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How about a TARDIS?

https://www.d20pfsrd.com/gamemastering/other-rules/kingdom-building/settlem ents/buildings/building-augmentations-fortifications/

Extra-Dimensional
Benefit(s) the building exists on a plane of its own.

Create 190 magic (19,000 gp); Time 1 day

This building is in its own demi-plane. The entrance to the building must clearly be a doorway or archway, and the entrance must not be accessible from any other direction (for example, the doorway to the demi-plane could be the front door to a large blue box but couldn’t be the archway at one end of an alley). Passing through the door transports any creature into the demiplane, which follows the rules of the lesser create demiplane spell. More powerful demiplanes, using create demiplane (217 magic (21,700 gp)) and greater create demiplane (241 magic (24,100 gp) may be constructed.


Java Man wrote:
A normal animal is about the density of water, or one gallon/8 pounds. Google can surely help you with converting gallons to cubic feet.

Yeah I actually was looking through that type of stuff yesterday and came up with enough to formulate some house rules but i was wondering about anything official.. my concept I'm trying to work with is a skeleton with permanent shrink item on it then reanimate it for expandable pocket skellies bloody variety of course


So regarding the corpse is an object thing... is there anything remotely official about corpse sizes as in a medium creature is 2 cubic feet a skeleton is a half cubic foot a huge creature is *insert number here. Etc?


baggageboy wrote:
Which improved familiar options cast spells? Not just sla's but actually cast spells? I know of the faerie dragon and tidepool dragon. Are there any others?

Ratlings can use scrolls as if they were casters with them on their list


From the Magic Trick Feat:

Unseen Servant Tricks
In addition to the feat, skill, or other requirements listed in parentheses for each of these tricks, you must have the Magic Trick (unseen servant) feat to use the trick.

Phantom Decoy (Disguise 6 ranks): Your servant can inhabit a suit of armor as if wearing it, appearing as haunted armor. This reduces the unseen servant’s movement speed as normal armor would. Attacks against the unseen servant target an AC equal to 10 plus the armor bonus from the armor. Any successful attack damages the armor as if it were targeted by a sunder combat maneuver. An area effect that deals 6 or more points of damage destroys the unseen servant as usual.
Unfettered Servant (Reach Spell): Without increasing the spell slot, you increase the range of your unseen servant to long. If the servant moves beyond the spell’s range, it finishes its current task before it ceases to exist.
Unseen Apprentice (Combat Casting, Spellcraft 3 ranks): You servant is gifted with a spark of magical prowess. If the servant is adjacent to you when you attempt a concentration check, you gain a +1 bonus to the check. This bonus increases to +2 when you have 10 or more ranks in Spellcraft.
Unseen Assistant (Craft [any], Perform [any], or Profession [any] 3 ranks): You infuse your servant with the spirit of creativity. It can assist you as if successfully using the aid another action with a single Craft, Profession, or Perform skill in which you have 3 or more ranks. Alternatively, it can use any of these skills itself, using half of your total bonus for that skill.
Unseen Squire (armor proficiency): Your servant can assist any character in donning armor with which you are proficient. When doing so, that character is considered as having help to don her armor and can do so in half the usual time: 5 rounds for light armor, 1 minute for medium armor, or 2 minutes for heavy armor.
Unseen Warrior (base attack bonus +3): You imbue your servant with the spirit of battle, reducing the duration to 1 round per level but allowing it to take aid another actions in battle on your turn. The servant has an attack bonus equal to your caster level plus the highest of your Intelligence, Wisdom, or Charisma modifiers.


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Players need goals. If they dont have goals of their own they are pursuing as the story teller/GM you have taken on the responsibility to provide some. What is the point of your campaign? Heroes come into being in order to champion a cause or fight an evil. Do these things exist in your world.

You tell me that there is a rediscovered dungeon promising wealth, but they havent explored it. Make it a threat. The ground rumbles and quakes awakening an evil in the dungeon that demands something be done to stop it... the same thing of the cult. The Queen extends an invitation to someone of note in the town and they need escort. With or without said escort they are attacked and the consequences actually AFFECT what is going on.

