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avr wrote: A caster level requirement is just another +5 DC if you don't have it, so if you can cheese your skills to the moon and back, get enough money to buy and staff your own castle and take a few months off then yes your 1st level alchemist can make any construct. Any construct. Sadly the caster level is one of two things you can't cheese out of.
Caster Level: Some constructs, especially the more powerful ones, require the creator to be of a certain caster level in order to craft them. Unlike some other crafting requirements, this requirement must be met in order to craft the construct, and cannot be ignored simply by increasing the DC of the skill check to craft the construct by 5.
As that does make mention of how "especially the more powerful ones" it does create precedent that they made some without a caster level listed, I was simply finding it hard to swallow for some of the more powerful ones such as the CR 8 and CR 13

So I've noticed that some constructs do not have a listed line in their construction requirements that tells you that you need to meet a certain caster level to make them. I'm wondering if this is in error, or if they actually intend for the construct to be created without needing a certain caster level.
In most situations, a crafter would need to be at least 5th level for Craft Construct due it the feat requiring caster level 5th. However, the Promethean Alchemist archetype gets Craft Construct for free at 1st level. Does this mean that (assuming all other DC's and requirements can be met) a 1st level Promethean Alchemist can make any construct that does not have a listed caster level in it's construction requirements?
Example 1; Ioun Wyrd
CL 5th; Price 1,500 gp plus ioun stone
Construction
Requirements Craft Construct, animate object, lesser geas; Skill Knowledge (arcana) DC 15; Cost 1,000 gp plus ioun stone
Here it lists the caster level of the item as 5th, however in the actual Construction Requirements entry it does not mention a caster level. So, if a 1st level Promethean Alchemist was able to get their Craft: Alchemy (promethean disciple replaces all checks with Alchemy) to make a DC 15 (not all that hard, even at level one), get the money and materials and 'buy' a casting of animate object and lesser geas, could they make an Ioun Wyrd at level 1?
There are more examples of this, many being in the lower levels but a few are a bit more egregious.
Iron Cobra
Poppet, Tiny and Small
Homunculus
These all list a caster level like the Ioun Wyrd, but do not have a caster level requirement in the construction section. However they are all relatively low level, and the Promethean Alchemist in fact gets a homunculus as part of their standard class abilities.
However, there are some that are considerably more powerful
Iron Sentinel, CR 5
CL 14th; Price 28,000 gp
Construction Requirements
Craft Construct, alarm, cone of cold, detect magic, geas/quest, limited wish; Skill Craft (sculpture) DC 22; Cost 14,000 gp
Sentinel Hut, CR 8
CL 10th; Price 33,000 gp
Construction Requirements
Craft Construct, animate object, cat’s grace, confusion, geas/quest, jump, minor creation; Skill Craft (sculptures) DC 18; Cost 18,000 gp
Set Guardian, CR 13(!!)
CL 17th; Price 184,000 gp
Construction Requirements
Craft Construct, blasphemy, geas/quest, miracle; Skill Heal DC 20 and Craft (armor) or Craft (blacksmithing) DC 22; Cost 90,000 gp.
Now granted, these are from Adventure Paths, so aren't exactly to be considered "standard" constructs that could be made such as regular golems and homunculi, but they DO have a listed construction section that leaves out a caster level requirement. Assuming the character is able to get their skill check DC's high enough and get enough money, by the rules it is physically possible for a 1st level Promethean Alchemist to make a CR 13 Set Guardian.
A hesitant solution is to use the listed Caster level of the item as a basis for what the caster level req should be, for many golems it is the same like Flesh (8th) and Iron (16th). However, there are even some basic golems where that doesn't hold true such as with the Blood Golem (caster level of 7, but requires caster level of 12, a considerable difference).
So, what's the deal? Do these constructs not require a caster level, and thus can be made as long as one has the feat and fulfills the other requirements? Are these errors in the entries and should be corrected? I've looked around and not found any answers, hope others can help solve my little issue!
So at 3rd level, the Imperious Bloodline gives Heroic Echo.
At the end of the ability it stats that you can use it once per day, plus one additional time per 3 levels. Is that only referring to the second part of sharing your bonus with other people? Is the first part, you getting a passive +1 to morale bonuses, just a constant effect you have. Or do you have to use one of your uses/day to get the +1?
I'm guessing its the former, that the +1 to morale bonuses you receive is a passive and constant effect, but I just want to double check.

