Count Lucinean Galdana

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Preparing a character concept that for story purposes has to be an elf, and the class build will be a combined vivisectionist/internal alchemist dual archetype (for sneak attack, poison, holding breath for a long time, ki pool discoveries, extracts such as touch of the sea, true strike, etc).

The game will take place in a higher tech level D&D style world (think Ghost in the Shell, Deus Ex, Shadowrun, etc).

The idea is for a two-weapon fighting, two weapon feinting(getting the bluff skill up with traits and such) dagger/shortsword/martial arts fighting style reminiscent of Filipino/Malay styles: Kali/Arnis/Silat/Panantukan.

His ranged weapon will be a repeating crossbow and some pistols for back-up(in this game crossbows that add strength to damage are approved as a house rule item).

The game will involve a lot of disabling devices, infiltration, assassination, recovering data, and getting away clean.

TL:DR

What I am really looking for here, is equipment to help this concept really shine. He can kinda do it all: potions, poisons, extracts, alchemical gear, use magic device for scrolls on his extract list, etc.

Keep in mind a focus on aquatic combat rules, weather conditions, and tight movement(prone crawl spaces, etc).


So I loved the concept for the NPC Codex, but in all honesty, I was hoping for something that I could have a new player point to, play, and be on par with a decently built character of that level. As it stands they are decent chump NPCs of their level, but you couldn't be caught dead comparing those builds to any custom-made PC (and the 15 pt buy assumption is fair for MAD classes, but even the SAD builds in there are somewhat paltry).

I don't intend to start an argument about whether or not NPC codex classes are good enough, or what constitutes playable or optimized. Without reading too heavily into it, is there a supplement out there for more hardcore built NPCs that could hope to stand toe to toe with my PCs?

I am not asking for rage-lance-pounce mammoth-riding DPS Olympics or God wizards galore, but is there anywhere I might find a supplement that has Pathfinder PC classes statted out? I would even be happy with like a low, medium, and high version, rather than a levels 1-20.


So anyone who has even a slight head for optimization can tell you that there are certain feats that are almost not even optional for many concepts, and many that are completely avoidable and/or only taken as a tax to reach stuff worth taking, even when conceptually relevant.

So my intent here is to either scale and/or condense non-progressive, low-level feats which are often indispensable to builds of a certain concept, while keeping them balanced in line with the other feats and ensuring that even a scaled contribution doesn't break the end-game balance numbers by very much.

It's long been a thing that the vast majority of core feats are pretty much crap, and that they start to get interesting again at levels 11+ which few even reach anyway.

So I am going to first list some of the worthwhile basic feats, and why I think so.

Blindfight: Based off of a percentage rating, which stays relevant no matter the base numbers.

Endurance: Given that sleeping in a category of armor better is always going to stay relevant, and that +4 is to an almost unscaling number such as a constitution check, the fact that it does not increase as you level doesn't bother me.

Improved initiative: +4 initiative is amazing in a game where base initiative doesn't scale by level, and winning initiative in a game with expectedly short combats is often the difference between a god wizard and a pouncing barbarian coming out on top.

Combat Casting: The DC to cast defensively is rather static in relation to level, so any small bonus helps.

Combat Expertise: It gives 1 AC, takes 1 to accuracy. It keeps doing so every 4 base attack bonus. By bab 20, that feat gives you comparably scaling options. Maybe that enemy has a low AC but hits like a truck, or your hp is so low you want to stay in the game for longer. If it were +1 from levels 1-20, it would feel like a drop in the bucket.

Power attack/deadly aim: Same reasoning. Nobody needs a lecture on why these feats are good.

Combat reflexes: Attacks already scale, so getting more of them is valuable from start to finish. The fact that you don't progressively get more stuff is okay because things it is attached to do scale.

Skill Focus
Alertness & similar skill feats:
In 3.0-3.5 nobody in their right mind took these feats. But with Pathfinder, at skill rank 10 they double. Suddenly, a skill monkey might just bat an eye here.

Two weapon fighting, rapid shot, etc. Obviously, an extra attack is always useful because the accuracy and damages of them go up in level through assorted means.

Now for some examples of Bad Feats:
Dodge(At level 20, who cares about +1? It barely makes an impact at the level it was taken).
Mobility(+4 is nice, but situational as hell, useless for light armors who just tumble)
Pt Blank Shot(By any level, who really cares about +1 nonscaling and limited?)
Great Fortitude/Lightning Reflexes/Iron Will (Don't scale. +2 is a drop in the bucket for weak or strong saves).

