Tech items are explicitly non magical, which means they can be animate object ed and shrink item ed. Have pile of grenades, animate them and have them roll themselves over to set themselves off. Better, tie them all together with wire so now they're one contiguous object, shrink them, rinse and repeat until you have wah more grenades occupying a single animated object creature's space than any same GM is okay with, then have the thing wander over and set itself off. Ion tape is basically duck tape and can be used for about as many things.
Using the two together creates tension and pulls on stuff however your imagination can devise. For example, how much ion tape and contracting rope would it take to activate a string of grenades? We were told by our GM we could do it, but that the NPCs would start fielding grenade bombs against us soon after. Tech being not magic is nice. Means you can Animate your technology laboratory, a tech artifact, and have it follow you around. Fabricate is a nice way to free said room-creature from its dungeon. Animated tech could also be Simulacrum ed. So I wonder, are there any other tech artifacts one would desire to have at the low low cost of a single Simukacrum spell? An Extinction Wave Device perhaps? The Salvage spell restores a sunken ship to functioning. Use it on the last dungeon from the Iron Gods campaign and laugh maniacally. Alternatively, use the Memory of Function spell on the last boss to return it to sanity. SPOILERS
The Price by CR guidelines are great. Except... the Trompe L'oeil, Alter Ego, and Artificial Intelligence templates are all just Simulacrum by any other name, two of which are also effectively Construct liches on top of being exceedingly cheap ways to photocopy your player characters.
Okay. All seems to be going well. The PCs are on a wild goose chase after a Moonmilk addicted barkeeper from their hometown of Oldfen. I've sent them down a ventilation shaft above the Gallery of Wonders at the top of Candlestone Caverns. For now they're merrily chasing their less than rational quarry. If and when they decide to become less enthusiastic about going deeper I'm prepared to use a flash flood hazard to move them along. I'm looking at the The Beggar's Pearl adventure right now looking to scavenge what premade resources I can. At the time I just guessed but now I'm doubting my decision. I had them climbing down for a day and a night. The guy they are following started leaving bloody handprints then eventually even bloody toeprints making him easy for them (and anything else with a decent sense of smell!) to track. I guessed that that was far enough of a climb for that effect. But now I'm wondering about how fast they could climb down vs how deep they actually ARE beneath the surface.
My players should shoo. Go away. Read not lest ye be spoilered! That out of the way, I have need to know what is in the Darklands under Andoran? Specifically under the most peaceful, rural, insignificant town in Andoran. Is there a decent map of the Darklands anywhere that includes this info? What of the deepest vaults can be reached directly below the country? Is there a drow population there? Or nearby?
Say you're on your custom demiplane with a custom magic item that let's you push a button to expand your demiplane. Say you go into Time Stop and mash that magic button like there's no tomorrow. Do the castings pile up and all go off at once or no? Why and why not? And are there other spells or precedent for such? Assuming it works are there other spells with similar wording that might be similarly useful?
I could use some help figuring out a 'hometown' for my Doppelganger Mimic combined with the 3rd party Amslgam creature template. The Doppelmimic, name undecided, is a veteran of the ancient war that created the Mana Wastes.
He was an active agent for the not-undead-using side of the conflict and he has plenty of disdain not just for his old enemy side but for what's left of his allies side. He sees both as pale echoes of the ancient powers so mighty they sundered magic itself across the Mana Wastes. My main question is; Where precisely was this guy from and where should he be operating out of now?
Thank you Mathmuse for the detailed response!
One thing though, Mmillions or billions of gp would seem to be a large sum to the point of hyperbole. 200,000gp as the cutoff to the old 3.x concept of epic play would seem to be more than enough. At least it is for our games.
