Ramoska Arkminos

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In previous campaigns, I was thinking a custom consumable item based on Cyclic Reincarnate would be the way to go since you can stay your own race and look related.

But now I'm worried about pets, undead, constructs, etc... I'm thinking dying would break that control.

Wizard or Arcanist for early access to Teleport getting you to the Metroplises (metropoli?) that much faster... though Boots of Teleoprtation work for anyone.

Shrink Item on custom built wood crates could handle mundane item transportation needs.

Planar Binding line can get access to Mercane outsiders.

Ultimate Campaign book for info on running a general store.

If you Reincarnate or use a power like a graveknight or lich's Rejuvenation, what do you think would happen to minions such as those from Animate Dead or Craft Construct?

Would fully dying cause a disruption in control?

Thank you all for the feedback.

I liked that permanent image had a permanent duration. It might take a while, but with enough castings a large area can be blanketed.

The other spells mentioned either had duration limitations that would make it hard to cover a large area or a permanency cost that would quickly add up.

Diego, thank you for the light info. That makes sense.

If a village could make agriculture work under their dome, I think it's feasible to hide an entire village. Other forms of earthworks and dense bramble hedges could keep wandering animals at bay.

Residents could all be made aware of the illusion protecting them so it appears translucent. A normal sky outside could look strange to a resident leaving the area... probably something similar outsiders from a different realm, or subterranean folks visiting the surface.

I was thinking of many castings of a spell like Permanent Image to hide a town like they did with Wakanda in Black Panther.

Would an Illusion (figment) block actual sunlight from passing through it? Would the hidden area under an illusiory hillside or mountain be in darkness or shade?

Granted, residents could interract with it and see through it, but what about plants and livestock?

In the examples given, it includes "foodstuffs"... so you should be able to paint 2k gp worth of bushels of various fruits, vegitables, cheeses, snausages, etc. Food is a trade good so can be sold at full price.

In that case, it's just convering 2k in crafting reagents from one form to another which is kind of what I wanted (just with a 2k diamond, ruby or onyx).

That's what sounds contradictory to me.

I would consider 2k gp worth of anything to be "Objects of value".

Marvelous Pigments: "Objects of value depicted by the pigments—precious metals, gems, jewelry, ivory, and so on—appear to be valuable but are really made of tin, lead, glass, brass, bone, and other such inexpensive materials. The user can create normal weapons, armor, and any other mundane item (including foodstuffs) whose value does not exceed 2,000 gp. The effect is instantaneous."

Does anyone think the above is a little wierd?

Objects of value end up being just junk... but you can make stuff who's value doesn't exceed 2k gp.

Is the junk disclaimer only if someone tried making more than 2k worth of high value stuff?

I was considering if marvelous pigments could be used to replenish diminishing/finite quantities of expensive material components, like diamond, ruby, onyx, etc.

Cold spells underwater do half cold and half piercing damage

Edit: also spells are not ranged weapons. There should be no other penalties

Aquatic Adventures, pg 46

Durable on shuriken

Sleeves of many garments for different color ninja suits

Boots of the cat (super hero landing!)

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Bag of everlasting dung and the expeditious construction spell (gardener's best friend).

I run expeditious construction so that the material component used is the type of material replicated. (Sand for the glassblower,fertile topsoil for raised bed gardens, limestone for the alchemist cement, granite for fieldstone foundations, slate roofing, cobblestone walkways, etc)

I'm running an Undine water element bloodline tattooed sorcerer with a water mephit improved familiar in a Skull and Shackles game right now and loving it.

Before getting improved familiar, I had a valet monkey and just kept him in the tattoo when underwater.

The elemental archetype can be used for any familiar though. The water subtype can give it a swim speed and amphibious.

Half elf shapeshifter bloodline sorcerer with a ring of continuation for 24 hr duration paragon surge. (Flexible feat selected daily)

What about polymorph and paternity?

IIRC there have been some modules that explain this is how half creatures like half dragons are made. Said dragon changes shape to something more "compatable" for relations.

Would you folks say that a monster race polymorphed into another race considers it's birth race for what genes it provides? (And whether or not a couple are compatible to breed?)