Improved Unarmed Strike(Worse than any weapon in the game because it is a lack of a weapon, and its benefit of not being disarmed could be mimicked with a 5 gold gauntlet. At least make it as good as a gauntlet, and count it with a weapon group proficiency feat). Proficiency in boxing and wrestling was a basic tenet of many Eastern and Western military forces alike even to the most basic trooper.

Weapon Proficiency Anything(Would be worth it if applied to entire weapon group.)
Extra rounds/uses of class feature (Extra uses should scale, not by much but scale, by level).
Weapon Focus and Greater(Would be worth it if applied to entire weapon group,merged together, and scaled)
Weapon Specialization and Greater(Would be worth it if applied to entire weapon group,merged together, and scaled)
Spell Focus and Greater(Would be worth it if merged together and scaled)
Spell Penetration and Greater(Not terrible for the same reasons +4 from combat casting is good. If merged into 1 scaling feat would be worth it).
Augment Summoning(Doesn't scale. +4 is a drop in the bucket when summoning a CR 12 creature.)

Okay, the majority of these feats suck in my opinion because they either do not scale and/or could be crammed together to make a feat on par with the better ones.

I know what the typical excuse is here: Feats aren't supposed to be that good. Fighters get a ton of them, so if they packed them together they equate to class features. How many of these basic feats really do that much impact when pushed together? Yeah, not many. And the significant effect tends to come in when merging 2 of the already good feats for a desired end. An example may be packing in good damage by splicing arcane strike and power attack or deadly aim. How much bang would tripling the feat sink matter beyond that? Let's say weapon focus and specialization greater? For 6 feats you now have 2 more accuracy and 4 more damage than a 3rd the investment before. Clear disparity.

Now, enough whining on my end. I am going to post my solutions when I reply. I encourage input as to how you would improve these subpar feats to be as good as some of the better ones, but of course still balanced.


I am looking to create feats for level 11+ characters which put martials and skill monkeys back on the map as extraordinary abilities. As I see it now, non casters do not suffer in their ability to deal damage so much as they suffer in their ability to keep up with movement rates, skill utility, and unique options as compared to their caster counterparts.

I have been working on some custom feats which will allow expanded options, and have added the Epic Level Handbook conversion from jessejackjones.com to reference high level skill uses.

I am not as much looking for opinions on balance. I will playtest them as I get the chance. I am looking for ideas for more feats of a similar vein.

https://drive.google.com/file/d/0Bxt7mtj_p8SleGhwaFNhR0xnbEU/edit?usp=shari ng


So I am running a level 12 tier 2 mythic game set in Eberron, and navigating the higher level insanity challenges pretty well.

But one area of particular concern (which will be less an issue with this caliber of bossfight given true seeing), is the stacking of illusions.

I had a wizard and a monk PC enjoying double-stacked miss chance methods.

One argument was that the 50% from displacement or lightning stance would be counted before any rolls against the figments, and another possibility is that the mirror images get attacked before the displacement is checked.

This makes a rather considerable difference as to how long those buffs combine, as if to even approach one of the images requires a 50% miss and then the hit within 5 of their target AC.

If mirror images are removed first, the protection is still quite valuable but with reduced longevity.

Is their any kind of official or recommended ruling for that? I am inclined to follow the example of protection from energy and resist energy, where the higher level spell overlaps first(but in the example case wouldn't stack of course, unlike displacement+mirror image).


I'm running an Eberron setting pathfinder game about 45 minutes outside of New Orleans, LA, and am putting this out there to see if any local players are looking for new campaigns. We play every other Sunday.


The idea is that through posing as musicians, these mercenaries can slip heavy armaments into settlements with relative ease. I have this idea of a huge guy with a cello case hiding like a greataxe and such, and some people with drums that actually turn out to hold scrolls, you get the idea.

I like the idea that they code their missions in music-themed cyphers, such as "Play the requiem at the 4th note at the height of the pitch." Might say something on killing someone on the 4th of a specific month somewhere public.

I love the idea as a roving antagonist gang, but I don't want to simply call them musicians.

Can anyone think of a cool guild name for such a concept? And yes, they could be any class but they are obliged to stick some ranks into a perform to sell their story.


