Looking for DM & Group for Pathfinder 1e High Level game

Started by Vergil Tanner, January 15, 2021, 12:32:42 AM

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mjrbatou

#275
Quote from: Callie Del Noire on March 04, 2021, 09:31:42 AM
I like half+1, makes it simpler and easier to keep balanced.
true, just use half +1 for HP.

If you saw the original message, that was me being a grumpy GM.

pdragon

Quote from: mjrbatou on March 04, 2021, 12:25:18 PM

Quick question. My tiefling character will be an oracle, and I was wondering if it would be ok to use this 3rd party feat for her. Strange Revelation
What a thrill...with silence and darkness through the night....

Request Thread

mjrbatou

Quote from: pdragon on March 04, 2021, 04:41:48 PM
Quick question. My tiefling character will be an oracle, and I was wondering if it would be ok to use this 3rd party feat for her. Strange Revelation
Go ahead.  How big's your tiefling anyways?  She can get up to Gargantuan really easily, though I mentioned Huge was the biggest she could be and live within the city (not counting an effect that would reduce her size).

Blinkin

"I am a Southern Gentleman, which means that I'm a rogue and a scoundrel. When I'm not kissin' the hands of married women, I'm slipping off their wedding rings."
My Ons' & offs'
Absenses & Apologies (Updated 3/02/23)
Blinkins' Thinkin's (Story Ideas)
Yes, I really am blind.
Being Literate is the ability to read and understand a language. When you ask for literate, what you are looking for is Verbosity, which is the ability to use lots of words without actually saying very much... like politicians. I consider myself both literate and verbose.

pdragon

Quote from: mjrbatou on March 04, 2021, 04:50:03 PM
Go ahead.  How big's your tiefling anyways?  She can get up to Gargantuan really easily, though I mentioned Huge was the biggest she could be and live within the city (not counting an effect that would reduce her size).
I'm going with huge, and then her hat of disguise will let her morph down to large. Going to go with the minimum height of 8ft so that while still large she'd be the closest to regular size possible for those not into the size play stuff.
What a thrill...with silence and darkness through the night....

Request Thread

Muse

  Why caster level 12? 

  I have +36 (+38 actually) because Alchemists add their level to all alchemy checks.  :)
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Vergil Tanner

Quote from: Muse on March 04, 2021, 06:08:25 PM
  Why caster level 12? 

  I have +36 (+38 actually) because Alchemists add their level to all alchemy checks.  :)

Because some constructs have a caster level requirement. Most Clockwork Constructs require "Caster Level 12," which in a Promethean Disciple's case would mean 12 ranks in Craft (Alchemy).

And ah, see, no they don't. I thought that too, but the wording is a little different than that. It doesn't say that Alchemists add their level to their Alchemy check, it says that "When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check."
That means that it applies to a specific set of items, most of which can be found Here. This includes things like Tanglefoot Bags and Alchemist's Fire.

As far as I can tell, this does NOT apply to Constructs, and nowhere in the Promethean Disciple Discovery does it say that it changes that. So as far as I am aware, you wouldn't get the + Level to that check. As far as I can tell, RAW, you would not get the +13 to those checks.

Of course, the GM might make a different call xD But RAW, I don't think it works that way.
Vergil's Faceclaim Archive; For All Your Character Model Seeking Needs!


Men in general judge more by the sense of sight than by that of touch, because everyone can see but few can test by feeling. Everyone sees what you seem to be, few know what you really are; and those few do not dare take a stand against the general opinion. Therefore it is unnecessary to have all the qualities I have enumerated, but it is very necessary to appear to have them. And I shall dare to say this also, that to have them and always observe them is injurious, and that to appear to have them is useful; to appear merciful, faithful, humane, religious, upright, and be so, but with a mind so framed that should you require not to be so, you may be able and know how to change to the opposite.

Dubbed the "Oath of Drake,"
A noble philosophy; I adhere...for now.

Blinkin

Quote from: pdragon on March 04, 2021, 05:36:20 PM
I'm going with huge, and then her hat of disguise will let her morph down to large. Going to go with the minimum height of 8ft so that while still large she'd be the closest to regular size possible for those not into the size play stuff.

You do realize that the hat of disguise just makes you seem to be smaller by a foot; it doesn't actually make you smaller?

The base spell reads

"You make yourself – including clothing, armor, weapons, and equipment – look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.

The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment."

It just makes you look like a large creature, so anyone who touches you has a chance of finding your head above your apparent head. You would still have to deal with rooms that are too small for a huge creature. It's up to our illustrious GM, of course, and I'm not saying that it can't work, just that there's a significant difference between large and huge and it might fall apart when someone is trying to climb on top. Not to mention those 8' door jams.
"I am a Southern Gentleman, which means that I'm a rogue and a scoundrel. When I'm not kissin' the hands of married women, I'm slipping off their wedding rings."
My Ons' & offs'
Absenses & Apologies (Updated 3/02/23)
Blinkins' Thinkin's (Story Ideas)
Yes, I really am blind.
Being Literate is the ability to read and understand a language. When you ask for literate, what you are looking for is Verbosity, which is the ability to use lots of words without actually saying very much... like politicians. I consider myself both literate and verbose.

indarkestknight

They may mean greater hat of disguise, which, rather than the illusionary disguise self, applies the transmutation alter self at will to the wearer.