Apologies for thread necro, and raining on Gobo Hordes parade but I think there's an inconsistency in his build. Assuming 9th level with rapid grappler and animal fury, when you have to move in before attacking you would only get in 1 bite, not 5.
According to the grapple rules, the initial grapple attempt only does that, it begins the grapple, nothing more. It doesn't let you inflict damage until your next grapple check on your next turn. Also, rapid grappler specifically calls out using the Greater Grapple mechanic that is making a grapple check as a move action to MAINTAIN the grapple. Since on the initial free grapple from the bite, you are only initiating the grapple, you wouldn't get to trigger rapid grappler.
Also, animal fury says when you try to maintain or escape a grapple, again with the first bite being an initiation as opposed to a maintain check, you wouldn't get the free animal fury bite on round one.
If starting from away, first you spend a move action to get in range, then a standard action to bite, that initital bite allows you to initiate the grapple. That's it, round one is done, one bite, begin grappling.
Now, once you BEGIN your turn already latched on like a mad dog, everything flows perfectly. You standard to maintain, prefaced by an animal fury bite, then deal bite to maintain. Then move action to maintain via Greater Grapple, prefaced by an animal fury bite. Since you have used greater grapple to maintain as a move action NOW you get the swift action third grapple, prefaced by an animal fury bite.
In short, the round you have to move in and start, you get one bite only, but once you start the turn grappling then you get the 6 bites in one turn.
If anyone thinks Im miss-reading, please feel free to correct me, I'd love nothing more than to get 5 bites after moving in! Unfortunately I believe the rules shaft it. Sorry to burst the the bubble Gobo Horde, I really love the build and I'm definitely going to play a psycho biter at some point! XD
Heh, well I AM the dm in question, was mainly wondering if there was an official ruling, and if not then what other people had ruled. Atm he's out damaging everything as it is, so in all likelihood even if I allow it, it won't come up. He basically charges, ohko's then charges the next thing lol. Ty for your input though, and if anyone else has experience with this please continue to post, always like to hear more about an issue before making a ruling.
So the fighter in my Skull and Shackles game is a 2-handed build swinging an earthbreaker and now he's asking if he can spike his armor and take the Two-Weapon Fighting feats. Does that work? The spikes are light weapons, so that plus the feat would bring him to the -2/-2,or is it not possible strictly because he's using a 2 handed weapon?
Herp derp, I feel dumb. Just realized how horribly I screwed up the ac entries for the carriers themselves. Forgot to factor in the 10 base ac, so drop their natural armor by 10. Oddly I remembered it for the goblins themselves, and the final acs are correct.
Swamp should only have 13 natural for a total of 20, sea should have 18 natural for a total of 24. Sorry for any confusion that may have caused! ^^

Cuup wrote: Hmm have you considered making the Goblins into a swarm? It could simplify combat (if left unchecked, periodically adding 1d4+1 goblins to combat could bog it down very quickly), and give you much more control over the CR of the monster itself. Take a look at Monkey Swarm for the Swamp Monster, and consider upping the Distraction DC by 2 and applying the Poison Dart ability for the Sea Monster. I had actually considered making them a swarm, but I'm not sure on it. I like the idea of them being independent creatures and moving around freely as combatants.
As for bogging down combat, I didn't write it into the entry but each monster would contain a finite number of goblins in its gullet. Say 8-12 for the huge and 10-16 for the gargantuan. That way if the fight got dragged out eventually it would exhaust its number of goblins it could add to the battle.
The swarm idea is solid though, would make them dangerous without having to go into the specifics on each and every goblin, just say it spits up a swarm of them every 1d4 rounds. Or could go with it spits out a swarm and 1 goblin swarmleader, a single mob with stats like i listed that "controls" the swarm of weaker ones. Say if he dies the swarm looses the "Coordinated Swarm" ability or something.

And for the Sea Version
Goblin Carrier CR10
XP 9600
N Gargantuan Magical Beast (aquatic)
Init +4 Senses Darkvision 120ft, Low-light Vision, Keen Scent
Defense
AC 24, touch 6, flatfooted 24 (+28 natural -4size)
HP 180 (15d10+90)
Fort 15, Ref 9, Will 7
Immune Cold; Resist Fire 20
Offense
Speed 20ft, swim 70ft
Melee Bite +20 (4d6+30 plus grab), Tail Slap +15 (2d8+10 plus grab)
Space 20ft Reach 20ft
Special Attacks Breath Weapon (60 ft cone, DC 23, 3d6 acid plus 2d4 goblins), Constrict (2d8+10) Grab, Swallow Whole, Capsize
Statistics
Str 34 Dex 10 Con 22 Int 2 Wis 13 Cha 8
Base Attack +15 CMB +31 (+35 grapple or bullrush) CMD 41 (45 bullrush, cannot be tripped)
Feats Improved Natural Attack (bite), Improved Initiative, Skill Focus (stealth), Weapon Focus (bite), Power Attack, Improved Bullrush, Iron Will, Ability Focus (Frightful Presence)
Skills Perception +19, Stealth +12, Swim +38
SQ Frightful Presence (60ft, DC 18)
Special Abilities
Breath Weapon - While not so much a true “breath weapon”, the creature rears back and convulses its stomach and gullet, puking forth a small rush of caustic stomach acids, along with as many goblins as could gather in its mouth at the time.
Sea Goblin CR 3
XP 800
NE Small Humanoid (goblinoid)
Init +4 Senses Darkvision 60ft
Defense
AC 20, touch 15, flatfooted 17 (+2 natural +3 armor +1size +4 Dex)
HP 28 (4d8+4)
Fort +5 Ref +5 Will 0
Immune Acid
Offense
Speed 30ft, swim 40ft
Melee Short Sword +7 (1d4+2/19-20x2)
Ranged Blowgun +7 (1+1d6 acid plus poison)
Special Attacks Poison Darts
Statistics
Str 14 Dex 18 Con 12 Int 10 Wis 8 Cha 6
Base Attack +3 CMB +1 CMD 11
Feats Improved Initiative, Weapon Finesse
Skills Climb +12, Stealth +16, Swim +14 (racial +4 climb and stealth)
SQ Amphibious
Special Abilities
Poison Darts - The darts the goblins fire from their blowguns are coated in a special compound harvested from a gland within the creature. Once introduced into a creatures bloodstream, it will slow their movements and eventually paralyze them completely. (Injury DC 17 1/rnd for 6 rounds, 1d6 dex, cure 2 save)

