Carrying Capacity - Am I doing it right?


Rules Questions


20 Str Start (dwarf)
+4 Rage (level 1 barb)
+4 Alchemist Mutagen (level 1 alchemist)
+4 Enhancement bonus (bull strength potion)
+8 muleback cord
+2 Muscle of the Society trait
+1 MW backpack
+1 Level 4 ability score up
+2 str size bonus enlarged person
---
46 str (for the purposes of determining encumbrance)
x2 enlarged person
x4 tremendous str
x4 tremendous str
x3 heavy Load belt
------
Light - Heavy - Drag (X5)
88,128 - 264,960 - 1,324,800

If its right, how do i use it to break the game?


26str = 306 / 613 / 920
36str = 1,224 / 2,452 / 3,680
46str = 4,896 / 9,808 / 14,720
Enlarged = 9,792 / 19,616 / 29,440
Heavy load belt = 29,376 / 58,848 / 88,320

Final numbers:
Light: 29,376
Medium: 58,848
Heavy: 88,320
Drag: 441,660

As for how you can use it to break the game? You really can't.


Math adds up. Granted, you can't *lift* that all at once I think (if I remember right, ant haul and muleback cords don't let you lift more stuff up at once, just carry more when it's on your back; would be reasonable to rule this anyway I feel like)

Still, even if you're only lifting a hundred thousand pounds at once and then carrying ten of those at a time, that's still pretty impressive. You'll definitely never need to worry about tracking your encumbrance. Technically, none of this gives you a combat-mechanic bonus, but most GMs would probably allow you to use some "drop a mountain on this guy from 100ft up" shenanigans once or twice before telling you to cut it out.

Just... don't trip.


illyume, his math does not add up. It is too high. I've been trying to figure out how he got them but there is no method I can see that would have given him that.


I was looking at the ant haul carrying capacity list on accident as the base capacity, so its x3 more then it should be.


Yeah, that would do it.


You're right; I didn't check that well enough either. >.>

At any rate, it's still gonna be enough to carry whatever you need.

In the group I'm running through RotRL, the party's oracle has made their barbarian a pair of muleback cords that's also got ant haul laced into it as well. The barbarian's picked up the party's horses and wagons to carry them across few dangerous places. :P


Lol


You can finally carry all of the copper out from a dragon's hoard.


your backpack has a limited capacity. so even if ti let you carry a bit more then normal backapck. it won't let you carry mroe then it's own capacity. so that +1 to str is null as well.

also consider the limit of space . to actuly use this to say lift a ver yheavy thing and drop it on some1. you will need something very condense as something not condense like wood will usaly be to big to fit anywhere but an open field.


By RAI maybe, not by raw though. Doesnt state only for purposes of items in the bag.


Does carrying-capacity follow real multiplication rules, or Pathfinder multiplication rules, where doubled-doubled is merely tripled, and doubled-doubled-doubled is quadrupled?

x2 from enlarge person plus x3 from the heavyload belt may only be a net x4....


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Keep in mind, also, that you have the strength only for a limited time. Rage for a few rounds and mutagen, bull strength and enlarge person for a few minutes.

And how did you start with a 20 STR? Dwarves get the bump to Con and Wis.


The way to break the game is not with your carrying capacity, instead use a critter.

In the game i am running my PCs have fast dire croc zombie with mule back cords and an ant haul belt. They use it to carry and or tow their ship.

At one point I built a juju zombie half dragon dino that could fly with load of 34 million pounds our nearly 17000 tons.

You would need 7 of them to carry a modern aircraft carrier. I need to try and make that one.


Mathius wrote:

The way to break the game is not with your carrying capacity, instead use a critter.

In the game i am running my PCs have fast dire croc zombie with mule back cords and an ant haul belt. They use it to carry and or tow their ship.

At one point I built a juju zombie half dragon dino that could fly with load of 34 million pounds our nearly 17000 tons.

You would need 7 of them to carry a modern aircraft carrier. I need to try and make that one.

are you making the S.H.I.E.L.D aircraft carrier from avengers? old timey Avengers assemble?!!?!


This is relatively minor, but I'm not sure a MW Backpack and Muleback Cords will stack. I think they'd overlap.

MW Backpack wrote:
When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.
Muleback Cords wrote:
The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity.

I'm a little less certain about Muscle of the Society, but there's at least an argument it wouldn't stack, either.

MotS wrote:
you treat your Strength score as 2 higher for the purpose of determining your carrying capacity.


unnamed bonuses from different sources stack.

After 24 hours a bonus is permanent and thus normal. At that point you can add more to normal. If is said base that would be different.