Muse

They do.  I saw the price quoted.  It' sfor the greater

*  *  *

Okay!  :)  I  switched weapon focus for leadership.  Now for a cleric concept i havne't done to death..

Though honeslty, most of the Sarenrite devishes i've played were much lower level! 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Muse

Hey Vergil.  I missed that, thank you.  :)  i'll adjust my alchemy score. 

How were you boosting poppets?  I don't see rules for that? 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

pdragon

indeed greater hat of disguise gives you alter self
What a thrill...with silence and darkness through the night....

Request Thread

Vergil Tanner

You're welcome! I wish I was wrong, believe me xD

As for Poppets, you can craft them with either the Craft Construct feat or the Craft Poppet Feat. You can upgrade them using the prices listed here:

Linky
Vergil's Faceclaim Archive; For All Your Character Model Seeking Needs!


Men in general judge more by the sense of sight than by that of touch, because everyone can see but few can test by feeling. Everyone sees what you seem to be, few know what you really are; and those few do not dare take a stand against the general opinion. Therefore it is unnecessary to have all the qualities I have enumerated, but it is very necessary to appear to have them. And I shall dare to say this also, that to have them and always observe them is injurious, and that to appear to have them is useful; to appear merciful, faithful, humane, religious, upright, and be so, but with a mind so framed that should you require not to be so, you may be able and know how to change to the opposite.

Dubbed the "Oath of Drake,"
A noble philosophy; I adhere...for now.

mjrbatou

Alchemist competence bonus to craft (alchemy) checks do not include constructs.  The average spellcraft check for golems without any requirements is 40 or less except for the really expensive/powerful ones, so getting a lower check shouldn't cause any problems even without a +13 bonus.

Some constructs still have special requirements alchemy cannot emulate, but the vast majority are simple enough to craft.

Blinkin

Ah, I didn't even know that there was a greater Hat of Disguise. Sorry for the assumption.

Does anyone know if you can enchant an arrow with a spell?For example, if I wanted to add a charm person spell to a group of arrows? or Shadow Trap?

The wee Pixie can do some healing in the form of cure moderates, cure Serious and the ever popular mass Cure Light with 1D6+13... with magical knack, that might be 15 instead of 13. Hmmm, a cure moderate on an arrow?
"I am a Southern Gentleman, which means that I'm a rogue and a scoundrel. When I'm not kissin' the hands of married women, I'm slipping off their wedding rings."
My Ons' & offs'
Absenses & Apologies (Updated 3/02/23)
Blinkins' Thinkin's (Story Ideas)
Yes, I really am blind.
Being Literate is the ability to read and understand a language. When you ask for literate, what you are looking for is Verbosity, which is the ability to use lots of words without actually saying very much... like politicians. I consider myself both literate and verbose.

mjrbatou

Quote from: Blinkin on March 05, 2021, 08:50:06 AM
Ah, I didn't even know that there was a greater Hat of Disguise. Sorry for the assumption.

Does anyone know if you can enchant an arrow with a spell?For example, if I wanted to add a charm person spell to a group of arrows? or Shadow Trap?

The wee Pixie can do some healing in the form of cure moderates, cure Serious and the ever popular mass Cure Light with 1D6+13... with magical knack, that might be 15 instead of 13. Hmmm, a cure moderate on an arrow?
2,250 gold per arrow of cure moderate wounds, 2d8+9, and 45,000 gold for a quiver of 20.

3,300 gold for a cure serious arrow, 3d8+11, and 66,000 gold for a quiver of 20.

91,000 gold for a 50 count quiver of mass cure light wounds, 1d8+13.

120,000 gold for a 50 count quiver of mass cure moderate wounds, 2d8+15.

These values would be compared to a long range wand of cure light wounds, 1d8+5, for 21,000 gold and 50 charges.

The pricing is based on adding the reach spell metamagic feat to the chosen spell to get an arrow's range of long, a +3 spell slot increase from touch range, and using the fired arrow as it's cosmetic appearance.  This would be applied to every spell fired as an arrow, the metamagic increase to spell level based on the spell's normal range increased to long.  The range is set to long because fired weapons max range is 10x it's listed range, so a longbow can reach over 1,000 feet without any special training.

pdragon

Probably a weird question, but if my character gained hooves would she be able to use any of the horseshoe/hoof based magic items?
What a thrill...with silence and darkness through the night....

Request Thread

mjrbatou

Quote from: pdragon on March 05, 2021, 11:35:20 AM
Probably a weird question, but if my character gained hooves would she be able to use any of the horseshoe/hoof based magic items?
Anklets are already available for footwear and work on all characters, hooves or not.

If you wanted horseshoes instead, they are a common enough commissioned item thanks to the tiefling population that your character can have a set too.