Here's what I have so far for the Swamp versions
Goblin Carrier CR5
XP 1600
N Huge Animal
Init +3 Senses Low-light Vision, Keen Scent
Defense
AC 20 touch 5 flatfooted 20 (+23 natural -2size -1 Dex)
HP 63 (7d8+28)
Fort 9 Ref 4 Will 3
Resist Fire 10
Offense
Speed 20ft, swim 50ft
Melee Bite +12 (2d8+12 plus grab), Tail Slap +6 (2d6+4)
Space 15ft Reach 10ft
Special Attacks Breath Weapon (40 ft cone, DC 17, 2d6 acid plus 1d4+1 goblins) Grab, Swallow Whole
Statistics
Str 26 Dex 8 Con 18 Int 2 Wis 13 Cha 8
Base Attack +5 CMB +14 (+18 grapple) CMD 24 (cannot be tripped)
Feats Improved Natural Attack (bite), Improved Initiative, Skill Focus (stealth), Weapon Focus (bite)
Skills Perception +11, Stealth +12, Swim +25
SQ Amphibious
Special Abilities
Breath Weapon - While not so much a true “breath weapon”, the creature rears back and convulses its stomach and gullet, puking forth a small rush of caustic stomach acids, along with as many goblins as could gather in its mouth at the time.
Swamp Goblin CR 1
XP 400
NE Small Humanoid (goblinoid)
Init +3 Senses Darkvision 60ft
Defense
AC 17, touch 14, flatfooted 15 (+1 natural +2 armor +1size +3 Dex)
HP 14 (2d8+2)
Fort +3 Ref +3 Will -1
Immune Acid
Offense
Speed 30ft, swim 40ft
Melee Short Sword +3 (1d4+1/19-20x2)
Ranged Blowgun +5 (1+1d3 acid plus poison)
Special Attacks Poison Darts
Statistics
Str 12 Dex 16 Con 12 Int 10 Wis 8 Cha 6
Base Attack +1 CMB +1 CMD 11
Feats Improved Initiative
Skills Climb +10, Stealth +15, Swim +13 (racial +4 climb and stealth)
SQ Amphibious
Special Abilities
Poison Darts - The darts the goblins fire from their blowguns are coated in a special compound harvested from a gland within the creature. Once introduced into a creatures bloodstream, it will slow their movements and eventually paralyze them completely. (Injury DC 14 1/rnd for 4 rounds, 1d4 dex, cure 1 save)

Cuup wrote: Neat concept. Here are some pre-existing monsters that you could use as a frame to create your Goblin-spewing beasties:
The Elasmosaurus is a Huge, CR 7 aquatic dinosaur. Depending on how effective you're planning on making the goblins it spits out, you may want to remove a feat to keep it under CR 9.
The Kronosaurus is a Gargantuan, CR 10 aquatic dinosaur. Adding the Advanced template and giving it its breath weapon should bring you pretty much to what you're looking for. The Kronosaurus doesn't have extra reach like the Elasmosaurus, so lowering its swim speed by 10' should keep that balanced if you think it's necessary.
Hope this helps!
Hehe, yeah I was actually looking at the elasmosaurus and the Sea Serpent entry as I was working on them for the past couple hours. I have them mostly "done" now I think, However the main issue that I'm running into is trying to balance having multiple creatures withing a single CR block. I think I'll have to make the main creature its own CR and just add to the encounter based on the number of gobbies that get spat out.
The primary concern is keeping the monsters CR low enough that adding 8-14 cr 1 goblins to the fight wont make it an obscene amount of exp, but at the same time keeping the monsters CR high enough so that it still poses a modicum of a threat on its own.

Okay, brief intro, so a few years back I was running a seafaring campaign pre-Pathfinder, and I came up with something that I thought was hilarious and fun to fight. After encountering it, all my players agreed it was one of the most interesting encounters they'd ever faced.
Now in the realm of Pathfinder, I'd like to pull it back out to surprise them with a "remember this guy? Heeee's baaaaack!"
The base would be a sea serpent/loch ness monster type creature, Huge sized (for swampy terrain, also more amphibious) or Gargantuan (for aquatic terrain). It's unique trick though is it's "breath weapon", where it rears up over the deck of the ship, pulls back its head and then pukes out a small pack of screaming goblins that swarm the deck.
The creature lives in a symbiotic relationship with a tribe of goblins that have evolved to live inside its stomach. They are immune to the acids and the creature has evolved away from having such "crushing" force in its gullet so as not to harm its passengers. The goblins would climb up the throat and gather in the mouth (giving the breath weapon the standard 1d4 rounds to recharge) and then the creature literally pukes them out. Damage wise it would only be like 2d6 acid in a 40ft cone, very short range and small damage. But every time it "breathes" it spits out 1d4+2 goblins that swarm the deck. After killing everyone, the goblins haul the corpses back down the creatures throat and toss them into the stomach acid, feeding the creature while swiping all the shinies for themselves.
In general I'm looking for advice because I've never created a monster all on my own from scratch before, and unlike the first time when I just "winged it" for the party, I'd like to have solid numbers crunched and out there for others to enjoy surprising their parties with. As the goblins would be small sized, a Gargantuan sized creature should be large enough to hold quite a few in its belly and mouth. I would ask people not to quote similar sized and type creatures and how many they could fit with a "swallow whole" mechanic, as this creature will have evolved in such a way that it has more room than others like it within its belly.
The Huge version would be a lower CR (thinking something like 6-8 for the huge, 12-14 for the gargantuan), and instead of being a "younger" form of the gargantuan, it is a different breed that evolved in the swamps instead of the ocean, so it's size was more restricted. Since it is smaller, the number of goblins it could have living in it would be less, also attributing to a lower CR.
So, what are peoples thoughts on it, do they like it, interested in seeing it at full build etc. All feedback is appreciated!
Legio_MCMLXXXVII wrote: My build goes Warpriest. Take Weapon Focus: Harrow Deck, and build it up that way. Self buff, and just throw things at folks like mad. At level 4 you have a free +1 Returning weapon. Which is pretty legit, especially once you start enchanting it, and using your Sacred Weapon to add more stuff to it. You really can become Gambit. Hmm, thats a neat idea, didn't think of that one. So you go the three witch for Cartomancer to be "online", then swap to warpriest?

