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Caldeathe Baequiannia wrote:
Note that you will be able to belong to multiple companies (up to three)
Quote from thread here.
Has anyone heard how being in more than one company will work with WoT? Is there a mechanic for flagging which company you are in will get the capture credit when you are in the capture location?
Dorgan Berkham wrote:
I did read that post. To address the specifics of what you said, I'm not a fan of leaving the character in the world for similar reasons as to why I'm not a fan of being able to log off in enemy territory. The camp idea from my post is simply a way to create a safe log out, you still log out.
Although...choosing to log out in an area for an extended period of time knowing your character is vulnerable is a choice you are making that impacts only you, so I could see how it could work. It creates a risk (death) vs reward (location) scenario. I believe some of the zombie survival games (Rust?) use this type of mechanic.
Adding to this...what if there was an item that could be made, such as the camps, that allowed the player to log off and later log back into that location. Restrictions on the use of the camp could be put into place so that it can't be used inside of a Settlement (presumably you would have an Inn that would function like this in the settlement), but could be used in wilderness hexes. This would allow those who are traveling great distances, but in short online spurts, to have a mechanic to save their travel. It would cost resources to do so and it's use to create an invincible fortress is minimized.
He is. The fact that he got his quote tags messed up in his original post is confusing you. He has since pointed out statements of yours that he disagrees with, so he's arguing with you about what you said. I'm under the impression he agrees with my stance and therefore has no reason to argue with me.
TEO Pino wrote:
Handling the logout feature is indeed a balancing act. If they move you from the logout location, they remove the Invincible Fortress but create the issue of losing travel time. If in addition, you are moved to a predictable log on point, there is a potential to create points of PvP griefing.
Possible ways to handle (can be any combination):
It seems from the dev posts that an approach similar to this is what they are taking.
No offense, but arguing semantics over a few words is really detracting from the talking points of the conversation.
Audoucet's point, as does mine, still remains. The validity of the tactic or strategy in regards to game mechanics is less relevant than whether the ability to do so should exist within the game in the first place. Whether it falls within the definition of tactic or strategy isn't relevant at all.
Strategy is strategy regardless whether there is or isn't any counter.
Poor choice of words on my part perhaps.
It's not the lack of a counter that is problematic...it's the lack of a reaction. Logging off in someones city or territory...doesn't provide them an opportunity to react to the fact that a spy is in their area (outside of initial entry...which, as in my previous post, shouldn't grant extended immunity).
The fact that we are constantly referencing it as a "Trojan Horse" is really a misnomer...the Trojan Horse had risks, this does not. That story would have ended much differently had it been burnt where it stood instead of being brought into the city...a choice that the "logoff" tactic doesn't allow the defenders.
If it exists within the game, it's a valid strategy and will be used by many...that doesn't change the fact that, at least in my opinion, it should't exist within the game.
(to prevent your trojan horse scenario - otherwise known as an intelligent strategy)
It's not really strategy when it has no counter. If you are logged off I can't exactly remove you from my settlement's streets...so you aren't being sneaky, you're taking advantage of a game mechanic that has no counter.
Being sneaky to get in shouldn't net you potentially hours of offline safety in my area with the ability to log in later and do damage.
Now...all of that said...I personally would be ok if there was a way for you to do it, just not everyone. Say using disguise to make yourself appear as a friendly to my settlements NPCs/buildings/etc and using our inn to log off could net you the ability to log back in at that same location. You've spent in game resources (XP) to circumvent the issue...and that I'm ok with.
Most games have a timer to log out if you're not in an "inn" or equivalent building. Most don't allow you to log out if you're in combat. Most keep you in game for 5-15 minutes if you "disconnect". These are pretty much standard and I would hope that PFO would have some equivalency.
It could go further that if a criminal action was committed, you have to wait 5-15 minutes until you can initiate a logout, and then the preceding qualifiers come into play.
Also, Shadowbane had a system like what Valkenr mentioned...if you logged out or were disconnected for longer than 15 minutes (iirc) you would log back into your bind point. This was to prevent stashing alts in enemy territory as undetectable spies.
If I'm wandering around and I snag a node that I didn't realize was in an owned hex or an owned hex that restricted such things, why should I be penalized?
Ignorance of a given law isn't an excuse...unless there is no way to find out the given law. Good rule of thumb, don't mine the node unless you know it's safe...
Now, if there's no way to view what the give laws for a settlement are...it can be bad. I would hope there would be a way to look at a settlement's hex and see what laws are applicable to their controlled hexes.
That or, as you said, the UI that says "Hey doing that is bad"
Responses are reassuring that something is likely to be in game to support this, even if specifics aren't known yet and/or it's not immediate.
I would agree that contiguous hexes would probably be more apt to support a law system, but I would say non-contiguous should still be able to have the laws applied, even if at a cost of resources or something to penalize it...making such issues Lifedragn mentioned at least be a costly endeavor.
