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Peter Stewart wrote:

Some thread necro here. The disconnect between the CRB and the Bestiary is rather frustrating, and part of me does suspect that one is following an outdated rules section.

Any chance that, if nothing else, we can get the Energy Drain section of the PRD Glossary updated?

Is this still an issue? It seems like it's been around for years. I can't even figure out what the save is supposed to be. So far I've seen:

1 save for all temp negative levels, fail and they're permanent

1 save for each temp negative level, fail and they're permanent

1 save for all temp negative levels per day

1 save for each temp negative level per day

1 save for one temp negative level per day.


ngc7293 wrote:
I like these character sheets. I have mine saved in light gray, but they seem to let you save them in different colors.

Very nice although I prefer being able to type up sheets and then print them out. It's a lot neater that way, writing small and clearly can be difficult.


ngc7293 wrote:
I have played in non-D&D games and Eidetic memory was over used and roleplaying was thrown out the window because of it. I agree that the common INT check is the way to go.

Alright so I was thinking of having a Knowledge(Personal) which is basically an int check. I was going to add some bonuses for "Notable event" or "Life-changing event" and bonuses or penalties depending on how long ago the events occurred. Would that be reasonable you think?


How does everyone deal with whether or not a character remembers something? Like what if it was years ago or if it was really brief?

I feel like there should be some kind of ruleset for it. I mean should I just make all my characters have eidetic memory if it's purely based on roleplaying?

It can make a big difference too in some cases like if you remember seeing an enemy somewhere or if you recognize an object.

Anyway I was contemplating having some kind of memory check in my next campaign just to clear it up, with taking 10 allowing someone to remember basic stuff you'd easily remember.

Thoughts?


How does everyone deal with whether or not a character remembers something? Like what if it was years ago or if it was really brief?

I feel like there should be some kind of ruleset for it. I mean should I just make all my characters have eidetic memory if it's purely based on roleplaying?

It can make a big difference too in some cases like if you remember seeing an enemy somewhere or if you recognize an object.

Anyway I was contemplating having some kind of memory check in my next campaign just to clear it up, with taking 10 allowing someone to remember basic stuff you'd easily remember.

Thoughts?


The guide mentions faction specific prestige awards a few times but I can't actually find any. Are they listed somewhere?


Hey I just noticed an error with my character sheet, can anyone confirm or fix this?

Shield AC isn't added to flatfooted AC at all. If there is a reason I can't figure it out.

Additionally if anyone has any better sheet suggestions I'd be open (although I do like this one).


So I was just reading your guide and it has Mislead at red? I mean it's not amazing but I think it's at least better than that. To start it functions as greater invisibility. The figment needs to be interacted with for someone to notice it's fake. So right there it seems like a great way to prepare for an ambush or an escape. Just turning invisible doesn't give you much of a head start.

Additionally it only require a somatic component which means it'll work in a silence spell.

Am I missing something? I'm not suggesting it should be blue but red seems really harsh.


Devo wrote:

Treasure Stitching is the cleric equivalent of Shrink Item. It's a 5th level spell, though, so might be out of reach. How long do you need to carry your shrunken object? Will it fit into a 10' x 10' x 10' cube?

Can you cast 5th level Cleric spells or afford enough scrolls to get you through?

Shrink Item does not work on magical objects. Is that going to be a problem?

Oh man I did not know this was a spell, this is great thanks! (The original item wouldn't have fit but I changed some things around so this is perfect).


Gauss wrote:
Constructs are creatures. If the creature has a body shape that allows belts then yes, it can wear a belt.

Are there any rules regarding this anywhere?


I have an animated object. Can I put a magic item on it? In this case a belt. It's technically a creature as far as I know and in this case it doesn't have to be used or explicitly activated so intelligence shouldn't be an issue.

So any idea? I can't find anything except people talking about constructs picking up magic weapons.


Devilkiller wrote:

I've been using bear traps a lot with recent PCs but hadn't considered animating one.