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I have been working some time to have something to show for cities being inclined to enchant their features for safer and more convenient/productive living scenarios. It's absurd to me that magic would only be used to kill monsters and other people when there is so much utility to be found.

I don't need creation stats, so much as just ideas. This is meant to go in a random table of unique magical engineering feats in a settlement.

1: Magically reinforced Building:
DC 15+caster level spell resistance, +2 hardness, double hit points.

2: Magical Conduit Towers:
Justifies explaining increased range and area of effect for certain spells, like crystal arcane antennae or whatnot.

3: Divination Pool

4: Never-ending Well/Cornucopia/Replication Apparatus

5: Obelisk of Reparation

6: Simulation Chamber

7. Magi-Elevator

8. Phantom Butler

9. Climate Control

10. Message Stone

11. Wall-Mount Receptionist

12. Zone of Truth Witness Stand

13. Projection Figment Theater

Standard Magitech by Settlement Size:

Small town and lower, no standard magitech.

Large town: Magically treated private chambers and offices for heads of state, magically treated bank vaults, dungeon cells for high-profile criminals, magically augmented wells, climate control for wealthy residences or storage lockers for sensitive items. Standard enchantment caster level 8th.

Small city: As large town, + magically treated outer walls, message stones communicating key points in the city, luxury items in the wealthier hotels and estates, such as heated magical water, illusory artworks, phantom butlers, ghost music, etc. Standard enchantment caster level 12th.

Large city: As small city, but with conduit towers for extending the range of enchantments, auras of reparation for important structures, and magically treating important wings of large buildings rather than individual chambers. Offices have divination-enhanced chambers for lessening fraud, and the highest echelon of entertainment and wealth wields vast illusory projections and arcane servitors. Standard caster level 16th.

Metropolis: As large city, but with magically treated transportation lines, extensive arcane communication to most buildings, arcane factories and sustenance conjurations, arcane methods of controlling the weather and surrounding agricultural efforts. Inter-dimensional travel available for heads of state and industry to pre-set buildings such as from court to the throne hall. Entertainment has sensory immersions with simulation experiences, and justice institutions have scrying pools and divination witness stands. The strength of magically treated materials allows for exotic methods of construction and defense. Entire buildings of great importance such as banks, palaces, dungeons, magically treated. Standard caster level for civic-wide effects: 20th.

**This assumes a high-magic setting. For a standard magic setting, go back one size. For a low-magic setting, go back 2 sizes.

**I have a homebrew ritual casting system where with time and assistance, spell effects can have their caster level up to double. In places where this is not the case, cap the caster levels based on highest caster available.


In an otherwise gorgeous gaming system, I find myself consistently frustrated by the sheer dependence on items to even come close to the par of defense as attack is set naturally.

What this functionally means, is that unless you're playing a monk or a wizard who has access to their defense at all times, or a hour/level force barrier at the start, you're comparatively helpless without being decked out in all of your gear.

Here are some problems with that for me:

-Periods where armor isn't used as much.

-Gun heavy settings, as by pf rules(I ignore this out of necessary balance), guns do touch attacks in 1st increment.

-Games involving any decent degree of social maneuvering or espionage, as one cannot reasonably bring their full plate to the courtly ball.

-Games involving heavy detail into adventures in forbidding terrain.

-When ambush is a major theme, such as in a city loaded with crime, or again, in the wilderness.

-Games when GMs want to actually enforce the rules of armor. (How many of you -really- make every heavy-armored fighter, paladin, etc have attendants to strap into and out of their full plate before and after adventuring?)

Now, as for the armor quandary, pathfinder does an amazing job already with the ultimate combat variant.

This leaves a gaping hole in the defense mechanic though. And I for one would prefer that skill at defense is equally represented as skill at offense.

One thing. Spare me the "Hit points actually partially represent defense because it represents a gradual exhaustion from absorbing blows at a mitigated angle, etc etc."

We all know fights become rocket tag, and if that were supposed to represent defense, we'd have no need of an AC mechanic to begin with.

It would obviously have to be stratified. In prior versions such as Unearthed Arcana or in the Fullsteam Beta (a very excellent 3rd party work), it's stratified by armor proficiency given by class.

How do you handle multiclassing? How do you avoid it being too attractive an option to level-dip just for the defense bonus? Do you rule that you take the lowest of your class progressions? Or do you just make the differences incrementally small enough to make that a less attractive option?

