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Tarquin

Mosaic's page

Goblin Squad Member. Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber. FullStar Pathfinder Society GM. 2,104 posts (2,105 including aliases). 12 reviews. 3 lists. 1 wishlist. 5 Pathfinder Society characters.


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Taldor

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I'd be super happy to see a coherent evolution of the Perception/Invisibility/Stealth/ darkness rules finally see print.

Taldor

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Would love to see an optional set of unified Perception/Stealth/Invisibility/darkness rules in Unchained.

Taldor

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Almost positive it's print. They're trying to make space in the warehouse. And PDFs are usually pretty clearly labeled.

PS - the Nyambe stuff is great. Can't beat $2!

Taldor

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Assassin's Knot was a murder investigation, not committing an assassination.

Taldor

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Baby Treant? Leshy? She looks like one of the ones from the NPC Guide.

Taldor

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For anyone who just can't wait for October, or who want to supplement their starship/tech dungeon maps, Christopher West has done some great tech-themed stuff as well. In addition to the maps and card sets you see, the back of his Numenera maps include 1"-scale lab complexes.

Maps of Mastery

Taldor

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For anyone who just can't wait for September, or who want to supplement their starship/tech dungeon maps, Christopher West has done some great tech-themed stuff as well. In addition to the maps and card sets you see, the back of his Numenera maps include 1"-scale lab complexes.

Maps of Mastery

Taldor

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For anyone who just can't wait for August, or who want to supplement their starship/tech dungeon maps, Christopher West has done some great tech-themed stuff as well. In addition to the maps and card sets you see, the back of his Numenera maps include 1"-scale lab complexes.

Maps of Mastery

Taldor

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In the game I ran, I left it kind of vague. Mivon was okay with an undefined border as long as there wasn't a country up there, but once the PC's kingdom started growing, Mivon got more territorial. By about book 3, the PC's had to negotiate an official border with Mivon. Mivon started off claiming all the way to the Little Sellen River, but the final deal (after a series of modified Diplomacy rolls) ended up in about the sam eplace as Jedric's (i.e., at the bottom of the last line of complete hexes).

Taldor

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Love the idea.

Taldor

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DeathQuaker wrote:
What I really want is something like Colorforms that you can stick to flip mats. Monsters, NPCs, and terrain alike--oh, and area of effect shapes. I.e., something easy to use, easy to store, and doesn't slide/fall off the mat.

Check these out. This is the sample pack, but they have tree packs, boulder packs, water packs, etc.

Taldor

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However, even by RAW, the obstacles might provide Cover against a reach weapon:

PRD/Combat/Cover
"When making a melee attack against an adjacent target, your target has cover if any line from any corner of your square to the target's square goes through a wall (including a low wall). When making a melee attack against a target that isn't adjacent to you (such as with a reach weapon), use the rules for determining cover from ranged attacks."

Taldor *

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Oh wow. Good for you Chris. You're a great GM and I've loved every game I've played with you.

Taldor

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Oceanshieldwolf wrote:
just bought Nyambe, though unsure why the hardcover is cheaper than the PDF...

Old book (3.5), takes up space in the warehouse. It was on sale at one point for $5 and I bought several just to give away. But I particularly like Nyambe and Svimohzia because they describe big, functioning black African-like empires on par with anything in the Europe-equivalent continent. Mwangi is fine, but whenever Paizo gets around to describing southern Garund, THAT is what I hope to see.

Taldor

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Have you seen any of the African inspired RPG stuff? I assume most if it is Europe's-view-of-Africa, not Africa's view of itself, but still.

Nyambe

Svimohzia or on Amazon Svimohzia

Ars Magica South of the Sun

Taldor

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Or make cloaks, rings, etc, work like weapons and armor. Start with a +1 to make it magic. Then add on the other abilities to give them flavor. Cloak of the Manta Ray becomes +1 or +2 Cloak of the Manta Ray. Some people carry around +1 swords, but a lot have +1 holy keen shock-burst swords too. It's a different slippery slope, but at least people would have stuff that's more flavorful than plain old +1 cloaks.