If so, would a creature made from an inanimate object using polymoroh any object be infertile?

Would you allow magical aging to bring a child up to full grown adulthood? (ala Tom Hanks in Big?)

So far I'm looking at:

I imagine they are all supposed to be curses or damaging... but could they be used on a farm to force age livestock? Or on slaves or monsters?

I imagine if the age shift was too dramatic, monsters might be too immature to be as combat effective as a normal adult.

I was going to include Steal Years (and greater version, spells) but I'm unsure if the age inflicted is just for the duration listed, or if the duration just applies to when you get fatigued afterwards. Do targets regain their youth after the spell's duration (allowing them to be repeated targets for future castings?)

I can see the forced march analogy, but even that has a game mechanic that can be worked with. There are ways to remove or eliminate fatigue.

I see 2 main factors that can be a detriment to crafting conditions:
A. interruptions or not dedicating continuous time
B. distracting or dangerous environments

If someone spends a full 8 hours crafting in a safe environment with no distractions, Then goes out adventuring, I think I'd be ok with it.

I could see adapting forced march type rules to the adventuring.

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What if you start your day with magic item creation in a safe, quite location (like a home base), then later teleport to an adventuring location after crafting?

Magic Item Creation

1. The creator also needs a fairly quiet, comfortable, and well-lit place in which to work.
2. Any place suitable for preparing spells is suitable for making items.
3. Creating an item requires 8 hours of work per 1,000 gp in the item’s base price (or fraction thereof), with a minimum of at least 8 hours.
4. Regardless of the time needed for construction, a caster can create no more than one magic item per day.
5. This process can be accelerated to 4 hours of work per 1,000 gp in the item’s base price (or fraction thereof) by increasing the DC to create the item by 5.
6. The caster can work for up to 8 hours each day.
7. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit.
8. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours’ worth of work.
9. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night.
10. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks.
11. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine.
12. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).

I think point #8 and #9 apply to crafting out in the adventuring space (in a camp site). #9 also has it interrupted, referencing lunch, morning preps and night watches.

Point #12 reinforces that the adventuring caster is in a distracting or dangerous environment.

If you are not “out adventuring” at the start of magic item creation and throughout the process, does it count as regular crafting with a full 8 hours counting as 8 hours towards crafting?

If you then teleport to the dangerous environment after your 8 hours of crafting, can you get in another 8 hours of adventure before teleporting back to rest?

I almost always go for a Ring of Sustenance, cutting down rest time to just 2 hours and freeing up more time for “leisure”.

Also, some adventuring periods might not last a full 8 hours if you are limiting yourself to the duration of some buffs. (say, adventuring for a few hours, then resting)

Instead of permanency with animate objects, you can use Craft Construct feat and animate objects. Caster Level is not a prerequisite for crafting except for specified cases like armor, shield, weapon to hit,ect. (The +1 limit per 3 caster levels... or per 2 in case of bracers of armor)

The Skull and Shackles Player's Guide lists equipment, ships, and ship modifications with the term "Cost".

For the game designers, was this intended to be the cost to purchase (not to craft)? Are all types of gear, ships and mods in the player's guide treated the same for cost?

For players, how do you determine cost to craft ship mods?

Are non-magical ship mods crafted at one third the listed cost? or is cost the crafting cost and does it require three times the cost to purchase from an NPC?

Are magical ship mods crafted at one half the listed cost? or does it require two times the cost to purchase from an NPC?

The source of confusion for our group come from the Core Rulebook where mundane gear uses the term "Cost" for the cost to purchase weapons, armor and equipment from an NPC... but magical gear is described differently.

The term "Price" is used for magical gear, and "Cost" is the cost to craft it. Market Value is also used in the magic item creation section to describe Price.

The easiest way to get renewable wood without deforesting is to raise sheep... cause everyone knows you can find trading partners that have wood for your sheep...

Create Armaments and Blood Money is pretty bad (did that in a sandbox game). You can also add colossal sized darkwood towershields.

Low levels can use Expeditious Construction for limestone walls to deconstruct for Alchemy to make cement. Higher levels can make buildings with Wall of Stone alone (domes, arched vaults).

