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Eridan wrote:
I dont understand your question.

can i put 2 or more uses of the same spell as a spell like ability on one homunculus?

Eridan wrote:
I would say yes but i dont have any RAW for this question.

http://www.d20pfsrd.com/bestiary/monster-listings/constructs/homunculus

this is where I'm getting my data from, a couple of these questions exist because there is a separation from the text that says you can add hit die and the text that says that " For every 1,000 gp worth of additional abilities to be granted to the homunculus, the DC of the Craft check to create the homunculus increases by 1 (minimum +1)." it also says aditional abilities and not just adition cost or what not

Eridan wrote:
Therefore Hit Dice modification can never increase the base construct's Hit Dice beyond 50% of its total HD.

see i read that one and i understand it but it doesn't make sense here. my biggest problem is, why would they word the acid breath in a way that makes it seem like it can scale with it's hit dice but you can't even bring it up a single d6, why would they word it like that unless you could at least bring it up a little bit?

Eridan wrote:
A construct that has been completely destroyed cannot be repaired, though at the GM's option some of the materials may be usable in the construction of a new construct.

so... if i used the material from the "destroyed" construct to bring it back, would it have all of the improvements that it had when it died? and how much would that cost? i'm not talking about making a new one, i'm talking about getting the one i spent upwards of 25K on back

Eridan wrote:
I would recommend that you read the rules found in Ultimate Magic - Building and Modifying Constructs. At last .. please ask questions in a list so that we can easily answer question 1 , 2 or 21.

i have read some if not most of those rules, i apologize for any inconvenience that my post might have caused. i appreciate all the help that you gave me, the SLA ruling alone is what i wanted to know most, tyvm


1 person marked this as FAQ candidate. 1 person marked this as a favorite.

greetings salutations and hello,

i get the pleasure of creating a new character for a pathfinder game i'm playing. we're at level 8 (so the character would be starting there) and, tying this into the title, I've decided to make a wizard construct maker. now i'm not going into the area's of weather or not this is a good idea, but i need to know some things about constructs that i am a little confused about so lets get right down to it:

lets start with homunculus,

starting off, what is/how do i find out the caster level of the homunculus's spell like ability?

i'm pretty sure you can use it multiple times but, if you say, put 20 potions of cure light wounds on it, will it get 2 uses of it a day or not?

the improvement states that for every 1000 gold you spend on improvements the DC to craft it goes up by 1, does this apply to adding hit die?

how many times can i add hit die? if i have 36000 gold can i make a 20 HD homunculus? (not that i would, but a 10d6 20 DC reflex sace acid breath would be pretty cool)

last thing i can think of, can i add hit die to a homunculus after it is created? as it never really says

past the homunculus i have a few moreso advice questions if that's okay to ask

mainly i want to ask, how much money does anyone think i should sink into one construct, say like a graven guardian, before it because to much of a risk? i can spend like 15000 on improving it's hit die (if i understand that right) i can drop upwords of like 8000 (for me) on getting a good weapon for it, bring it's NAT armor up to a +3 at level 9 and infinitely increase its str and dex, giving it better to hit and ac. but it all cost's money and if it dies most of that is not coming back to me. so where do people think i should draw the line for this thing? and/or should i draw that line at all?

in addition, what are the ways of bringing a construct back to life, i realise that resurection does not work but like wish or something? is there ways and what are they? (i'm sorry if some of these are dumb questions)

i thank you very much for you're time and patience


okay i have a question, the point buy is 20

right now my characters ability is going to be

8, 18, 12, 10, 14, 8

im considering bumping cha down to 7 and moving con up to 13 (then increasing it to 14 at 4th level) but i want to know what are the idealistic effects on my character

whats the difference between a 8 CHA and a 7 CHA in terms of character, my character is supposed to be shy and anti social, what would this mean for him?


