![]()
![]()
![]() How are percentages added together? Are they added together multiplicatively or additive. Lets say i want to craft an item worth 100 gp and i have hedge magician 5%, eldritch smith 5% and spark of creation 5%, and the the evangelist boon of Torag for an ekstra 10 % Would the discount add together to 25%
1.05* 1.05* 1.05 *1.10 = 27,33% discount or 5% discount 95gp 5% 90,25Gp 5% 85,7375 gp 77,16375 gp ![]()
![]() Grue wrote:
Demoniac yes i know necro thread dont mind me ![]()
![]() Yeah that's why I'm surprised. But the source book and srd agree on it which is why I'm surprised. My theory is that 4550 is correct and that the craft price should be 2275. The reason being that it requires regenerate a seventh level spell. So following the rules from brew potions would be 13*7*50=4550. I know the rules for brew potions aren't relevant, but intuitively it makes sense for an elixir especially when the price matches ![]()
![]() my hope was adding commando construct and enlightened construct. and if the gm was willing figuring out a price for steam powered clockwork(+50% to price, no clue what the craft price could be but basing it off some mix of homunculi and golems seems fitting) but apparently my gm has inner hate for templates after some clown showed up with some bs backstory to justify starting with templates. So i need to clarify the difference between construct templates and that. ![]()
![]() Hi im playing a promethean alchemist. Its AC is listed as AC +2 natural armor So that would be 10+2 from natural armor + other bonuses now lets say i spent 9000 gold improving my homunculi
Does it now have 15 or 13? and lets say i add a few templates from commando construct:
is it now 19, 17 or 14? ![]()
![]() 1) Ahh i didn't know they used to be a developer, then i think their word is law which limits the shenanigans' a lot... Wait does this mean that i can duplicate my extracts per day(for a character half my level ofc) for 1000 gold... 2) it does say
3) good news for me, well tortures for the character but having an endless supply of blood for homunculi is good 4) This is incredibly broken lol will avoid it because i like the GM 5) I assume i will be able to jump between them despite this. So i could have a simulacrum that's unmodified, one that's flesh wrapped, one that's a soul bound construct, ext. 6) why do they become inert? I would still be alive just not look it but they are smart enough to understand ![]()
![]() A master work painting cost 500 for Tiny or smaller 1000 for small 2000 for medium 3000 for large 4000 for huge 6000 for gargantuan 8000 for colossal This is for portraits of creatures but they give a baseline for Gms I have them from Trompe L’oeil 's crafting requirements. Be aware that evil spirits can posses masterwork paintings, they will try to replace the original so just be aware if you like self portraits I am only 11 years too late dont mind me ![]()
![]() So i plan to make an alchemist who makes use of the doppelganger simulacrum a lot. They will have the flesh wrapper item creation feat along with the ability to craft constructs, including the soul bound construct. They will also be using Homunculi so being able to bleed is important. Could i make a Base body (half elf) doppelganger
Also if the answer is yes, Does becoming a construct change anything? Also out of curiosity their wouldn't be any problem in using simulacrums to create homunculi? ![]()
![]() Mark Hoover 330 wrote:
those are the rules for adding to any construct. A homunculi has another method of adding spell like abilities i think they are found under the bestiary for them, i found them under craft construct on d20sfrd ![]()
![]() Hey i was Researching homunculi and a i have a question about Spell-Like Ability: By incorporating 10 potions of the same spell in the homunculus’s creation, a crafter can imbue the homunculus with the power to use that spell once per day as a spell-like ability. Price: Total cost of the potions used. Can this ability be selected more than once. if i used 20 potions of cure light would i have it 2/day.