Of course, on that note, in Life's example Callambea would have had the benefit of a "free defense" prior to the Goons taking over...the size of Callambea, at least to me, is irrelevant. Coming from a group that is traditionally tiny...I understand that making friends and having alliances is the lifeblood of small groups in games like this, and I'm not a fan of having mechanics specifically coded to protect small groups.
Does anyone know how harvesting resources is going to be handled when doing so on territory that is claimed?
As an example, Company/Settlement A controls a hex, and someone from Company X comes in and begins to harvest resources off the land. If someone from Company A attacks them, will they be given the "attacked an innocent" flag and potentially suffer from a reputation hit?
It seems that if territory is controlled by a settlement, harvesting on that territory when you are not part of that settlement (or allied, etc) should flag you for being attackable by those people only (i.e. not free for all for everyone).
It seems that a bulk of the conversation on these boards is directed at Settlement/Company recruitment, general speculation as to what might or might not make it into the game, and other general stuff...with very little information coming out of the Alpha testers as to how things actually work. Don't get me wrong...there are spreadsheets upon spreadsheets of data, which is nice, but without an understanding of how all of that data links together it's really just data. This may be a result of their being more comprehensive data on the Alpha boards...I don't know, but it still seems to leave a gaping hole (unless I'm missing it) in certain things.
Let's take for example the Quick Start guide that GW was kind enough to put. For purposes of this post, I'll look at the fighter.
This is what is listed as the requirements to attain Fighter 1. All fine and well, and I get that for the most part. But what if you want to play a fighter and go the archer route. Does the "Heavy Melee Attack Bonus 1" represent a categorical requirement (i.e. any attack bonus qualifies) or is it specifically "heavy melee attack" and if you go the archer route you would have to train your archer skills in addition to whatever skills grant the heavy melee attack bonus? (Cleric has a similar issue with domains, and rogues with swashbuckler/cutthroat requirements.)
Also, since you can pick and choose what skills you train and the roles really exist as soft-coded groupings...how do multi-roles work? If I attain Cleric 1 and Wizard 1...am I then able to cast spells from both without issue, or do I have to swap out a bunch of stuff to do so, thus eliminating/reducing the effectiveness of a character blasting in combat but tossing the occasional heal if needed?
Does this for me as well on my Galaxy S3 when using Chrome. The "internet" app functions fine though.
Scrolling up on a PRD page jumps all the way to the top, scrolling down works fine.
Yeah I debated back and forth between going the ceiling mounted approach or aiming the projector down and bouncing off a mirror that way...
In the end there were a few factors that made me go this route:
1) To project at the size I want, my stand for the projector would up being almost 4 feet tall to get the correct throw distance (even using a mirror).
2) No good area around our game table to put said 4 foot tall projector stand without one of my gaming group inevitably knocking it over.
3) Needed a custom table with a hole in it for said plexiglass/translucent paper...that or move my current folding tables far enough apart to accommodate (in which case reaching map would be hard - we'll still be using cardboard pawns)
4) Most of us (myself especially) tend to stretch our legs out under the table more than we should...
Eventually I'd like to get an HDTV and mount it in similar fashion with a thin sheet of plexiglass over it...the only issue with that is to display at the same size I'm projecting now it would be costly.
Got any pics of your setup? I wouldn't mind seeing how you did it.
I've had a projector sitting in my closet for over a year now...waiting to be hooked up for use in my Pathfinder games. This week I finally got around to building the framework for the display as well as the contraption (there really is no better word for it) for hanging the projector and mirror from the ceiling....
It gets tested in an actual game next weekend...should be fun!
Info on the setup:
The surface is mounted to the frame using 3M command strips for mounting frames...that way I didn't have to nail through the display and it makes it easy to remove the surface from the frame if it gets damaged, or if I want to swap it out with a different topper.
The mirror is mounted to a piece of plywood (same 3M strips) that is screwed into the ceiling...from that I have four eye-hooks for hanging the projector cradle. The cradle is just a wooden box so the projector points up at the mirror...hung using a bit of small-link chain so that I an adjust the height a bit if needed and also put it up/take it down with ease and repeatability. (Sorry no pictures of the cradle...didn't think of it at the time.)
i have seen the sticky post but most of the links there are 404 error ... i would like to say good job to the community for the immediate answer;)
The original post by Gr4ys is over five years old...you're better of working from the last page backwards. Or...
The last compiled post is on page 12 (last post on page), by BuzzardB with the dead links removed and newer posts incorporated. link
Start there and move forward, I believe most of those links are active.
Check out the Community Created Stuff sticky...there are lots of good resources in that thread.
It might be worth noting that you'll probably want to start on the last page and work backward...I believe some of the links in the first post no longer work (a con of not being able to edit posts on this forum after so long). So work backward from the last page...there are a few scattered posts with links until you get to the last "organized resources" post.
Trace Coburn wrote:
I think he means Varisia: Birthplace of Legends.
Hah...apparently I need to put points into reading comprehension. I see that Aeshuura had mentioned this in an earlier post. Thank you. :)
The Numerator wrote:
I haven't checked out the player companion myself, but it's on my list of "should get this once I get some cash".
