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SmiloDan wrote:

You're welcome! :-D

I figure the bard is better than a sorcerer because it can cast while wearing armor, has more skill points, and also helps with Reflex saves, plus it has buffing.

I got 4d6 reroll the ones for the ability selection, so I had rather good results, but patterned them after your suggestions.

I went with half-elf instead of human for thematic reasons, though. Still leaves a lot of power and I pumped those bonus skills points into perform on the bard, which boosted two other skills and freed up some ranks.

Thanks again, appreciate the help!


SmiloDan wrote:

Paladin//Bard 2 and Ranger//Druid 3.

P//B can tank and buff and face (and cast in light armor), R//D summon and snipe and scout, and animal companion can help P//B with melee.

Both have Full BAB, all good saves, d10 HD, 6+ skills per level, can heal each other. Both can take Stealth, so both can sneak.

Swap out Bard or Ranger for Rogue if you're really concerned about traps, but hopefully your wife will plan the adventures for the capabilities of the party.

P//B can use Power Attack on a Strength build or Weapon Finesse on a Dexterity Build, with Combat Reflexes good for reach, and Improved Initiative good for getting buffs off before Animal Companion and R//D go (and summoned allies).
15 point buy human:
Power Attacker 16 13 12 10 10 14
Finesse 10 16 14 10 10 14 or 13 16 12 10 10 14

R//D can either fully focus on ranged combat: Point Blank Shot, Precise Shot, Rapid Shot, or go Spell Focus conjuration and Augment Summoning, with Precise Shot or Rapid Shot from your Ranger Combat Style, and if human, take Diehard at 3rd, or Power Attack, Combat Reflexes, or Weapon Finesse depending on what kind of switch-hitting you want to use. Also, consider what kind of feat you want to use when wildshaping at 4th level.
15 point buy human:
Archer: 10 16 14 10 14 10 or 13 16 12 10 14 10
Switch hitter: 13 14 12 10 16 10

Much appreciated. Thank you.


Lady-J wrote:
Yehudi wrote:
Lady-J wrote:
Yehudi wrote:
We have access to the whole PFSRD, but she wants this to be core rules only for simplicity sake (and because she has far less experience than me).
so core races and classes only, are feats, traits, archetypes and prestige classes also core only?
Yup.
whats the stat generation

Not selected yet.


Lady-J wrote:
Yehudi wrote:
We have access to the whole PFSRD, but she wants this to be core rules only for simplicity sake (and because she has far less experience than me).
so core races and classes only, are feats, traits, archetypes and prestige classes also core only?

Yup.


We have access to the whole PFSRD, but she wants this to be core rules only for simplicity sake (and because she has far less experience than me).


So I figure Sorcerer/Paladin as the level 3 pick and then the other as the level 2. Any ideas for bloodline?

I figure I'll take Ranger/Bard. The switch hitter always has a special place in my heart because it makes me feel like Aragorn.


While on a trip through the USA, we will be stuck in hotels while our 2 year old sleeps, so my wife will run the game and I'll play two gestalt characters (level 2 and level 3). I was going to go with Sorcerer/Oracle and Psion/Ranger, but she decided to limit me to just the books we have on hand, which is core rules only (and I don't have the money to go buy any books before we leave).

My only idea at this point is either Wizard/Ranger or Sorcerer/Ranger for one of the characters (archery focus). These are probably one off characters, maybe gain a level or two each while on the road, and that's about it as my wife wants to switch to Starfinder as she likes sci-fi over fantasy. Can't say I'm against playing a space elf.

In the meantime, I'm looking for some ideas for our road trip game since my original picks are now shot.


MageHunter wrote:

Take enough. What about a bloodrager dip? +4 strength and doesn't hurt the bloodline progression. I think you also get more class, but you'd have to fact check me on whether you can use both.

Abyssal looks nice for strength

Hmm... Probably a good choice (bloodrager). Thanks. I'm torn on others because the ghoul sorcerer bloodline has some rather nice abilities later on and I could just dip into abyssal with Eldritch Heritage to double my claw usage. That being said, I would reduce my blaster capacity. Then again, Dragon Disciples are all about turning into dragons, so I'm not sure that matters that much.