actually i think you cannot actually use a lingusitics check unless your trained in it


sorry was busy today, ANYHOW

i would like to say that right now im pretty set on the kobold monk of many styles focusing on dex and defense early and getting damage as i go along. IF and ill say this as a big if, IF the GM does not want to allow me to play a kobold (or my created race though im wavering on wether or not i even want to go that route)

sense your curious ill go ahead and post what i made, but mind you i didnt exactly put a huge amount of thought into it and was unable to edit it sense i last created it.

power level: standard

race name: half-kobold

main living area: cities or highly populated areas.

the non servant types live in small villages away from people, tending

to wish to be left alone.

racial qualities: half kobolds basically look like a mix between a

human and a kobold. they are taller then kobolds (by at least a foot)

they have shorter snouts, hair and they show facial expresions. they

also have scales (though much softer then the scales of kobolds,

actually having the ability to feel much similar to humans) similar

color to the cromatic dragon, red and green being the most common. they

also have tails.

history: it all started about a thousand years ago, wizzards loved

playing god. you see one little thing going about was to see if they

could create a new race or species, and they succeeded multiple times.

some races were mearly servents and others bloomed into full fledged

races. as time went by people demanded they stopped, and for the most

part they did. but more recently they started working towards a more

practical race. one such race was the half-kobold, they were created as

a subservient race, made to serve those around them. though the race

isnt exactly common you'll find them scattered about. they sometimes

get feelings of hatred towards the races around them. they get feelings

the world has wronged them in one way or another, but they often pass.

relations: half kobolds in general have no real want to harm other

races though feelings do surfface from time to time against other

races. humans tend to be the majority of the people who watch over

them. any race that has a problem with kobolds tend to have a problem

with them. but they are so uncommon not to many people even know they

exist.

racial qualities:

humanoid (0rp)

subtypes: human, reptilian

size quality

medium (0rp)

base speed quality:

normal speed (0rp)

ability score modifier quality:

standard:

-2 str +2 dex +2 cha

language quality:

standard: common

traits:

prehensile tail (2rp)

jester (1rp) Some kobolds swallow their pride and survive by groveling,

placating, and amusing the powerful. Kobolds with this racial trait

gain a +2 racial bonus on Diplomacy and Perform checks. Diplomacy and

Perform are always class skills for them. This racial trait replaces

crafty.

skilled (4rp)

optional:

(instead of skilled) gliding wings (3rp)

i would probably want to add in a few more options for the class, and maybe some favored class bonuses as well. but again im still leaning more towards going a kobold

as for the other idea, the more i learn about them the more im interested in using one and the more im sure it will work. so yes the monk class is a nessisary

but i have another question. what do i do about the language problem of kobolds? they start play speaking draconic and nothing else...

would it be possible for me to drop a point into linguistics (even if its untrained) to learn common?


my character is a pacifist or more accuratly a coward (to an extent) he does not like physical confrontations in the last and tends to try to avoid them.

HOWEVER and this is where all this class building comes into play, he had a gem that has the soul of a powerful warrior. this warrior is best described to fight like a monk, quick movement and use of no weapons at all. but most importantly both personalities are wise.

"my race" is a race i built in the race creator from pazio. its called a half-kobold, basically their like a cross between kobolds and humans. their taller have hair have shorter snouts but still have scales and a tail (and sometimes wings) im not going to go into great detail but ill leave it at that.

if you have a suggestion on how to meet this basic concept of "he fights like a monk" with a different class, that uses wisdom and does not require str, im all ears... eyes... whatever

"Don't take vital strike, it's not worth it on a monk. Your damage comes from full round attacks, not single attacks. Save the feats and use them on something else."

but im going to be a monk of many styles... i wont have flurry of blows, i most likely wont have more then 3 attacks at maximum and that is at level 15. i will more often be attacking one time then i will multiple why would vital strike be a bad idea?


okay so i would like to say that i am fully aware of the fact that a kobold monk is not exactly going to be up to snuff with other races of the same class. its not nessisarily about full optomization, its about making the character useful with what i have to work with

and i have to say, before i started this thread i was almost ready to scrap the idea all toggethor, maybe change his class. but now im certain it will work. at least well enough to play with.

