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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?
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.
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?)
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? Spoiler:
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)
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.
Looking at lodgings and meals: Sleep pod: 1/night (7/week)
Efficiency: 3/night (21/week)
Suite (per bed): 5/night (35/week)
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
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:
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!
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)...
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
Am I the only one bugged by this? Anyone have other ideas for synonyms the Captian role that doesn't imply higher rank?
Androids can have 1 armor upgrade, that takes only 1 slot and can be in light armor... (page 205) TENSILE REINFORCEMENT: When calculating your armor’s hardness and Hit Points (see page 409), treat it as if its item level were 5 higher. Do you guys think this could apply to the Android's HP? (probably not, but I thought it looked fun)
I don't think it should cost so much to charge batteries. Sure it should cost something if hiring that service from an NPC, but I don't think it should cost anything if you have a source of power. Power plants of larger ships (may) be able to have stations to charge batteries. That limit seems absurd to me. Crafting a small charger unit should be easier imho, or diverting power from even the smallest power plant during periods of low demand should be easier for someone with the Engineer skill. The Recharge spell having a 20% chance to destroy a battery also sounds silly to me. Who is going to risk throwing away the money spent on batteries?
I like that crafting feats are not required. I even like that crafting does not reduce the cost. It makes it fair and preserves game balance. I don't like that selling back items only gets you 10% of the market value. That's going to bug the heck out of me. If there's no cost savings to crafting, because of the "economy of scale", then market values should be very close to the raw material costs. I could accept selling gear being closer to 90%. The middle man gets to make a profit. If selling back items is 10%, then crafting should only cost 10% imho. If crafting costs full market value, then selling back items should be closer to full market value imho. This is going to be a thorn or itch in my brain every time I play now.
Let's say you start off as a Human, then are changed into a Juju Zombie. You have the undead creature type, and do not breathe, eat, or sleep. You then have Polymorph any Object cast upon you to "Assume the Form" of a Human. Polymorph any Object: This spell functions like greater polymorph, except that it changes one object or creature into another. Greater Polymorph: If the form is that of a humanoid, the spell functions as alter self. Alter Self: When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type. Polymorph doesn't change your actual creature type, but instead gives you specific bonuses and abilities based upon the specific spell being cast. So, if you have the Undead creature type, but a Humanoid "form" from PaO, do you still not need to breathe, eat, or sleep? Can you be affected by drugs or alcohol? Can you breed with humanoids?
My question relates to the sections on Special Spell Effects and Combining Magic Effects. Special Spell Effects (PRD Link) Specifically: "Bonuses without a type always stack, unless they are from the same source." What is the definition of "Same Source"? If a bonus is untyped, and they come from different people, are the people the source or is the name of the ability they use the source? I am looking for a general definition of Same Source that I can apply elsewhere, but I also have these two specific examples: 1. Arcane Subdomain. 2. Eldritch Aid (feat, advanced class origins, couldn't find it in the Piazo PRD) For either of these, if you have multiple characters providing the same benefit, do they stack? For example: If you have 100 clerics with the Arcane Subdomain, is each cleric a different source? or is the Arcane Subdomain itself considered the source? Likewise, if you have 100 casters using the Eldritch Aid feat in the same round, is each caster a different source? or is the Eldritch Aid feat considered the source? |