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Purify Food & Drink seems the easiest method for a PC.

For NPC's, some with access to this orison put in charge of a granary doesn't sound unreasonable to me.

Poor communities using root cellars could freeze buckets of water in the winter, and stack them in a root cellar for even colder storage.

If you're a DM, it's whatever you want it to be.
If you're a PC, it's limited to your Profession (weaver) check, with a +2 circumstance bonus if you figured out some magical means to enhance access (like a monstrous spider familiar).

If the DM is allowing villians, maybe he/she is going no holds barred... if so check out:

Vile leadership
Wicked leader
Ring of ecclesiarch
Blood money
Being a juju zombie yourself (ask if you can combine fast zombie, not RaW, but RaI?)
Followers: racial heritage (changeling) + coven caster (breed a hag if needed)
NECROCRAFT (try for "occult rituals" as a means of crafting, Lore Oracles can get +20 to int check)

Cool animate targets:
dire tiger, foo lion (pounce, rake, grab)
fire giant (fire subtype)
Raelis Azata (magic flight)
Wendigo (magic flight)

Mastadon or larger dinasaur skeleton, build scaffolding inside ribcage for mobile base. Bullette skeleton for burrowing APC. (Barding on both for improved cover)

I'm sorry, but I know you're asking for Spell Perfection access, but you started with the subject of Undead Army.

I want to say retrain Juju Oracle.

Half elf for Paragon Surge for versatility.

Experimental Spellcaster (undead word) for free animate dead.

Charnel Soldiers (combined with paragon surge to give cool teamwork feats like Stealth Synergy).

Profession, craft or Alchemy checks to make a profit during downtime. (Opposable thumb helps: brownie, imp, quasit. Earth Mephits outsider type and homunculus construct type, don't need sleep so can work 3 shifts per day)

Monstrous spiders farming silk. (Profession weaver on master)

Pigs, chickens, goats, helping herd animals and adding to breeding stock. (Profession farmer on master)

Cats, hawks and falcons on pest control. (Survival foragers too, like said above. But pest control mainly)

IIRC, there's no familiar with burrow (like the animal companion badger)... or I'd say fast ditch digger / soil tiller.

Can't you just PaO yourself into a half elf "form"?

I thought the OP was talking about me... LOL.

Gary Bush wrote:
Agree with Kiruma, there is no check involved with Full Power.

huh! You guys are right. I was treating it like Orders and Overpower that also requires 6 ranks and spending a willpower. Thanks for pointing that out!

The Pilot - Full Power action wasn't listed in the FAQ, so it's still impossible at high levels.


Tell the PCs if they can explain blockchain without referencing google, you'll let them try a computers check to hack something that doesn't have well defined game mechanics to hack. (epic DC)

Alternatively, an attempt could draw attention of professional cyber security watchdogs that fight back by counterhacking the PC's computer.

If the pig is a service animal, then it's allowed.

For house rules, I'd allow discounted "bulk" food prices like the long term lodgings discount.

But by RAW, I'd say what's good for the PCs is good for the NPCs.

I predict a techno/mystic theurge.. 3rd level spells from both classes at level 20! Whaaaaaat!?!

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Here's another take on the food part: Thanks to the "economy of scale" I can't craft anything cheaper than the cost of the trade goods that went into making it.

Craft (cooking) then doesn't save me any more money than eating at the Vend'o'matic. I hate those damned crafting rules! grrrrrr.

Also, if poor meals are nutritious <or> delicious, and good meals are both... then the difference between the two could be a good Craft (cooking) check (the "service" cost of eating out).

Hithesius, good call though on the long-term rates. I missed that part of the Lodgings description.

<stands on soapbox> "If you make Zombie Lord your commander in chief, I promise to build Free Battery chargers. And we'll make those space goblins and street gangs pay for it! You will be so happy with what I do with Absalom Station, believe you me. You watch. Folks will say they are so glad Zombie Lord is in charge."

(edit: I thought it funny to note that my first character bought a Clear Spindle Aeon Stone. 245 credits later and my Android Technomancer can ignore those annoying bodily functions from the very beginning.)