So I'm considering playing a Cartomancer in the upcoming Mummys Mask game, and after doing some digging have some solid ideas, but I'm looking for a little advice on stream-lining it. Primarily I'm following the base concept that Pupsocket had in a previous thread about the Deadly Dealer feat.
http://paizo.com/threads/rzs2pns8?TheoryCraft-Deadly-Dealer-Feat
is the thread, though it was made before Cartomancer existed I believe. I went looking for a cartomancer thread, but the only ones I saw were focusing more on the spellcasting and hexing than the potential to dish out damage with the cards.
Base idea is going Cartomancer for 3 levels, then either Rogue or Ranger for 3 more, then Horizon Walker. Favored Terrain Urban, Terrain Dominance Urban, flicking out cards with crazy Favored Enemy Bonus' from Terrain Dominance, potentially sneak attacking if I go down the rogue route.
One of my favorite ideas from the build was using Terrain Mastery: Ethereal Plane to negate the miss chance of fog/mist, dropping fog cloud on yourself and then sneak attacking from the safety of your fog bank.
However, the build is semi feat intensive and slightly feat starved, so the addition of 2 feats from ranger are appreciated (combat style feat as well as the prereq for Horizon Walker, Endurance.)
Was just wondering if anyone had some ideas or advice on the options, or had their own ideas for a dps build involving basically being Gambit.
Deadbeat Doom wrote: I believe it is now 1/6 for all races, as of the recent Errata
EDIT: Ninja'd.
.... noooo curse you official errata for squashing my plans of an aasimar oracle Lunar Mystery with a busted strong animal companion!
Sigh, guess it was to much to hope that they wouldn't change that, it IS a little strong, granted only for a select few revelations. Welp, I always said that as soon as I saw official errata I would accept it and move on, guess I hafta, even if I don't like it.
Also, this effectively answers my question, as Imbicatus and Deadbeat both said, its basically 1/6 for all races now. Ty for the replies, even if it forces me back to the drawing bord lol. ^^

LazarX wrote: TheWhiteRaven wrote: LazarX wrote: Are you talking about the D20PFSRD web site? If you see a disagreement, remember that Paizo books, and the Paizo PRD trump any third party. Yes, that is the site I am referring to, however I also checked the Paizo PRD and its Elf entry also lists it as 1/6. I was unable to find any oracle FCB for elf in any of the books that I have, but I may just not have looked hard enough. I would say that 1/6 IS the correct number for elves. That's why every life oracle was an aasimar, not an elf. Thats kinda what I was feeling, partially because the core races FCB were generally a smidge weaker than the more "powerful" advanced races like Aasimar and Ifrits etc. So while Aasimar gets 1/2, Elf would only get 1/6, however I noticed people discussing the specific of "does this fcb work this way" and in it they reference the Elf as having 1/2.
http://paizo.com/threads/rzs2pdcj?Elf-Favored-Class-Option-Oracle-question
That is one of the threads I found when I searched for the topic.
LazarX wrote: Are you talking about the D20PFSRD web site? If you see a disagreement, remember that Paizo books, and the Paizo PRD trump any third party. Yes, that is the site I am referring to, however I also checked the Paizo PRD and its Elf entry also lists it as 1/6. I was unable to find any oracle FCB for elf in any of the books that I have, but I may just not have looked hard enough.
So I was looking at the oracle FCB listing on the OGC, and saw that in addition to Aasimar; Elves, Ifrit and Sylph also get the +1/2 to a revelation. However, when I look at the entry for the Elf race, under its listing of FCB, it says they get +1/6.
Judging by the general discussions I've found in my searching for an answer, the general consensus is that +1/2 is correct, I'm simply wondering if I'm the first one to notice this as I was unable to find any thread or reference to that error.
Also, I would like to prevent this thread from turning into a discussion about whether or not the +1/2 to a revelation "affects this in this way" debate. There are already a few threads about that and that is not the purpose of this question.
Huh, I remember the Beguiler class from back in the day, was always an interesting one. Definitely some good ideas on the revamp, I like the Arcane Deceit mechanic and how it works with Surprised Casting. All in all, a good re-work!
Mkay, just heard back from my DM, his exact words pretty much parroted what we were saying. "If they have an int score they can take feats".
Technically I am still curious to know if it was intended for steamjacks and servitors to be able to gain feats in the original setting, so if anyone knows or has thoughts on the subject I would still be interested.
Drejk wrote: Creatures are getting skills and feats unless a specific rule prevents them from getting skills and feats. Constructs often don't get them because of lack of Intelligence score but Constructs with Int score get feats and skills normally. That was my thought on the subject, the only thing that concerned me is that in the core book for Iron Kingdoms and in the Liber Mechanika book that delves deeper into Warjacks and such, there is no mention of them gaining feats, even though the Cerebral Matrix and Cortex give them an intelligence score.