I'm leaning towards draconic/abyssal with ghoul sorcerer eldritch heritage. Then I double the claw attacks which all benefit from the bite attack, plus a paralyzing claw attack. Triple the number of natural attacks per day outside of that bite attack, and the bloodrager and abyssal bonus strength combined would really beef up the attack and damage bonuses.

This is sounding better and better the more I think about.

I take it that I've got the leadership bit as good as I can get it without breaking it?


MageHunter wrote:

Pretty much build them to suit you. Bards make nice cohorts since they buff everyone, and seem classic.

In terms of flavor, it sounds like you need a scribe. Maybe an investigator or some very smart class. That seems appropriate.

Also, if you go dragon disciple then a two level paladin dip is often recommended.

I'll take a look at investigator. As for Paladin dip, I REALLY don't want to be locked into lawful good. So unless you know a way out of it that I don't know about, I either need an alternative or just have to ignore it.


First, I'm not going for broken. I'm not taking Noble Scion and getting Noble Scion cohorts. Nor will the cohort take leadership. We are looking at only a two or three player party and leadership will help shore up the numbers.

Second, that all being said, I am looking to optimize in at least some ways. I plan on starting with founding a mercenary company or some such (don't know full details of the setting yet) and building up to running a tribe or village, then moving on to kingdom building. Basically start as someone for hire before becoming a warlord and eventually a monarch. GM is new, so I'll let her get into the swing of things before I approach her with Mythic rules. In the end I do want to be worshiped as a living god, though.

So far, I've picked an Angelkin for race (+2 Str, +2 Cha), Sorcerer for class, cross blooded (draconic and still trying to pick between abyssal, ghoul, elemental or orc, plus eldritch heritage at lvl 3, but that's not relevant to leadership - although I assume people will be attracted to a leader with wings - Dragon Disciple when level appropriate), Natural-Born Leader trait, Suzerain Scepter and Ring of the Ecclesiarch when affordable.

Cohort will NOT be taking his own leadership feat in all likelihood. I think it's a bit silly to do that and if I were GM I wouldn't allow cohorts to take the leadership feat. That's like a knight's squire having a squire. Plus, if anything were to happen between me and my cohort, his cohort and his cohort and his cohort would all be lost to me. Two level difference or not, if he/she has three or four allies, I'm screwed.

Is there any further way I can optimize the leadership part?


KahnyaGnorc wrote:
It is one square wide and goes until it hits a square that you can't move through (wall, pillar, etc., as opposed to creatures or rough terrain) or it reaches its limit. Height is a tricky piece, but, usually, unless the being is so much higher (or lower) than the breather, they'd still get hit.

Thanks! Much appreciated!


I thought this would be something easy to Google, but I cannot for the life of me actually find any rules on how a breath weapon "line" actually functions.

Does it stop the moment it hits something? Or does it go through it and hit everything along that "line"?

How wide and tall is this line? Or is it more like a laser?


Thanks for the information guys, I think I've got something to work with.


So I have the next set of adventures under construction for my players. I'm also planning on creating a calendar so that downtime and aging can be more accurately tracked.

The question is, how long should downtime be? The characters are members of an adventuring guild and mostly just wait for jobs to be posted. (If you haven't seen my previous thread, it's post-undead-apocalypse and only one city (that the player's know of) is functioning in a walled-in enclave in a valley.) I could give them some control over that of course, but I figure there should be a minimum or maybe a random amount.

How do other GMs handle downtime length for their players?


And for my comment about creativity, to anyone that was offended, my apologies. I was legitimately surprised that I got so few responses.

Ectar wrote:

Are the majority of the undead intelligent or mindless?

Is The Valley in communication with other bastions of humanity?

If not:
A body is discovered outside the city walls. A human body with no signs of having ever been undead. Not recognized by anyone in the city, it is decided that someone (or a group of someones) must try and make contact with the man's former town. Using clues found on the body, it is known what major area he/she was from, but since no living civilization was known to be there, it is up to our intrepid young hero(es) to make first contact.

I'm planning on a mix. In the cities, largely intelligent with unintelligent servants. Battlefields and shipwrecks, mostly unintelligent, but with spirits/wraiths/ghosts/etc. mixed in.

That being said, I'm still going to use your idea, though with a high elf instead of a human. That should fit the setting better; it isn't likely that there's a giant, evil nation of high elves somewhere.