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Ade, good call on the equip and clothing! I forgot about those.

Tools and clothing each would take less than 3 weeks to pay off. Definitely within reason for the average citizen.

It is interesting though, that they both specify "Profession" checks to earn a living. By RAW, that wouldn't work when using other skills to earn a living, but I think it is within the RAI. A bonus to earning a living doesn't impact combat directly, and allowing their bonuses to be used with other skills is in-line with the option to use other skills described in the Profession skill description.

I agree Scrapper, the modified min/max with tools/clothes are:
Level 1 / 22 / 44 (still in poverty)
Level 20 / 45 / 90

Mighty Khan, I agree that in the real world, there are other options. But the rules as written give us a template that describes the baseline for the world around us. PC's can shine, assuming they succeed in encounters. But how that success is measured, is by comparing it to the baseline. What is the PC's life like before adventure came and hit them in the face?

d'Eon, the NPC I described is average (10) in stats, but actually very skilled otherwise (max ranks, skill focus, class skill bonus). Even if the average NPC were very (18) smart, wise or charismatic, (and have the bonuses Ade points out) I don't think their salary is impressive:
Level 1 / 24 / 48 (still in poverty)
Level 20 / 47 / 94

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Looking at lodgings and meals:

Sleep pod: 1/night (7/week)
Meal, poor: 1/meal (3/day, 21/week)
Total/week: 28

Efficiency: 3/night (21/week)
Meal, common: 3/meal (9/day, 63/week)
Total/week: 84

Suite (per bed): 5/night (35/week)
Meal, good: 5/meal (15/day, 105/week)
Total/week: 140

Note: Field rations are the cheapest meal, at 1 credit per week (instead of per meal). however, if you survive for weeks on nothing but field rations, it's described as "not a pleasant experience".

"Earn a Living" (credits = 2x skill check result)

Considering the "Average Jane", starting with a 10 in their attribute score (putting +2 each 5 levels), class skill bonus (+3), skill focus feat (+3), max skill ranks per level, and taking 10 (or avg. roll):

Level / skill check / credits per week

1 / 17 / 34
2 / 18 / 36
3 / 19 / 38
4 / 20 / 40
5 / 22 / 44
6 / 23 / 46
7 / 24 / 48
8 / 25 / 50
9 / 26 / 52
10 / 28 / 56
11 / 29 / 58
12 / 30 / 60
13 / 31 / 62
14 / 32 / 64
15 / 34 / 68
16 / 35 / 70
17 / 36 / 72
18 / 37 / 74
19 / 38 / 76
20 / 40 / 80

So the average person (ability score 10), could use field rations for occasional meals like the quick breakfast while running to work.

Specialty tools (masterwork) might not be on the average person's wishlist. costing 445, and giving a +2 to a check (translating to +4 credits per week), would take over 2 years to pay itself off. Note:
"Engineering" specialty tools were described in the core rules. It's possible that Profession specialty tools might cost less since they are not applicable to starship combat (maybe 50 credits/gp like masterwork tools from Pathfinder).

Likewise, average folks are probably not buying augments. (too expensive to pay off)

So, are most "average" people in Starfinder considered poor? (unable to afford common meals all day and an efficiency lodging?

If you vote Zombie Lord for supreme overlord, I vow to bring back the dream of the middle class. Together, we can make Absalom Station great again!

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The only roles that can only have one person, are the Pilot and Captain Cheerleader.

You can have multiple Engineers. One can work on restoring shields, others can repair damaged systems.

You can have multiple Science Officers. One can transfer shield points to the arc closest to the enemy, while others continue gathering additional info or target enemy systems.

You can have multiple Gunners (only limited to one per weapon system). Just put max ranks in Pilot skill to replace the lower BAB. Even casters can benefit from higher Dexterity scores.

They are only twiddling their thumbs if they chose to.

Page 146, 2 paragraphs before "Earning a Living": "A Profession skill should not overlap with existing skills. For example, if you want to play a scientist, you should put ranks into Life Science or Physical Science rather than create a Profession (scientist) skill."