Taldor

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In order to control the blah-factor, you could say that every magic item I the game is unique. There is only one +1 cloak, only one +2 ring, etc. After that player would have to turn to flavorful-but-less-optimized items. Obviously only works in a low magic setting where PCs can't craft. Or they could craft, but every item requires a special unique component.

Taldor

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I see a PfRPG version of this over at RPG Now. Any chance of an updated version being available here?

Taldor

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BAB = level for martials. You could just say that for bards, monks and rogues, they get to use Level instead of BAB for Dirty Trick and Steal.

You're idea makes sense, but it means re-writing a section of the rules for everybody. I agree that I Steal isn't totally barbarian-like, but i can see an angry barbarian kicking dirt at an enemy. But, while, intuitive, if you're not actually seeing the problem in play, I wouldn't bother excluding, focus more on what you want to allow than disallow. IMHO.

Taldor

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I am unworthy of the grace [god] has bestowed upon me. Someday I hope to be.

Taldor

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Jedric wrote:
Wow. These last two submissions (Silkenray and Dudemeister) have been amazing! Now the hard part is figuring out which one I want to steal for my group!

A few pages from each. If I had Kingmaker to do over again, I'd start dropping pages from Zuddiger here and there starting as far back as The Stolen Lands. It was too just-in-the-nick-of-time to have it show up just as all hell breaks loose in A Thousand Screams. Instead, have it introduced bit by bit all along. Random pages found tucked here and there in the house of a madman. The only readable page left of a burned book in a forbidden library. Kids could be singing bits of it as the jump rope. A reference in Irovetti's palace. And if you are planting multiple multiple pages, who says they have to all come from the same edition? It'd be REALLY cool to have a couple of false pages or pages that were miss copied from the original show up and players have to figure out what the real one is. Zuddiger could almost be the glue that holds the AP together.

Taldor

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I came up with this little chart a few years a go that I use for things like Sense Motive checks.

Degree of Certainty
d6 + Wis modifier
1 = no idea
2 = not very certain
3 = somewhat certain
4 = fairly certain
5 = very certain
6 = absolutely certain

Then "translate" the player's d20 skill check roll suing the chart below, where the first column is the actual d20 roll, and the next columns are the player's Degree of Certainty. Add the player's skill check modifier the translated number.

d20. 1... 2... 3... 4... 5... 6
1..... 10. 1... 1... 1... 1... 1
2..... 3... 7... 7... 2... 2... 2
3..... 1... 15. 5... 9... 4... 3
4..... 13. 10. 8... 3... 3... 4
5..... 18. 5... 4... 8... 7... 5
6..... 17. 8... 10. 7... 5... 6
7..... 20. 13. 9... 15. 6... 7
8..... 14. 17. 12. 11. 10. 8
9..... 5... 18. 18. 4... 12. 9
10... 16. 16. 3... 5... 8... 10
11... 19. 3... 6... 6... 9... 11
12... 9... 19. 19. 13. 13. 12
13... 15. 4... 2... 17. 11. 13
14... 7... 11. 15. 12. 16. 14
15... 2... 14. 16. 14. 14. 15
16... 8... 6... 13. 10. 15. 16
17... 6... 9... 15. 18. 18. 17
18... 11. 12. 14. 16. 17. 18
19... 4... 2... 11. 19. 19. 19
20... 12. 20. 20. 20. 20. 20

The chart doesn't actually change the odds of making a given skill check, it just masks to a greater or lesser degree what the roll was, so a player who rolls a 19 can't automatically feel like her Sense Motive check is right on, just 'cause she rolled high (or wrong just 'cause she rolled low). Players with higher Wis are going to be better able to judge the accuracy of their attempts.

For example, player w/ Sense Motive +6 and a Wis mod +2. Rolls d6 and d20. Gets a 2 and a 9. 2 +2 = 4, fairly certain. On the "fairly certain" list, a 9 translates to a 4 +6 = 10. "He seems to be telling the truth, and you feel fairly confident about your assessment."

