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Mark Hoover 330 wrote:
Well, your mount acts like a Druid's Animal Companion right? Maybe take 1 level in Sorcerer/Impossible Bloodline for the Arcana:
Impossible Bloodline Arcana wrote:
Constructs are treated as living creatures for the purposes of determining which spells affect them.
With that in place the Carry Companion spell can be put into a wand and used any time you need to store your construct.

The companion isn't the problem (playing a ratfolk so it's a size medium wolf) but the golems I'll be crafting will be a bit hard to leave when we go underground


So I'm working on a construct rider and I already have a good way to create a lot of golems fast and cheap (using golem manuals for alchemical golems, and later obsidian most likely)

And I forget a major thing, storage. Like is there any way to easily store these size large creatures? I was planning on using the Trompe L’oeil template in case of destruction and for semi easy storage, but even then the painting are a nice size (able to fit in portable holes tho) but portable holes are a little expensive being a 10k craft

So is there and petter way to store these constructs? Like something similar to the armor enhancement where you can store an animal companion maybe?


So I'm going to be playing a construct rider in a new game coming up, and I don't want to spend an absurd amount of time to craft my constructs so I was looking into speeding it up and found both accelerated crafting and cooperative crafting and I had a few questions on them

1a. Can you have multiple creatures assist in crafting increasing the gold/day crafted each time

1b. Since it's multiplicative would it just increase the ammt by 1k gold or double it again

1c. Would multiple creature with cooperative crafting increase the circumstance bonus granted from the feat

2. How would accelerated crafting interact with cooperative crafting? Like would it go from 1k to 2k from cooperative and then go to 4k with accelerated crafting?

3. Can a creature both assist (make a skill check and you get a bonus depending on the score) and gain the effects of cooperative crafting


Alright so I'm working on a Homunculi for my alchemist and I'm planning on putting on around 50 HD on the creature and that alone makes it pretty strong at our mid-level game. But I'm looking to see how strong I can actually make it, so is it possible to get it a class? Like anyway possible at all


Alright so i just thought of this idea, at first thought i could use the alchemist (grenadier archetype) as it has the Alchemical Weapon to imbue a alchemist bomb with an alchemist bomb (as a bomb is considered an alchemical splash weapon, and you can imbue a weapon (the splash weapon part) with an alchemical liquid/powder (at first i though you could do a bomb but that wont work as its not a powder/liquid)) but is there any other way to imbue an alchemist bombs with another alchemists bomb?

and also i assume that i can infuse a bomb with a powder and have its effect apply to the target but that might not be the case so correct me on that if so


They do gain vital strike as its said "On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike)" The bonus damage won't be multiplied as its well bonus damage and not base damage BUT the base damage (The 1d6+int) will be as its not bonus damage


So i know the base damage for an alchemists bomb is 1d6+int mod. but is there any way to increase that to make vital-strike more worth the feats

I wanted to be a bit of a menace for my party by taking continuous bomb damage discoveries (like incendiary cloud at much higher levels) and combining it with explosive bombs and splash weapon master for like a 60ft radius of fun for the enemies to party in lol


So the Versatile channeler states that "If you normally channel negative energy, you may choose to channel positive energy as if your effective cleric level were 2 levels lower than normal."
is there any way to bypass said level drop

I'm wondering because the party im joining is in need of both a channel (heal) guy and an AoE attacker i was thinking about using the undead sub-domain but it also doesn't last a long time so i couldn't run negative channeling and heal, is there some archetype or other class or something that would let me do both negative and positive channel?

also, I was planning on going holy vindicator for empowered and later maximized heals and for the nice ac boost from vindicator shield

Edit: Or whould the best bet to compensate be to use a Phylactery of negative or positive channeling?


So im playing this 9th lvl hunter and we are going to level up soon (the end of the current book) and i was wondering if there was any way to have my animal companion (a wolf named fluffy) to be able to share a feat with me, specifically strength of a warrior (yes, it is a 3.5e feat but my gm allows the use of pathfinder 1st and 2nd and 3.5e items and feats)


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VoodistMonk wrote:
It's not a guide, by any means, but you may find this thread somewhat helpful.

ahh this was pretty helpful thanks a ton!


So I was going to be joining my friends lvl 13 game (legacy of fire I belive) and I was thinking about playing a construct rider but I couldnt find prices on creating constructs besides the one you start with

I've looked through a few sites and other forum posts but I cant seem to find a set of definitive prices on "other constructs" (they all said you could make other constructs but they all linked to the bestiary definition of constructs and not like a pricing guide)

Does anyone know of one?


So I was just looking through the sap master feat and I was thinking that I could try to make a non-lethal barrage of sneak attacks on a rogue, but could you use deadly with it for essentially double sneak attack dmg?

"All damage a deadly weapon deals is normal (lethal) damage"

I could see where it could or couldn't change that double dice for sneak attack to full lethal, but I wanted to see what some others thought.


So I was just looking through the sap master feat and I was thinking that I could try to make a non-lethal barrage of sneak attacks on a rogue, but could you use deadly with it for essentially double sneak attack dmg?

"All damage a deadly weapon deals is normal (lethal) damage"

I could see where it could or couldn't change that double dice for sneak attack to full lethal, but I wanted to see what some others thought.

Edit:
Oh sorry i did put this in the wrong section