In our game we're doing a rather technologically advanced world, the repeater rifle being the "standard" go to firearm that is readily available. One of the other things that we have is Warjacks froms the Iron Kingdoms campaign setting.
Converting them from 3.5 to Pathfinder was relatively simple, and as my DM has yet to ask me to ever make a "Jack Handling" check I believe he is disregarding that system of control in favor of a more fluid one, simply letting the 'Jacks and Servitors go on my initiative.
Under the original ruling though, was it possible for Warjacks and Servitors to gain feats? The basic Cerebral Matrix gave them an intelligence of 3, and the full Cortex could go as high as 10. But in none of my readings did I find any mention of them gaining feats/skills.
I believe the intention was for them not to gain feats/skills, at least in the original campaign setting they were designed for, however as my DM is allowing them more freedom in how they can act I was considering asking if they could be allowed to take feats.
A point that I intend to use in my debate with him is that the Homunculus is a construct, however as it has an intelligence score it is allowed to both gain feats and skill points. So my question is two parts, firstly does anyone know if they COULD take feats/skills in the original version, and if they couldn't do you think that with the way they are being allowed to work that it would be fair to ask if they can take feats?
CraziFuzzy wrote: actually, I think ingots of gold, silver, mithral, adamantine, etc are traded as 'valuables', meaning they sell at full price - still - there's no way I'd allow that item in the game, if anything, it'd be a mithral plated door - why in the world would someone build a door out of mithral anyway other than a show of opulence - in which case, plated is enough. He's running The Return to the Tomb of Horrors, it was printed in 2nd edition and he's been gradually converting it as we go through it, so don't ask me, ask the guys writing dnd adventures back then what they were thinking XD
Aelryinth wrote: You do know that you're selling that door as raw material, right?
That means its purchase value is 1/3rd of a finished product, and you're selling for 1/2 of that.
So I'm guessing you actually only got 20 OR 40 million or so...which, while still a nice haul, actually gets depleted VERY quickly at Epic levels, where +1 million is added onto the value of everything.
So, I'm guessing that what you have is not quite what you thought you did, although still pretty damn cool at level 20+.
==Aelryinth
Hmm, actually a pretty good point, I went by the entry for Mithral for how much it cost to make "other items" which is 500gp/pound. But yeah that would be for crafted so I guess it would be 250gp/pound, thanks for bringing that up. Still we'll wind up with way more money than any dnd group has any right to at our lvl (14 btw for anyone wondering).

Charon's Little Helper wrote: Query - who in the world was able to BUY that much mithril?
Frankly - as a DM - there's no way I'd ever allow you that much $. I'm going to assume you're trolling. An amusing/non-offensive troll though. :P
Seriously not trolling, we're probably not gonna bother actually using most of the cash as while twinking out our characters can be fun, it really is insane.
As for the "who" tbh I'm not sure every specific for Union that is described in the rules, but we've always kinda used it as the place to go where you can buy/sell anything and everything.
The person who ended up buying it was the Queen of Union, so stupid rich herself.
As to most of the comments about going on crazy adventures with it, while all fun ideas we probably aren't going to go much farther than just finishing the adventure with these characters. We have multiple games going and flick around between them, this was just something our DM wanted to run.
To be more specific I guess what I was asking for was "what fun spells can I put in a pair of gloves at infinite cast at will." not spells that can break the game by being able to unload, just something to do for those turns where I'm twiddling my thumbs. Yknow, being the support caster/summoner is fun, just the character ends up with a bit of downtime lol.
As to the comments about being able to sell it to a community, I'm pretty sure we're not following the basic rules for settlements or even for Union proper. We've always just gone with the city being able to handle anything and everything that people can throw at it.
Kysune wrote:
Sounds like a less interesting Sigil. I'd rather hang out in Sigil from the sounds of it.
Yeah, thats actually what a lot of people have said about Union, I probably would prefer Sigil as well, but my group that introduced me to the game focused on Union and I never heard of Sigil until a little while ago. I'll make sure to look into Sigil, might be able to convince them to shift any of our lategame stuff there lol.

forger42 wrote: I don't know what kind of town Union is, but if you're following the rules, the largest settlement type (Metropolis) have a max purchase limit of 100,000 gp. Even if it has the Prosperous quality, it's still only 150,000 gp. What kind of settlement could ever afford to pay you that much cash? Even if you say you split it up into pieces, you'd still have to find 800 different merchants willing to buy a big chunk of mithril (120M/150k=800) Union was 3.0/3.5, the standard rules that you're referring to are talking about settlements on the Material Plane, Union is an entirely separate plane with its own rules. It's in the Epic Level Handbook, a 3.0 book, the entry starts on page 248.
A lot of people actually feel that Union is underdeveloped and that there isn't "enough" there for it to make sense, but we see Union as a different place than it is described in the book, it's where our characters that get really high level or really rich hang out.
Sadly this has happened with quite a few of our games that ended up getting run into the ground, partly why I try to stick to the well written Pathfinder modules and not let any game I run get this out of hand XD

Kysune wrote: If this is the case, buy about 100-200k worth of stuff and just pour the rest down the drain. Since there's zero RP and your DM wants to treat this as a video game, which is horrible, then buying too much stuff will just cause the campaign to crash. Either you guys will get bored of everything being extremely easy or the DM will lose motivation as you'll just be walking over everything he throws at you.
Now for a few small items I'd suggest some magical shirt with a spell storing of Vampiric Touch, or Contingency, etc as defensive measures. If you buy too many things you'll kill the campaign.
Yeah, having started to go through the numbers of just how much we could buy with this we will probably end up picking up a few choice items each that we want and "flushing" most of the cash, it's really more money than multiple games worth of characters could use.
Part of the reason we did this though was just because man, when you see a 14 foot wide, 28 foot tall, 3 foot thick door of solid mithril, you find a way to steal that s!+# XD
Kysune wrote: EDIT: Btw, how much gold is in the world? Makes me wonder how someone had that much money to buy it from you and why in hell they'd ever want to down 120 million on a mithral door. I mean, the door may be worth it but who has that amount of money and why would they buy it....
Union is not on the material plane, it is a separate plane that is pretty much a multiplanar marketplace. If you want it, you can either buy it in Union or find someone there who can get it for you. It's the kind of place where you can walk down the street and see a demon and an angel sitting at a cafe having lunch together and casually conversing. Because neither of them is willing to cause any trouble and risk the wrath of the Union Guard, nor risk being barred from doing business in Union.
It should be noted that Union (as far as I know) is not in Pathfinder's game, it was a 3.0/3.5 thing, we just often don't mind doing slight backtracks when we encounter situations such as this.