thank you in advance ![]()
![]() Hi I'm trying to make a construct for mining adamantine in the plane of earth, so it needs a fly speed and a burrow speed. Additional Movement (Ex, 1 CP): Gains a new mode of movement (burrow, climb, fly [clumsy], or swim) at a speed equal to its base speed. Can i take this twice to get both or do i need to find other methods, (Basic Modification: Movement modification: burrow) Mostly just looking to save some gold ![]()
![]() I'm playing a promethean alchemist i want to add toughened hide to my humoculous. Toughened Hide: By adding diamond dust and cold iron to the homunculus, a crafter can increase its natural armor bonus to AC by 1, 2, or 3. Price: +1,000 gp (+1), +4,000 gp (+2), or +9,000 A promethean alchemist humoculous already has 2 natural armor, does the wording allow me to get a 15 or do I use 9000 gold to get 13? ![]()
![]() Diego Rossi wrote: Ask your GM about the Cyclops Helm. I wouldn't allow a single roll made with a magic item as an immediate action to work to determine the result of 8 hours or work for a day. Even less when it determines the result of multiple days of work. "Once per day as an immediate action, the wearer can choose the result of the die roll instead of rolling her next attack roll, saving throw, skill check, or ability check." their is nothing here that specifies that the skill check has a time limit. If it had their would be a lot of skill checks it would be useless for that most Gms would find reasonable uses of it. A diplomacy check to improve attitude usually takes 10 min. But perhaps the gm would rule that I have to use it before I start crafting and there for be unable to use any other skill checks in-between ![]()
![]() it requires so much money why I'm making my alchemist a dedicated crafter and just gonna have my companions as "my pc" I'm thinking an homunculi would be able to replace a valet familiar. though it will be expensive 4.55 k gold to craft since it needs 5 feats. craft wonder, craft weapons and armor, master craftsman, craft construct and Cooperative Crafting. Though the tumor familiar would be flavorful as hes an old sickly man. ![]()
![]() i am an alchemist so having a high craft alchemy is a given. I'm also a dedicated crafter duo to promethean alchemist taking away everything useful to give me a cool construct (the base creature). I plan on investing in a cyclops helm so i take 20, i can still beat the dc if I'm smart about it, just needed to know if it was legal. I might be doing it at a low level and the setting makes magic items insanely rare and have yet to see anyone else with a scroll. Thank you for the help<3 ![]()
![]() i thought so thank you. I'm a player trying to figure out how to make a construct replace my character without trowing off balance. knowing the limits of animate objects can will help alot thank you. Burn is from The Haunting of Harrowstone pathfinder adventure path 43 i've read most of the rules on construct so i can make a character thats a full time crafter while a construct replaces him in the party composition. ![]()
![]() Hi
I am an alchemist. making greater heroism and limited wish difficult. can i increase the dc by 5 like magic item creation so the dc becomes: original creatures dc + 14 (10 from lacking requirments 4 from base) is this posible or am i out of luck? i have discoveries to allow for extracts to replace spells ![]()
![]() Hey im hoping to make an animated object with a future character. So my question is can i select the same ability multiple times with craft construct
Additional Attack (Ex, 1 CP): Gains an additional slam attack. or Faster (Ex, 1 CP): One of the object’s movement modes increases by +10 ft. I cannot find a rule against it on the animate objects page.
Burn (Ex, 1 CP): : The object gains burn (1d6) with its slam attacks. This can be applied multiple times. Its effects stack but these abilities are either ones that normally cant stack (such as changing the material) or from different sources where it could be a clarification. so my question is could i take additional attack 3 times to make a construct with 4 slams? or a flying object with a ridiculous speed for traveling? ![]()
![]() Hey im hoping to make an animated object with a future character. So my question is can i select the same ability multiple times with craft construct
Additional Attack (Ex, 1 CP): Gains an additional slam attack. or Faster (Ex, 1 CP): One of the object’s movement modes increases by +10 ft. I cannot find a rule against it on the animate objects page.
Burn (Ex, 1 CP): : The object gains burn (1d6) with its slam attacks. This can be applied multiple times. Its effects stack but these abilities are either ones that normally cant stack (such as changing the material) or from different sources where it could be a clarification. so my question is could i take additional attack 3 times to make a construct with 4 slams? or a flying object with a ridiculous speed for traveling? ![]()
![]() So I'm considering a Dreamweaver witch with the lucid dreamer feat line.
Dream travel:
CASTING
Casting Time 1 standard action
EFFECT Range touch
DESCRIPTION You and the other targets of the spell are physically drawn from the Material Plane into the Dimension of Dreams on a voyage into the dreams of a creature you designate. In the Dimension of Dreams, you move through a swirling sea of thoughts, desires, and emotions created by the minds of dreamers everywhere to reach your destination dreamscape. Reaching the destination dreamscape takes 1 hour. At any point before the spell’s duration ends, you can dismiss the spell to return to where you started on the Material Plane. The connection between dreams and reality is inherently tenuous, and your ability to arrive precisely where you mean to is dependent on your familiarity with the dreamer you’re trying to find. To determine how accurate your arrival is at the end of your dream travel, roll d% on the following table] Does it: 1)simply fail because the spell only works to travel to the dimension of dreams 2) Work but only affects your lucid body 3) something else entirely ![]()
![]() The PostMonster General wrote: The full life cycle of a Night Hag? In what way? I was thinking something along the lines of be born: innocent hag child. become hag(not sure if required) become night hag, be reborn into a waker may and then ascend into dream thief. so my question is, do i have to make sure a moon may changeling is going to Abaddon after dying or is that a given. Would a moon may paladin(example not my character) end up in Abaddon or heaven. ![]()
![]() I know Night Hags Reproduce by having a moon may(night hag changeling) die and then manifest. I assume that its Abaddon since they are neutral evil and that is where the soul trade happens. My question is what realm do night hags spawn in if the moon may isn't neutral evil? Are all moon mays dammed to Abaddon from birth or do they just form as night hags where ever? Do they bypass Pharasma judgment or do the psychopomps just ignore her if she stays in line? Do they keep their memories and just mentally struggle with their change nature(becoming evil)? I have a thousand questions and just want to know more i am asking because i want my character to experience the full life cycle of a night hag and eventually become a dream hag. But my gm has requirements on alignment to be good.
|