Mesmirel's page
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CopperWyrm wrote: Also, don't forget this:
https://www.d20pfsrd.com/equipment/vehicles/air-vehicles/alchemical-dragon
This alternate rule set on buildings are also useful:
https://www.d20pfsrd.com/gamemastering/other-rules/kingdom-building/settlem ents/buildings/building-augmentations-fortifications/
However, this is definitely a matter of homebrew, but even as a more lenient DM, I would never allow a wizard to build something like this without Craft Wonderous Item.
You probably want to make the ship out of dragon hide, at least partially. Elemental immunity to fire will probably come in handy, especially depending on the method of propulsion.
Also, you can cast Permanency on a "Gust Of Wind" spell. I believe you can target an object, not just an area. You could have something resembling the Helicarrier from Marvel.
Animate Objects is also an option, although you'd have to permanency the spell on different components of the ship before putting it together, since the caster level needed to animate a colossal object is 32.
One of the ways to give the ability for a large object to float is via Carpets of Flying. You'd need lots of them, of course.
Nice! great links. I do have Craft wondrous item already, I plan to do a lot of crafting, as gold permits. Thanks for describing the different options, we are going to consider all of them!
ZᴇɴN wrote: Okay, so you want something bigger and held up with magic rocks. That's fine, but I think the point was that the standard airship is only 50k, and has a magical engine that isn't some rare hard to find artifact.
So add in the cost of extra materials to make it bigger, and figure something out for the magic rocks. Unfortunately, fly isn't one of the spells that can be made permanent.
Which I find as being weird to be honest. I am hoping that the DM will be fine with houseruling that it can be made permanent in that specific case. (something about the stones makes it possible).
Meirril wrote: Or you could try basing your ship off of the already existing Airship in Pathfinder. Thanks for the link! That one's a bit small though, and it uses a baloon. I want something a bit more special :D

I want my wizard to build an airship held aloft and propulsed by magic. Similar to Weatherlight from Magic the gathering.
Now, I know this needs to be hard, and expensive. But i'd like your input on how to make this as exciting and as fair as possible to make the eventual completion of the vessel something the whole group will be extatic about.
I was thinking something along the lines of hiring 30 workers with the wage of 3 gold per day, 3 foremen with a wage of 7 gold per day, and a lead aarchitect with a wage of 15 gold per day. I am going to be consulting the design of the ship with the architect who will then relay instructions down the line.
the cost of materials would be very similar to a naval ship of similar size, total length about 200 feet, but some of that are just mast like elements sticking at the front and back. so usable length of about 130-150 feet. I think 150k gold is a fair price.
As far as lifting the beast into the air, I was thinking of working 100 magical Spherical stones into the hull. Each of which would be imbued with a permanent fly spell.
For propulsion we could quest into far lands in search of a extremely powerfull relics, something my wizard wont be able to create for along time.
We could also quest, to find wood that recieves magical treatment well. Part of the quest could be to help the forest dwellers in return for allowance to cut some of that wood. then we could hire some mages to imbue the hull of the ship with regeneration, so that it heals and restores itself at a slow pace, when damaged.
All in all should take about a year, around 200k gold, several adventures, and we get an amazing mobile HQ with gallons of attachement generated towards it. Also loving the idea of making it intelligent

Thank you guys for such detailed answers!
There was a lot to go over. Arcane trickster and eldritch knight indeed fall off, because I killed my char's STR and CON. But that's fine, really not a big deal.
Mark Hoover 330 wrote: A pocket dimension full of constructs huh? What about adding levels of Investigator? They get a gentle smattering of alchemy, extracts and melee functionality but their main punch is skills. You're likely already the smartest PC in the room when you adventure, imagine getting an extra D6 or with a class ability a free D6 to those skill checks? Also since you get alchemy skills and abilities you'll be able to use those to make some of your constructs later on. Thanks for a detailed breakdown! Investigator seems really cool, but I think I'll leave him be for an upcoming campaign. I really liked his mix of abilities. UNless of course there is a way to make up for the missing CON and STR some way (maybe enchanted gear?)
Ryze Kuja wrote: As far as giving depth to your wizard, I would strongly recommend not multiclassing to do this, but rather with your daily spell selection. There's nothing stopping you from picking spells each day that give you a massive amount of utility rather than a massive amount of blasting potential. Although I understand that intuitively, It's hard to explain from the character's point of view. Why he isn't just blasting all the enemies to oblivion. Although I can just limit myself, I thought, why not just impose limitations on my character by multiclassing into something fun like a construct rider alchemist. Make a construct roc and drop bombs doing flyovers hahah. The lagging spell unlocks might really be too much of a cost, if I want pocket dimensions, construct armies, and flying ships.
Overall this gave me a lot of clarity, thanks a lot!!!

This one's a bit of a ramble.. Would be glad for any insight, but you don't have to read the whole thing hahah
I came upon some opinions that wizards become extremely overpowered compared to more "basic" classes later in the game, and may make the other party members feel obsolete.
Bearing that in mind and wanting more depth to my character than standing in the back line and blasting spells non-stop, I went to the deep end about possible progressions for less power/more flavor&fun.
First idea, becoming a wizard rogue. My dude is very agile (dex +3) and charismatic (+2), he does a lot of talking with NPC's. Does deals and doesn't shy away from social interactions. So I thought it would only be fun to also become a rogue, run around the battlefield and backstab in between spell castings. I found a feat that allows me to use dex instead of str for attack rolls, but I am not sure its enough. Besides, I only have 23 HP.
Second idea, becoming a wizard alchemist. Alchemist greatly closes the save holes that the wizard has. has cool Int based things going on, but doesn't quite solve the problem of "I run out of spells, now I am going to stand around and miss crossbow shots like an idiot". This choice is also cool because I can then make an alchemical golem as my bodyguard, which is cool and flavorfull.
Then there are archetypes for all these classes, my head already hurts with the amount I have checked out.. There were several interisting options for achieving the general endgame I would like this character to reach, Which is a personal pocket dimension with a construct society very similar to Mirrodin if you know Magic the Gathering worlds.
THEN there are prestige classes, and arcane trickster seems to be just plain better than multi-classing a rogue. I still need to change my bonded object to some kind of a blade though? Or maybe change to a familiar and get a simple blade? I am afraid That -1 str and -1 con will hinder my effectiveness. Besides, I am chaotic good, can a chaotic good really backstab?
Damn, a bit of a ramble.. Would be glad for any insight
Thanks for the responses guys!
So I am not missing any hidden rules here right? I can grab the manual at level 8, pay the 3k gold for the body parts, spend around 40 days crafting, and just hit a meager DC 10 at the end of the process to create that monstrosity?
My party is all fun loving people :D they would love to see such a powerfull ally on our side

Hey guys, First post!
I'll cut to the chase. I a play a fairly Standard wizard (my first TRPG character, and i couldn't resist), he is very dexterous and charismatic. LOVES everything arcane (obviously), is after ancient knowledge, power, yadda yadda. More to the point, he absolutely loves the prospect of commanding his own golem army from inside a pocket, personal dimension.
Now, I have extensively researched information about golem creation, which is dispersed over several pages. I Feel like I am actually poring over construction books in place of my character hahah, this stuff is tough to comprehend for a beginner.
----------THE QUESTION:-----------
Why is an alchemical golem CL10, and a much weaker ice golem CL12?
When I get my hands on a alchemical golem manual, I am going to be able to create an alchemcal golem at level 8 (since the manual gives a +2 bonus to your CL for crafting). I checked that thing's stats, its crazy powerful! Why would I ever want to create something much less powerful later in the game?
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