. EDIT Oh, and our Androffa was mid cataclysm when we found it. The old Gods had been reduced to lesser deities by their worshiper's reliance on technology. So the old gods had cleansed the planet of the humanoid races entirely. Which reduced the lesser deities to mere demigods. The only sentient race left were the android decendants of those races. The old gods turned demigods were at war witht he android population of the planet and had nearly wiped them out when the PCs arrived. The PCs undermined the last little bit of worship the demigods were recieving (Mythic Bard) and set about erasing all physical reference to them across the planet (Mythic Alchemist minionmancer) while bombarding the demigods themselves from orbit (Mythic Gunslinger) and engaging them on the ground so they couldn't interfere (2x Mythic melee types). Several of the PCs had already become Mythic demigods themselves so replacing these murderous lackwits was a simple matter. . I found this list of PF demigods and was curious as to how accurate/comprehensive it is?
I'm trying to get a feel for whether there's a commonality to the status of "demigod" mechanically or not. Failing that I'm curious just how powerful something is before "demigod" status is conferred to it. I've also posted a sister thread to this one over on the GitP boards.
Because building just one god is so passe.
What I am looking for is an extrapolation on the process presented in the last book of the Iron Gods AP, The Divinity Drive. Assume the homeworld where Numerian space tech originates has been found and claimed by the PCs. Assume the process for crafting a deity is known as well.
What does the god crafting process look like?
The AP itself suggests allowing PCs to attempt to craft new Memory Facets to enable new granted domains. One assumes that without worshippers a crafted proto deity wouldnt be much more than a glorified robot. If you're curious, this idea springs from an IRL Mythic Iron Gods campaign where the PCs have repaired the crashed ship and taken to the stars.
The tech artifact Extinction Wave Device does what I'm looking for, but on too small a scale. The Dominion of Black is a truly vast organization possibly commanding Dyson Spheres even (in our game anyway).
Related question following the same logic; can a Simulacrum be made of an Awakened Animal or Tree? Do spells with an Instantaneous duration create a fundamentally new creature or simply alter an existing one? As a 3.x example the Awaken Sand spell from the Sandstorm book is Instantaneous and creates a sentient free-willed creature.
Following the above reasoning... can a Simulacrum be made... of another Simulacrum? (Not that one 'should', simply curious if one 'could'.)
Would a Simulacrum of an Awaken Construct-ed creature be intelligent or not?
Additionally, assuming Trompe L'oeil paintings are made with the subject present, can one create a Trompe L'oeil of an Awaken Construct-ed version of something? All help welcome and thanks in advance.
I am making a list over at the GitP boards (http://www.giantitp.com/forums/showthread.php?514107-PF-Lists-of-Undead-Cr eation-and-Creatable-Undead&p=21669408#post21669408) of ways to make Undead and general necromancy options. For now it is focused on what undead can be made via spells.
While checking this list I noticed that Beheaded (Bestiary 4 pg. 17, Pathfinder #43: Haunting of Harrowstone pg. 82) explicitly can have multiple variants affecting one creature. Was wondering if there is similar text for multiple variants affecting a single undead of other kinds. For example, I have seen reference to folk playing with explosive skeletons which are also bloody skeletons at the same time. But I can't for the life of me find text to back up the idea.
I am making a list over at the GitP boards (http://www.giantitp.com/forums/showthread.php?514107-PF-Lists-of-Undead-Cr eation-and-Creatable-Undead&p=21669408#post21669408) of ways to make Undead and general necromancy options. For now it is focused on what undead can be made via spells.
While checking this list I noticed that Beheaded (Bestiary 4 pg. 17, Pathfinder #43: Haunting of Harrowstone pg. 82) explicitly can have multiple variants affecting one creature. Was wondering if there is similar text for multiple variants affecting a single undead of other kinds. For example, I have seen reference to folk playing with explosive skeletons which are also bloody skeletons at the same time. But I can't for the life of me find text to back up the idea.
So one of my favorite things is templates. Of those I most enjoy templates that can turn anything into a Construct. The Effigy creature from old 3.x. The Taxidermic, Alter Ego, and Trompe L'oeil templates in PF too.
Here's selfishly hoping Starfinder has toys like this for me to play with. On another note, here is also hoping building Constructs in SF is more codified like the pricing Constructs by CR info found in the Building and Modifying Constructs section of the PRD. Random price hikes for Golems just make them inaccessible, not better IMHO.