Throw me your ideas! I want to see a level-progressed defense that people can get behind to turn armor into DR and make it a great thing to have on but not a necessary item at all times.


In most games where I see players and GMs complain of being broken are in the area of damage dealt through either magic or weapons, or armor classes that become absurdly high really quickly.

The goal here is to have a simple chart based off a combination of NPC codex stats and the monster creation chart. It's not a hard rule, and it's not supposed to be a means of making sure it's never surpassed for fallen beneath(that would be 4th ed, ick). The goal is to show everyone about what you expect out of the characters in areas where they focus and areas where they don't.

The assumption for armor class is that if you're a high defense character, the best of accurate monsters should be hitting on a 12-14 with their first attack of the round, before things like party buffs or circumstance bonuses such as dwarves against giants, etc.

The assumption for damage is pre-critical, but average per round, rather than per attack or spell.

This is in the rough stages, but I would love some feedback and suggestions to clean it up.

Google Doc, Expected Stat Averages by Level:

Edit: This url works, not the other one I posted.

https://docs.google.com/document/d/1wV18SRD_ThhX1yq8bOgjrMYM7Atk7xRcofBd1Ti bQ9Y/edit


First off, let me say that I know this is nowhere near the most efficient means of combating spellcasters.

The idea I have is to try and see balanced builds where at mid-high levels a warrior type with little to no supernatural abilities and feat build/class combos alone can stand up against the ravages of the powerful mage. I'd prefer fighter because barbarian can fall behind on taking on mages at a range, and with many of the rage powers and rage will bonuses it is a bit obvious.

I know most of the good items to make the job easier, so right now i'm mainly looking at build ideas.

Here are some ideas so far:
-Feats to boost saving throw bonuses. Iron will, lightning reflexes.

-Disruptive/spellbreaker feats obviously

-Max out k. arcane, spellcraft, and use magic device, with or without traits to make them class skills.

-Fortified drinker trait for extra will. Elven or half-elven race for added enchantment resistance.

-Blindfight to handle concealment spell effects

-Improved initiative or initiative trait to go first and stab the mage before he starts?

-Ranged weapons of at least +1 magic or ammunition to get through fly/protection from arrows combo

I like the challenge of playing a class that has some serious concerns when dealing with higher level casters, but with some forethought isn't hopeless.

Anything else you guys can think of would be awesome.


Dear Fire Mountain games, what you have written so far is pretty much solid gold.

I have no buts, ands, nor except fors to add to that statement.

I really really really want your Throne of Night to be ready! It's early 2013 already, just like promised!

If you are still working on it, 1 thing I would love to see is a chart with rules for fighting in tight quarters. It existed in the Forgotten Realms underdark book but never appeared elsewhere to my knowledge.

What it essentially does is penalize larger weapons or negate their use altogether the more cramped the space, along with providing acrobatic details for wiggling through. The idea is that swinging a greatsword in a narrow tunnel is silly, for example. I think that would add an awesome edge to explaining the popularity of crossbows and piercing weapons with drow who have to deal with the constriction of narrow ledges and the like.

I've got a growing spelunking background, and the subterranean campaign settings have always held deep appeal (forgive me, couldn't resist the pun).


DragonBringerX and I have been working on subsystems to create a gaming universe that bridges the gap in time periods, so that games can be played from technology in a stone age era all the way to mass effect style rapidly advanced science fiction, while running smoothly with Pathfinder mechanics. More on that will be covered another day. Be on the lookout for Palatium as a 3rd party supplement in the near-future!

A ask that you guys forgive words being crushed together, as I am copying and pasting this from my own forum, and the transition isn't perfectly smooth.

These are 2 fixes we believed were necessary for a smooth integration into truly merging vehicles with monsters and NPCs on the battlefield and having them seem effectively proportional to current siege engine damages in ultimate combat.

Rather than vehicles in pathfinder having HP per square, we created a sort of object hit dice parallel called magnitude. It's really that simple. We range it based on size, with like 1 being a tough mailbox, bicycle, jet ski, or the like, and 30 being a colossal starship. You might say a planet might be magnitudes in the hundreds if you ever had designs to play to the scale of damaging worlds with nukes and singularity bombs and whatnot.

The cool news is, that you can assign this rule to buildings too, so you can have quickmath for how much damage it takes for that mage's spell to collapse a skyscraper. (personal equipment is unchanged for simplicity's sake in sundering and whatnot).