From the Earning a Living paragraph: "At the GM's discretion, you can use other skills (such as Computers or Engineering) to earn a living following the same guidelines."

I think it's kind of wonky to say you shouldn't make a profession that is redundant with an existing knowledge or craft... then two paragraphs later say it is GM's discretion. Granted, all rules are subject to rule zero...

I've used something similar for warforged: the character was initially designated "General Unit number 10" but it was abreviated with roman numerals and somehow stamped or engraved on his chestplate.


For short, folks call him Gux. Longer names start with it.

My android technomancer woke on Absolam Station with a note from his previous incarnation. He saw the glowing circuitry under his chest saying GUX, and chose "Guxunfado" as his name.

I don't see it as creating something out of nothing. Sure you need access to types of unrefined matter, but not an equivalent value of trade goods.

Like in Pathfinder; profession lumberjack needing a forest, profession miner needing a mine, fisher needing a body of water. Professions fed mats to crafters, that then made the finished goods.

I'd agree that if you're trapped somewhere with zero access to matter, then yeah, no crafting anything (gear or UBP).

I was thinking more along the lines of salvaging or recycling scrap materials (broken down starships or equipment you didn't care to sell).

At the end of the day, whether your skill check to "Earn a Living" (pg 146) comes from providing a service or from creating some kind of trade good, I don't think there's a game mechanic difference.

Phase 1: collect underpants
Phase 2: ?
Phase 3: profit!

I finally figured out phase 2!! Craft UPBs!

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Do you guys/gals think UPB can be created using the Engineering skill at a rate equivallent to your check for "Earning a Living"?

They're trade goods. Mechanically, it's no different than earning a salary and turning around and purchasing them.

Some skill must be used to craft them.

Maybe my Engineering toolkit includes a small 3D printer and they require constant fine tuning (skill check)...

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Jürgen Hubert wrote:

I wonder what the Gap looked like?

I mean, assuming that the speed of light works the same as in our universe (and it does mention "light speed"), then it should be possible to build a large telescope array about 300 light years away from the Pact Worlds system and watch as Golarion vanishes.

good call on this one!

That reminds me of a scene in the Starship's Mage series of books. (Good read btw)

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Make up whatever flavor text floats your boat. The cost to craft equaling market value is just for game balance.

If you feel your behind the WBL power curve, and you have a stash of goods, you can use that as flavor text for making profession or craft checks to "Earn a Living".

For earning a salary, it doesn't matter if your basket weaving, buying and selling second hand gear, recylcling-scavenging, or babysitting.

Just don't be surprised if adventure hunts you down when the market value of all your gear plus the salary you earned puts you in the WBL bracket for the next character level.

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I would love the option to play an A.I.

<insert plug for We Are Legion (We Are Bob) here>

Other game systems that use starship combat have used roles that include a Captain position. That has always bugged me.

Sure, combat has assumed roles (tank, healer, dps), but usually there can be some overlap and none are the defacto leader.

I'm used to parties that are democratic, or an oligarchy if we have hirelings or other minions.

Instead of giving a title of authority to our party's bard analog, I'll propose my party uses a different title to describe the actions performed:

Communications Officer
Radio Biatch
Morale Monkey

Am I the only one bugged by this? Anyone have other ideas for synonyms the Captian role that doesn't imply higher rank?

The rest repel boarders. Or aid another those insane repair checks.

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Having Pilot as a class skill does nothing for the gunner position.

A gunner's attack roll uses either BAB or Ranks in the Pilot skill.

Until Alien Archives comes out, we only only have a limited amount of creatures from First Contact.

It's hard to say if there is a couple levels of wiggle room or not.

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I wanted to make a Von Neumann Spacecraft/Probe named Bob... but there wasn't an option to play an A.I. ...or costs for building more spaceships.

Triune is the most frightening monster in this setting imho... slowly convincing others to destroy their planes of existence. The book assigns her/him a Neutral alignment, but I think it should have been NE. Even if it didn't consider the planar effects of drift engines as a bad thing, the long term effects can't be good. (Negligible in a mortal's lifetime, but accelerating with population growth and noticable over a god's lifetime)

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