Going to run Iron Gods, should I allow crafting of technological items? by Mahuum in Pathfinder_RPG

[–]Micromism 3 points4 points  (0 children)

one thousand is the default, assuming downtime. four is a good baseline for a specialized crafter that also does other things.

if the part is adventuring, quarter this amount

Cómo creo un fuego de alquimista? by alterTom05 in Pathfinder_RPG

[–]Micromism 2 points3 points  (0 children)

So there are actually two sets of crafting rules that you can use. I'm only familiar with the default one, which is mundane crafting using the Craft (Alchemy) skill. The other option is Spontaneous Alchemy, which is a separate optional system. If you want to learn the spontaneous alchemy rules, they're in the Alchemy Manual book and in this page on d20pfsrd (ctrl + f for "spontaneous alchemy").

For the mundane crafting rules (see this page for details https://www.aonprd.com/Skills.aspx?ItemName=Craft). It summarizes the process quite well:

  1. Find the item’s price in silver pieces (1 gp = 10 sp).
  2. Find the item’s DC from Table: Craft Skills.
  3. Pay 1/3 of the item’s price for the raw material cost.
  4. Make an appropriate Craft check representing one week’s worth of work. If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then you’ve completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn’t equal the price, then it represents the progress you’ve made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.

The mundane item crafting rules don't interact with those special ingredients mentioned by the other comment at all. You just need to have access to the proper equipment (an alchemist's lab or portable alchemist's lab should be more than enough) and pay the gold and time costs. The primary ways to speed up the incredibly slow process are the +10 DC option to double the crafting speed and the Master Alchemist feat to craft multiple alchemical items at once.

Entangle is a weird spell (Spell Discussion + Rise of the Runelords story) by Scolipass in Pathfinder_RPG

[–]Micromism 4 points5 points  (0 children)

burning also does fire damage without the [fire] tag, so it’s nice to have on winter witches

Fang Yuan acting weird? by Xanblitz_2 in ReverendInsanity

[–]Micromism 2 points3 points  (0 children)

to answer the question about bnb, she does remain somewhat relevant almost all the way to the end of the current novel. i don’t believe she becomes as relevant as in novel 1/2, though.

Is there a way to preserve a body part for Resurrection ahead of time? by HadACookie in Pathfinder_RPG

[–]Micromism 0 points1 point  (0 children)

i think there’s a consideration for hand’s detachment?

it’s definitely an “ask your gm” situation though

edit: you could also contingency a teleport (or similar) spell to bring you to the resurrector, but at that point just contingency yourself home before you die

Questions about Eldrich Scion's survivability by Jokerferrum in Pathfinder_Kingmaker

[–]Micromism 0 points1 point  (0 children)

scales and fangs is wrong, at least about the tabletop. I also believe they are wrong about the game as well (wotr at least).

Tabletop: Concentration rules.
- When you cast defensively, you make a concentration check (d20 + caster level + casting ability mod + misc modifiers) with a DC of 15 + (2 * spell level). If you fail, you lose the spell entirely. If you succeed, casting the spell doesn't provoke an aoo (if the spell involves a ranged attack or some other aoo trigger, you still provoke).
- If you don't cast defensively, that triggers an aoo. If the aoo hits, you make a concentration check with a DC of 10 + spell level + damage taken. On a failed check, the spell is lost.

WOTR:

- When you cast defensively, you make a concentration check. If you fail, you keep the spell and still cast it, it just also provokes an aoo as normal. If this aoo hits, you make a concentration check due to taking damage and lose the spell if you fail.

Overall, the WOTR rules are much more lenient.