Will Aballonians feature prominently or at all? Will there be playable AI or at least player purchasable? How, if at all, will technology enhance the art of golemcraft or will the two be largely incompatible? Are spells/items like Gate and Greater Teleport being done away with or limited to keep space travel
Torbyne wrote:
Using the 'pricing constructs by CR' bit in the Building and Modifying Constructs section of the PRD it's easy enough to make a Clockwork Oma and go straight to space ignoring your GM's pleas for mercy... or so I've heard.
Ambrosia Slaad wrote:
This! All of this. Being somewhat too young to really "get" Star Wars, Farscape was my window on the space opera genre. Imagining all Pathfinder space creatures as Muppets already improves my games. :)
I am also very interested in a playable Robot race. Androids are great but here's hoping Mannequin Robots (or something similarly low CR while still being modular) see inclusion in Starfinder. I wonder too if we've had word yet about the planet Mercury analogue that's just covered in Robots?
One supposes so. But only if it has been integrated as either a weapon or an armor as per the Building and Modifying Constructs info. :) More seriously, adding special abilities from one monster to another monster just changes the CR.
Golems with integrated tech weaponry is already possible. As are Golems with the Robot Subtype added as though it were a template. Why not Robots withMagic Immunity or Berserk. Rune covered Robots just sound cool y'know.
James Sutter wrote: Robots are definitely more common than golems in Starfinder. Tech has more prominence than magic when it comes to creating automatons and artificial life forms, in large part due to the economies of scale and efficiency—people have figured out how to make robots on an assembly line, golems not so much. See now I think about it more this is, odd. Couldn't tech plus magic make magical assembly lines a benefit?Why wouldn't one assembly line Golems given the opportunity?
Phylotus wrote: Out of curiosity, which tanks in Rasputin Must Die! are you referring to? And as a follow up, what line were they bluring? (not at all trying to start an argument about it, I would just like to know where you're coming from in that regard) Animated Tank: Pathfinder #71: Rasputin Must Die! pg. 84 I think the reason they bug me is because they're not vehicles that the PCs can commandeer (what I'd want from a tank) and neither are they the sort of Construct that could reasonably take part in a Pinocchio journey (what I'm usually after in a Construct). I've used Animated Object vehicles before (animated wagons making use of the squeezing rules make fantastic obstacles during tunnel combats) and I've even been known to animate the occasional building (the downtime rules conveniently provide both prices and sq footage for many buildings that can then be Animate Objects-ed). Apparatus of the Crab, Bronze Sentinel(Pathfinder #82: Secrets of the Sphinx pg. 62), and Golem Armor have all piqued my curiosity at some point or another and then proven disappointing for practical play. I guess what I'm worried about is Starfinder taking this approach to vehicles and/or vehicle-like-Constructs and making it a standard.
I hope this has helped.
James Sutter wrote: Robots are definitely more common than golems in Starfinder. Tech has more prominence than magic when it comes to creating automatons and artificial life forms, in large part due to the economies of scale and efficiency—people have figured out how to make robots on an assembly line, golems not so much. Thank you for the response! No complaints here so long as I'll still get to play as a robot at some point. :) Any chance you coukd sate some curiosity as to the state of AIs in Starfinder and/or the team's stance on thd separation of Constructs and vehicles? I liked AIs in Iron Gods well enough, right up until our playgroup tried playing them by CR, like any other monster.
How exactly would one even design a magitech style golem for PF? Golem minus Magic Immunity with built in skillchip and skilltool and an innate ability to utilize them regardless of Intelligence?
Or would it be more tech-as-magic-centric? Tech Immunity replacing Magic Immunity and/or Tech-like abilities replacing SLAs.
Am curious if Starfinder will be more magic or more tech or more magitech in regards to Constructs. The Iron Gods AP, and th ed Tech. Guide to a lesser degree, is really Robot-centric.
Will AIs still be a form of Construct or will they be expressed in some strange new form/mechanic? Here's hoping the vehicles and Constructs in this setting stay seperate.
Trying to figure out exactly how many people make up a royal court in Pathfinder.
The NPC codex tells us who accompanies a King, General, etc when they're encountered.
Are there other sources from which a Golarion royal court could be extrapolated?