Arcanic Drake wrote: Monopolize safe travel. Invest the money into making many teleportation circles permanent (in a planned configuration of course). Have each teleportation circle connected to major trade citys and make hubs that are guarded to the teeth by guards from those cities after you make deals with each. Charge a fee for use of the portals that is less than normal travel (or just as much) and take a percentage according to the agreements you made with the cities.
This solves your problem for what you want to buy right off the bat.... but I guess creates a few new ones... You will probably end up with more money than you started with (considering you wanted to get rid of the money by getting something cool), create enemies among many trading companies (but will make many more friends of certain companies) and mercenaries, and have the constant threat of someone either trying to cut you out of the deal or kill you.
For an after buy plan... Buy a lot of property, they aren't making more of it (unless powerful magic is used or some weird stuff happens in your campaign).
P.S. I am sorry if you aren't high enough level to cast teleportation circle at the moment, I can't remember what level the spell was. If you don't have a high enough caster level, find someone willing to give you a lot of scrolls of such for a price.
See previous reply to Kysune about the (unfortunate) lack of storytelling and length/depth of this game. Valid and fun ideas, just not applicable to this specific game.
As for being able to cast it, that part is irrelevent, we have over 100 million gold and we're in Union, we can buy pretty much whatever we want XD
Like the saying goes by the artificer to the hopeful customer. "Impossible? Oh no no sir, NOTHING is impossible! What you are requesting is merely... expensive."

Kysune wrote:
4. I'll give you a little food for thought here. But how about a printing press company. You'd make some money which you can invest/donate to a certain group and you now have the power of the press in said city (Absolom or?). You could type up some propaganda, smear someone, or have a story post of dangerous adventures. The sky is the limit. If you like this idea, I would encourage you to type up a little something for each game session, week, or month (whichever fits your taste) with a couple paragraphs presented as what would exactly be printed on the newspaper. Go wild.
Ahh see these are all fine and fun ideas, but this is less a full fledged campaign with in depth characters and more a "lets kick the crap out of the tomb of horrors." once we're done with the module the characters will probably not get used again. Sadly this DM has rather lost his creative storytelling spark over the years and now treats these games closer to video games than the epic storytelling experience they can be. We still have fun, but we get our rp fixes in other games that he doesn't run.
Sissyl wrote: Adamantine kitchen utensils.
A villa/tower/whatever abode you prefer made of gold.
Bling of phatness +12.
Norway.
And/or the traditional hookers and blow, of course.
Oh well yeah, gotta have the hookers and blow.
Also as a point of interest, when we got to Union and showed them what we had to sell, we immediately became VIP's and had over a half dozen offers on the door within a day.
The most amusing offer was from a kooky old wizard, he wanted to buy the door from us, but not to melt it down, not to scrap it. No this crazy old coot wanted to install it in his house and use it as the door that it was XD
Rynjin wrote: Oh and it goes without saying: Several Blessed Books containing every Wizard spell in the game. Then as many protections as you can layer on them. I'm talking Sepia Snake Sigils on every WORD, stashed on various planes in various hiding places with chained, Bound, Geas'd, or otherwise coerced nasty creatures guarding them. Haha yeah I was already going with the "So... I have a magic spellbook that contains every single sorc/wizard spell in existance now right?" line of thought XD

Rynjin wrote: -A Luckstone.
-The biggest, baddest Demiplane you can Permanency.
-Pearls of Power for each spell level.
-A literal army of undead. Make some bigass Necrocrafts, Colossal sized...only a few thousand apiece. Or JuJu Zombies of every single bastard enemy you come across.
"Man was that guy annoying and powerful. NOW HIS SKILLS ARE MINE MUHAHAHAHAHA!"
-A Ring of Wizardry IV.
-An Airship stocked with enough ordinance to reduce the Tomb of Horrors to a sad little pile of rubble, that is then blasted into an even smaller, sadder pile of rubble. And then your army of Planar Bound <Outsider of Choice> rappel down and kick the pile of rubble over for good measure.
-Eyes of the Dragon. Combined with Truesight Goggles.
-Scrolls of Miracle.
-An Otherworldly Kimono.
-Several Staves of Power which, after Cloning yourself many times, you use to Retributive Strike. Everything. Your new and singular battle tactic is "YOU. DIE." *DED* *REVIVE* *REPEAT*
We may decide to make our own plane instead of just buying property in Union, gonna leave that part up to the Druid player as he's the only player in the party who has played an epic level wizard and crafted his own plane before.
Sadly as both the druid and I are Neutral Good and our characters were pretty much specifically designed to despise the undead and want to "free" them from their unnatural life, we will not be making the undead army.
Plan to buy the Ring of Wizardry
Airship would come down to "well, that was a fun adventure, resolve game?" which none of us want lol.
I actually saw the Truesight Goggles and the Eyes of the Dragon and combined them myself XDD
Yes Scrolls of Wish/Miracle will probably become our toilet paper
Might pick up the Kimono, it is a nifty item.
And we'll have a bag with multiples of every staff in the game just because we can XD
Arachnofiend wrote: You should probably stop and think about if using this money to buy combat equipment is really a good idea. You're likely to just end up breaking the difficulty curve of the adventure and make things a lot less entertaining for yourself. TBH we're probably going to just leave most of it as cash, I've only spent about 2.5 mil and thats damn near every ridiculous "base" item. We as a group are far more interested in having a good time going through the adventure than just roflstomping over it.

