120,000 GP to spend, and not a clue what to do with it. Ideas?


Advice

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The Circlet doesn't alter your Charisma 'modifier', which is what would boost channeling.

It only modifies Cha based skill checks such as UMD, Bluff, etc. It's a competence bonus to the skill checks, as opposed to the CHA stat.

RPG Superstar 2012 Top 16

if it boosts Channel Energy DC's, it should also boost Charisma based spellcasting DC's, and it does not.It would also boost any class that got Cha to saving throws.

Skill restriction.
==Aelryinth


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Rumtum wrote:

The Circlet doesn't alter your Charisma 'modifier', which is what would boost channeling.

It only modifies Cha based skill checks such as UMD, Bluff, etc. It's a competence bonus to the skill checks, as opposed to the CHA stat.

Technically, it increases ALL Charisma-based checks (see below for the game's definition of "check"). That means ability checks, skill checks, caster level checks and any other kind of "check" that happens to be Charisma-based. I have a character who gets the bonus to his Initiative checks thanks to a feat that makes Initiative Charisma-based.

Check: A check is a d20 roll which may or may not be modified by another value. The most common types are attack rolls, ability checks, skill checks, and saving throws.

Note though that getting a Charisma-bonus to a check (such as a paladin's divine grace bonus to saves) does not necessarily make that check "Charisma-based." Fortitude, Reflex, and Will saves are Constitution, Dexterity, and Wisdom-based checks, respectively, and therefore do not qualify for the circlet's benefits even with divine grace and similar abilities.


Joanna Swiftblade wrote:

Cat = 3cp, 8lb

120000gp = 12000000cp

12000000cp/3 = 4000000 cats or one 32000000lb cat.

Extra points if it's the size of a normal cat, just incredibly dense.

So just a regular sleeping cat then, right?


Seriously, though - I can see very little motivation for anyone to go 'adventuring' once they've got that much money. Take one last adventure to claim a spot of land, and build a village with some houses, a noble villa, and a bordello. Be a fat, lazy, and inefficient governor of your own tiny happy kingdom, and stop putting yourself in harms way needlessly.

RPG Superstar 2012 Top 16

He doesn't have that much money. He has that much gear. He's asking what his gear is.

==Aelryinth


CraziFuzzy wrote:
Seriously, though - I can see very little motivation for anyone to go 'adventuring' once they've got that much money. Take one last adventure to claim a spot of land, and build a village with some houses, a noble villa, and a bordello. Be a fat, lazy, and inefficient governor of your own tiny happy kingdom, and stop putting yourself in harms way needlessly.

You are ALREADY in harm's way.

Every day, The Rough Beast scratches at the walls of its prison. Every day, The Black Fleet plies the space lanes and nudges its way closer to the worlds of light and good. Every day men and women are seduced to the dark side by the whispers of Asmodeus.

And every day you get a little closer to final, true death, after which no one will remember your name unless your deeds were so great you MADE them remember.

Also, level 12 is a lousy stopping point for your pocket empire. You don't have any of the Create Demiplane spells, you don't even have Control Weather. One nasty drought and your people are starving to death. When it comes to power, even a fighter-type will generally choose level 20 and no gear over level 1 and 880,000 gp; all other things being equal.

Grand Lodge

Ravingdork wrote:

Technically, it increases ALL Charisma-based checks (see below for the game's definition of "check"). That means ability checks, skill checks, caster level checks and any other kind of "check" that happens to be Charisma-based. I have a character who gets the bonus to his Initiative checks thanks to a feat that makes Initiative Charisma-based.

Check: A check is a d20 roll which may or may not be modified by another value. The most common types are attack rolls, ability checks, skill checks, and saving throws.

Note though that getting a Charisma-bonus to a check (such as a paladin's divine grace bonus to saves) does not necessarily make that check "Charisma-based." Fortitude, Reflex, and Will saves are Constitution, Dexterity, and Wisdom-based checks, respectively, and therefore do not qualify for the circlet's benefits even with divine grace and similar abilities.

a d20 roll which may or may not be modified by another value.

What a clear sentence lol. it may....or may not....

as far as the Paladin's divine grace I understand completely what you mean as each save has a different stat all together.

I also understand the basic part of the CHA based skills. UMD, Bluff, Diplomacy.

Like I read what a compatence bonus is and even go...WTF with this example. For instance:

Quote:
A competence bonus (or penalty) affects a character's performance of a particular task, as in the case of the bardic ability to inspire competence. Such a bonus may apply on attack rolls, saving throws, skill checks, caster level checks, or any other checks to which a bonus relating to level or skill ranks would normally apply. It does not apply on ability checks, damage rolls, initiative checks, or other rolls that aren't related to a character's level or skill ranks.

as in the case of the bardic ability to inspire competence.

Such a bonus may apply on attack rolls, saving throws, skill checks, caster level checks, or any other checks to which a bonus relating to level or skill ranks would normally apply.

here is where the example hits a brick wall:
It does not apply on ability checks, damage rolls, initiative checks, or other rolls that aren't related to a character's level or skill ranks.

Last time I checked the Bardic Performance:
a +1 competence bonus on attack and weapon damage rolls.

Leave it to this game to give examples badly.....

This is why I'm so confused on it to be honest...everything that should be clear isnt.

They could have easily said Circlet of persuasion Gives grants its wearer a +3 competence bonus on Charisma-based skillchecks. And it would have been easily understood...but instead they leave it to say:
grants its wearer a +3 competence bonus on Charisma-based checks.

But if it doesn't help that Channel energy DC then just remove the item from the list I suggested. Totally a misunderstanding on my part due to some really open interpretation of bad examples.


boring7 wrote:
CraziFuzzy wrote:
Seriously, though - I can see very little motivation for anyone to go 'adventuring' once they've got that much money. Take one last adventure to claim a spot of land, and build a village with some houses, a noble villa, and a bordello. Be a fat, lazy, and inefficient governor of your own tiny happy kingdom, and stop putting yourself in harms way needlessly.

You are ALREADY in harm's way.

Every day, The Rough Beast scratches at the walls of its prison. Every day, The Black Fleet plies the space lanes and nudges its way closer to the worlds of light and good. Every day men and women are seduced to the dark side by the whispers of Asmodeus.

And every day you get a little closer to final, true death, after which no one will remember your name unless your deeds were so great you MADE them remember.

All the more reason to spend more time at the Bordello.

boring7 wrote:
Also, level 12 is a lousy stopping point for your pocket empire. You don't have any of the Create Demiplane spells, you don't even have Control Weather. One nasty drought and your people are starving to death. When it comes to power, even a fighter-type will generally choose level 20 and no gear over level 1 and 880,000 gp; all other things being equal.

The point of having your own castle is to pay others to get to level 20 and deal with all that for you. Do you really think most the people triggering adventurer's adventurers are lvl 20+?


That's quitter talk.


boring7 wrote:
That's quitter talk.

It's not quitting to stop after you've won.

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