I know, it's an extra step, and not worth it if it rarely happens in your games, but if players are all the time trying to meta-game by saying "9 +6 = 15, good roll, if there's anything there I woulda' seen it," and you want to toss some uncertainty into it, this is an easy way to do it.

Note: This also works for when a player rolls a 2 on Perception, "You don't see any traps." Followed by, "Okay guys, I rolled bad, there's a trap."

Taldor

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There's always so much discussion about if X should be a paladin or not because one time he did a bad thing. But I think we often overlook the fact that constant introspection and self-doubt are what separate the paladins we love and root for from the self-righteous jerks. People used the examples of Lancelot and David above. Part of what makes them great is that they did fall. They're standards were so high that even they couldn't live up to them. But they also Atoned.

In my mind, a real paladin is going to worry more about holding himself (or herself) to the ideal of perfection than judging others (or the classic seeing his own faults in others). And most paladins should have their own atonement rituals built in, things they do regularly to make up for their perceived flaws. I see players argue that they didn't do anything wrong while playing a paladin and that seems to me backwards; a paladin should see error where there is none, not make excuses. If he comes within 10' of violating his code, he ought to be atoning... just in case. So whether it's seeking atonement or seeking Atonement (the actual spell), in my mind, a good paladin always has that doubt at the back of his mind.

Likewise, I can see most paladins falling at some point in their career. Hell, I can almost see that as a pre-req for achieving true enlightenment. How can you truly appreciate that which you've never lost? But it shouldn't be a one-way ticket to ex-paladinhood. What greater quest than to make amends? Lancelot's greatest moment wasn't as a shining knight, it was as a crazy hermit who dies to save his friend. I've never played a paladin before, but that strikes me as fun - playing an ex-paladin working to recover his grace. (Although, mechanically, an ex-paladin is pretty much a fighter w/o feats.)

Taldor

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Got it, thanks. So physical armor - armor, shield, natural - but not Dex, or supernatural or magical effects. That makes sense.

Taldor

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Is there a mechanical difference between "ignores 4 points of AC" and just making it a +4 to hit weapon?

Taldor

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Not as much a change to the class, but a rules change that would mostly benefit rogues.

If moving past an enemy w/o provoking an AO: Acrobatics vs CMD,
And moving through an enemy w/o provoking: Acrobatic vs CMD + 5,
Then...

Solo Flank
If a character begins his or her turn adjacent to an enemy and uses Acrobatics to move through the enemy's square, and if he/she can beat the regular DC by 5 (so CMD + 10), the enemy is considered flat-footed to the character's next attack.

Kind of an Acrobatics-based companion to Feinting. (Oh, and Feinting should start as a move action and become a swift action with Improved Feint)

Taldor

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I've always thought clerics should be spontaneous casters. It would make them much more versatile yet let the have access to all those boring spells like Bless that would be most clerics' bread and butter. But with their infinite spell list, that might be too much flexibility. So give them a 'prayer book' that they can discover new prayers and add too, and they can spontaneously cast any prayer in their book.

Taldor *

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Lot's of great suggestions, thank yo all so much. First spring break game tomorrow... I'm going to go with the Blakros Museum cycle - Mists of Mwangi, then Voices in the Void, then The Penumbral Accords. Maybe Blakros Matrimony at some point for those who can handle a lot of role playing. I like the idea of the adventures being tied together by some meta-plot. It also means we only need multiple versions of the Balkros Museum map :) . I'll let you know how it goes.

Taldor *

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Appreciate the suggestions everyone, thanks.

Taldor

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How would you get art onto the blank pawns? Would you draw right onto them, or maybe print pictures on stickers sheets and stick the pictures to the pawns?

Taldor *

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TheFlyingPhoton wrote:
This is an actual class? For middle school? What kind of school is this?