i didnt even know they had a power attack for no str characters (piranha strike.

everything is falling into place rather well, i think im definatly going monk of many styles. and for once i actually have a big list of feats im probably going to take. usually feats are the biggest problem. (and granted its going to be a bit of a challenge picking which ones) but im going to pick up crane style along with snaping turtle style most likely for sure, just to make my ac ridiculously high

also, because many styles loses out on flury of blows i was thinking of picking up vital strike. by getting that one (and maybe the improved/greater ones as well) i can massivly increase my damage, granted i'll only be allowed one attack per round but thats fine with me.

my new problem is this, how can i improve my on hit?


did they change the rueling on brass knuckles? im reading everywhere that you still get unarmed strike damage with them


okay i like where your going joanna, but i have a few questions:

number one: is str absolutly required? if so why?

im not sure what the "+1/3 to monk AC favored class bonus" would be coming from

would it also be possible to use agile brass knukles?


yes, yes, anything pazio, im just prepareing for when i find a dm that will let me play a kobold, so the point buy is not set, i just need an idea of where my points should go when i get them


i want to make my character, and on the very likly chance that a GM who lets me play does not allow me to play my race, im going to have to build a character to fit from the pazio already made races.

so that basically means i need to make a kobold monk. i have no idea where to start and how to make it viable. every single monk guide tells you "STR MOST IMPORTANT!" well im playing a kobold, str better not be most important... so i need a monk that works without str.

i'd like to use unarmed if i can, and i wish i could do some symbolence of damage, despite my dismal str modifyer. but if i cannot then ill have to work with what i got.

if anyone can point me in the right direction i would be most greatful ty


Pupsocket wrote:

"I'm like a kobold, but uglier, and my body can make weird noises. Can I take like, a trait to use Perform without an instrument?" Boom, done.

As for the Monk, make up your mind: Small sized or medium sized? You could go with the wayang race.

she not ugly <,< -cough- but yeah honestly making a kobold bard there's really no problem, she would end up being more of a support caster then a melee fighter but thats okay

as for the monk... ill probably make kobolds my first choice for both, im going to have to pick a pazio race anyway as my created races might not fly in every DM's game


@ VRMH: i wouldnt mind creating a new race, but i duknow how easy that is, and i dont know how acceptable that would be to DM's (suppose i would have to run it by them) again, lore wise, they're like a mix of humans and kobolds. but i dont know how to work it.

@ BOOKSY: nah, teiflings have a pretty established idea in my stories, teiflings just dont make sense for them. i mean i suppose if there was a perfect way to make them that could be possible but i would have to like get rid of the horns get scales and a tale. they are lizards.

ty vm for the replies


HI im new here but i have a big problem, im trying to create my two characters but im not sure their exact race.

the short explination is that both of my characters are kobolds... sorta.

the long answer is that the first character is a genetically altered human turned into a sort of hybrid kobold human (this means that she has a shorter snout she has hair and she's taller then most kobolds) while the other character is basically a clone of her. though he's a guy.

in more specifics, the first is sort of a bard dancer. she's supposed to be a cyborg (no visable parts) whom can actually emit sounds from her body without the use of instraments (im willing to change a few things to make them a bit more fitting to a campaign)

the other has a sort of split personality, (he's been "possessed" by another spirit, outside of combat he's normal inside combat he changes. normally he's very skitish and shy, while during combat he is determined and rather strong. though his normal form is supposed to have sort of seer esque powers, most of his abilities come from combat, he's a monk.

as far as class and ability scores i could probably come up with my own way, but my problem is species: i could go kobold, but their supposed to be physically different then a kobold. not to mention damage wise a kobold monk would not be so great (granted I'm more concerned with accuracy to character then overall performance) i could make them human but i would have to talk to the DM to tell them that though their species says "human" they look a LOT different then humans. i could make then nagaji but meh. i could potentially make them halflings but again it would have to be some sort of lizard human hybrid thingy but again i duknow what do you guys think?