Make the world alive with or without the players and allow them to observe the consequences of their actions.... Murphy's laws of combat states: Everything you do can get you killed including doing Nothing.

Make something happen to point them in a direction... you dont want to shoehorn them? point them in 3 different directions and let them choose what to handle. Make that choice matter to your world. They escort the noble or he is attacked. But if the escort the noble they are too busy to stop the cultists from awakening the evil in the dungeon.


Okay so if business booms wouldn't stack why would you cast it at all? Also it is saying that you should pay the promotional rate each day it is active which would mean casting the spell would cost you up to 5 times the resources you put in. This spell and it's use are what originally made me question the promote a business in the first place. If it doesn't stack I can't see a benefit to casting it if it does it is crazy strong. I feel like I'm missing something


@ Cevah

I thought this also but if so Im reading the spell Business-Booms to mean that the building is getting 're-promoted' everyday it is active for another 1d6 days per spell day. You throw in a couple of 6's there and by day 5 you are generating a huge amount of resources


Meirril wrote:
Ughbash wrote:


If you can enchant at a higher level caster could a 11th level caster by adding 5 to the dc craft a staff with fireball at level 20 caster level (dc 20 +5 +5 (not having that level) for 30 DC)?

I think others have covered the weapon part. Lets look at the staff part.

Staves are spell trigger items. At the beginning of the section on creating magic items it says "In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites." And goes on to say "While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal."

That means you don't have to use your full level when making a magic item. However, it says nothing about making one above your level. Under "Caster Level" it does say "For potions, scrolls, and wands, the creator can set the caster level of an item at any number high enough to cast the stored spell but not higher than her own caster level. For other magic items, the caster level is determined by the item itself"

But Staves are not mentioned. So the conclusion is you could make a staff more powerful than yourself.

Agree with your statement; caveat being in order to do so I believe you would have to provide the spell in question at the proposed level of the staff. So still doable via scrolls or another caster possibly some other way but AFAIK you can not create a caster level 20 staff without provided caster level 20 magic... Reasoning being that Staves cast at either the level of the wielder OR the CL of the staff whichever is higher


Thedmstrikes wrote:

I am sure this debate is on the boards somewhere, but there is also this passage which would indicate that the special requirement that is quoted above can be waived with the +5 DC:

Magic Item Creation wrote:
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item’s creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites.

bolded the relevant passage and included full text for context

However, it must also be noted that if you do not meet that requirement, then the weapon will have a lower save than a standard item, which can be bad if you run into things that affect items with spells or other effects.

Specific trumps general and your statement is correct. I would point out that there are certain things that will call this rule out to say it doesn't apply. Golems come to mind. This further supports your point on the add 5 to bypass. I don't believe the dispel thing is accurate though.. I was under the impression that if you made the item it was considered the listed CL unless you paid more to increase save DC... My reasoning for this is that item cost is partially determined by the CL of the item


Cevah wrote:
Ughbash wrote:

A level 5 wizard can create a +5 sword by beating the DC by 5 to bypass the caster level requirement. If someone wants to Identify this sword later is the target based on his level of 5 or the caster level for a +5 sword (15).

If you can enchant at a higher level caster could a 11th level caster by adding 5 to the dc craft a staff with fireball at level 20 caster level (dc 20 +5 +5 (not having that level) for 30 DC)?

Creating a magic weapon has a special prerequisite: The creator’s caster level must be at least three times the enhancement bonus of the weapon. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item’s creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites.

Note that the special prerequisite is not listed on the description, so it cannot be skipped by the +5 DC.

Crafting staves do not have a special prerequisite and thus allow you to make any staff you can pay for and can hit the DC of.

/cevah

Staves are actually spell trigger items so keep in mind you must meet the spell requirements somehow.


