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Thank you for confirming what I thought :)


Hi there.

I have an interpretation question on the Commando Construct archetype.
More specifically, about the sentence:

Quote:
A commando construct’s materials cost an additional 10,000 gp above the base creature’s cost

Is this additional cost part of the material you paid to form the body of the construct, or is it past of the enchantement in the overall construction cost? My initial thought is that it is part of the body construction rather than the enchantement part, but I have a doubt.

It may impact how long the construction will last.
Thank you.


But the Book of the damned also says that the prerequisites should match a level 7 character, not level 5...


666bender wrote:
what is two weapon grace ? cant find it in the SRD

Villain Codex as previously stated. Currently not included in either the PRD, the d20pfsrd or the archiveofnethys...


After long thinking, my conclusion on the best necromancer that focus on minionmancy is an half-elf Bone Oracle with the Ancient Lorekeeper archetype to get the Command Undead spell. At level 1, you have a revelation to summon some skeletons, and by level 4 you start to animate undead. With Paragon surge, you even have a few more tricks than most oracles.


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I had roughly the same question in the Iron Gods AP I was running. My character was a dedicated crafter rogue/wizard wyrwood. It took my a while to discuss both IC and OoC with my fellow PC to convince that my services should be paid. I did the same calculation and ended up with the same "tax" on the raw cost of the crafting. All but one of the players agreed that it was fair and use my price, whereas one of the player found it outrageous and refused to use any craft from my character.

So, I believe that, even if you can work out the equation to smooth out the disparity within the PC team, it is also a OoC issue that may need to be discussed.

I am also a physicist. Sometimes, it is hard to convince people that something is in the best interest of everyone, on a equal basis :)


Start from Medium Necrocraft, and apply the Table: Size Changes from the Monster Advancement page.

A Large Necrocraft would have Str 23, Dex 11, Con —, Int —, Wis 10, Cha 13. Not sure for the Cha through, as you may apply the increase in Con instead (so, 17 instead of 13). Its AC would be AC 15, touch 9, flat-footed 15 (-1 size, +6 natural), and so on.


Ok. This is what I thought, but as I didn't manage to find a place where "non-ability" is described, I was left wondering.


Ok, thanks for the reply and the digging in James Jacobs threads ;)


Bump


James Jacobs points that a non-Oracle cannot use this ring, but the question here is: can an oracle use a revelation from another mystery through UMD and this ring?


I always wondered if you can UMD the mystery class feature of the ring of revelation. That's a flat DC 20, which should not pose a problem at the level you may purchase the ring. I wanted to try with my oracle, but it seemed quite cheesy to me. Anyone ?


Hi there,

I am planning a new character, a crafter one, and when I was reading the impossible bloodline (quite thematic for this character) I just ask myself what happens if I cast feeblemind on a construct, especially a mindless construct that I should have crafted myself. Does common sense rule that fleeblemind "drop" the intelligence to 1 and so doesn't affect it, and does the construct miraculously gain a intelligence score ?

Impossible bloodline arcane specifies:
-Constructs are susceptible to your enchantment (compulsion) spells as if they were not mind-affecting.
-Constructs are treated as living creatures for the purposes of determining which spells affect them.

So, no problem to cast charm monster on a clockwork leviathan, but what about feeblemind?

So, here is my question:
What happens if a sorcerer of the impossible bloodline cast feeblemind on a mindless construct? Does it acquire intelligence or does it change nothing the Int score?


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I did such a character. Honestly, the difference between class and non-class skills is just a +3 to the check. With you revelations to add charisma, to take 20 on Int's skills, to increase your intelligence and so so, you should have enough to have decent knowledge checks without the class skill bonuses. I feel that to get a few but key arcane spells in my available known spells more important that a few +3 in knowledge checks. Also, you can take traits to add class skills.
My oracle ended up with nearly as much in Int than in Cha, and I had 10 skill points per level to put. That's enough to fill any skill role you want to do (I chose social and craft because the knowledge stuff was the bard's party thing, but up to you).


Chris Lambertz wrote:
How about right now? :)

Thank you !


Can we hope to have the Bestiary 4 included in the PRD at the same time than the Advanced Class Guide (announced in September) ?