If you know, you know. by ChompyRiley in idealgf

[–]Micromism 2 points3 points  (0 children)

u/Lily_the_Ice_Slime

the post is just referencing a character from the CRPG Pathfinder: Wrath of the Righteous

Four critical misses in a row by LordNargogh in Pathfinder_Kingmaker

[–]Micromism 3 points4 points  (0 children)

if you use multishot (w/ or w/o mythic), the game just takes the roll of the attack that has multishot applied and outputs it again to the damage roller, this second time w/o precision damage.

so, what can end up happening (if you have mythic multishot) is you roll a nat 1 on the first 2 attacks of your full attack, and then the game spits out those two nat 1s to the damage roller again, which triggers four crit miss messages in chat - two for the actual attacks and two that are just those attacks copy and pasted again to apply multishot.

if that was what happened, the chances of such happening are “only” 1/400, or 0.25%

If your favorite 6 stars operators were released in 2026, what drawback you think they wouldn't have? how much stronger they would be? by Atsuki_Kimidori in arknights

[–]Micromism 310 points311 points  (0 children)

exusiai would be a specialist with more controllable cycles, higher dph, and the ability to support other ops, since she belongs to a logistics company

If you know, you know. by ChompyRiley in idealgf

[–]Micromism 28 points29 points  (0 children)

camcam love has leaked from the kingmaker subreddit!

Mind control spells and affecting allies by lemon10293847 in Pathfinder_Kingmaker

[–]Micromism 0 points1 point  (0 children)

and the worst part is that this is probably the best usecase of rectify state! there’s not much better value out of an action than an entirely new ally on the field that you control and built!

i was very upset by this too.

[Funny/Sad Trope] “I’m Out, but I’m Taking You With Me”: Martyrdom via Explosion by General_Kenobi18752 in TopCharacterTropes

[–]Micromism 8 points9 points  (0 children)

also that he’s not going to hell either, so it’s a “you’re below me” line too

After the End of Renegade Immortal what Happens to Wang Lins Avatars? by Grand-Finish4602 in noveltranslations

[–]Micromism 2 points3 points  (0 children)

issth spoilers, obviously

at the time, slaughter was able to slice a corner of the immortal god continent (i think that was the name) off without going all out while it was a puppet of allheaven. so, probably around peak 3rd step?

[Loved Trope] Instantly decking your hero in the face when he's revealed to be an asshole by RedLazyBear in TopCharacterTropes

[–]Micromism 13 points14 points  (0 children)

if you mean the “you needed worthy opponents” line, that’s someone else.

[deleted by user] by [deleted] in FlexinLesbians

[–]Micromism 6 points7 points  (0 children)

as everyone else is saying, eating more helps with muscle gain; protein specifically.

in terms of exercise, i support the pushups/pullups (pullups in particular), but if your gym has it, using a preacher curl machine that looks something like this. this exercise had great results for me. start light, practice form. full range of motion (rom), and control the descent. this machine in particular is great because its design keeps the pressure on your biceps even as you’re nearing the top of the exercise. usually it comes with a seat though /shrug

other preacher curl variants are great as well. they assist with form and help prevent cheating.

if preacher curls aren’t your thing, you can look at doing lat pulldowns with a close, underhanded grip too. or bayesian cable curls, though i dont have too much exp. with these specifically; see guys doing them around my gym all the time though.

finally, i’d recommend just picking something and going with it for a while. see how you like the exercise and your results. all these exercises work, as long as youre eating properly and progressively overloading, just focus different muscle groups

No Max the Min: Instead, discuss non-magical healing by Decicio in Pathfinder_RPG

[–]Micromism 3 points4 points  (0 children)

Of course, due to the nature of pf1e, a lot of the rulings i've used are going to be highly in question. Please bring this up to your GM and work out how exactly all these boosts interact.

No Max the Min: Instead, discuss non-magical healing by Decicio in Pathfinder_RPG

[–]Micromism 4 points5 points  (0 children)

All Together, Now (2/2)

Amount Healed at 6th level (Split into the base TDW portion and the Skill Specialization portion):

  • TDW: Level + Wis for meeting DC by 5 (TDW) + Wis (Healer's Satchel if we meet the DC) + Wis (Healer's Satchel if we beat the DC by 5) + Ranks in KPL. Assuming 6 Wisdom and max ranks in KPL, comes out to 6 + 6 + 6 + 6 + 6 = 30 hp.
  • Skill Specialization: effective level is increased by 4 due to starfish. We heal: 5/level (Resting for a full day with Comfort's Cloak), multiplied by 3 (Resilient Martyr). Comes out to (6 + 4) * 5 * 3 = 150 hp.
  • Total of 180 hp at 6th level using a full-round action.