This


Thedmstrikes wrote:
Screaminjim wrote:
Thedmstrikes wrote:
Screaminjim wrote:

1k base per 8 hour worktime x3 since they work nonstop x2 increased DC

x2 cooperative crafting x2 (at least)for planar timeflow shenanigans

Bolded to direct my question better, I was under the impression there was a limitation of only 8 hours a day toward crafting magic items. Accelerating progress within that time was permissible with a +5 DC but no more than double the rate.

Crafting Magic Items wrote:
The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit.
Here is the reference for my understanding, once again bolded for ease.

I can not find a reference specifically for the wright allowing more than it allows for a caster that doesn't have to sleep I was basing my 3x multiplier on the fact that they work continuously with no need for rest of any sort similar to an Unseen-Crafter

The Unseen Crafter can take 10 on Craft checks and can be assigned to work more quickly, as per the Craft rules. It also does not tire, allowing it work for 24 hours per day, tripling the rate of work However since although they can repair anything that falls under their assigned craft skill they dont actually get the ability to MAKE magic items we are lacking a RAW precedent. Run it by your GM and see where they stand with it
I am not quibbling, I actually had to look this up as I never heard of it. As it is from an Eberron source, that explains why I never heard of it. All that said, it is a spell and restricts the creation to a single item. This is where they break the norm with a special rule and hide it inside a spell.

Absolutely agree with you personally I feel that the idea that you cant work more than the 8 hours is poorly thought through. I like reasons why I cant do it. I have yet to find one so in my mind I go with: even if I dont need to sleep eat use the bathroom etc I can only handle concentrating on this type of task for so long without a break. This IMO wouldnt apply to a construct. It clearly is not a function of the magic item itself only 'absorbing' so much magic at a time since the other rules are in place to allow increased productivity as listed above and so I personally have concluded (rightly or wrongly) if it isnt the item restricting how long it takes it must be the abilities of the crafter. The only reason I can come up with is 'workplace burnout' Which shouldnt apply to what I view as a magical robot whose literal lifes purpose is to do exactly this. This said it becomes a matter of convincing the rest of the table (and ultimately the GM) that this should be the case


Thedmstrikes wrote:
Screaminjim wrote:

1k base per 8 hour worktime x3 since they work nonstop x2 increased DC

x2 cooperative crafting x2 (at least)for planar timeflow shenanigans

Bolded to direct my question better, I was under the impression there was a limitation of only 8 hours a day toward crafting magic items. Accelerating progress within that time was permissible with a +5 DC but no more than double the rate.

Crafting Magic Items wrote:
The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit.
Here is the reference for my understanding, once again bolded for ease.

I can not find a reference specifically for the wright allowing more than it allows for a caster that doesn't have to sleep I was basing my 3x multiplier on the fact that they work continuously with no need for rest of any sort similar to an Unseen-Crafter

The Unseen Crafter can take 10 on Craft checks and can be assigned to work more quickly, as per the Craft rules. It also does not tire, allowing it work for 24 hours per day, tripling the rate of work However since although they can repair anything that falls under their assigned craft skill they dont actually get the ability to MAKE magic items we are lacking a RAW precedent. Run it by your GM and see where they stand with it


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So there were some old homunculous variants that were adapted for Pathfinder from Ebberon called dedicated wrights which are fits the bill for what you likely want if allowed in your campaign

Dedicated Wright

Already noted are the valet Familiar and cooperative crafting

I would also point out Demi-planes with the time increased trait

And the recent addition of This

allowing both of these:
Extra-Dimensional
Benefit(s) the building exists on a plane of its own.

Create 190 magic (19,000 gp); Time 1 day

This building is in its own demi-plane. The entrance to the building must clearly be a doorway or archway, and the entrance must not be accessible from any other direction (for example, the doorway to the demi-plane could be the front door to a large blue box but couldn’t be the archway at one end of an alley). Passing through the door transports any creature into the demiplane, which follows the rules of the lesser create demiplane spell. More powerful demiplanes, using create demiplane (217 magic (21,700 gp)) and greater create demiplane (241 magic (24,100 gp) may be constructed.