Additionally, I have been working on doing basically magical technology enhancements or magitech, that wealthy land-owners and governments would reasonably want to implement to better improve the security, function, and convenience of a settlement. The inspiration are those gorgeous, final fantasy city-scapes with force screen city walls, towers that throw fireballs onto invading armies, continual flame torches, prestidigitation and hallucinatory terrain advertisements and decor, minority report style clairvoyant justice agents, etc.

I would love to get feedback and have you guys add your own stuff in.

Also, you may note that magically treated walls only add +2 hardness rather than double, though it still doubles the hp. We reasoned that if a +5 magic sword only adds +5 hardness to a weapon, x2 base cost for double base hardness was a bit excessive.

Those of you who run mid to high level play might find this mechanic helps you guys build cities which are not the instant victim of blink spells, stone shape, teleport, etc, as there become select spots and structures (such as the palace, bank vaults, maximum security prisons) which require caster level checks to break through with spell use. These do not effect spellcasting within such structures, only those that attempt to pass through the structure.

Hit Points per Magnitude
Material HP per Magnitude Hardness
Leather/Plastic 10 0
Wood 15 5
Stone 20 8
Metal 20 10
Magically Treated X2 +2

Innovations to Represent a Response to the Prevalence of Magic and Monsters in the World

1: Magically reinforced:
Effect: Vehicle or building, double hp, +2 hardness, Spell Resistance 15+Caster level (Minimum 5th)
Cost: 500gp/5 ft square, or 5,000 gp for a Large building(2-5), 10,000 gp for a Huge building(6-10), 20,000 gp for a Gargantuan building(10-15), and 40,000 gp for a Colossal building(15-20 magnitude).
Exceptionally sized buildings are rated by magnitude. 20-25 magnitude costs 80,000, 25-30 magnitude costs 160,000.
Requirements: Craft Magic Arms and Armor, or Craft Magitech (If applicable in campaign)

2: Magical Conduit Towers/Greater:
Effect: A charged conduit storing magical energy increases the base range of an effect by an amount determined by the range of the spell per caster level, over the minimum caster level needed to power the spell level. It increases the area of effect by the base amount per caster level over the minimum. It increases duration (if longer than instantaneous) exponentially per caster level over the minimum. Metamagic feats increase the base numbers before increase.
Close: 25 feet
Medium: 100 feet
Long: 400 feet
Capacity: A conduit holds 50 Charges when created. These charges last indefinitely until spent, and can store up to 4th level spells. It can store several lower level spells equaling 4 spell levels, or a 4th level spell, or just a lower level spell. The total spell levels in the conduit determines base cost.

Greater conduits hold 10 charges when created. They hold up to 9th level spells. . It can store several lower level spells equaling 9 spell levels, or a 9th level spell, or just a lower level spell. The total spell levels in the conduit determines base cost.

Destroying a Conduit: Deals 1d6 force/spell level x10ft radius/charge remaining. Disable Device DC: 15+caster level charged to disable the tower safely. Use Magic Device: DC 15 to power down if provided with keystone.

Cost: Constructing the tower: 1000/gp/Caster Level to create an unused conduit tower. Once all charges are spent, the tower does not need to be reconstructed.

Charging the Conduit: Spell level x caster level x 750 gp
Spells capable of being rendered permanent with a permanency spell may be made permanent with the effects of the tower. The cost of doing this is 5,000gp per caster level.

Examples:
Fireball: A Conduit of a caster level 10 fireball, has a range of 2000 feet, and does 10d6 fire damage to a 120 ft radius. It is an instantaneous effect. It costs 22,500 gp to enchant a tower that costs 10,000 gp to build.

Wall of Force: A greater conduit of wall of force has a caster level 20, a range of 275 feet, and an area of 1100 square feet. With each charge it has a duration of 11 minutes (10 rounds is an easy minute, and an additional 10 caster levels). The wall of force possesses a hardness 30 and 400 hit points. It costs 75,000gp to enchant a tower that costs 20,000 gp to build.

3: Divining Surface
Effect: Permanent or at will divination in a reflective surface that is at least 10 square feet per spell level. Must be a divination spell effect with a duration of more than instantaneous. It acts as the spell.
Cost: Caster level x Spell Level x 2000 gp.
Example: Caster Level 7 Scrying Pool: 56,000gp.
Note: Effects such as scry often have material foci which make the DC harder to resist. Lawful societies might gather such articles from suspects of crimes (with a degree of the seriousness required depending on the totalitarian nature of the government) for use in spying upon or tracking down a suspect.