Scott Wilhelm wrote:
Yehudi wrote:
Well, that's a disappointing number of responses. I expected far more from this community, but I guess the level of creativity has plummeted recently.

Hard to believe, since you treat your respondents so graciously.

I merely stated that I didn't see the relevance, then I gave you the details that you asked for. That isn't confrontational or rude, unless your mindset is already set up for confrontation and you are applying it to my text when none exists. There's a good Key and Peel skit about this, where two friends have a text conversation see it completely differently; one as about a fight and the other as about going out for drinks.

Quote:
Yehudi wrote:
I don't see how anything you're asking is relevant, especially at low levels, but I'll go into further detail.

It's relevant if you you actually plan out an adventuring world and events to happen instead of just pulling ideas out of a hat. When I design a campaign world, I design an ecology, thinking at least a little bit about where the monsters get their food and live their lives.

...

My storyline there doesn't particularly match yours. It's just an example of why you might actually give some thought into your adventure hooks before you troll them in front of your wife. Good villains have motivations, and you don't always see them coming. Monsters have reasons for being there in a good adventure arc....

That level of detail can be added by me at any time as I go and build the world. It isn't necessary for her character at this time as she won't be going far, anyway. I specifically asked for generic ideas and stated that I would fill in the details. I don't need anything specific to tailor it to the world as I build it, nor do I need to prebuild an entire planet just for characters to adventure in a small area; that can be added as I go. Makknus provided pretty much everything I need, and I thanked him accordingly.

Quote:


Yehudi wrote:
Undead are largely creatures of cities, graveyards and battlefields.
You mean yours are. Fine. Your undead are not haunting the moors. Your undead are not pinned to the bottom of the ocean in their sunken ships. Your undead have not swept over the world in some kind of zombie apocalypse.

So we can definitely say that you're getting confrontational and appear to be looking for a confrontation at this point. You're simply denying that my description of the world is a description of the world.

First, I said "largely." Second, I included "battlefields." Third, that still doesn't cover massive areas of wilderness where people haven't gone to, which would preclude Undead for the most part unless another reason is given. That doesn't negate apocalypse.

As a real world example, if every nuclear weapon on Earth were launched, the actual land area destroyed would only total about 4% of the global land surface; so, every urban area. Nuclear winter is effectively a myth due to its extreme unlikelihood and radiation from most nuclear weapons actually dissipates extremely quickly, usually within a few days. This means that in an apocalypse on Earth, most of our land area would still be usable. In an undead apocalypse in a fantasy setting, plenty of land can be left untouched without inviting suspension of disbelief; it's a perfectly likely scenario that an apocalypse instigated by necromancers stuck largely to inhabited areas.

Quote:


Yehudi wrote:
The war was so devastating that the gods themselves manifested and battled side by side with their followers. In the end, the living were overwhelmed. Civilizations that had stood for ten thousand years collapsed almost overnight.
The few that survived fled into the last remaining refuges
Oh, waitaminute, that is what your undead did, except you say they didn't.

Whatever. I'm sure it makes perfect sense to you. Let's move on.

Okay, so, your statement here actually makes zero sense in the English language. The few remaining good and neutral aligned peoples built and fled into refuges. Their old nations are now occupied by necromancers and the undead. None of that is contradictory, and again, this is just needless confrontation.

Quote:


Yehudi wrote:
I haven't delved into the details of the conquest, political alliances, etc., but the real world answers all of your questions on the second line.
Well, no. Undead do not exist in the real world. They do not necessarily have realistic goals, and they do not necessarily obey the rules of the real world. They are fantasy monsters. They are motivated by what you say they are motivated by. They mean what you say they mean.

So did you just ignore the examples that I gave of real world nations that turned on or would turn on each other? I stated that the leaders of the conquest were wizards, sorcerers and (indirectly) clerics of evil deities. Necromancers looking to conquer the world are motivated by power, which the real world does provide examples of; people motivated by power and greed to expand through conquest. The only fantastical part is the setting, the motives are all too real.

Quote:


What do they want? Power.
Who are "they," and what do they want power over?

Since you apparently have difficulty with the English language (yes, at this point, I'm being rude, as I'm responding to your childish snipes, but I digress), I will put it simply.

NECROMANCERS CONQUERING THE WORLD.

