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To further describe my character. His unarmed damage is 1d8 and his elemental fist deals 2d6 energy damage. The chain whip is also 1d8 damage, and is a distracting (+2 to bluff checks), blocking (+1 sheild bonus when fighting defensively), monk (can be used with flurry of blows)weapon. The chain only has a +1 to hit above my fist due to it being masterwork. Until I get enough to start enhancing it with bonuses, that will be it.

I should mention that it takes a ki point each time I cast the spells from the chain.


Our group switches between two ways of splitting the loot, depending on who the DM is at the time. Either we simply do the 'gentleman's agreement' and the powerful piece of eq goes to the guy who could use it most (general consensus), or we do the math thing. The player willing to 'buy' it from the group simply has to make sure the other PCs get the same amount of gold they would have recieved had the item been sold. That way the one player gets a powerful magic item for cheap (!), and the other players don't miss out on the gp they would have otherwise recieved.

Only stipulation is that a player cannot just 'buy' the item from the group just to sell it and make a profit. But our group doesn't do that sort of thing really, not our style.


Greetings! My group is in an interesting situation, and I'm hoping for some advice.

The current DM for our game has set things up so that each of the PCs has an item, recently infused with some mystical material (McGuffin from first session). He has stated that when this material is infused into your 'special item' (selected before the game began), that item begins its trip into becoming Legendary. The sort of things that become McGuffins many years down the road, and stories are told of the great things you have done with it.

Anyways, there are three people in our group. A sorceror, a fighter/rogue, and my character, a monk (1 lvl unarmed fighter, 5 lvls Master of the Four Winds).

The magic user's 'special item' was a rapier, and now bequeths a +1 caster level as long as he has it on his body. The fighter's item is his amulet, which will now give him a +5 stackable Nat Armor bonus for one round, three times a day as an immediate action, and a constant +1 on his to-hits/damage/CMB rolls.

My item is a nine-section chain. And we are having trouble finding the right combination of useful things for the chain so that it matches the power of the other two (we are using the +1 caster level as the gauge, as the closest thing we can find to that is the ioun stone that costs 30,000 gp).

After much debating, it currently does this: 2/day cast Barkskin on yourself, 2/day cast shield on yourself, and after one minute of meditation the chain can change its metal types. Caster Level = Monk level.

But it just doesn't seem to us that these abilities match the shear power of the +1 Caster Level and all the things that provides.

So I am looking for suggestions. Do you think these items are about equal? That one or more is too weak when compared to the others? Anything you would add or change to the chain?

My monk does do a lot or trip attempts followed by Ki Throws, and he is following the Crane Stance path of feats (this path helps you out when you fight defensively).

Thoughts?


Howdy Folks!
A little background. After the PCs took their Roles and both Ismort and Garress have taken theirs, I hand-waved leaders into the vacant positions for now, each giving a +1 to their respective rolls (the rolls are all falling around +11 to +15 after 12 months). I will probably have these NPCs gradually go away after the second year. I did this to help them get off the ground really.
My players are building the city correctly. It is a fine line of metagaming and rollplaying, but they are not trying to break the system. I have given them the building lists and the various benefits, as well as info on Edicts, Alignments, and the Roles. They keep each other honest for the most part, with only few reminders that they should be promoting buildings their characters would insist on.
That being said, I have a few sanity check questions and a couple others I would like clarification for. This thread has been great for ideas and learning about suggested errata!

1) How do I roll for minor and medium magic items? Is the GameMastery Guide pretty much the best way? And am I mistaken, but minor items will never be expensive enough to sell for BPs during the Econ check? I mean, how many minor items cost 4K gp? And if so, why do we have list BP prices for 'sold' minor items? My group has only built a Herbalist, so I've restricted the minor item to potions for now. Wioll viewing the random charts clear this up for me?

2) Did I read that a House block will only satisfy a Housing PreReq once and will not coulnt for any other future buildings?

3) The lake next to the Stag Lord's fort counts as Waterfront for the Mill, correct?

4) Is it just me, or is that Monster Event pretty much a 'you lose one hex' Event? There are two critters on the Random Monster chart that are CR7 or above...a bunch of Worgs and a bunch of Trolls. I rolled up four trolls on the fourth month's Event. Yeah, the PCs could do nothing about that.

5) Tazelford. I assume this is just an opportunity to start a second city? The PCs would decide what to build there, in what order, spend the BPs, etc?

6) Are there any rules about the lake next to the Fort? I.e. should it be considered a special resource (fishing) and give +1 economy? How would they explore and clear it?

and last but not least...

7) I'm pretty sure I've seen this in the book but cannot currently find it . Do the PCs have to be back in town for their stats to have affect in their Roles. I want to say 'No, of course not.' because otherwise they will not be traveling far away from the city while adventuring. But I just want to make sure.

Thanks for any help anybody can give!


Well personally the fey ecounters didn't work out so well. The group had come across grigs and such as random encounters, and were mostly put to sleep and/or hit with the breath weapon. So when they actrually hit the set encounter area, I started off with that. But when the creatures kept playing pranks on them, they got the idea it was not a normal random encounter.

Anyways, they decided to explore the hex and the areas around it without trying to bribe the fey, and had no way to catch them. Literally the entire session was me doing my best to think up new pranks to play on the players. Eventually some players were able to bribe them enough, but at least one character absolutely refused to even try, so he kept getting hit while on watch. It dragged on...and on...and on...

There was some roleplaying going on, especially by one player who was trying to convince/trick the others into setting out bribes, and I really did want them to make contact with the lil creatures due to how they can help in the future, but overall it was a blown night. When they finally left the creature's roaming grounds, they were left alone of course.

I should have just given up on the prank war at some point, but like I said, there was good and funny roleplaying going on from at least one player, and circumstances were such I could not say the creatures would have given up their contest.

It became tedious, and at least one of the players stopped playing attention and just started saying 'yes, yes, I got pranked, okay.' Sigh. I wonder if I misjudged the roaming area for the fey though, maybe it should not have gone on for so long as the people explored.

Some of my pranks were mentioned in this thread...creatures with ghost sound, closing spell books with mage hand, tightening the straps on the armor, etc. A few I came up with are : patch of poison ivy imaged to look like strawberries, horde of fieldmice trappling the camp (figured the fey could work the animals and such pretty well), a large snake levitated down from a tree and around the person on watch'es shoulders, skunk in the backpack, many animals letting their eyes reflect the campfire and then all disappearing (again, assuming the fey can command animals pretty easily). I wanted to have the sound of heavy breathing coming from the latrine trench, but thought that would sound more perverted than disturbing.


Thanks everybody! I let my group know that APG is in, but MiC and SpC are out for now.


Howdy!
My group rotates GMs, and it is my turn. We converted to Pathfinder for the last campaign...a campaign that the GM himself came up with. But now it is my turn, and I've bought the first three books of Kingmaker.
It seems that Kingmaker was created before the APG was published, so I was wondering if allowing my players to use that book might break something. Is there anything in APG that might break Kingmaker wide open because it never took into account that player class XXXX might be able to do YYYY?
And for a more general question, would you say that it is safe to allow the Magic Item Compendium and the Spell Compendium from 3.5 in Pathfinder in general and Kingmaker in particular? We didn't use any of our 3.5 books in the last campaign because we didn't know if they would break things.
Thanks for any help you can give!