As for the statue, a medium wagon would be sufficient for hauling it around from town to town. In dungeons where wagons might be tough to bring I'd assume that the statue would be animated. To pull the wagon around I'd suggest getting an animal companion whether from a domain or via feats. A normal horse or ox purchased in town could do the pulling, but it would probably die pretty quickly in a random encounter.

The Ant Haul spell and a magic item called Muleback Cords could also both be helpful with or without an animal companion (which might have a greater carrying capacity than most PCs due to having high Str and being a quadraped)

Hmm a wagon would work for the large statue true but the huge one is still to heavy for even a heavy wagon.

We've had horses before we can usually protect them alright.

As a cleric I can't use shrink item so I'd need someone else to do it and have permanency used on it. This once again could work for the large statue but not the huge one since it's 2 cubic feet per level even at level 20 that's only 40 cubic feet (huge statue is 64).

Oh and as far as I know an object loses all attributes when you animate it so a bear trap wouldn't do it's usual damage.


blackbloodtroll wrote:
Could it be a tree? Keeping around a couple of Tree Feather Tokens can be useful.

Oh that's a really good idea but the tree is 60 feet tall which counts as gargantuan so I'd need a caster level of 16 to animate it. Great idea though for later.


Rathendar wrote:
In the long run, you want to permanency it or consider the Craft Construct feat, animated objects can be done through it also.

I've considered Craft Construct but the costs are very high both feat-wise and money-wise.

As a cleric with the construct domain I can pretty easily use animate objects in comparison this would cost me 3 feats and a huge pile of money.

Not to mention that if my 480gp animated statue is destroyed I won't mind so much but if my very expensive constructs are destroyed that's a huge hit.

The cost to permanency animate objects is 15,000gp which while a lot of money might be worth a huge animated statue.

The cost after spending 3 feats for Craft Construct would be 12,500gp I believe. It's much more cost effective for smaller constructs since the permanency cost doesn't change but I'd rather have one larger one.

Any other ideas?


So I want to regularly animate (with animate objects) a stone statue. This isn't really a problem.

The problem is that from what I've gathered a large sized stone statue in the shape of a humanoid creature would weigh about 1200 pounds and would be 8 feet tall (which according to the weight listed for that size and the weight of human flesh is about 8 cubic feet). Moving this around seems nearly impossible and I have no idea how I could do this.

Moreover eventually I'll want something stronger like a huge statue. This would be 16 feet tall, 64 cubic feet and 9600 pounds. I'm at a total loss here.

So I'm totally open to suggestions.

Oh additionally the cost in raw stone (so if I shape it myself) is 60gp and 480gp respectively.

I'll give sources if people want but my data should be right I did a fair amount of research.


So I found a bunch of threads on animated objects but I couldn't find a clear cut answer to some questions I had.

1) If you animate a weapon it loses all qualities that weapon has essentially right? So there would be no difference animating a scythe or a club or an arrow?

2) What size is a weapon? I saw someone write that a greatsword is a small weapon so is it just one size below the size of the intended user? Would a large weapon be a medium animated object?

3) Regardless of how you want to justify it an animated object has a land speed right? I saw some people suggesting certain objects couldn't move.

4) If you animate a statue can it move it's arms and legs freely?

5) Do you roll for the health of animated object each time you animate it?


Kudaku wrote:

While math isnt my strongest point, I believe a portable hole can hold about 280 cubic feet. Unless your 20 cubic feet package is very oddly shaped I think it should fit?

Edit: The smallest bag of holding can hold 30 cubic feet, a steal at 2500 gold assuming the item can fit through the opening.

If it's 20 feet tall it will not fit in a 10 foot hole.


Murdock Mudeater wrote:
Genowhirl9999 wrote:
Custom construct race using the race creation rules on pfsrd.