Regular ol' public middle school. We reconfigured the schedule and class offerings a lot between last year and this year, and ended up needing a bunch of electives fast. I pounced with my offer of "I have suggestion that will teach reading and writing skills, math, and critical problem solving..."

Thanks for hte suggestions, and keep 'em comin'. @ULfen Death Squad, Master of the Fallen Fortress should be okay. Only the kids who went to the first Con have level 2 characters, and they make up the majority of my GMs this time; the masses are all brand new level 1's. (They all have level 4-5 characters that they build with the Beginners Box, but I was intentionally pretty loose with those, so they're a bit off from the RAW. We-re rebooting for PFS.]

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I'm lucky enough to be teaching a Pathfinder class as an elective this year in middle school. So far, we've played a lot of Basic Box, but the kids are ready to move on to the full CRB and PFS. I took 6 kids to a Con in February and they loved it. What I'd like to do for the rest of the year is emulate the PFS structure in my class. I've got 10 kids who have volunteered to come in during spring break and play a PFS scenario (two actually, 5 kids one day and 5 kids another day). I'll GM, they'll play, get PFS credit, everyone is happy. Then when school comes back from spring break, those kids who have played will GM for the rest of the kids in class. GMs get more PFS credit, other kids get their PFS numbers and first XP, and when the next Con comes around in May, lots of kids will have PFS legal characters and a bit of PFS experience (both XP and RL experience) to go actually go to a COn and play with the wider community.

BUT, after the last Con I had my kids who went GM the mods they'd played for everyone else, and it only went so-so. Main problems was they had played more role-play intensive investigation type mods at the Con. With an adult GM, the more advanced kids loved it. But to then have those kids try to GM it for less sophisticated kids... not so much. The kids back in class just wanted to fight. Which is fine - they're 12-14. But I'd like to pick the next mods that I run for the GMs and that they then run for the rest of the kids in class with that in mind.

I'm looking for:
• Relatively simple plots, linear is fine
• Combat heavy
• Traps are okay but avoid tricky mechanics like haunts or things they have to keep track of like "plague points" or "corruption points"

Suggestions? (Thanks)

Taldor

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Knowing that all RW/Golarion comparisons are imperfect, if Taldan = Byzantine, Ulfen = Scandinavian, and Kellid = Slavic, you've got a nice RW parallel. Long, LONG ago, it was Kellid territory, lots of feuding tribes, little organization. Then came a group of Ulfen conquerors who formed a ruling class, but pretty soon just intermarried and blended in, leading to Kellid/Ulfen hybrid population. Then the Taldan Army of Exploration shows up, tries to establish a foothold for the Taldan Empire, fails, but does bring many of the "benefits of civilization" - trade, government structures, organized religion, etc. When the Army crumbled or returned home or whatever, many of the Taldan soldiers probably stayed behind, married local women and went native.

So in modern Brevoy, your average peasant is probably mostly Kellid, but the middle class is more Kellid/Ulfen with distant links to the old Ulfen ruling class, and the ruling classes are probably more Ulfen and Kellid/Ulfen. Pure Ulfen would be rare, but like the England after the Norman Conquest, Ulfen language and culture would be quite stronger in the court. Taldans would be mixed into the peasant and middle classes, but largely absent from the ruling class except in Restov, and you'd be more likely to find relatively pure Taldan enclaves that are less assimilated than other groups.

Taldor

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seebs wrote:

I think people are getting caught up between two senses of the word "move".

Is "waving your hands wildly over your head" considered "moving"? For purposes of movement rates, it is not, because it does not change your location. For purposes of someone who is pointing a crossbow at you and said "don't make any sudden moves", it probably is.

Paralysis clearly doesn't mean "you are fixed in space, but can change your pose, wave your arms around, and do other things". It probably does mean "you cannot change your pose, or wave your arms around, but are not fixed in space; however, normally you have no way to change your location if you can't take actions like walking".

The big question is whether directing your movement while using magical flight that isn't based on wings counts as a "purely mental action". I would say it probably does, since there's no hint of any specific physical action you'd have to take.