Where the player companion really helped me was with the map and travel times.
What is this player companion?
At first I thought it was the player's guide...but it's free so not sure how the first quote applies?
What form do you think this remade undead would take? And what do you think it would do to try and get revenge on the party?
A headless horseman that terrorizes Sandpoint until the PCs come and deal with him?
Seriously though, I don't know...but I like the idea of possessing the body and leaving to torment them again later.
If nothing else, have the possession happen but be open ended with where he went to the current group of characters (i.e. they don't know). If you run the same players through another campaign that brings them to Sandpoint, the body could make a return appearance...the players would get it even if their character's didn't.
So they've expanded the Birdcruncher territory :-)
That's what one is hoping for I think...but it's not going to be that easy.
Butch A wrote:
If your group has done everything possible to attract attention to themselves (like exterminating two goblin tribes on the way), then I think the goblins at Thistletop should be very well prepared for their little visit.
Attention, yes. Yeah I've got a couple weeks before we meet again for an all out on Thistletop...so beefing it up a bit is the plan (not impossible mind you, just tougher than the other tribes).
Alternatively, let them wipe the goblins out and get on with the AP. IMO, unless it has a Sihedron on it, it's just filler.
Sometimes the filler can be what makes a campaign. All but one of the players is a long time roleplayer (we're all new to Pathfinder)...and having a living, breathing, world is something we all enjoy.
Their trip into the Licktoad lair was cut short when they got overwhelmed...three of them were forced to leave their fighter unconscious as they beat a hasty retreat. They mounted a rescue attempt a day later to find that the lair had been abandoned...the Licktoad had moved to a secondary lair of an abandoned ship along the coast that had, in the past, been reclaimed in the Licktoad name (We Be Goblins). Sure...I could have left the lair in-tact and let them come back and decimate the remaining goblins as it was originally setup...but I don't think that would have suspended their disbelief in the way an RPG should (and I can hear their disappointed groans when they see how static the world would be).
Is it off the rails of the AP a bit...sure, but I'm not looking to interrupt things at Thistletop (maybe beef it up a bit), just seeking advice for things in the "filler" time between chapters.
It sounds like you need some big damn goblin heroes...
I like this...thanks :)
The waters from the Altar of Lamashtu becomes normal unholy water after an hour if I recall correctly. I'm not sure about the Runewell.
My players took samples of the Waters of Lamashtu (they have since used them)...one player failed a check for gathering and suffered ability damage to dex (a slightly crippled hand) and int (minor insanity). He roleplayed it pretty well...
When they entered Erylium's room, he claimed the runes on the wall said that the water they had gathered would allow them to control her if they could hit her with it. The group was amazed he could read the runes. Later, while fighting Erylium he decided that the Runewell must have healing properties so he submerged his hand into it. Chaos erupted after that...as the rest of the party was fighting Erylium outside the room and he proceeded to head out there in a rage, saw the party fighter first and attacked him (this character was new to the group, having replaced the fighter that had previously died). The fighter turned to defend himself and struck down the offending PC...the rest of the party saw this attack, and only this attack so the distrust that followed was a very interesting development.
They have since killed Erylium and deactivated the Runewell...I'm quite amazed that no one decided to gather some of it's water, but after their experience with the Waters of Lamashtu I guess they thought the risk vs reward wasn't really there.
Shayliss hit up the party fighter in my campaign...or what the group thought was the party fighter.
After they made a trip to the swamp and the fighter got captured (and subsequently tortured and killed) by the Licktoad goblins, the group mounted a successful rescue attempt and brought back a Faceless Stalker to Sandpoint as the party fighter.
He awoke in his room to a half-naked Shayliss that wanted to reward him properly for everything he had done to help Sandpoint and her family. They got together at least one other time after that.
During the trip into the Glassworks, and their encounter with Tsuto (who knew the fact that the fighter was actually a Faceless Stalker under Nualia's control) the Faceless Stalker turned on the party, who managed to kill him.
The post-combat realization that Shayliss hadn't slept with their fighter but instead a shape changing aberration was fairly entertaining. They are all convinced that Shayliss is pregnant with a demon spawn, which one PC has declared dibs on (something about it being a perfect fit for the mercenary group he wants to start).
My group is currently in the act of committing goblin genocide in my Rise of the Runelords campaign.
Spoiler tag because details of the campaign are revealed...you've been warned.
I am running an Anniversary Edition campaign using GoB's idea of having the Licktoad and Brinestump goblins be the mites and kobolds from Kingmaker.
After the raid, the party proceeded to Brinestump marsh and killed off the Licktoad goblins. They did lose a party member in the process, but after a second trip into Brinestump managed to get rid of the Licktoad. Afterward, they befriended the Birdcruncher goblins (one PC has plans to make them into his personal mercenary group, or at least the Fodder Company).
Flash forward...and the group is on their way to Thistletop, but after looking at the map and where they need to go come to the conclusion that since they're passing by the woods that are home to the Seven Tooth Goblins they "may as well stop in and say hi". End result is the entire village of Seven Tooth is now a pile of ashes as they burned it to the ground.