I pretty much specifically stated that several times, especially with comparisons to nations in the real world that attempted to outright conquer it, but I guess you need to be spoken to slowly.

Now please, take your confrontational attitude and leave. I asked a simple question and gave enough detail for it to be answered. You had no need to come in trying to force your beliefs of how someone should GM onto me. I gave you the details you asked for and you responded childishly. I was going to apologize for accidentally coming off as rude over text, but at this point it seems to me like you were deliberately looking for a fight, so I feel no apology is warranted.


Makknus wrote:

1. Have a powerful necromancer in the city of the undead to the east sends a horde of burrowing undead to attack the Valley, circumventing the adamantine gate.

2. A powerful Lich poses an imminent threat, but a scouting party of the Freeswords found an old journal/map/etc in ruins outside the city that could point toward the phylactery location. (This could be a multi-level quest chain of sorts. At level 3 you find a book. At level 6 it's deciphered and you find a clue to a map somewhere in a crypt. At level 9 the map is fully read and leads you to a dead end, but another clue. At level 12 you find the Phylactery, but have no way of destroying it. At level 15 the lich discovers you have the Phylactery and sets siege to the city - massive battle.)

3. There's evidence of another living civilization across the mountains. Investigate?

4. A living wanderer shows up at the gates to the valley. Where did they come from? Are they friend or foe?

5. Necromantic cult activity has started up somewhere in the Valley. Find and destroy the perpetrators

6. A large party of hunters left to gather food and skins but is three days overdue on returning. Search and rescue mission.

7. A plague/sickness is spreading through the city. The clerics can treat the ill but the cause remains a mystery and the sickness continues to spread. Find the source.

8. A string of murders has broken out in one of the poorer districts. With the official military force spread thin looking for dwarves and missing hunters, the Freeswords are asked to look into it.

9. A high-ranking noble has been killed/kidnapped and is being impersonated by a master of disguise.

10. A radical and arrogant sub-group of the Freeswords is forming around the idea of pushing out to the east and purging the undead from the city. They attempt to recruit the Cleric.

11. Something is wrong with the lake water, threatening the livelihood of the city.

12. A wealthy patron hires daring adventurers to bring him/her a rare gemstone said to be...

Excellent! Thank you very much!


Well, that's a disappointing number of responses. I expected far more from this community, but I guess the level of creativity has plummeted recently.


Scott Wilhelm wrote:
Yehudi wrote:
hunters that bring back wild game and animals skins.

It's interesting that in the Undead Apocalypse, there is still game to hunt. Why haven't the Animals been overwhelmed by the Undead, too?

What do the Undead want? What did those Sorcerers and Wizards who brought up the Undead Hordes want? What happened to those apocalyptic necromancers?

Is there an undead agenda, or are they just the poison remains of forgotten wars? Are they aware of the existence of this humanoid enclave and are trying to destroy it? Are they unknowingly the property of community of Vampires who herd the townsfolk like cattle?

Digging waaaay too deep there. I don't see how anything you're asking is relevant, especially at low levels, but I'll go into further detail.

Undead are largely creatures of cities, graveyards and battlefields. Even today in our world most of the planet is wilderness and only 4% of the land surface is urban. Undead largely the product of magic aren't just going to magically spread into every single last corner of the wilderness and every remote area. That's just ridiculous. Just take one look at a satellite image of Canada or Brazil.

I haven't delved into the details of the conquest, political alliances, etc., but the real world answers all of your questions on the second line. What do they want? Power. What happened? Just like the Germans and Soviets started with an alliance and turned on each other, conquest-minded people won't maintain alliances for long. Does anyone think that Japan and Germany would have been peaceful with each other had they won?

Some will obviously be aware of the existence of enclaves, but between power struggles, the blessings of deities (something I specifically stated) and the sealing of the enclaves behind powerful barriers, no one has the inclination to try to break through. Why bother when you could be flanked while trying to destroy a population of only a few thousand?


I finally got back to playing after a long hiatus by GMing for my girlfriend fiance. Due to being alone, she has some rather epic stats. We might be able to get more players, but for now, it's just her.

She's a horror fan, so I gave her a world of the undead to work with. Here's what we've got.

