP do you need to pay for the earned cost? For exemple if you roll a 30 Goods with the building do you need to pay 30 * 10(earned cost) like you do when it come to skilled activity?

Cause i cant see how you make a building worth the cost :/


Hi,
Do you control the fleshwarped creature like you do when you create a golem or animate an undead (with no int mod) ? If you dont how can you make sure that the fleshwarped creature obey you or at least dont want to kill you?


Hi
What i want to know is if all Witch's hex are consider curse for the purpose of the "Stubborn Curse" feat


Hi, one of my player want to craft some golem,its not for using them in every battle/dungeon its just for the flavor of having a golem like servant/mount etc... And i was wondering if there were some way to reduce the cost of crafting construct.

For the golem i know there is the Golem manuel for the golem, and i dont know if golem are magic item for the purpose of trait like spark of creation or hedge magician
And i wonder if there is other way to reduce it


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Not same action economy cause if you start the day by using 3 cure to stack them then in combat you can use 1 action to heal the same amount of 3 cure so 3 action