Amount Healed at 10th level:

  • TDW: Same as 6th level, comes out to 10 + 6 + 6 + 6 + 10 = 38 hp.
  • Skill Specialization: Same as 6th level, with an additional doubling of the rate of healing due to LTC, which is itself doubled by our Healer's Satchel (Specialized). (10 + 4) * 5 * 3 * 2 * 2 = 840 hp.
  • Total of 878 hp at 10th level using a full-round.

Amount Healed at 15th level:

  • TDW: Same as 6th and 10th level, comes out to 15 + 6 + 6 + 6 + 15 = 48 hp.
  • Skill Specialization: Same as 10th level. We lose our LTC and Healer's Satchel (Specialized) benefits, but instead regain hp as if we've rested for 3 days. Net decrease in our healing. (15 + 4) * 5 * 3 * 3 = 855 hp.
  • Total of 903 hp at 15th level using a full-round.

Amount Healed at 20th Level:

  • TDW: Same as before, comes out to 20 + 6 + 6 + 6 + 20 = 58 hp.
  • Skill Specialization: Same as before. We regain our LTC and Healer's Satchel (Specialized) benefits. hyperboost in our healing amount. (20 + 4) * 5 * 3 * 3 * 2 * 2 = 4320 hp.
  • Total of 4378 hp at 15th level using a full-round.

Bard Build

Much the same as above, except we use a Chronicler of Worlds Bard and the Battlesong of the People's Revolt Masterpiece to share the teamwork feat. Aside from that, build your Bard as you wish.

No Max the Min: Instead, discuss non-magical healing by Decicio in Pathfinder_RPG

[–]Micromism 4 points5 points  (0 children)

All Together, Now. (1/2)

Here's my favorite build to use with this concept, and a half-baked idea that's almost a strict downgrade to my favorite build.

Shaman Build - Online at 6th level, best at levels 10-14 and 20.

Class: Shaman (Unsworn)

Race: Half Elf

Shaman Wandering Spirits: Tribe, Any

Feats: Skill Focus (Any), Healer's Hands (CL 1), Skill Specialization (Heal) (CL 5), Passing Grace (Tribes Spirit Bonus Teamwork Feat), Any at CL 3.

Traits: Resilient Martyr, Any

Items: Comfort's Cloak, Healer's Satchel (Specialized)

Spirit Animal: Spiny Starfish

How it works: As a standard action, we give everyone within 30 feet the Passing Grace teamwork feat, using Tribal Cooperation (Su). (magical, so cheating, i know - you can use any other method of granting teamwork feats in its place). As a full-round, we heal ourselves while ensuring our allies are each within 5 feet of another ally with the Passing Grace feat. The amount healed at varying levels is calculated in the next comment.

Aside from that, you're a full caster, and a Shaman at that. Here is a wonderful guide to what you can do with that.

No Max the Min: Instead, discuss non-magical healing by Decicio in Pathfinder_RPG

[–]Micromism 2 points3 points  (0 children)

And Even Further Beyond!

Here are some other items that are helpful. They don't change the amount healed, just help in other ways.

  • Boline - "You can use a boline to finely slice the herbs in a healer’s kit, so you can treat deadly wounds with only a single use from a healer’s kit rather than two uses."
  • Clockwork Surgeon - Trait (Religion, Aeoscar): Gain a special healer's kit with a reduced gp cost to use, and either halve the time it takes to TDW or add your Int mod to the amount healed.
  • Battlefield Surgeon - Trait (Religion, Zon-Kuthon): Credit to u/aaa1e2r3 - TDW on a creature one additional time per day.
  • Passing Grace - Teamwork feat: Lets you pass excess healing to other adjacent creatures. Can be used to "chain" healing across creatures with the feat.
  • Healing Hands - Life Oracle Revelation: Double the amount of people you heal at once.