Spell
Like rooms, buildings may have a spell augmentation.

This costs twice as much as a room augmentation of the same spell, but a building may only have a single spell augmentation applied to it. This limitation does not prevent all rooms in the building being given the same spell augmentations. Anyone inside the building is affected by the spell augmentation when they enter the building, with spell resistance and any saving throws being attempted once when the creature first enters. The effect ends immediately when a creature leaves the building

Depending on how much you want to spend on set up and how your GM rules on your decisions you should be able to sell them on the idea of multiple crafters working at the same time with solid bonuses and able to churn out at least 24k worth of equipment per 2 wright team in a 24 hour period while you are adventuring

1k base per 8 hour worktime x3 since they work nonstop x2 increased DC
x2 cooperative crafting x2 (at least)for planar timeflow shenanigans


McDaygo wrote:
Arachnofiend wrote:
If he's multiclassing Wizard and Monk he isn't a power gamer, he's someone who just has more fun with the combat aspects of Pathfinder and doesn't really care about roleplaying. There might be other issues going on here (frankly I don't trust you to be giving us an unbiased portrayal of this guy so no way for us to know for sure) but it sounds like he might just be a poor fit for more narrative heavy campaigns and it'd be better to do straightforward dungeon romps. YMMV on how the rest of your group will respond to that (I know my group wouldn't want to make that adjustment).

Outside the game I have zero issues. My problem (if I’m GMing or not) is the ridiculous damage output. From how I was brought up the game should play more like dark souls and less like a hack ‘n’ slash on easy mode. If you don’t feel stressed, scared for survival or have that feeling of gone through some stuff it is too easy.

I’m not talking GM vs. player either as that is wrong.

With the right amount of money motivation and time you can turn an NPC half the characters level into a nightmare to deal with using all the same rules available to them. When they finally get to face down with him they can probably drop him instantly but getting to him is the challenge for the team. If the characters are smashing the BBEG in 2 rounds of combat when they get a shot at him that doesnt mean they are too strong it means they are prepared. If the Characters can get a shot at him without first being burned, charmed, dipped in acid, chased by sharks, made to cry by goblins behind cover than he isnt very good at his job as a BBEG. You want more dark souls it should take the form of prepared opponents. If a character gets the drop on something and it is an epic battle instead of a one sided slaughter they were unprepared to deal with it. On the other hand by the end of a surprise round against them they should be wondering how long it is going to take to find everyones body parts and how much it will cost to get them reattached


Foeclan wrote:

From Repairing Constructs:

Repairing Constructs wrote:
a crafter can repair a construct with the Craft Construct feat. When repairing a construct, its master spends 100 gp per Hit Die of the construct, and then makes a skill check as if he were crafting the construct with a DC of 5 less than the DC for crafting that construct. With a success, the construct regains 1d6 hit points per Hit Die of the construct. Completing a repair takes 1 day per 1,000 gp spent on the repair (minimum of 1 day). Repair in this way can only be performed while the construct is inanimate or nonfunctioning. At any time, a construct’s creator can deactivate a construct under his control with a touch and a standard action.

That gives you a cost (100gp/Hit Die for 1d6/Hit Die healing), but not the DC for the check. That'd be the GM's call, but the guidance here is:

Skill check wrote:
DC: The DC of the skill check to craft a construct is located in its construction requirements and varies from one construct type to another. Generally speaking, the DC is equal to 5 + the default caster level of the construct. Beyond this base DC, several modifiers can increase the DC.
So if I were setting it, I'd say the DC should probably be 5 + your effective Alchemist level for the construct. That would make the DC for repairing the construct equal to your effective Alchemist level (since it's 5 lower to repair).

Field repair feat might be something you are interested in if you go this route:

You can repair your broken weapon or armor to serviceability even without the benefits of artisan tools.

Prerequisite: Craft 4 ranks.