4: Never-ending Well/Cornucopia/Replication Apparatus

Effect: Permanent or at-will conjuration that creates food stuffs, water for drinking, crafting materials, or the like.
Cost: Caster level x Spell Level x 2000 gp.
Examples: -Never-ending hot tub of heat and perfume, (prestidigitation & create water together count as 1st level spell), caster level 1 (minimum). 2000 gp. Fills up 2 gallons/round.
-Simple well (create water) caster level 1 1000 gp. (0 level spells count as ½ level).
-Cornucopia Cupboard (create food and water)feeds/hydrates 3 medium characters/day caster level 1, 2000 gp.
-Automated Factory This manufacturing apparatus churns out up to 90 cubic feet of finished manufactured goods of mundane value or 9 cubic feet of minerals, per round. The apparatus must furnish raw materials of a similar substance to function. 80,000gp. (Fabricate, CL 9)

5: Aura of Reparation
Effect: Permanent obelisk capable of repairing damage with make whole once per round to whatever building is closest to it.
Cost: 20,000gp (Make whole, Caster level 10 ). (Cost halved as range was reduced from close to touch).

6: Simulation Chamber
Effect: The chamber that is the target of this enchantment fills with quasi-real illusory terrain and creatures, within a self-contained extraplanar environment. It can create illusory challenges up to its caster level. All damage dealt is nonlethal, and the room fades to normal with a command word from any party. (Hallucinatory Terrain, Tiny Hut, Shadow Conjuration Caster Level 7) Duration: At will/permanent. Area: 1 room.
Cost: 56,000gp.

7. Magi-Elevator
Effect: A platform supported by a floating disc carries the target up or down, and even vertical on a pre-set path, on a command word or a panel. The weight and distance depends on the caster level. (Extend Spell Floating Disc, Levitate) Caster level 12, 1 use/day for 24/hrs a day
Cost: 1800gp.
*Halved cost for dropping from close range to touch. Holds 1200 lbs, moves at a speed of 20 feet/round.

8. Phantom Butler
Effect: A translucent unseen servant performs menial and servile tasks without complaining, sleeping, eating, or talking back.
Cost: 750 gp, Caster Level 5, 1/day

9. Climate Control

Effect: The temperature within is comfortable so long as the external temperature is between -50 and 140 degrees Fahrenheit. Caster level 1 per magnitude. A house at magnitude 5 is 750gp and caster level 5.
Cost: Caster level x 150.

10. Message Stone

Effect: A cellphone with range as per the message spell.
Cost: 375gp, Caster Level 1

11. Wall-Mount Receptionist

Effect: A talking mouth appears from a wall within an enchanted area at a specified time and delivers a particular verbal message that was spoken into it earlier.

Cost: 250gp Caster level 1, 3/day.

12. Zone of Truth Witness Stand

Effect: A heightened zone of truth is focused on the witness stand, making a permanent place where lies cannot be voiced. The DC is 20 will enchantment, mind-affecting compulsion.
Cost: 45,000 gp (5th level spell slot, caster had spell focus and greater spell focus. Halved cost for reduced area of effect to 1 target).

13. Projection Figments
Effect: Illusory visual and auditory effects range in size from the smallest to grandest illusions.

Examples:
Battle-Map:
Effect: An astrolabe lights up with the graphics for terrain and friendly as well as enemy positions. This is controlled by the will of the device operator. This is simply a thorough and vividly stunning panorama, and does not actually have any divination-enhanced accuracy of the representations. Holographic power-point basically projecting from an astrolabe.
Cost: 75gp, at will holo projection. (Prestidigitation, 1 charge/day(at will)

Illusory Theater:
Effect: A stage can project the scenery, extras, and even some sensory details to enhance the effects of the performance. (Major Image, Pyrotechnics, Ghost Sound, Caster level 5th)
Cost: 30,000gp


Hey guys. While I don't use the entire Kingmaker system, I love using the build points and build point cost building lists to create settlements, military units, and vehicles.

I was wondering if anybody would be interested in or know of a place where pre-built settlements have a somewhat itemized build point cost included.

I plan on running a long-running faction game set around a very small settlement where a portion of their adventure rewards will be build points with which to develop the settlement.

Any ideas or resources would be awesome.