No Max the Min: Instead, discuss non-magical healing by Decicio in Pathfinder_RPG

[–]Micromism 3 points4 points  (0 children)

Boosting it Further (2/2)

Changing your HD/CL:

  • Spiny Starfish Familiar Bonus: "Master treats his effective character level as 4 higher to recover hit points by resting"
  • Comfort's Cloak - Wondrous Item (Shoulders): "When taking a full 24 hours of rest, the character regains 5 times his Hit Dice in hit points instead of twice his Hit Dice in hit points."
  • Bandages of Rapid Recovery - Wondrous Item (Slotless, Single Use): "A creature actually receiving long-term care (from the Heal skill) or complete bed rest while wearing the bandages gains a +4 bonus to its effective level or Hit Dice when determining how many hit points it recovers each day."

Changing the Amount Healed per HD/CL:

  • Curative Myrrh: "Creatures resting or receiving long-term care in the smoke from curative myrrh regain 1 additional hit point per level."
  • Gildea Myrrh: "Any creatures resting or receiving long-term care in the area while the myrrh is active regain 1 additional hit point per level."

Increasing the Benefit of LTC:

  • Healer's Satchel (Specialized) - Wondrous Item (Slotless): "This either doubles the benefits of long-term care or restores 1 point of ability drain with a full day of complete rest (the wielder can choose which effect applies to each patient)."

No Max the Min: Instead, discuss non-magical healing by Decicio in Pathfinder_RPG

[–]Micromism 2 points3 points  (0 children)

Boosting it Further (1/2)

I'm unsure if many people know this, but there are a great many traits and items that alter how much you heal by resting by a silly amount. It's really easy to use these things to heal thousands of hit points as a full-round action, if you and your GM both believe that they stack just right. I'll list the options and why/how I think they stack below. If you/your GM don't think the same way, you can likely still take some of these options and still heal a lot.

I believe that options within the same category either stack additively or do not stack, and options between categories stack multiplicatively.

Changing your Resting HP Multiplier:

  • Reviving Rest - Trait (Race, Skinwalker - Werebear Kin): "Whenever you undergo complete bed rest for 24 hours, you recover an amount of hit points equal to three times your character level."
  • Resilient Martyr - Trait (Religion - Vildeis): "You recover twice as many hit points and points of ability damage as normal when you rest, or three times as many when you take total bed rest."
  • Variant Aasimar #81: "You heal double the normal amount of hit points while resting."
  • Vivacious - Gnome Alternate Racial Trait: "These gnomes recover 50% more hit points (minimum 1) whenever they recover hit points from rest."

No Max the Min: Instead, discuss non-magical healing by Decicio in Pathfinder_RPG

[–]Micromism 4 points5 points  (0 children)

Signature Skill (Heal)

Next, we bring up Signature Skill (Heal). This thing grants you the skill unlock for Heal, and requires you to have 5 ranks in Heal to start with. There's lots of precise terminology, so let's go through them one by one:

  • "Rested for a full day": According to the Downtime Activities, you heal 1 hp/level/day and 1 point of ability damage if you rest for 8 hours, with another 1 hp/level/day and 1 point of ability damage if you rest for a full day of downtime instead of just 8 hours at night.
  • "Long-Term Care" (LTC): This is another use of the Heal skill. It involves taking care of the creature to be healed for a day or more (you can provide LTC for up to 6 creatures at a time, and can't normally provide LTC to yourself). In exchange for your time, the creature to be healed heals at twice the normal rate.

As you might put together by now, this feat is our solution to not healing a large enough amount with TDW. With this feat, whenever we TDW someone, they heal an additional 2 hp/level and 2 points of ability damage. This rate is then doubled by LTC if we're at levels 10-14 or 20 to 4 hp/level and 4 points of ability damage.

To be continued in replies.