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Pathfinder Starfinder Adventure Path Subscriber
1 level swashbuckler/ 2 level quarterstaff magus human.
= dex to hit and damage. Is there a more economical way?
Pathfinder Starfinder Adventure Path Subscriber
The brief stuff. Serpents Skull adventure path
Looking to develop design and play halfling summoner of dinosaurs, battlefield controller style. Background. Halfling from an academic background had experience in studying Mwangi expanse but only from captive animals and books. Boarded the ship to get first hand knowledge. Probably used spear or long spear and has fleet of foot. Probably Master Summoner using eidolon as mount
Feats:
Traits:
str:8 dex:18 con:12 int:14 wis:10 cha:19 spells:
Any input on directions or improvements would be good. Will have pith helmet
Pathfinder Starfinder Adventure Path Subscriber
*Seldom Asked Questions 1) Do you get free (gp) implements at 1st level ?
That is all
Pathfinder Starfinder Adventure Path Subscriber
1) Has anyone re-skinned an alchemist with something other than potions and extracts? 2) What would be the best way to do the above with harrow cards and deadly dealer/arcane strike what would need changing to remain balanced? 2a) Yes thinking a gambit style character alternate to card caster magus. 3) Apart from boreal bloodline for sorcerers (eldrich heritage) is there a good bloodline to enchant cards?
Pathfinder Starfinder Adventure Path Subscriber
Just looking into alchemists and searching various forums and opinions. Questions that I would like answering that have arisen with out significant and/or non conflicting answers. Do alchemists count as casters for item creation feats ? and Do alchemist levels count for familiar ( not tumor familiar ) leveling ? ( eg multi class wizard alchemist)
Pathfinder Starfinder Adventure Path Subscriber
We are about to embark on the Mummy's mask with a two player party Player one) human cleric of serenae Player 2 Me options
assume 25 point buy and any non 3pp stuff What would be the best option for survivability. Is there something else that would mesh well in a two person party in a hot trap/undead/construct/assassin/sandy environment. Also bonus question good adventure company name ?
Pathfinder Starfinder Adventure Path Subscriber
The availability of eldritch heritage to the wildblooded archetype has been discussed and has in general come back as not available as the "bloodlines" in wildblooded are not bloodlines for the purpose of the feat. Does it follow then that some one with the sage bloodline could use eldritch heritage to get the arcane bloodline?
Pathfinder Starfinder Adventure Path Subscriber
I am trying to make a thematic blaster ( fire element ) there are a lot of items / creatures that have fire resistance or even immunity. Is there a way of lowering the resistance or altering damage type ( not into acid/lightning or frost) that would fit in with the iconic fire caster. Feats/items/traits/character abilities/mythic/anything ? Divine or arcane does not matter I can do oracle or sorcerer.
Pathfinder Starfinder Adventure Path Subscriber
Is there a spell that allows you to grow a plant from seed to a large tree. Druids can give one sentience, shrink one to 1/3 the size, animate one but the best in relation to growth is to improve its productivity by 1/3 for a year. I also found the tree feather token which gives instant oak trees. Any thoughts ?
Pathfinder Starfinder Adventure Path Subscriber
Am I right in believing that the 9th level bloodline ability in relation to plant growth is unlimited uses? Massmorph (Sp)
Pathfinder Starfinder Adventure Path Subscriber
Thanks to the great people at d20prd.com the occultist is up for perusal. The most notable feature is the addition of the summoner summon monster ability using the arcanist arcane resiviour. This gives a 20th level occultist 218 1st level monsters or 24 9th level. No more 5 minute work days. You also get the wizards spell list and other class abilities. Down side no pet. Solution leadership at 7th level.
Pathfinder Starfinder Adventure Path Subscriber
I know, I know, already powerful but. I am making a level 7 master summoner focusing on summoning.
Questions:
Basics
Feats:
Eidolon: scout skill monkey (unfortunately only level 3)Biped small, UMD, Stealth, Perception, Disable device and swim evolutions. ( i'll work on it) We need a rogue.