I have been planing for a necromancer-like (minonmancer) character for several pathfinder campaign and here are the conclusion of my researchs:

Wizard:
+Pro
+Command undead feat for free at level 1, but charisma based and so a dump stat
+Command undead spell at level 3 which is great
+Great debuff spell-list
+Wizard spell-list
+Control undead spell available
-Con
-Command undead feat is charisma based and so a dump stat
-Animate dead at level 7 (5 for lesser version) so difficult to have minion before
-Complete lack to heal your minions unless you reach a great UMD score, but it is charisma based and cost you money
-lack of desecrate spell to increase your control pool

Cleric:
+Pro:
+Animate dead by level 5 (3 for lesser version)
+Command undead feat at level 1 (for free if Undead Lord archetype, which I do not recommend)
+Inflict spell, probably even spontaneously
+Easy desecrate
+Command undead feat available if Law(Inevitable) subdomain is taken (so not compatible with Undead Lord archetype)
+Channel negative energy to heal your minions
-Con
-Channel energy does not heal you and your friend as long as you're not an undead
-Command Undead spell is available on domain slots only if you take this lame subdomain
-spell-list is so-so
-Lack of Enervation spell in order to make skeleton champion or juju zombie (by level 11)
-No control-undead spell

Witch (Gravewalker only, the non-archetype witch has nothing to do with necromancy)
+Pro:
+Animate dead by level 5 (3 for lesser version)
+Inflict and Cure spell
+Command undead spell by level 3
+Enervation spell available
+Command undead feat somewhat available (but cf. con)
+Great spell-list
+Control undead spell
-Con
-wording of the archetype is quite confusing
-Gravewalker command undead does not work the same way as other Command Undead feat
-Less spell per day
-lack of remove paralysis/haste in order to produce fast zombies.
-3 Hex less than usual witch in order to do so

Bone Oracle
+Pro:
+Charisma-based, so it helps Command Undead feat DC and also charisma checks to control undeads
+Command undead feat by level 1
+Inflict and/or Cure spontaneously
+You can even be cured by your own inflict spells
+Control Undead spell
-Con
-No Enervation spell
-No command undead spell
-spell-list is so-so
-Spontaneous casting
-Necromancy-theme spells are using most of the known spells

And my final choice:
Ancient Lorekeeper Bone Oracle Half-elf Oracle
+Pro:
+Charisma-based, so it helps Command Undead feat DC and also charisma checks to control undeads
+Command undead feat by level 1
+Inflict and/or Cure spontaneously
+You can even be cured by your own inflict spells
+Control Undead spell (Through Ancient lorekeeper) by level 16
+Enervation spell (Through Ancient lorekeeper) by level 10
+command undead spell (Through Ancient lorekeeper) by level 6
+Access to downtime and utility spells through Paragon Surge
-Con
-Spell-list is so-so (but Ancient Lorekeeper can mitigate that)
-Spontaneous casting (but Paragon Surge can mitigate that)
-Necromancy-theme spells are using most of the known spells (but Paragon Surge/Ancient Lorekeeper can mitigate that)


Don't forget that adamantine armor is a non-magical mundane object that can be crafted for one third of its selling price (~5000 gp for heavy armor). Of course, it takes years with the craft armor skill but any 9th level wizard can cast fabricate and make a craft armor DC 20 ;)


I recently started the AP Throne of night with 4 PC. We chose together to go for the overlord part and so, prior the character creation, we started the Patron creation.
I used the list of 20 descriptors and ask them to choose 3 of them. They were not very different as War & Conquest was chosen three times. Overall, I had only 5 descriptors. After a round of discussion and a vote, I end up with War & conquest, Shadow and Nobility.
My PC then chose 3 virtues and 3 sins, and they end up with a military god with a taste for slavery and aristocracy, and a dislike of cowardice, a shame for a drow demon-prince. But that's their chose.