Benefit: If you are trained in a Craft skill appropriate to a broken item, you can repair that item with no raw material cost and no penalty on your Craft skill check for using improvised tools. If you spend a day, the item regains 1 hit point plus one-quarter of its original hit points. Alternatively, if the item gained the broken condition because it is a firearm that has misfired or a siege engine that suffered a mishap, or has the broken condition because it has the fragile weapon quality (or some similar quality), you can make a Craft check with the DC it takes to craft that item (see Table 2–2, below). If the check succeeds, the item loses the broken condition.

Normal: Improvised tools impose a –2 penalty on Craft checks. Items require raw materials to repair.


Chirurgeon cube is my immediate thought
https://www.d20pfsrd.com/magic-items/wondrous-items/c-d/chirurgeon-cube/.


Pulling a 5 year Necro on this thread in hopes for a definitive answer possibly with a couple of examples relating to business booms spell and the actual benefits of spending capital to promote a business


This demon probably didn't survive he'll being destroyed and everything previous to because he was an idiot. He likely has a few cards he keeps up his sleeve for emergencies. If I am a demon I am going to assume there is some little goody twoshoes out there with too much time on their hands that wants to ruin my brunch date with Hitler simply because they are xenophobic racists that have a problem with my lifestyle choices. I have a problem with that. If you think you are going to waltz into MY house slap me around and pee in my Cheerios you better come prepared. But prepared for what you ask? For starters I hope you brought your walking shoes. Because the whole place is https://www.d20pfsrd.com/gamemastering/other-rules/kingdom-building/settlem ents/buildings/#Dimension-Locked so there will be none of that teleporting into the bathroom while I'm in the shower crap. Naturally since you had to walk in through the front door I know you are here. But since you were not invited and I am in the middle of brunch with Adolph I am going to have Reynolds my Butler meet you in the foyer inquire as to your business and inform you that I am indisposed. Make an appointment. Reynolds while polite is quite firm that I am not to be disturbed. Should you decide to be beligerant the rest of the household staff is unlikely to be overly accommodating as you make your way through my spacious home where you will be invariably slowly bled literally and figuratively as you try to make your way down hallways designed to accommodate someone less than half your size while the rats that ARE in fact half your size follow behind you and chew on the feet of the last guy in line considering the entire Hall is an antimagic zone you will likely resort to lighting the whole thing on fire before you get to the end. Once you get to the end of the hall and back to where magic works you will probably want to heal up and do something about that bubonic plague since the first thing that happened when you cleared the tunnel was you got hit with https://www.d20pfsrd.com/magic/all-spells/a/aggravate-affliction/ . That was just the first of half a dozen such passages. Don't worry though no one likes repetition it is boring and so last season. The next passage has rust monsters in it.


Leitner wrote:
Screaminjim wrote:
I'm not saying I'm gimping my build by being a crafter. I'm saying that if I craft all of your gear for half price you are getting the same benefits from my feat as I am this is going to give you my feat on top of yours thus I am a feat weaker than the rest of the party who didn't take a crafting feat
Well, can't imagine you'd ever want to take a feat like lingering performance or some such. Besides which as the crafter you still do gain benefits. Namely deciding what gets crafted when. In a campaign with unlimited downtime this might not be relevant. But if you are on some form of time crunch and can only make 1-2 items before the next big fight you are in the excellent position to make yours first.

I actually love playing support characters so your assumptions are off base my point was and still is when I take a crafting feat and and I craft my gear with it I get a feats worth of benefits which allows me to be on par with the rest of the party. If I then give the entire party that same benefit as a group we are stronger but I am now weaker than everyone else when we have to fight something so because I did the right thing and contributed my abilities I am a glorified henchman.

To make this fair the rest of the party (as a group not individually) should contribute something of equal value back to me. Not so I am stronger than they are but to put me back on a level playing field with them. When I craft you a +1 long-sword for 1315 gp I didnt TAKE 100 gold out of your pocket I put 900 gold into it.