Wow...that's pretty broad. It ventures deep into the realm of DM permission required. Pretty sure that constructs just get removed when they are destroyed, but DM might just let you get put back together to live, like the scarecrow from wizard of oz... Very much a DM permission sort of thing.

I think in rules, just don't get destroyed and you're golden. Maybe keep an extra character or two just in case...

Hmm I figured as much but I thought I'd check since I know you can actually repair magic items.

I'll just use reactive healing and make sure I have a backup plan.


Kudaku wrote:
If Shrink Item doesn't work out then a Portable Hole would probably fit it.

It's only 6 feet in diameter but it is 10 feet deep. Not a bad option if a bit limited and expensive.


avr wrote:

If you're neutral on the good-evil axis you can get Summon Neutral Monster and summon an Atomie. They have that spell as an SLA.

You might possibly be able to hire someone to do it, if you can arrange to meet them each week or so.

A security belt can cast it, if 12500 gp is within your budget.

Note that Shrink Item isn't unlimited in it's target, more than 2 cubic feet/level is too much.

I know, that cuts it close but it should be enough I need 20 cubic feet. The security belt is only 10 cubic feet though which isn't enough.

I'm Neutral Good and meeting with someone might work for some but I'll probably be moving around a lot so that probably won't work in this case.

Thanks, good suggestions.


Alright so I'm using a cleric and for reasons that aren't worth going into I need to store an inanimate object of a great size. Shrink item would be perfect but it's not on my spell list.

Any recommendations? Also Race-specific stuff isn't an option.

I know I can use a wand but my UMD isn't remotely high enough to make the check consistently so while it might work it's not ideal.


Murdock Mudeater wrote:
Genowhirl9999 wrote:
Hmmm now that I think about it... could someone repair me if I got destroyed? What would that entail? I mean I could probably repair me but that wouldn't help...

If you're the construct? Would probably depend on the exact race wording, but off hand, no.

I suppose a Samasaran Impossible Sorcerer which used raise dead via the witch list and the Samasaran Magic (Sp) racial trait could actually use raise dead on a construct. That would certainly depend on another party member to be very specialized.

Custom construct race using the race creation rules on pfsrd.


EldritchBoar wrote:

I don't see why the Construct Channel Brick + Reactive Healing combo shouldn't work. It seems the most efficient way to increase your survivability.

I don't think there are other ways of preventing destruction at 0 hp besides, well, not reaching 0 hp... It also depends on your level and build I guess, Rapid Repair would give you fast healing 5 but is a level 5 spell. Depending on how you read the construct creature entry, Infernal Healing might work too.

Ah it was just that the wording on the brick it seemed like it was kind of it's own thing. Like you spend a channel to do the following as opposed to your channel energy to heal constructs.

Anyway thanks everyone.

Hmmm now that I think about it... could someone repair me if I got destroyed? What would that entail? I mean I could probably repair me but that wouldn't help...


Since no one mentioned this, I was under the impression that each item slot had a general theme of sorts. Like physical enhancements are usually a belt, mental enhancements are usually a headband.

In that sense are there any strong examples of a glove casting spells? If so are there examples of gloves casting healing spells or healing anything? Saying "it's a touch spell so we made gloves" doesn't really fit the existing wondrous items to me.

So if I said "hey what kind of item would heal other people" you'd probably think of a staff/rod/wand not gloves or a cape or headband. True there are the boots but those are fast healing while standing still the general theme for boots is movement, in this case it's a benefit for the lack of movement which is stretching it a bit I suppose.

Anyway just my opinion but I think it's important to the balance of the game to respect the item slots usage so I'd at the very least say it should be a slotless item (so 3,600gp).


Personally I'd say you need to use fabricate to do that or at least a craft check.


So the construct channel brick is useful for healing for sure but does it work with feats like channel ray or reactive healing?

Also the rules say that a construct is destroyed at 0hp. Anyone have any good ways to prevent that? Reactive healing seems good if I can actually use the channel brick for it.

I'm playing a Construct Cleric with the Artificer domain.