Quote:

Empires. Kingdoms. City-states. Kings and Queens, High Priests and Priestesses, Presidents and Prime Ministers, Sorcerers Supreme. These words used to define your world.

Some people called it The End Times. Others, the apocalypse. Sorcerers, wizards and the followers of dark gods animated armies of the dead and swept over the land. The war was so devastating that the gods themselves manifested and battled side by side with their followers. In the end, the living were overwhelmed. Civilizations that had stood for ten thousand years collapsed almost overnight.

The few that survived fled into the last remaining refuges for their people. You come from a population of elves and humans that fled together to a mountain valley. With so few people left, half-elves have become the dominant race.

It is 450 years After The Fall. Only the most venerable of elves remember life before the dead. You are a young cleric, eager to help and protect her people. What challenges will you face? What dangers will you have to overcome? Will you help your people live on, or will you make too many mistakes and watch as everything you know falls and everyone you love dies? Or worse; is turned into an undead abomination.

The Valley

A large central lake, fed by underground springs and drained by an underground river, is surrounded by the city. The blessings of Erastil keep the lake stocked with fish and edible weeds. Farms add to the bounty and a relatively balanced diet is achieved, though other than the occasional mountain goat wandering over the mountains, there is little in the way of wildlife. There is only one way in and out of the valley, all smaller paths blocked by landslides by the first generation to retreat to the valley. The only entrance is heavily fortified, blocked by a massive, enchanted wall and adamantine gates. The oppression of the death magic surrounding the valley is so powerful that not even the valley’s most powerful wizards can see beyond it. As far as the people of The Valley know, they are the last living people left in the world. With so few left, the whole of the populace is militarized. Everyone is either a capable soldier or a mage. Only two kinds of people leave the protection of The Valley. The first are the hunters that bring back wild game and animals skins. The second are the Freeswords, the guild of adventurers that are free to explore the world as they see fit or take missions posted by the council, guild leaders, or any others that have a request for something beyond the wall.

Neutral Good

Population: ~8000 (Small City, +1)
Half-elves, humans and elves.
Magical (Priests and Priestesses of good and neutral deities, except Pharasma, as well as the Master Wizard and Sorcerer Supreme. Lore +2, Corruption and Society -2, +1 Spellcasting)

Modifiers
Corruption: -2
Crime: +1
Economy: +1
Law: +2
Lore: +4
Society: 0

Qualities
Holy Site of Erastil (Corruption -2, +2 Spellcasting)
Insular (Law +1, Crime -1)

Danger: 5

Disadvantages
Impoverished (Corruption and Crime +1; base value, purchase limit -50%; half magic items)

Notable NPCS

Base Value: 2000GP
Purchase Limit: 12,500GP

Spellcasting: 9th level

Minor Items: 2d4
Medium Items: 3d4/2
Major Items: 1d6/2

I gave her an introductory mission to give her an idea of how to play, but now she's a member of the Freeswords. She's playing a cleric and will be level 2 on her next adventure.

Also, the epic boss battle in the first game never happened because she seduced the boss (level 3 half-orc cleric), got him drunk and murdered him in his sleep. (Her deity is Calistria.)

The general idea is to give her and any other players some level of freedom. That includes a few missions available that are obvious no-goes, and if she takes them, her character will likely die. Her father is either dead or undead (human) and her mother (elf) is the high priestess of Calistria on the council. Her mother has cut off most ties (and all financial aid) for 1) trying to get out of military service by trying to seduce her superiors, 2) failing to seduce her superior.

I'm figuring I'll simulate the city in the background as she plays. That will instigate a few missions.

Other info that could help:

1) The council is opening up a route through the mines to the Darklands in hopes of finding dwarves or any other sapient life that has no love for the undead (when vampires run out of good aligned creatures to eat...).

2) A few hours to the East on the edge of the great plains lies the city of The Valley's ancestors, now a city of the undead. This is the direction that the walls and gate face.

3) The underground river comes out beyond the wall, the ancestral city having been built on the river.

4) Standard, high fantasy setting. Firearms may be introduced later as lost technology.

I haven't yet built an expanded continent, but at this time I'm fairly set on the mountains being on the West coast, much like the Rockies in North America. I'm thinking I'll use North America as model for the continent.

Just throw ideas at me. I'll build the adventures (though go into any level of detail you desire). Thanks in advance.