You want to keep things 'fair' if a party of 4 gets 1000 gold worth of treasure (after expenses are accounted for), each gets 250gp because it was the effort of the group that got it and you split it evenly. That same party gets another 1000 gp in the form of the crafter making you an item for half price and you didnt even stop to think maybe the rest of the party is entitled to some of that the reality is if you dont want to pay the crafter using the argument it is his contribution to the party Im fine with that... you just got 2k worth of 'party treasure' reimburse the partys expenses (1000 Gold)and split the rest of the treasure with the party now your 2k sword cost you 1750 and the other 3 members each get their cut of 250 gp of the parties profits


I'm not saying I'm gimping my build by being a crafter. I'm saying that if I craft all of your gear for half price you are getting the same benefits from my feat as I am this is going to give you my feat on top of yours thus I am a feat weaker than the rest of the party who didn't take a crafting feat


So I haven't seen this point brought up yet. If I make a crafter and I craft everyone's equipment I have suddenly doubled expected wealth by level for the entire party. This means we can now as a group take on much stronger challenges get better rewards etc. If I do this with no additional reward I am an awesome guy... I am also likely the weakest link on the team in any given scenario since I gave up my feats and skills in order to make everyone stronger by paying half of the cost of their gear. Now I get to watch the Archer use his really cool bow and shoot someone in the face that would normally laugh at him or the wizard throw that extra spell when they should be out because they have the Pearl of power I made them. Let me say that again... I get to watch. Because my biggest contribution took place at feat selection. I don't get to be the guy who saves the day because compared to the monsters that I helped turn you into I'm nothing but part of your backstory. Crafters shouldn't demand to get paid, because they shouldn't have to. Crafting isn't their job,it isn't a function of their class it was something they gave up direct combat power to be able to do. Pay your Crafters if they want to be payed... If they don't want to be payed explain to them that if you all have equal wealth they are the weakest link in the party for their choices and pay them anyway.


Piccolo wrote:

I am trying to figure out if a given option is efficient or not.

A happy stick costs 750gp, and restores 5.5hp per charge.

An amped up happy stick costs 6125 for the first one, and then 1125 for each one thereafter since we can reuse a 5000gp diamond to up the caster level by 2, resulting in 1d8+5hp restored (9.5hp per charge).

If neither version of a wand of CLW works, we could try a wand of Infernal Healing, but that costs 2000gp each, for 10hp and 40gp a charge (50 charges).

Which option is more efficient?

So depending on your budget and if you use Kingdom building rules there is an interesting option that gives you unlimited healing per day for about 25k gold https://www.d20pfsrd.com/gamemastering/other-rules/kingdom-building/settlem ents/buildings/

Extra-Dimensional
Benefit(s) the building exists on a plane of its own.

Create 190 magic (19,000 gp); Time 1 day

This building is in its own demi-plane. The entrance to the building must clearly be a doorway or archway, and the entrance must not be accessible from any other direction (for example, the doorway to the demi-plane could be the front door to a large blue box but couldn’t be the archway at one end of an alley). Passing through the door transports any creature into the demiplane, which follows the rules of the lesser create demiplane spell. More powerful demiplanes, using create demiplane (217 magic (21,700 gp)) and greater create demiplane (241 magic (24,100 gp) may be constructed. You have to use the Greater option which will allow you to do this:

Energy: Your plane gains the (minor) negative- or positive- dominant energy trait. A plane cannot have both the negative-dominant and positive-dominant energy traits.

Which results in:

A minor positive-dominant plane is a riotous explosion of life in all its forms. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense as a result of the positive energy infusing the plane. All living individuals in a positive-dominant plane gain fast healing 2.

Using the example given of the Blue police call box I would say something similar to a briefcase that opens up and houses a menagerie of random creatures you put in it wouldnt be outside the scope of options or failing that put said blue box inside a portable hole. However this is done after combat you walk into your pocket bar play a game of pool and come out feeling great