Pathfinder Starfinder Adventure Path Subscriber
Basic premise A rogue who has access to Craft wondrous item,(using Magical Knack + 2 caster levels) so they can make their own items. Best I could think of
Is there a better option ?
Pathfinder Starfinder Adventure Path Subscriber
By the rules a hex with a resource when claimed adds +1 to economy and then then developed (mine, quarry or sawmill) all of the benefits are increased by one. Does this mean a developed gold resource (mine) adds +3 economy and +2bp per turn
For a possible total of +3 econ, +2bp, -5 consumption in one hex ?
Pathfinder Starfinder Adventure Path Subscriber
In the Ultimate Campaign, Terrain improvements marked with an asterisk (*) can be placed in a hex with another resource and the rule that a settlement now can not coexist with any other improvement has been removed. Is it possible to have a hex on a river/coast/hill hex with a settlement, a mine, a farm and a fishery ( and possibly a resource either mine or fishery) ? I am starting the Kingmaker settlement rules tonight. Thanks for any assist.
Pathfinder Starfinder Adventure Path Subscriber
Firstly I know Synthesists are overpowered adn there is a reason that they have no ranged options in evolutions. For the following idea feel free to
The concept
The build
the outcome
a couple of questions
Pathfinder Starfinder Adventure Path Subscriber
The rules for the sale of magic items appear to be somewhat abstract with a building producing an item and then the ruler selling it even though it does not appear to belong to the ruler. Below is a variant that incorporates the creation of magic items. Income As leaders of the kingdom the leaders should be afforded a lifestyle befitting their status. The leaders of a barony should be granted a cost of living (pg 405 core) of wealthy for the level of a Barony and extravagant for Duchy and Kingdom. Further to this a stipend should be paid to each leader of 10gp per relevant leader ability bonus point at the level of Barony, 20pg per point at the Level of Duchy and 50gp per point at the level of Kingdom. This is to reflect the duties performed on behalf of the Kingdom. Magic item creation rules A leader may build magic items as per item creation rules. Time spend administering the kingdom only allows for the same amount of input into the creation of magic items as adventuring does ie 2 hours per day. Certain buildings in the kingdom give bonuses to the spellcraft check to create a magic item this represents resources and expertise present in the particular buildings. The maximum bonus possible is +5 regardless of how many buildings are present. A building gives a bonus dependant upon what items it produces a building producing minor items gives +1, Medium items +2 and major items +3 each building only gives one bonus. For example a shrine and an academy would give a +4 bonus and if a temple was added the bonus would only go to +5. You may use treasury funds to pay the cost of the creation of a magic item only if it benefits the kingdom the item if used for personal use will attract the same penalty to unrest and loyalty check that a withdrawal of funds (step 2) would using the items cost in BP to determine the DC of the loyalty check. What benefits the kingdom is a discretion left to the GM. A magic item can be sold either as part of step 3 of the economy phase or at shops in the city the maximum price per item sold is the base value of the city. To determine the price of sale a base of 70% of the items listed price is obtainable, due to the leader’s position in the city. An increase in price can be made by a successful diplomacy check DC 10 with every point above 10 giving an extra percent with a maximum of 95% at DC 35. Current Rules for Income phase
An approximate DC modifier for sale of an item would be 20 + cost(item)/2000gp A revision of Step 3
A limiting factor in the change to the income produced is the time it takes to create a magic item. With a maximum of 26 day to create an item ( a month minus the 6 hours per day of the “ruling” week) and the increase in productivity given by taking a +5 DC penalty to create an item an item worth 13BP is able to be created this is in actuality only 6.5BP as the initial cost of 6.5 BP must be paid. A difference of 8.5 BP is created and this will only increase as there are 11 leadership positions (some of which may not create items) and potentially more cities and districts. To alleviate the economic differences in the alternative model the surplus BP generated by Farms and Open Spaces should be added to the treasury. The other flow on effect is magic items created by buildings: Originally Last paragraph of building a city (pg 58 Rivers Run Red)