Silver Crusade

Gauss wrote:

26str = 306 / 613 / 920

36str = 1,224 / 2,452 / 3,680
46str = 4,896 / 9,808 / 14,720
Enlarged = 9,792 / 19,616 / 29,440
Heavy load belt = 29,376 / 58,848 / 88,320

Final numbers:
Light: 29,376
Medium: 58,848
Heavy: 88,320
Drag: 441,660

As for how you can use it to break the game? You really can't.

So being able to drag 200 tons is not broken enough?


Jokem wrote:
Gauss wrote:

26str = 306 / 613 / 920

36str = 1,224 / 2,452 / 3,680
46str = 4,896 / 9,808 / 14,720
Enlarged = 9,792 / 19,616 / 29,440
Heavy load belt = 29,376 / 58,848 / 88,320

Final numbers:
Light: 29,376
Medium: 58,848
Heavy: 88,320
Drag: 441,660

As for how you can use it to break the game? You really can't.

So being able to drag 200 tons is not broken enough?

It's fairly common for tax collectors.


Jokem, while I am sure there could be some ridiculous application of dragging that much weight it is really up to the GM.

However, applying it to a combat situation (which, is what PF is really about) is going to be extremely difficult at best IF the GM allows you to do it.

Yes, you drag 200 tons, to do what exactly? To relocate it from point A to point B? Ok..done. Now what?


Build a custom raised platform with legs and shoulder straps to easily load and unload goods. Find a friendly spellcaster who can cast teleportation and start a shipping business. 1-4 times per day you can instantaneously shift ~200 tons worth of goods anywhere in a 900 mile radius.


Mathius wrote:

unnamed bonuses from different sources stack.

After 24 hours a bonus is permanent and thus normal. At that point you can add more to normal. If is said base that would be different.

Both the MW Backpack and Muleback Cords modify one's "normal" strength. This sounds much too much like stacking Improved Natural Attack and Strong Jaw.

Saying it's a permanent bonus after 24 hours doesn't make it "normal". More importantly, neither of these two items provide ability score increases, which is what the permanent/temporary distinction is discussing.

They're both telling you to look at your ordinary STR, and increase it. This question doesn't seem to have been addressed, and it's relatively minor, but I don't think it should work to stack Muleback Cords and a MW Backpack.

Grand Lodge

fretgod99 wrote:
Mathius wrote:

unnamed bonuses from different sources stack.

After 24 hours a bonus is permanent and thus normal. At that point you can add more to normal. If is said base that would be different.

Both the MW Backpack and Muleback Cords modify one's "normal" strength. This sounds much too much like stacking Improved Natural Attack and Strong Jaw.

Saying it's a permanent bonus after 24 hours doesn't make it "normal". More importantly, neither of these two items provide ability score increases, which is what the permanent/temporary distinction is discussing.

They're both telling you to look at your ordinary STR, and increase it. This question doesn't seem to have been addressed, and it's relatively minor, but I don't think it should work to stack Muleback Cords and a MW Backpack.

According to PFS pregens INA and Strong Jaw do stack. That's the most official answer we've had on the subject and until something supercedes it that's good enough for me.


claudekennilol wrote:
fretgod99 wrote:
Mathius wrote:

unnamed bonuses from different sources stack.

After 24 hours a bonus is permanent and thus normal. At that point you can add more to normal. If is said base that would be different.

Both the MW Backpack and Muleback Cords modify one's "normal" strength. This sounds much too much like stacking Improved Natural Attack and Strong Jaw.

Saying it's a permanent bonus after 24 hours doesn't make it "normal". More importantly, neither of these two items provide ability score increases, which is what the permanent/temporary distinction is discussing.

They're both telling you to look at your ordinary STR, and increase it. This question doesn't seem to have been addressed, and it's relatively minor, but I don't think it should work to stack Muleback Cords and a MW Backpack.

According to PFS pregens INA and Strong Jaw do stack. That's the most official answer we've had on the subject and until something supercedes it that's good enough for me.

*shrug*

Well alrighty then. It would be nice to have a clear, official answer on the whole size-stacking thing. But yeah, until something else comes up, that's good enough for me.


Kudaku wrote:
Build a custom raised platform with legs and shoulder straps to easily load and unload goods. Find a friendly spellcaster who can cast teleportation and start a shipping business. 1-4 times per day you can instantaneously shift ~200 tons worth of goods anywhere in a 900 mile radius.

Need to add another requirement to this: Need to find a friendly GM that would allow something clearly not intended.

Also, at this point you are playing a shipping business game rather than Pathfinder. If that is what you want to do, fine, but it doesn't break Pathfinder.

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