There are 'monster girl' areas that have the horse shoe items normally in stock (designed so there are only 2 shoes rather than 4 per set)...many are leftovers from when the Tyrant was in power but were so numerous it was decided to leave them be.  It depends on player preferences if animal/monster girls are visited or appear through the city - I haven't looked over O/O lists yet to know for certain.

pdragon

#293
cool cool, sounds good.

And an unrelated follow up question. Would it be possible to use reanimated undead to act as unpaid labor for a business? Creating 10 undead would cost 250gp and take up 10HD out of the amount of undead I could control at once. It's no problem if that wouldn't be allowed, but I figured it might make sense contextually.

edit: also if it matters at all she is able to raise intelligent undead who would retain any labor skills they previously had.
What a thrill...with silence and darkness through the night....

Request Thread

mjrbatou

Quote from: pdragon on March 05, 2021, 12:26:52 PM
cool cool, sounds good.

And an unrelated follow up question. Would it be possible to use reanimated undead to act as unpaid labor for a business? Creating 10 undead would cost 250gp and take up 10HD out of the amount of undead I could control at once. It's no problem if that wouldn't be allowed, but I figured it might make sense contextually.

edit: also if it matters at all she is able to raise intelligent undead who would retain any labor skills they previously had.
skeletal undead could be used as free labor, but even intelligent they can't communicate with customers without magical assistance...so using labor is cheaper unless you're talking a long term investment.

Zombies or other fleshy undead can still speak if they're intelligent, but their decay will turn customers away unless preserved.
They have to be raised within 8 hours of death or the smell has to be covered up along with stopping the visible decay.
Zombies begin to develop discolorations after 1 hour, so ideally animate as soon as possible after death.  Depending on how they're stored this may not be an issue with well designed uniforms.
- Zellova performs a ritual that creates zombies indistinguishable from the living...the 'eternal youth' she offers.  She still charges for preservation, so zombies will have a labor cost in most situations.

pdragon

#295
Quote from: mjrbatou on March 05, 2021, 01:01:30 PM
skeletal undead could be used as free labor, but even intelligent they can't communicate with customers without magical assistance...so using labor is cheaper unless you're talking a long term investment.

Zombies or other fleshy undead can still speak if they're intelligent, but their decay will turn customers away unless preserved.
They have to be raised within 8 hours of death or the smell has to be covered up along with stopping the visible decay.
Zombies begin to develop discolorations after 1 hour, so ideally animate as soon as possible after death.  Depending on how they're stored this may not be an issue with well designed uniforms.
- Zellova performs a ritual that creates zombies indistinguishable from the living...the 'eternal youth' she offers.  She still charges for preservation, so zombies will have a labor cost in most situations.

So I was thinking of specifically starting a mining operation, which would require minimal interaction with customers. I was thinking of having the undead just make up the 10 required general laborers, while she would hire 4 proper living assistants to take care of the actual administrative/communication work. The cost of making a few zombies is a fraction of the required labor factor costs for just a single month of operation, let alone long term.

Also my character is capable of making zombies of her own, powerful ones at that, so she would not have to buy them from Zellova or really interact with her at all for this.
What a thrill...with silence and darkness through the night....

Request Thread

pdragon

Also on a side note, what is the point of hiring extra workers? Each section has a maximum employee number listed, implying you can hire more than the minimum + assistants, but seeing how extra employees incur extra labor costs and literally no benefits whatsoever it seems kinda pointless. Actually it's worse than pointless, it's an active detriment to your profits.
What a thrill...with silence and darkness through the night....

Request Thread

mjrbatou

I mentioned Zellova because her zombies are as perfect as anyone can make them, not that you had to purchase from her.

Part of extra employees is based on ypur business needs, some require additional support workers to function properly - I know, real world stuff being applied to a game.

The other is to reduce the effect of bad events, bandits making off with materials or product are less likely to get as much if you've got 3 sets of eyes rather than 1 in a given area.  That's how I think of it but theres no reason you have to hire more than the minimum.

Zaer Darkwail

Quote from: pdragon on March 05, 2021, 01:16:31 PM
Also on a side note, what is the point of hiring extra workers? Each section has a maximum employee number listed, implying you can hire more than the minimum + assistants, but seeing how extra employees incur extra labor costs and literally no benefits whatsoever it seems kinda pointless. Actually it's worse than pointless, it's an active detriment to your profits.

Indeed it is, but extra workers beyond minimum are means to buy more time what you as adventurer can spend non-business related things. So it has drawback for that as adventuring can be profitable than running business but adventuring takes time.

pdragon

Quote from: Zaer Darkwail on March 05, 2021, 01:47:41 PM
Indeed it is, but extra workers beyond minimum are means to buy more time what you as adventurer can spend non-business related things. So it has drawback for that as adventuring can be profitable than running business but adventuring takes time.
No I understand that, and that explains why you would hire FOUR employees above the minimum, because that's all you need to run your business 100% without needing to be there, but there's no apparent reason to hire anymore than that. If your minimum is 10 and your maximum is 20, hiring any employees past 14 does nothing but lower your profits.
What a thrill...with silence and darkness through the night....

Request Thread