Kysune wrote: Assuming that your GM actually lets you roleplay and do things outside of just module grinding.
1) Buy a castle, rename it, hire some servants and guards. (Make the GM draw out a couple castles with prices and you select the one you want. Possibly able to remodel if you'd like to change it a bit.)
2) Build a shrine to your favorite deity.
3) Buy a ship, hire a crew, and sail the seven seas.
4) Open up a shop, sell fine wares, baskets, rugs, whatever your heart desires and make some weekly income.
1. We plan to buy property in Union and will have a nice mansion with full staff as our "base" of operations.
2. My character and the druid both worship the same religion and one of the things I intend to do is donate a large chunk of the cash to the church. In-character it is a purely altruistic move with no expectation of reward, out-of-game I'm hoping that my DM will allow this to qualify for the Saint template from the Book of Exalted Deeds, as well as the Half-Celestial template, or maybe even just plain "fusing" with a high level angel (silly I know, but we have millions here XD)
3. We have another half of the module to go through still and we're intending to finish it.
4. We just made 120 million, we really don't need to "invest" seeing as any one of us could destabilize a material planes entire economy by ourselves.
Kysune wrote: Also, a Brilliant Energy weapon would be quite nice (maybe vorpal also?). Or you could go with a Holy weapon. Make it impervious if it's not enchanted with Brilliant Energy.
EDIT: Nvm, maybe someone in your party may but since you're a wizard it's not worth it unless you want a Brilliant Energy Holy Crossbow which could really wreck face on certain creatures and save you from burning spells.
Our Druid is using an improved Sun Blade already, I think he intends to buff it further. For myself that's why I asked about a "good" spell that is strong but not to broken to put into an item so I can cast it at will in lieu of attacking. I'm also picking up the Regalia of Heaven, Crown, Orb and Scepter, the scepter is a +1 Holy Bane Evil Outsider morningstar with other awesome abilities, and I'll probably buff it even more. Atm my character is using a +3 Defending Greatsword, pretty much just using it as a shield.

Dasrak wrote: So, here are some ones that immediately come to mind:
Tome of Clear Thought +5 (137,500 GP) permanent slotless increase to intelligence that stacks with your headband. A must have if you've got the gold for it. In fact, if you've got the downtime, get one for all six attributes. As a wizard, of course, intelligence is your top priority.
Orange Prisom Ioun Stone (30,000 GP) caster level makes everything better, and it doesn't take up an inventory slot. Possibly the only ioun stone actually worth having an annoying little doodad orbiting your head.
Rod of Quicken, Greater (170,000 GP) spontaneously apply the quicken metamagic to any spell you cast, right up to 9th level spells. Other metamagic rods are also good, but this one is kinda godly.
Yeah we're all picking up one of each of the +5 stat books, didn't think of the caster level boosting stone so TY for that.
Also on another note, I crunched the numbers out adding +6 Sacred, +6 Luck and +6 Insight AC in addition to the natural, deflection etc. End result was my 14th lvl wizard had a 53 AC, the fricken Tarrasque would need to roll 16 or higher to hit me, so yeah we're prolly not gonna go for all those items just because it will completely remove any challenge XD

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So our DM is taking us through The Return to the Tomb of Horrors campaign, which he's been spending weeks gradually going through and converting to Pathfinder. At one point in the game we encountered something that the original writers really didn't think through.
Barring the way into the next chamber was a door, masterfully crafted, 14 feet high, 28 feet wide and 3 feet thick...
Solid
Mithril.
Have to hand it to the writers, it was a rather effective trap as the party members nearly drowned on their own drool as they stared at the door and worked out how to remove it and take it with us.
Long story short, we got the door, crunched the numbers, went to Union and sold it for 120 million gold. Split 3 ways we each got 40 mil. We are 14th level, I am playing a Wizard Mgambyan Arcananist who focuses on summoning good creatures to aid in the fight (atm my summons are lasting almost a solid 3 minutes). Another player is playing some weird 3rd party 3.0 druid, dont ask what I'm not really sure, but he doesn't have an animal companion and when he "wild shapes" he doesn't turn into an animal but grows a size category and gets stronger, is using sword-n-board. The third member is a Ninja, rather simple, stealth, sneakattack, disarm traps etc.
So the ultimate question, what oh what do we buy? I've pretty much already gone over the Core Rulebook and Ultimate Equipment and many places on the PFSRD searching for gear, got most of the "core" stuff covered such as +6 to three stat items, +6 to ac items, robes of the archmagi etc.
One thing I'm considering is picking up an item that can cast a powerful spell at will, I don't want to go TOO overboard with spells though, we're not looking to go into the infinite god-tier of power, just stupid strong.
So, let the advice and suggestions flow my brothers and sisters!
Charon's Little Helper wrote: TheWhiteRaven wrote: Charon's Little Helper wrote: LoneKnave wrote: They did the same freaking thing with the Samurai and everyone hated it then, here we are a decade later and no progress... The samurai got it far later than the brawler. They didn't get improved until 11. And greater at 16.
It was a balance factor vs the ranger. At the time rangers could only get their TWF bonus feats when wearing light armor, while the samurai could wear heavy.
I'm not saying that they were a great class - but there was a valid reason for the delay. Where did the Samurai get TWF? I was looking over the class and couldn't see anything that gives it, is it one of the orders? The 3.5 version did, which is what LoneKnave was referring to. Hence my reference to rangers wearing light armor only. Ahhh okay, yeah that part I do recall, and yeah should have noticed the ranger in light armor part of that heh.
Charon's Little Helper wrote: LoneKnave wrote: They did the same freaking thing with the Samurai and everyone hated it then, here we are a decade later and no progress... The samurai got it far later than the brawler. They didn't get improved until 11. And greater at 16.
It was a balance factor vs the ranger. At the time rangers could only get their TWF bonus feats when wearing light armor, while the samurai could wear heavy.
I'm not saying that they were a great class - but there was a valid reason for the delay. Where did the Samurai get TWF? I was looking over the class and couldn't see anything that gives it, is it one of the orders?
Cap. Darling wrote: If you want to take the levels as a brawler you wont need the feint stuff as you loose sneek attack. Or am i missing somthing.
Edit: there the snake somthing AT of cause.
Yeah, the original build is Rogue(knifemaster) 6 and Fighter(brawler) 4. The change will be turning into Rogue(knifemaster) 1, Fighter(brawler) 3, Brawler(snakebite specialist) 6.
Charon's Little Helper wrote: TheWhiteRaven wrote: he will probably house rule in agreement with me that they get Imp TWF and Greater TWF at 6 and 11 respectively. He often house-rules to make classes better when you ask him to? Brawler is a solid class as is. He's a hold over from 3.0, he likes his crazy broken class/feat combo's that do wonky things. He likes spending money to put any feat in an item etc. It's not a huge issue atm as the game that this character is in is on hiatus, but I can't help but try to tweak him to buff his power whenever I can hehe.
Hmm, interesting, thank you all for you information, I did not know that they were actually considered to have TWF, that wasn't well explained in the class entry. The way I read it was that it was like the monk's FoB's and that they do a special action that is similar to TWF but technically doesn't count as having it.
If that's the way they intended it, then cool, free TWF, free'd up 3 feats on my crazy build and now lets me take Greater Wep Foc and Specialization. The late entry of Imp and Greater though is irksome, though knowing my DM he will probably house rule in agreement with me that they get Imp TWF and Greater TWF at 6 and 11 respectively.