At the end, I have this:
Ryl'Maliranth, Walkyrie Queen

Alignment: CE
Domains: Chaos (Demon), Evil (Démon), War (Blood, Tactics), Nobility (Leadership), Darkness, Trickery
Favorite weapons: Scimitar and kukri
Unholy Symbol: a drow face view in front, surrounded by 8 scimitars, on a black background

I chose 6 domains because I feel that Chaos and Evil are pretty redundant and I have a majority of divine oriented character so I'd like to have more diversity for the sake of the group. I also chose 2 favored weapons to not limit them to use light or one handed weapon.


This is also how I understand this sentence RAW. But in that case, that means it is only possible to sell an item above his market value if this Appraise check is a failure, which is pretty rare because most Appraise check are DC 20 and so easily made with a take-10.


Maybe I should rephrase.

In the sentence "The buyer chooses to attempt either an Appraise check to estimate the item's value or a Sense Motive check opposed by the seller's Bluff check (with failure meaning the buyer believes the seller is being fair).", does the Appraise check opposed by the seller's Bluff check or not ?


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Hello every one.

Recently, with my group we used the Ultimate Campaign downtime rules. We enjoy these rules but I have an issue with the bargaining rules. We found the "sell at half price" rules quite boring and we tried the bargain rules on the selling of our previous loot. We rolled the dice and my character managed to earn some extra money. We are about to sell our current loot and I have a deeper look on the bargain rules.

There is something striking: unless I do not understand correctly the rules, the only way for a seller to earn some extra money is that the buyer fails his Appraise check. If the buyer succeeds his check, we will have initial and final offer bellow the price of the item.

So I have a couple of questions. In the PRD, there is the sentence: "The buyer chooses to attempt either an Appraise check to estimate the item's value or a Sense Motive check opposed by the seller's Bluff check (with failure meaning the buyer believes the seller is being fair)."

My understanding is that the buyer should try an Appraise check first. The DC is a flat 20 and nearly any NPC above level 5 should manage such a DC with a Take-10. Am I correct ? Or does the above sentences mean the Appraise check is opposed by the Bluff check of the seller. This is important because only if this check is a failure it is possible to have a deal with a price above the value.

Let's do an example. I try to sell a magic item with a value of 10000 gp. The market value to sell it is 5000 gp. I try to sell it at 7500. If the buyer manage his appraise check (DC 20), he knows the item's value is 5000 gp and make an offer of 4600 or so, and he will never go above 4900 gp. If he failed his Appraise check and if I manage to bluff him, then I can sell this item at something like 7000 gp.

Is my understanding of the process correct ?

Link to the given rule


Quote:
what is the CR of a kobold with pc class levels, with npc class levels, with mixed pc and npc class levels, and is the kobold rogue 2 example wrong ?

Bump. Thanks


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Hi there,

I am the player Eglanto talked about.

In fact, there is two subjects here. One is about the CR of a kobold as it is written is the rules, the second one is a way to balance the kobold in a group of PC. Only the first one should be addressed in this section.

So, according to the rules,

reference document wrote:
Adding NPCs: Creatures whose Hit Dice are solely a factor of their class levels and not a feature of their race, such as all of the PC races detailed in Races, are factored into combats a little differently than normal monsters or monsters with class levels. A creature that possesses class levels, but does not have any racial Hit Dice, is factored in as a creature with a CR equal to its class levels –1. A creature that only possesses non-player class levels (such as a warrior or adept) is factored in as a creature with a CR equal to its class levels –2. If this reduction would reduce a creature's CR to below 1, its CR drops one step on the following progression for each step below 1 this reduction would make: 1/2, 1/3, 1/4, 1/6, 1/8.

So, a human fighter 3 is CR 2 for example, and a human warrior 3 is CR 1.

Then, we have a look to the kobold and find this text :

reference document wrote:
Kobolds are defined by their class levels—they do not possess racial Hit Dice. A kobold with NPC class levels takes a –3 penalty to its CR (rather than the normal –2 penalty).

So it seems that a kobold fighter 3 is CR 2 and a kobold warrior 3 is CR 1/2.

But if we have a look on some examples, we found this : a kobold rogue 2 with a CR of 1/2, as if the kobold's CR is defined as its class levels minus 2.

So, the rule question is : what is the CR of a kobold with pc class levels, with npc class levels, with mixed pc and npc class levels, and is the kobold rogue 2 example wrong ?