Obviously, the outcome at Thistletop is going to be similar considering the focus of that goblin tribe within the campaign...but I know they discussed whether they would hit up Mosswood and get rid of them before they headed to Thistletop or wait till later (it wasn't a matter of *if* but *when*).
Now...I'm perfectly ok with all of this...the players can go where they choose and do what they want. But...knowing the player's mentalities I used Shalelu's meeting with them to foreshadow that the idea of "keeping the goblins in check and controlled is better than wiping them out...their presence here is more of a nuisance and if they were to disappear a power void would happen and who knows what might try and fill it".
Now I'm at a point where I need to figure out what I'm going to do to fill the void that the players are creating by destroying the goblin tribes. Only the Birdcruncher are going to remain after all is said and done...the rest will be dead/scattered. Any ideas on what I could use to fill the void and provide an interesting and entertaining challenge to the players who (by the time this happens) will have completed Chapter 1 of the adventure path? I haven't read far enough into Chapter 2 and beyond to know what might apply to the AP...but I'm open to anything even if it doesn't tie in if it makes for an interesting side quest. It doesn't even have to be one thing...it could be regional replacements for each clan.
TLDR Version: Players have killed off all goblins in Sandpoint area, looking for something to fill the void left to challenge the players after completing Chapter 1 of AP.
Joey Virtue wrote:
No but they are cool how much did it run you on ebay
21 for the three of them.
I would hold on to those. IN good condition I could see them being worth something some day.
I still have one. The other two were put into the same style box and given to gaming buddies.
If you make 100 swings against a target, the Falcata will have 20 chances to crit providing an opportunity for 40-320 bonus damage. On the other hand, the Katana will have 30 chances to crit but that only provides the possibility for 30-240 bonus damage.
That's based on the idea that your crit chance is a hit.
Increased Threat Range: Sometimes your threat range is greater than 20. That is, you can score a threat on a lower number. In such cases, a roll of lower than 20 is not an automatic hit. Any attack roll that doesn't result in a hit is not a threat.
If you're fighting creatures with high ACs on a regular basis...the extra threat range of the Katana is nullified. This probably isn't much of a concern in normal situations.
Bearded Ben wrote:
but that doesn't factor in any abilities that trigger on a crit, which might swing the decision to the katana.
There is that to consider. What types of things might trigger on a crit?
I recently bought a set of three of these from EBay:
The seller has had them for a few years and had purchased them originally from Ebay as well, so wasn't sure of their origins. I can't seem to find anything on Google...
They are about 2" D6 dice with the TSR logo in the location of the 1. Has anyone seen these before or know where they originated (I'm assuming a con of some sort). I purchased only the dice, the treasure-chest like box this one is in was something I picked up to display them.
I've been using an online treasure generator to generate treasure for my group when they come across a large group of treasure at once. This generator says that it uses the Core Rulebook and Gamemastery Guide to generate the treasure...but i've noticed that specific items will have something like [90%, Low Quality] which adjusts the price of an item down to 90% of base. I can't find the tables for this in CRB or GMG....anyone seen these tables before (or have some that I can use)?
I'm wanting to generate qualities for specific items...while I can see from the generator what adjustment qualifies as "Low" or "Fine" I'm not sure what percentage of items I should make "Low" vs "Fine". If someone can point me to a rulebook that gives such a table...or has a table they use...I'd appreciate it.
High quality items are those that have a DC higher then 10
Can you cite the source that states DC 10 is high quality?
'High Quality' is not DC 15
As per the craft rules, a high quality item has a DC 15. This is the only source that I have seen that specifically calls out High Quality and includes a DC. I'm not saying there aren't others, just that I haven't seen them.
As I said before, you've pointed out on a few occasions that any interpretation other than your own is a house rule, yet you aren't giving any credible source for this reason.
For what it's worth...I agree with part of your interpretation of Fabricate. You can't cast it twice for the same item. You can't use it to make a normal item into a masterwork item (i.e. a longsword into a masterwork longsword). I don't see anything in the spell description that denies ANY masterwork item from being created however.
Cool, he's saying he's lenient, and that's what he'd allow. I doubt he's thought it through to the logical conclusion.
Are you saying that since the "logical conclusion" is that Fabricate can ruin an economy that means the rules state it can't create Masterwork items? That's kind of flawed. Balance issues shouldn't factor into a strict interpretation of the rules...they should factor into house ruling the crap out of it so the player wizard doesn't make a fortune.
Aelryinth, I can respect your stance on this and for the most part you have some solid information. However, you have a hard stance that you claim is from a strict RAW angle and that "any other reasoning is a house rule". However, you seem to imply that every use of the Fabricate spell requires a craft check.
To make anything with Fabricate, you have to make a craft check or the spell fails to spin your raw materials together properly.
This is not in the spell description. The spell description specifically says that a craft check is required on items requiring a high degree of craftsmanship. If it does not require such a high degree, no check is made. What can be debated is what constitutes "high degree" (as someone else mentioned).