Agree. Paralyzed means "you can't move," not "you are immobile." When paralyzed, you cannot physically move yourself. But there is nothing preventing you from mentally moving yourself when using the Fly spell because it is your mental exertions that is propelling you, and the Paralyzed condition specifically says you can perform mental actions.

Taldor

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AsmodeusUltima wrote:

Iobarria is mostly of mixed Ulfen and Kellid descent; Iobar I, founder of Iobarria, was himself from the Ulfen-founded city state of Orlov.

As for the Issiens, I am not sure if there is official statement of it, but I personally believe they are of Ulfen descent, as they appear to be based on real-world Norse river raiders that would eventually mingle with Slavs and form Russia, etc.

That's the vibe I got too.

Taldor

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I'm ready for a mega-dungeon.

Taldor

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There's already a thread for this in Miniatures, but that can get kinda' buried and I wanted to make sure anyone who might be interested has a chance to see this. It's down to about 48 hours at this point. Beautiful cave tiles. Tons of stretch goals and freebies. If you're not part of this yet, this is absolutely the cheapest way to get start getting into amazing 3D terrain. Most of it is caves, caves and water, and caves and lava, but there are some wide (full 10') and narrow (5') dungeon passages in there too.

Dwarven Forge Cave Tiles Kickstarter

Enjoy.

Taldor

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Down to about 48 hours at this point. Tons of stretch goals and freebies. Beautiful stuff. If you're not part of this yet, this is absolutely the cheapest way to get start getting into amazing 3D terrain. Most of it is caves, caves and water, and caves and lava, but there are some wide (full 10') and narrow (5') dungeon passages in there too.

Dwarven Forge Cave Tiles Kickstarter

Taldor

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We've always played that an invisible foe can allow you to pass through the square, per Overrun.

Don't remember if we gave a free Perception check, but it would make sense, it would be at -20 (invis w/ movement), rather than -40 (invis w no movement), so that's helpful. Thinking about it though, if someone is running through squares, she's not going to be particularly perceptive. The rules account for this by having her move, then stop and listen. I'm not aware of of a RAW penalty for Perception-while-moving.

Maybe go with allow Alice to try it, allow Bob to move out of the way, but in order to make Perception checks (at -20, not -40, if he moves), Alice has to move at half speed. Otherwise she moves at full speed and gets a Perception check at the end.

Taldor

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Was it Reign of Winter where there was a woodsman and his hollow-wooden-with-a-fox-tail-thing lover? If I remember correctly, they were perfectly happy.

Taldor

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Before the days of Kickstarter, I was involved in a number of Wolfgang Baur's patronage projects. That word, "patronage," meant something specific to me. When I signed up and sent some money in, I wasn't pre-ordering a product. I was taking a chance and buying a bit of potential. I knew from day 1 that there were risks involved. But I also knew that I had the chance to get involved on the ground floor of something that might be great. I was willing to pay for that potential. All of Wolfgang's patronage projects turned out amazing.

I also patronize Nick Logue's Razor Coast. Talk about potential - that thing had the possibility of being absolutely amazing! And then it went bust. Bummer. But I never felt "ripped off," and I never asked for my money back. When you shoot for greatness, sometimes you fall short. C'est la vie. (And then, of course, the good folks at Frog God Games and several of the publishes in this very thread jumped in and saved Razor Coast and I am holding that beauty in my hand at this very moment. Thanks again to all involved.]

My point isn't to excuse lack of communication. People who make a promise and take your money should communicate what's going on. But what I am saying is that when folks chip in to Kickstart an unwritten writing project, they have to be aware that there are some risks involved. There is a chance things aren't going to pan out. Kickstarter isn't pre-ordering from Paizo or Amazon. You're supporting someone's creative process because you like their idea and - let's be honest - because it's something you probably can't do yourself. But creativity can't always be forced onto a timeline and greatness doesn't come with a guarantee. Sit back and be patient, cross your fingers but accept that it might never happen, and if you can't live with that, don't "buy" unfinished products. Paizo and the other 3PPs have a wide variety of already-complete material waiting to ship to you within 24 hours of your purchase.