Our group finished Iron Gods, reclaimed/repaired the ship and just kept playing. We're waging a war against the Dominion of Black in an effort to exterminate them. We just found the Androffan homeworld and reclaimed the ship's drydock and found out our ship was just the research vessel and we found the warship schematics. We're even starting another Iron Gods playthrough; the first of a planned round robin where each player runs the game their own way. Needless to say I am super excited for this product.
Misroi wrote:
Oh! Thank you both. I missed that there were two versions. When I have funds I'll. Check that out.
Lord Fyre wrote:
I suspected as much but thanks anyway for the confirmation. Looks like Legendary Planet is for 5E, not something I'm personally interested in but I will pass it on to the group. Any suggestions as to other APS that would work if the locale were changed to another planet or the surface of the sun even? Igoring level of course.
My group and I are about to start on the last book and we are intending to do some home-brewed adventures in space next as a continuation of the current epic tale. My question is; Are there any APs that would fit well into a StarTrek/Firefly-esque post-Iron-Gods space romp? Additionally, are there any APs intended for characters level 15+?
Apologies if this has been addressed but the Construct Modifications -> Basic Modifications -> Ability Score Modifications section is priced all kinds of cheap. For an untyped bonus it is ridiculously cheap especially for an untyped bonus. Not to mention it is a linear cost instead of an exponential cost when compared to available inherent bonuses and enhancement bonuses. Even if the market price is twice the cost to create you're still only paying half of the 100,000gp Mraket Price for a +20 bonus to any ability score. Even on a lowly Homunculus that becomes the best possible expenditure of wealth for any construct's master. Suggested fix would be that the price should have been bonus squared times 5,000gp at the least. Possibly less so that this Construct Modification is still cheaper than ability boosting tomes to account for the often steep price of purchasing a construct in the first place. Again, sorry if this's been brought up already.
My DM is allowing us to collect robot corpses, deactivated robots, and robot parts. He's also allowing us to repair them if we have the correct parts, schematics, and programming discs. For my part I intend to at least animate a couple of robot corpses as run of the mill permanent Animated Objects. The corpse of the robot is considered a single object for the purposes of make Whole, yes? Meaning the spell won't return it to functioning as a Construct but it should put all the pieces back where they're supposed to be effectively building the body of the bot as long as all the pieces are present at the time one casts the spell. .
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Conveniently enough we got the flying Collector robots online just as my Alchemist attained flight through his class features and then we immediately faced off against a ghost against whom the robots were largely useless. Gotta say so far I'm really enjoying this AP. As we have access to piles and piles of deactivated Robots I do wonder what the cost analysis is of repeated castings of Memory of Function vs paying the cost to build robots from scratch. If I'm not mistaken Memory of Function, if it works on bots, is the cheaper option.
The Robot subtype has language (in the first sentence even) that implies any Construct can be made a Robot and the Craft Robot feat gives us a price for such. It is assumed that the Robot Subtype's language is intended for DM use only, but does it unbalance anything to allow players to pay the 20,000gpxCR cost to upgrade their Golems, Homunculi, and Animated Objects with root parts to give them the Robot Subtype as though it were more of a template? Should this just be a rules interpretation or should a character have to burn a feat/discovery/archetype for this to be allowed? Also, if the above were allowed, how would one go about pricing the addition of force fields and integrated weaponry? My group and I have discussed and the force fields seem weak enough to just add in for free. There's even a suggested amount for the temporary hp they grant. The Integrated Weaponry we figure one would just have to buy. The question is should there be a markup in price for combining the Integrated Weaponry into the construct itself. That they become natural weapons is kinda powerful, then again tech items are on the whole overcosted so that might be enough of a balancing factor. Thoughts, advice, and criticisms welcome. Thanks in advance.
I'm playing the leader of a circus menagerie and found this thread while trying to stat up a Big Top. Would any of you knowledgeable folks have any ideas as to the price, weight, capacity, set up time and tear down time for a true circus big top set in the D&D realms? Would I just be better served digging up the old 3.0 Stronghold Builders Guide and making a collapsible stronghold of wood and canvas? Thanks regardless. |