You also take a stance that Plate is of higher quality than Chainmail. Can you show me where this is stated in the rules? I'm not asking for the DCs either, the DC defines how hard the item is to make...not it's quality. If DC defined quality, then our only point of references would be that anything of DC 15 or higher is considered "high quality" as per the Craft rules that point out "high quality item (bell)" as having a DC 15.
Assuming that DC 15 = High Quality is what is intended, then Fabricate could still create Masterwork items....but only if the original item was less than a DC 15. A chain shirt is a DC 14, so Fabricate could be used to create one of masterwork quality, requiring a single craft check on the DC 20 masterwork component.
If DC 15 != High Quality, then the only point of reference we have for quality is masterwork which means that Fabricate could create any masterwork item requiring a craft check for the masterwork component.
I happen to be of the opinion (though not a fan of the idea) that Fabricate can create Masterwork items and that this constitutes the "high degree of craftsmanship" that would then require the DC 20 masterwork check. Economy breaking? Yeah. But that's magic, it has a tendency to screw everything up.
I think no matter how we look at this...it's a good candidate for a FAQ. Someone care to write up a post that has information clear enough (not this debate) for FAQing?
I'm the bard :D
I had a few proposed solutions to this over in the houserules forum here but my request for feedback hasn't done so well.
To explain things a bit further...
My intent would be to play a more roguish character that likes to talk a lot. I would try to establish that aspect of the character before any abilities come into play so that it isn't out of the ordinary.
Players not realizing they are getting the buffs is part of the trick...I've talked to Casien about applying the bonuses to said rolls without the players knowing, which is easy enough since the GM knows the effect of what I'm doing.
The biggest thing is the spell casting. I'd like to be able to use things like Mage Hand to open doors, or Detect Magic, without the group knowing. As stated my houserule thread, I'm not trying to be silent or unseen so much as disguise what I'm doing as something it's not.
One tripping point for the whole "at what point would a character know" is Cure Light Wounds. I discussed with him this evening the fact that I would like to use Cure Light Wounds on party members that need it when they are sleeping...so that when they get rested they get more HP than they would otherwise normally get. Obviously at this point the player would know something is going on...just not necessarily what. But what would the character know?
I also joked about (but if there was a way to make it work, I'd totally do it) of carrying around vials of water or other non-magical liquid and giving them to players...as I cast Cure Light Wounds on them, and claim that it was a healing pot.
The idea is really that my bard wouldn't want to use magic and stuff openly...past issues to deal with...but would want to use it to benefit the group without them knowing. As I told him...in the event that things come down to certain life or death situations...the character would outright do it and deal with it later, but grudgingly so.
What if you made it so you gain levels in Warrior, Mage, Priest, and Thief all independent of each other and then slotted all of the other classes into one (or more) of these....
For example...you take a level in Warrior at the start, which you dedicate to the Fighter subclass. Later, after earning the appropriate XP you could take a level in Thief (and dedicate that to Rogue). If you then wanted to take a level in, let's say ranger (part of the Warrior group) you'd have to earn enough XP for level 2 Warrior ...at which point you dedicate the level to ranger.
A class that belongs to more than one of your primary groups would require the highest amount of XP to level it. Say a bard is both in the thief and mage group and your first level is in thief/rogue...you would then need to get to level 2 thief to get one level in bard (this avoid leveling your hybrids by alternating "primary" levels). Alternatively...once you level a hybrid using a primary it's locked into that primary for leveling purposes, but that requires even more tracking...
Not sure how the math on that works out...just wanted to reply to what I seen here :D
So, I have a player that is playing a rogue and plans to use the Minor Magic rogue talent to gain the use of a cantrip. When casting the cantrip, he doesn't want the rest of the party (and to a certain extent those around him) to know that he is casting a spell.
This idea is also of interest to me, as I intend to play a bard in his campaign and would like to do something similar.
I've seen this idea discussed in a couple of different threads with various proposals...but would like a little feedback on two options that I am currently debating.
Note that in neither case are we trying to be completely silent or motionless, the intent is to mask the spell casting by making it look like something it's not.
Options that I've seen elsewhere are:
Hidden Spell Skill Trick from D20 PFSRD - I really like this idea...but auto denying the attack of opportunity on a success seems a bit much.
My solutions then...please provide feedback on whether you think these options seem balanced, viable, etc. and which you think is better than the other.
Coerced Caster (Basic Trait - Magic Category)
Kyras Ausks wrote:
Thanks! And no problem!
Are the ingredients just a flavor thing or what? You invented it all on your own?
Yes they are just a flavor thing. It took me about 30 minutes or so to assign symbols to the various ingredients (one of the pictures has the alchemy smybols list) and then assign formulas to each of the DC10 and DC15 items from the website I linked (I haven't done any of the higher DC ones).
or is it maybe an idea from that crafting book?
The crafting book doesn't have items, it just has alternate rules for the Craft skill which makes it faster and overall more useful (in my opinion) than the core rules for crafting.