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While looking over the Brawler class I discovered that the class had potential to alter my Rogue(knifemaster)/Fighter(brawler) build. The only issue that I'm going to run into is the GM allowing me to consider having TWF for using my Two Weapon Feint abilities. As I will only be using the feint ability when I am making a full attack action, and whenever I am making a full attack action I will be using Brawlers Flurry, I do not see my DM having an issue with considering me to have them to enable my flurry of sneak attacks.
I do however like to keep as 'legit' as I can, so I checked when Brawlers are considered to have Imp TWF, and that's when I noticed the issue. The Brawler's Flurry has many copy/paste parts from the Monk's Flurry of blows, and I think they may have missed something.
The Monk's FoB does not count as Imp TWF until 8th level, because it is not until 8th level that they have a BaB of +6/+1. The Brawlers Flurry is the same, does not count as Imp TWF until 8th, however at 8th level a Brawler has a BaB of +8/+3!
Is this an oversight, and should the Brawler's Flurry count as Imp TWF at 6th level, when they get their second attack? Or was this intentionally done to keep them more in line with the Monk's power curve?
Edit: Upon further reading, they also are not considered to have Greater TWF until 15th (same as monk) but they have the required +11 BaB, giving them their third attack at 11th level.
Thanks for clearing the air guys

My DM and I are in a disagreement about how two functions are interacting. It came about when we were planning an Inquisitor, the Stern Gaze ability states
An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
The half-orc inquisitor favored class option states
Add +1/2 on Intimidate checks and Knowledge checks to identify creatures.
Do these bonuses stack together?
If they did, then at first level the bonus would be 1.5, stern gaze being minimum of 1, favored class being .5
Then at second level, the bonus from Stern Gaze would remain one, and the bonus from FC would increase to a full 1, making it 2
Third is where it gets tricky. Stern Gaze would put it at 1.5, and FC would also be 1.5, I see those numbers added together as 3, but my DM disagrees, saying that the .5 fractions wouldn't stack together to make a whole point.
Has anyone else encountered this issue and figured out how they interact? We couldn't find any ruling about how they stack together.
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Was recently looking at info about the spellslinger archtype for wizards, and saw some other people mentioning using it as a 1 level dip class before moving on to other casting classes. What they didn't answer for me though was this. If you take the Spellslinger class, you get School of Gun instead of Arcane school, which restricts you by taking 4 opposition schools. From what I know/remember, even if you jump ship to another casting class (sorcerer/oracle/cleric etc), the restriction from the School of Gun applies to those classes casting as well. I could be wrong but I'm not sure on this one, anyone know?
Oddly enough I had a similar concept in an older game we played, but it was reverse.
Instead of the rogue in the bag, the bag was on the rogue. I hired a halfling rogue and gave him the bag and standing orders. When we got into a fight he was to sneak up behind the enemy and put the bag over its head. The thing that made it work so beautifully well? It wasn't a Bag of Holding, or a Haversack.. It was a bag of Devouring *evilgrin*

So I'm building a ranger for a game my buddy is going to be starting. But the concept is a savage environment (at least for where the PC's are starting). Less education, more primal and survival of the fittest. No cities, no towns, just tribes and villages in a massive jungle.
I'm going with a Ranger that if you were to take one look at her you would think "Barbarian". She has a greatsword and uses thrown weapons, Strength based instead of Dex, Switch Hitter concept. Effectively I want her to be the type where combat starts up, she lobs a few axes/javelins and then wades in with her greatsword, but is still ready to toss out more weps if the need arises.
My stumbling block is feats, and when to get what. In the Advanced Players Guide there was an option for Rangers to take two handed weapon as their Combat Style, and it gave:
2nd Level - Cleave, Power Attack, Pushing Assault, and Shield of Swings
6th Level - Furious Focus, Great Cleave
10th Level - Dreadful Carnage Improved Sunder
And then I found thrown weapons on http://www.pathfinderdb.com/
2nd Level - Far Shot, Point Blank Shot, Quick Draw, Rapid Shot
6th Level - Deadly Aim, Throw Anything
10th Level - Penetrating Strike, Shot on the Run
Any recommendations as to which Combat Style I should take and which I should focus on with Regular feats (gonna be human btw, so extra feat at the start)
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