This should be amended to:
Pathfinder Starfinder Adventure Path Subscriber
I have been tossing around a few ideas and have come up with the following can anyone broaden the list ? Magic items to assist kingdom building (leader) caster or (leader) user must spend 1 week of the month assisting the building not ruling or adventuring Maximum assist -2bp to the cost or +1bp to the income Ring of elemental command (earth): -2bp buildings
Spells to assist kingdom building ( a wand will use 5 charges to facilitate the same effect) Stone shape: –1bp cost
Pathfinder Starfinder Adventure Path Subscriber
Just a few musings on possible house rules. Any feed back would be appreciated. Rules Dual Roles Dependant upon the campaign some leadership roles may overlap this is especially true of the Ruler a Theocracy will have the ruler fulfilling the role of both Ruler and High Priest. Similar crossovers occur with various government types a Ruling General or Magister would not be uncommon or even a high priest Grand Diplomat. Unfortunately no character could hope to thoroughly fulfil both roles adequately at all times. A solution is to have the character in the dual role be able to fill both roles but take a penalty dependant upon the kingdom size (-1 ability modifier for kingdom 1-20 hexes, -2 ability modifier for a kingdom 21-80 hexes and -3 ability modifier for a kingdom 81+ hexes.) This penalty is due to the necessity to have underlings carry out necessary duties which increase with kingdom size. Build it up.
It is assumed that the height of most kingdom buildings would not exceed two stories. To create a city with taller structures a cost of 1 ½ x the regular BP for each structure (whether entire structure or only partial) is needed for each level built above the ground level this represents the additional cost of construction and creating secure foundations. Each level can be counted as a separate district for the purposes of consumption but all district wide bonuses apply to all of the levels. Similarly buildings that can only be built once per district can still only be built once irrespective of the level that they are built on. Each level up is counted as a city block. Buildings that span multiple city blocks can expand vertically but must be directly above eg a 4 storey (2 level) academy. Buildings that have prerequisite buildings may still need to be adjacent in some manner but may also be vertically adjacent. Lastly a district can only expand up levels once the kingdom becomes large enough. (1-10 single level, 11-20 maximum 2 levels etc) Going down. Similarly to going up a city may also expand down using the same mechanics as expanding up but the cost is 2x normal BP for buildings due to the cost of excavation of buildings and connecting tunnels. For each level the city goes down a bonus of +2 stability is gained. There cost of the vertical expansion is covered by the increased building costs and does not require the district to be prepared again. Improvements. Magical sanitation (20 BP ; one leader must be able to case purify food and drink and have access to the create wondrous item feat.) Through the use of placement of purifying zones in the cities sewers and dumps pollution and disease are lessened Loyalty +2, Stability +2 Continual illumination (10BP; halved if leader has access to continual flame) Casting of continual flame through out the district lowers crime and accidents. Loyalty +1, Stability +1, Unrest -1 Feats Sovereign Might (Kingdom)
Prerequisite: Str 13, Must occupy a leadership role in a kingdom.
Noble Grace (Kingdom)
Prerequisite: Dex 13, Must occupy a leadership role in a kingdom.
Regal Perseverance (Kingdom)
Prerequisite: Con 13, Must occupy a leadership role in a kingdom.
Royal Intellect (Kingdom)
Prerequisite: Int 13, Must occupy a leadership role in a kingdom.
Wisdom of the Monarch (Kingdom)
Prerequisite: Wis13, Must occupy a leadership role in a kingdom.
Inspiring Magesty (Kingdom)
Prerequisite: Cha 13, Must occupy a leadership role in a kingdom.
Pathfinder Starfinder Adventure Path Subscriber
I saw someone mocking this combination and I want to make it work for an upcoming game. Can anyone
My basics are
str 8
alternate racial trait: Stoneseer (magic stone, stone shape, stone tell 1/day)
Starting feat: cosmopolitan ( perception / survival ) spells: 0 detect magic, read magic, acid orb, prestidigitation
Skills maxed: UMD, spellcraft, perception, knowledge (arcana), survival, appraise. GM of the Streets has not participated in any online campaigns. |