Addendum: There are SOME that still live in the world of the undead; those that instigated the undead apocalypse and their descendants. Followers of Pharasma and the evil deities will still have places that they control.


Sindalla wrote:

He was being snarky because you were unnecessarily blaming Paizo for your problems.

And again, he may not have posted had he seen where you posted that your GM said he'd allow it.

So no, the sarcasm wasn't necessary, you're just trying to justify your own wrong-doing.

Saying "Good job, Paizo." does not warrant his response, especially when posters above that noted that this has been an ongoing issue. *This was from a different, linked conversation.

So I did nothing wrong, or at least I did nothing wrong first.

So again, my sarcasm was warranted. You can be wrong all you want.


Gregory Connolly wrote:
I would use the Guildmaster (Artisan's Guild) to employ a 3rd level Bard with Scribe Scroll and either Brew Potion or Craft Wondrous Item.

I went with something around this, thanks!


Sindalla wrote:

Hard to tell through a text medium, but that seems like some unnecessary snarky sarcasm there.

Your post in which you said

Yehudi wrote:
And now that he's finally read this thread he's changed his mind. Oh the irony.

is only 5 minutes apart from his, which could have taken him 10-15 minutes to type.

He may not have seen what you posted and been unable to delete whatever he was in the middle of because of that.

Mostly due to the fact that the series of steps was posted nowhere that I could find until now. Those do actually provide clear evidence that a construct can run indefinitely. However, he decided to post this AFTER he decided to be snarky about my GM without posting any evidence to say the GM was wrong.

So yes, the sarcasm was necessary.


Hey, thanks for for providing that series of steps for the first time as far as I can see. It was really helpful for you to do that after we ran through everything else and came to a conclusion based on evidence available.


And now that he's finally read this thread he's changed his mind. Oh the irony.


Rynjin wrote:
Yehudi wrote:

My GM has finally gone Rule 0 unless Paizo itself posts differently.

So I'm not sure how, but an average Joe can have greater stamina than a golem.

Good job, Paizo.

"My GM houseruled something."

"Damn you developers who had nothing to do with my GM houseruling something!"

*Shakes fist heavenward*

The developers had nothing to do with other players house ruling that constructs can run indefinitely, either. RAW, a construct cannot run indefinitely, there is no mechanic for it. So it isn't my GM doing the house ruling.


Orfamay Quest wrote:
Yehudi wrote:

My GM has finally gone Rule 0 unless Paizo itself posts differently.

So I'm not sure how, but an average Joe can have greater stamina than a golem.

Good job, Paizo.

Don't blame Paizo for your poor choice in game mastering.

Well technically speaking, the GM is correct. There is no mechanic for a construct to run indefinitely and the way everyone is interpreting on the forum is a house rule. It's a house rule I agree with but a house rule none-the-less.


My GM has finally gone Rule 0 unless Paizo itself posts differently.

So I'm not sure how, but an average Joe can have greater stamina than a golem.

Good job, Paizo.


The most important thing I'm asking for is the class and skills of the manager for such a business. Dakota's suggestions are things to think about, but not as important to my specific question.


Dakota_Strider wrote:

Priority #1: Must be Lawful. Preferably Lawful Good, because Lawful Neutral or Lawful Evil will look for loopholes to cheat you, while a Lawful Good is more likely to follow the intent of the law, not just the letter.

Priority #2: If the manager is going to be supervising others and/or dealing with customers, you want a high Charisma. Someone that is bad with people will run your business into the dirt, regardless of how competent they are in other matters.

Priority #3: Any employee, and especially managers will strive harder if they have an investment in the business. Make sure there are incentives for success that is above average. Not just for the manager, but any other employee.

I'm doubting I'll get that much insight into the manager, although I suppose the cleric could cast 'sense alignment' for me, but there's no guarantee that the cleric is good and will tell the truth.

Addendum: It should be noted that it is the rulers that are generally evil while the populace is generally neutral, though leaning evil.


It's already agreed that it can hustle indefinitely.


The information for running a business provides managers for dealing with your business while you're away.

Based on what I'm getting into and the character I'm playing, I'm definitely hiring a manager as I may be gone for a far longer time than I'd like.

The business is based around my character being a magic crafter. Sort of like an expanded magic item shop with my home in the back.