Looks cool, but wouldn't want to deal with that fluff if it wasn't just fluff.
Yes the symbols/formulas are flavor only. If you pay the crafting cost of the item you are assumed to have gathered the appropriate materials. No need to actually go out and harvest something that would constitute a "fire element" or "earth element".
I'm not sure what items you do have, but I noticed at least a few alchemical items in 3.5 (depending on the source) are really strong, and kinda OP compared to some PF stuff; I'm not sure if you've examined that (if you haven't, you can check).
The book I made contains all of the DC10 and DC15 items of the website I listed (with some tweaks to wording and rules). I didn't feel any of these were too powerful. Some things like Rust Proof Oil (DC10) overlap with Bladeguard (DC15) from PF...but Rust Proof has more limited uses/duration.
First...I don't know if this is the proper forum or not for this type of thing.
I'm currently running a Rise of the Runelords campaign and I have a couple of players that have taken points in Craft (Alchemy). I spent a few days doing some research and decided on a few things:
1) I don't like the Core rules for crafting so I've decided to houserule it using a variation of Making Craft Work
2) I found a website with a ton of additional alchemy items. It appears to be dated from 3.5 because of the way some of the checks work (Move Silenty as opposed to Stealth, etc). So I modified them for use with Pathfinder.
3) I made a book! (I used a modified version of some directions found on Instructables)
This is my first attempt at such an undertaking. For those familiar with RotRL I had considered making a copy of the journal that is found during the first part of the AP but figured something like this alchemy book would have more long term use. You can see in one of the pics that I got a bit sloppy with the glue and there are things I would change if I did it again...but I'm happy with how it turned out.
I tried to match up symbols with actual alchemy symbols...and on several things I did ok but in the end quite a few of the ingredients were just symbols that I thought looked decent for the item. I made a chart of the alchemy items and assigned the following to each item:
Secondary and Tertiary Elements as long as Ingredient was optional...the only thing a formula had to have was a Primary Element and a Form.
Layout of the pages has the item name at the top, the complexity of the formula and the (base) cost immediately after, and then flavor text followed by rules text (standard font). The actual formula is at the bottom of the page. Everything but the rules text is in a special font.
I was transferring Shalelu's stats from p.26 of the RotRL Anniversary Edition to a character sheet for PC use during a rescue mission and I'm having trouble with a couple of things.
The book lists her as having Stealth +15, but I can't figure out how to get her there. If she drops the maximum 6 ranks into stealth, it gets her to +12 (6 ranks, 3 Dex mod, 3 Class Skill)...where are the extra 3 coming from?
Also, I'm having trouble calculating her saving throws.
Fortitude says +10...+4 for class and +2 con mod gets her +6, I assume the other +4 is being factored in from Endurance (even though it only affects certain saves)
Reflex says +8...+4 for class, +3 for dex and +1 from ??? (Dodge doesn't say it gives a +1 for saves but I'm guessing this might be it?)
Will says +3...+1 for class, +1 for wis, +1 from ??? (Similar to Reflex...the closest I can see is the +1 from Bravery, but that should only affect fear)
My biggest concern with this is that knowing the mentality of said player, I'm not sure he'd run. I think he'd try to find some way to fight...which would be fine I suppose, but I'm not sure he'd like the outcome (he by no means would be full life). I might try this...and depending on what the outcome is, throw in the info from the spoiler below:
After reading the How did you get rid of Tsuto? thread I've come up with another idea that I may implement...(it all really depends on the responses I get from my players)
The goblins, having their lair invaded by a group of longshanks that decimated their numbers, opt to make a change of scenery (even if temporary). Thankfully, they have a location that can be used as a backup base in the swamp, an old ship wreck that one of their number discovered before being exiled (We be Goblins module). The chieftain decides to send word to Nualia about his prisoner and new base of operations.
If the PCs fail to find the new lair and rescue Taiev in a timely manner, Nualia would have him transferred to her custody...torture him for information, and then kill him.
Days later a disheveled Taiev shows up in town with a wild story about how the goblins used him in a game of "Shank the longshank" wherein they gave him rusty armor and let him run while they hunted him. He managed to lose them in the swamp and made his way back to town.
Little does the party know that their returned ally is really a faceless stalker who Nualia had replace Taiev...
Biggest problem with having him replaced...he couldn't know (he's not the type to keep it to himself)...so I'd be setting him up to play his character for 4+ levels before the big reveal.
I can see magnuskn's point.
Suggestions/Theorycrafting focusing on already existing rules that need modifications or feedback to make them cleaner or more balanced.
Houserule/Homebrew covering things that are more in the way of complete changes from the rules as written, or additions to.
That said...is there enough traffic to keep both forums from looking like a desert wasteland? (I haven't taken to frequenting it so I don't know)
Another solution that could be implemented by the community, and supported by paizo staff with a sticky would be encouraging tagging topics with identifiers as to what they are.
Example of thread titles:
[Suggestion] Ideas for the stealth mechanic
A sticky with a community definition for what the three actually mean and the recommendation to tag your topics appropriately might get the level of organization you're looking for. It might take moderators changing the name of a few posts at first to get the front page tagged...but I think after that people would catch on and follow accordingly.
