Twilight2k wrote: The new crit for crossbow is weird. Realistically, an arrow wound would bleed far more than a bolt wound - they almost feel backwards to me. My brain does the same thing with Potency and Striking Runes.... you'd think something called "Striking" would make a weapon more likely to successfully strike, and that something called "Potency" would make its hits more... potent.
Tarpeius wrote: Am I able to use Specialty Crafting and Impeccable Crafting when mass-producing a single item as part of Craft Goods for the Market? Or do those feats only narrowly apply to the Craft activity? I would also like a verification of if they apply to the second part of crafting goods for market:"Higher-level tasks represent special commissions, which might require you to Craft a specific item using the Craft downtime activity and sell it to a buyer at full price." How often do these events come up in PFS2e adventures?
LeSigh wrote: There were some requests for this in other threads, but as far as I know we haven't heard anything from staff so I figured I'd highlight the question in its own thread. I second this. Can we get more lvl 10 special tables?
Chemlak wrote:
This was exactly the sort of well reasoned with historical context answer I was looking for. It answered the underlying questions of why these things were listed this way. Thank you. This information should be listed on the PFSRD.
dragonhunterq wrote:
I get that the kingdom building rules are a more detailed system. And I am almost convinced that you're correct about the magic items in the KB rules just being a more detailed version of which magic items are available under the base value instead of the usual 75% of all things. But if that is all it is then why are there no KB rules addressing how to determine which Minor, Medium, and Major magic items are available above the base value? The settlement rules in the GBG clearly state, and we see it in lots of published examples, that there are a certain number of items that exist above the base value.
blahpers wrote: GMG deals with the early settlement mechanics for GMs wishing to quickly get settlements up and running. UC provides an alternate, optional system for tables that want more detail in their kingdom management. If you're running the K&W rules from UC, go with that. Or don't--if you're the GM and you want an item available, make it available. Well obviously they are old rules conflicting with slightly less old rules. But are still legitimate. One rule set did not replace the other and both are still listed on the SRD. Obviously a DM can shoehorn in a specific item... that's not at all what I'm asking about. Both are rules to determine what random yet specific magic items are available to players. One rule says it can't cost more than the base value of the settlement and the other says the list is for magic items that exceed the base value of the settlement. They can't both be correct.
My group is playing Kingmaker. Which rule is supposed to be used for determining magic items? They are directly opposed. http://paizo.com/pathfinderRPG/prd/gameMasteryGuide/settlements.html#base-v alue-and-purchase-limit Minor Items/Medium Items/Major Items: This line lists the number of magic items above a settlement's base value that are available for purchase. In some city stat blocks, the actual items are listed in parentheses after the die range of items available—in this case, you can use these pre-rolled resources when the PCs first visit the city as the magic items available for sale on that visit. If the PCs return to that city at a later date, you can roll up new items as you see fit. OR http://paizo.com/pathfinderRPG/prd/ultimateCampaign/kingdomsAndWar/kingdomT urnSequence.html#magic-items-in-settlements Filling Item Slots: In Step 3 of the Upkeep Phase, you roll to fill vacant magic item slots in each district. Roll d% once for each district that has an open magic item slot (if the district has more than one, select one randomly). There is a 50% chance (51–100) that an appropriate magic item becomes available in that slot. This item’s price cannot exceed the base value for the settlement (reroll if the item’s price exceeds the settlement’s base value).
Warning before you buy and spend ~$30 printing this to cardstock! This is OLD. The spell selection is NOT updated past the Core Rulebook, Advanced Players Guide, and Ultimate Magic. Note that these also do NOT include spells granted by Witch patrons listed in the APG and Ultimate Magic. There are also a few problems with Quality Assurance I'll explain a bit further in this post. I have a 5th level Witch I use in Society and found this card collection was missing the following spells: Does not include Arcane Mark (Core Rule Book), Adhesive Spittle (Advanced Class Guide), Ear-piercing scream (Ultimate Magic), Ventriloquism (Time Witch Patron Gifted Spell from Ultimate Magic / Advanced Players Guide), Long Arm (Advanced Class Guide), Air Bubble (Ultimate Combat), Silence (Time Witch Patron Gifted Spell from Ultimate Magic / Advanced Players Guide), Whispering Lore (Advanced Race Guide), Hex Vulnerability (Advanced Class Guide), Thorny Entangle (Advanced Class Guide), Aggressive Thundercloud (Advanced Class Guide), Molten Orb (Advanced Class Guide). Unfortunately due to not being updated at all, Witches will find this excludes many of the "best in slot" spells that came after the development of this deck such as many of those found in the Advanced Class Guide. These are some of the errors that I've found so far in cards that do exist for this deck: - The detect magic card runs into a second card without a "detect magic continued" title. - Reduce Person is attached to the bottom of the Read Magic spell card. - 2nd Reduce Person card has no "continued" title. |