Here are the details.

Quote:

Home and Magic Shop

1 Alchemy Lab (GP, Goods, Magic +10)
1 Bath (private)
1 Bedroom (private)
1 Kitchen (private)
1 Lavatory (private)
1 Magical Repository (GP, Influence, Magic +12)
1 Office
1 Scriptorium (GP, Goods, Influence, Labor, Magic +5)
1 Sitting Room (Influence +4)
1 Storefront (Furnishings) (GP, Goods, Influence, labor, Magic +10)
1 Vault

1 Bureaucrats (GP, Influence +4)
1 Craftspeople (GP, Goods, Labor +4)
1 Laborers (GP, Labor +2)
1 Mage (GP, Influence, Magic +7)
1 Priest (GP, Influence, Magic +7)

Craftspeople are alchemists.
Mage is a level 3 wizard with Craft Woundrous Item and maxed Spellcraft.
Priest is a level 3 cleric with Brew Potion and maxed Spellcraft.

So the question is, which manager should I use? I don't think any of them fit, but these are just examples. So what would make a good manager and what would they most likely cost per day?

It should be noted that the kingdom is likely some sort of evil, so ideally the manager would have diplomacy and/or intimidate for dealing with distasteful situations.


Sindalla wrote:
Quick note, your link to the D20 PRD is not Paizo material, it's 3.5 Dungeons and Dragons. If you look at Paizo's rendition of constitution here, you'll notice they don't include this.

It was already recognized that this is not Paizo material. If it were, there would be no question regarding this rule.


I just find it strange that Paizo has never published anything in regards to running and no constitution score. As far as I can tell, every other incarnation of D20 strictly says they run indefinitely. Why didn't Paizo do the same?


Woops.

Not relevant, anyway. It's transport, not combat, and has standing orders to avoid combat if not currently being ridden by me. Nothing short of a tornado can blow it off course.


Your little calculation on the fly skill appears to be wrong.

"Creatures without a listed maneuverability rating are assumed to have average maneuverability."

So... -6.


Claxon wrote:

Seems like he probably doesn't want to allow that. You should ask him outside of the game if he wants to keep you on the run and without a "base". If that's his goal no amount of arguing with him about the correctness of the rules is going to change his mind.

Naw, he's just a RAW fascist. It's rare that he goes outside of RAW, even for rules as intended. In the case of intentions, if it helps the player, he'll often disallow it and then enforce rules as intended if it inhibits the player.

So even though constructs and undead are tireless and it seems to be intended that they can run indefinitely, with no specific rule saying they can, he's against it.

Thus, a paizo ruling is necessary unless someone can figure out something more concrete.


It actually is as the landmass is vast and creatures have caused the party to move all over the place in short periods of time. Magic only goes up to spell level 6, so no one has access to teleport. I want a base of operations and I won't have regular access to it without a fast vehicle.


@Ravingdork
My GM generally argues that unless it is specifically allowed by the pathfinder rules, it isn't allowed. That link provides nothing to help.

@Malachi Silverclaw
Animated Object construction rules are all available here.


I've been in a debate with my GM about whether or not my animated wagon that can fly at a speed of 70 feet is capable of 'running' indefinitely at a speed of 280 feet.

Everything I can find on the subject, every forum debate, seems to be in my favour.

Yes, magically flying things are capable of running: Link

Yes, things without a constitution score can run indefinitely: Link

Even the D20SRD supports this: Link

He has so far (he hasn't seen the D20SRD information yet) ruled against me, saying that the answers to the question are not from Paizo.

He has yet to invoke Rule 0 and I think he wants to try to find a way to stop me from having a 30mph flying machine without doing so. But, nothing seems to be logically on his side here.

A ruling from Paizo should be made on this and I find it strange that they haven't provided rules for things without constitution scores running. Short of that, does anyone else have anything to say on the matter?


As stated, the fly speed was given as per the construction rules for animated objects. It did not come from the fly spell.


I created an animated wagon with craft construct. It can only fly, I took away its ground movement ability to give it more flying speed as per the construction rules for animated objects.

The question is, can it run? There is nothing apparently limiting the ability of flying things to run regardless of how they fly, as far as I have been able to tell, but the GM argues that most have access to wings. I argue that the fly speed is from it being a magic item and so that's irrelevant, but he wants a rules clarification.