Exactly the type of (evil) creative inspiration I was looking for :D
Prior to the start of the session, the only thing they had completed was the festival. Prior to their trip to the Licktoad they had only completed the vault and boar hunt...
I wasn't expecting them to go lair hunting at 1st level, they just opted to go...they even discussed troll hunting, which was just crazy in my mind.
I haven't handed out XP for this second session yet, with the number of goblins that they did kill it's possible that they leveled. It was too late at night to figure out XP...we started between 4:30 and 5:00pm and people were leaving at around 5am.
I was thinking of having Shalelu pop into town earlier than the AP calls for and helping the PCs on the rescue attempt. I thought I'd let the player run her.
I doubt the player is too interested in another character longterm. He has a tendency to play the same type of char in every game (Fighter focused on doing a lot of damage in a single blow...he's using a Large Bastard Sword with an 18 strength, power attacks every attack). A new character rollup would likely be the original's brother.
Ripnugget, who's in thrall to Naulia, hands him over to her. Perhaps she has him tortured for information or something. If Tsuto is gone (dead or whatever), and depending on the maturity level of your players and the kind of game you run, Naulia might have Taiev charmed so that she can use him sexually (remember, she's a fervent worshiper of Lamashtu). regardless, he should be locked away in the lower levels of Thistletop.
It's not the Thistletop goblins, the PCs went hunting for a different goblin tribe between encounters. I considered having them contact Tsuto or Nualia in some manner and having him taken to them, but since they're still 1st level and early in the campaign I wasn't sure that would be appropriate....I think at this point in the campaign either of them would likely just kill Taiev outright for being a bother at the raid than seeing some greater purpose in him as a foe that has been a thorn several times.
The evil GM in me wants to have the Goblins move to an alternate lair and leave Taiev's head on a spear at the current lair's entrance...but I figure that's going too far. This might be the outcome if the PCs delay a rescue attempt though.
A quick and easy method to figure it out would be to use the information below from the Core Rulebook (or the PRD).
From the PRD's GameMastering Section
Pathfinder PRD wrote:
Figure out at what level you would want a particular individual to live at (it has recommendations listed)...that gives you monthly expenses. Then figure that their income would likely be slightly more than the listed amount so they have money for the odd expense.
So let's do this for a Sandpoint Guard.
A guard in Sandpoint, for example might be in the Poor (in my campaign, the town guard doesn't even have armor until post-raid) category so it costs them 3gp/month to live. They might make 4gp (or less) in a month allowing for an extra expense of roughly 1gp per month. Several of the guards are probably younger, or perhaps relatively new to town, so most might share a common room of a tavern.
One or two long time guards (they were around for Chopper for example) fall into the Average category in terms of their cost of living, but that's because they have spouse or children that help with monthly expenses. These guards could possibly make a bit more than a regular guard for their time of service...maybe 4.5 to 5gp a month.
Sheriff Hemlock would likely fall into the Average category, and depending on how you want your campaign to run could either support this lifestyle on his own (making right around the 10gp month in salary) or be very close (8gp?) with the remaining income supplemented by his spouse.
Do the same for the Glassworks by figuring that Lonjiku probably falls just above Extravagant (AP says Kaijitsu manor is smallest but the Kaijitsu's are the richest). I might put him at 1100gp lifestyle. That would mean that Glassworks would have to make a profit per month of 1100gp (or more). The AP says that Lonjiku had 8 skilled laborers working for him that lived at the Glassworks. I'd put all 8 of them at Average lifestyle and get paid in the range of 12-15gp per month so 96 to 120gp per month in expense for Lonjiku there. Figuring out cost of product is harder...but again the AP says most of the components are found in abundance nearby (and would be fairly free) so I'd put maybe a dozen Poor commoners at Lonjiku's disposal that gather materials (sand, seaweed and lime) so that's another 36 to 50gp per month for labor (up to a max of 170gp month in labor) and we'll say other misc. expenses probably bring that total closer to the 500gp range...so the glassworks would have to bring in 1600gp per month to pay it's expenses and support the Kaijitsu lifestyle.
Adjust the numbers as you feel is fitting your campaign...maybe an aristocrat in Sandpoint doesn't quite fit into the Extravagant lifestyle so Kaijitsu would be lower. If you feel 500gp in expenses is too much in expenses...lower it.
As for Magnimar...I'd say the average aristocrat in Magnimar is probably at Kaijitsu's level with a few of the more successful ones even higher. You might still see the average guard be in the poor category, but they're monthly salary would be closer to average and you're likely to see more experienced (and higher paid) guards there so instead of one or two being average you might see roughly half (it is a bigger city after all). Magnimar's size doesn't necessarily mean that any one individual is going to make more than an individual in Sandpoint...it just means the population is more diversified and opportunity is greater (while there may be more Kaijitsu level aristocrats and higher...there are also quite a few more destitute level).