Taldor

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An owlbear peeking out from behind a tree.

Taldor *

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Congratulations. You were almost there at OrcCon and now you've gone and done it. Great job!

Taldor

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Everybody knows the good guys lost.

Taldor *

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Interesting. I see that now; it is called out explicitly in the PFS Guide. I'm not going to argue with that, but I'm honestly not sure why it would. I've seen a lot of posts that suggest it lasts 1 day/level, but that's not correct.

From the PRD:
"Duration: 1 day/level or until discharged (D)

The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check."

It's a single use spell. One Craft check. Sure seems like it shouldn't add anything to Day Job roles. Maybe a single Craft check is understood to last for several hours (or a week, according to the crafting rules) so a bonus to Craft is good for the whole time. But, if that's the case, why doesn't Guidance do the same thing?

Taldor

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Dot. I have LOTS of opinions about NPC classes. I'll come back later and read yours more carefully and share mine.

Taldor *

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A Day Job roll is a single roll representing a number of different tasks being performed over a period of time. Anything that modifies a single skill check should not affect Day Job rolls; anything that gives a bonus over a long-period of time - and thus benefits multiple skill checks made over a period of time - should.

Spells like Guidance give a bonus to a single skill attempt, so not applicable to Day Job. IMHO, Fast Fingers gives a benefit to a single skill check, so not applicable. Even Crafter's Fortune only grants a bonus to a single skill check; I'd say no. You'd have to find something that would give a bonus for hours or even days - maybe an extended Owl's Wisdom?

Taldor

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Here's somebody who has written about a specific wooden sword:
Grasscutter

Taldor

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I already bought the pdf version. Any chance Paizo or the publisher would give some kind of a discount if I bought the print version too?

Taldor

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In my mind, Life = 1 XP/day for your average non-heroic person. So, assuming that your average commoner works just about every day, he or she is going to earn about 350 XP/year. At the medium rate of advancement, it's going take him/her about 6 years to go from level 1 to level 2. Sounds like a good length for an apprenticeship, especially if most commoners start doing their thing around 15 or 16.

It's going to take another 8-9 years to get from level 2 to level 3. Nice early career. You're going to see a lot of these around, plenty of 2nd-level folks. Maybe some of them, through luck or skill, have achieved some Major Success in the careers, earned some XP awards, and moved a little faster.

It'll be 11-12 years from 3rd to 4th, mid career. Still plenty of these around, but not as many as level 2's because not everyone has the same ability scores and some of may never ever have anything like a Major Success, so they're just plodding along 1 XP at a time, falling behind their more skilled counterparts, plus death/disease/random accidents/wandering monsters start to take their toll.

Late careers is going to last over 17 years until he/she reaches 5th level. So our guy/gal started at age 15 + 6 + 8 + 11 + 17 = 57 years old at this point. For your average dirt-poor medieval commoner, he/she is near (or past) the end of his/her productive years, especially with physical ability scores dropping. If he/she is engaged in non-physical work, he she might be able to last a little longer. But it's another 23 years to 6th level (age 70), so most non-heroics just aren't going to get there.

Recap - In my mind, the norm is going to be something like:

  • age 15-20 = level 1
  • age 21-28 = level 2
  • age 29-39 = level 3
  • age 40-56 = level 4
  • age 57-69 = level 5
  • age 70-103 = level 6

Obviously, there will be variations depending on if the individual has any extraordinary adventures - solving a mystery, major success in craft or business, helping defend the town from bandits or roving beasts, etc. And I'm not sure what to do with non-humans. Maybe that's why dwarven craftsmanship is so good - they just have longer to get better on it. And maybe super long-lived races like elves gain Life XP at a slower rate because they're so laid-back - why rush when you've got 700 years to finish a project.

Anyway, no hard and fast rule, an NPC should be as good at something as you want her to be, but if I have to guesstimate, that's about how I do it.

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