I think the best way to deal with this would be to find a magic creature of some sort that flies but has no wings. That would settle the issue. I can't think of any off the top of my head except for the Beholder from D&D.


My opinion of this forum and the people on it has dropped significantly.


I've probably just missed something, but...

Building and Modifying Constructs

Quote:
Armor Modification: This modification adds an enhancement bonus to the construct’s natural armor bonus or adds a magic armor property. The cost for magical enhancements equals the cost for creating magic armor.

This states what the cost is for a magical enhancement, but what's the cost for increasing the natural armor bonus? I can't seem to find it anywhere.


Illeist wrote:

It might help your thread if you said what class levels you have, what feats you have, and what your spellcraft bonus is. Also, it wouldn't hurt to clearly state a question that you want the forum to answer.

Beyond that, it's worth noting that Hellplate is just masterwork fullplate, despite what the d20pfsrd leads many to believe. Also, why do you want a large-sized shield? It gives you no added AC bonus.

What part of the link to the character sheet are people not understanding? Absolutely everything is in there that you are asking for. The URL is at the top of the original post. Unless no one is reading anything other than the title, I don't see why this is a problem. I did state what I was asking for rather clearly; just a few ideas on equipment. As for large shield, I meant to say heavy.


Scott Wilhelm wrote:
What levels are you taking in what classes? I can think of too many ways to build an inventor/engineer character to have a clear idea of how you are doing it and just what your character is about.

The link to the character sheet is at the top of the original post, but it is Wizard 5/Fighter 1. The rest of the information is in the link.

Edit: Or did you mean the level plan? The end result will be Wizard 19/Fighter 1.


Okay, no one saying much...

Well, I figured there were a couple ways I could do this.

Either focus on myself or build an army.

Possibility for self includes getting Mithral Hellplate Armour +1, Large Mithral Shield +1, Tattoo of Aerial Agility +2 (Intelligence), Cloak of Resistance +2 and a Handy Haversack. This leaves 3480GP left over for other gear including a weapon.

The other possibility is to buy constructs and oozes and take only standard gear for myself and a Handy Haversack to lug it around.

Anyone have any opinions on this?


PPPS: The increased WBL is rather than being able to simply craft all my equipment for 50% of price, in case that isn't clear.


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http://www.myth-weavers.com/sheetview.php?sheetid=873090

This is the craft monkey I've built. Normally, it's not too difficult to pick out equipment for a character, but a craft monkey does... Well... He crafts. In combat I'm a support character at best. I have no idea what equipment I should take, so I thought I'd crowd source some ideas.

Feats section, normal feats and abilities are on the left, all Mythic are on the right. With Perfect Preparation I no longer need a spellbook and so don't pay any material costs for learning new spells, just have to pay 50% of that to buy the spell from another wizard. With Component Freedom (Somatic), I don't have an arcane spell failure chance and can wear any armour (which is why I took 1 level in fighter at level 6). I could even do full-plate and tower shield if I had enough strength!

Spells other than cantrips are as follows:

Level 1
Alarm
Transfer Tattoo
Magic Missile
Swift Girding
Colour Spray
Infernal Healing
Crafter's Fortune
Mage Armor
Keep Watch
Charm Person

Level 2
Command Undead
Defending Bone
Knock
Masterwork Transformation

Level 3
Darkvision, Communal
Cloak of Winds

My GM gave me WBL + 25% per craft feat, so I have 28000GP. (16000 X 1.75)

With Crafting Mastery and Wild Arcana, I effectively have any spell of appropriate level needed to craft, so nothing is off limits here equipment wise, I'm only limited by cost. Maximum price of a single piece of equipment is 14000GP.

Note: My GM won't allow me to take the spell Blood Money. Which sucks so much because I could have had everything masterwork for the same price as a normal item. But noooo, too unbalanced!

PS: I'm torn as to whether to leave Mirror Dodge or to replace it with Component Freedom (Material) so that I get the same effect as blood money and get all Masterwork items for the same price as normal items. I have better survival chances with Mirror Dodge, but I'm a more useful crafter with CFM.

PPS: High charisma is to take Leadership next level to get a meat shield.


Duergar get a bonus to the crafting roll, but they're extinct.