This is how I would do it for my campaign...rather than try to figure out specific numbers...figure out what lifestyle you'd want a particular job to put people at and work from there. No need to know that taxes in Sandpoint is x%...just figure out a lump sum cost of expense and move on. Only break down the things you have to.
An even easier, less detailed, way to do it would be to just assign a monthly income level to NPC classes (campaign wide). Aristocrat might net 400gp per month while Expert nets 15gp, Commoner 5gp. Lonjiku Kaijitsu then earns 1230gp per month (Aristocrat 3, Expert 2). His income + workers income + artificial_percentage = Glassworks Income. Bigger cities might have higher level NPC classes. That method would mean the General Store would have an income of 78gp...Ven (Commoner 7) Solsta (Commoner 4), Katrine (Commoner 1) and Shayliss (Commoner 1) all work there...so that's 13 * 5gp for 65gp, that 65 * 20% expense = 78gp income.
So that turned into a longer post than I expected...
I ran the second session of my RotRL campaign yesterday (a nice 12 hour long session...) and encountered a situation that I can't decide how I want to handle. The details are enclosed in spoilers because some minor details of the first book are revealed...
The group consists of:
We are playing with core rulebook only (we're all new to Pathfinder though several of us have played 2E for years) with the exception that I allowed the use of Hero Points...Taiev opted to go anti-hero for the extra feat. Everyone else had 2 hero points, one for first level and one for having written a character backstory.
Spoiler tag includes a background section (detailing a quick overview of the session) and my issue, which is the question I have. If your'e not concerned with the background...feel free to skip to the "My Issue" section.
I am running a campaign using some of the modifications that Greycloak of Bowness did as part of his RotRL/Kingmaker combination. Not to the extent that he has done...but I used the idea of the Mites and Kobolds from KM1 being the Licktoad and Birdcruncher tribes (respectively). Tuskgutter became the Tickwood boar, and I had some of his posters printed out as the postings in the Rusty Dragon (Troll's Blood and Wedding Ring). For specific details on the Kingmaker conversions, check out GoBs thread.
The PCs completed the festival during a shorter first session, so the second session began with the desecrated vault on the morning after, with that afternoon progressing rather quickly in game time (no developments). The second day had the group completing the boar hunt where Gilgaros was gored pretty badly (Using GoBs conversions I used Tuskgutter as the boar) so the potion of Cure Moderate Wounds that they got from the goblin commando was used to bring him back up.
After returning to town with the boar and parting ways with Foxglove, they decided they wanted to go troll hunting for the reward involved with the posting (something I was shocked at considering that three of the four players are long time roleplayers that knew better than to go troll hunting at level 1) as well as try and find the Licktoad goblins for Solsta's wedding ring.
They managed to find out that the Licktoad were located in the northern reaches of Brinestump Marsh and set out looking for them. This was a little earlier than I expected...I was expecting the players to resolve most of the in-town encounters and meet with Shalelu before they went goblin hunting, but the players (as they often do) had other plans.
They managed to find the scene of the fight between Licktoad and Birdcruncher and tracked the Licktoad back to their layer. They took out the first room with ease (combat was like 1 round and a turn with no one taking damage), and then headed into the Hatchery where the goblin there ran and left the centipede's to fight. They took the creatures out in a round, again taking no damage. The Common Room proved to be slightly tougher as the goblins were prepared for the fight and reacted a little more tactically (though all but two still closed to melee immediately)... a few points of damage were dealt out but all in all the fight went really well (if not a bit longer than they expected).
The problem came from the War Room. The goblins there had heard the commotion from the common room and were prepared to fight. The goblin leader was riding his tick behind the other goblins, who choose to use their bows. All but Taiev stayed at range to either trade arrows or magic with these goblins, and the goblin leader was content to stand behind his troops barking orders (I didn't have him/the tick attack or move for the first few rounds). It wasn't until they had downed two goblins that the leader actually chose to dismount and attack from ranged while he ordered the tick to attack...that's when things hit the fan.
The tick hit Taiev and took him to negative with a single blow (first time all night I rolled really well). Shortly after, Gypo was knocked unconscious as the three tried to make a tactical retreat since their health pools were diminishing (they thought they might be able to kite the tick and kill the goblins to come back and help Taiev). With two of their party down and the tick and a goblin still chasing them...Gilgaros and Leilani ran, pelting arrows at the tick until they reached the entrance. At this point, the goblins let them leave...
During Gilgaros and Leilani's retreat, Gypo regained consciousness and burned hero points to stabilize Taiev who had failed every CON check as he bled out...Gypo burned both of his hero points (they all started with 2) in the process (his first roll was a 1) to get this accomplished. After he had stabilized Taiev he found a hiding place and stealthed until the goblin leader and his cohort passed him by, and then proceeded to make an escape...he was successful, albeit barely.
I can't decide if the leader will slay the intruder outright for having violated their lair...or if he would take him as bargaining power should the intruder's friends return to rescue him (they do have a goblin from another tribe prisoner)...or what other possibilities might exist. What would goblins do?