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Is it possible for a PbP GM to grant me the ability to edit the Campaign Info page? Such as by granting me special GM privileges or something like that?
I would like to help maintain the information there and to keep it looking organized and presentable, but sending formatting tips to the GM over and over whenever something changes seems like a most inefficient way of doing it.
The rule for building rooms/buildings and hiring teams have the following to say:
Time: This entry indicates how long it takes to complete the room or recruit the team. You may divide the Time price for a room by 2, 3, or 4 by spending 2, 3, or 4 times its Labor price. You may divide the Time price for a team by 2, 3, or 4 by spending 2, 3, or 4 times its Influence price. You must be in the settlement at the start of the construction or recruitment period, but don't have to spend any of your downtime days to begin construction or recruitment. In effect, you have to be present only to give the order to begin.
If a team doesn't have a Time price, spending capital to recruit that team doesn't count as a downtime action.
The whole second paragraph seems to contradict the last two sentences of the first.
Let's say I spend all of last week earning gold and capital to start a tavern. If I start construction of the tavern on the following Monday, may I continue earning gold and capital the following Monday, as well as all the weekdays after? Or is my downtime suddenly locked up in the construction time of the building?
What if I am recruiting a team with a 2 day time price? Can I start construction of a building, or earn capital, or craft a magical item on day 2 of recruitment? Or am I too busy recruiting?
Collect Taxes: Attempt an Economy check, divide the result by 3 (round down), and add a number of BP to your Treasury equal to the result.
Is this particular economy check compared to the Control DC, or do you just ignore that number and divide your result by 3? If the former, what happens if you don't beat it?
In our game a while back, our characters slew a cleric named Nualia and layed claim to her Seiedron medallion. We knew it was magical, but didn't immediately try to identify it. The GM showed me a glimpse of the item's description, but pulled the book away once he realized it revealed more than he wanted. Before he could, however, I noticed something about it allowing others to see through it, potentially acting as a covert spying device for the unwary.
Later in the adventure, bodies with Sihedrons carved into them started popping up. During our investigations, my fighter bough a scroll of identify to determine the properties of this magical medallion, hoping to find a connection to it and the murders.
I gave the scroll to our party mystic theurge and she rolled a 47 on her Spellcraft check.
The GM told me that, while worn, a Sihedron medallion grants its wearer a +1 resistance bonus on all saving throws. Once per day, as a free action, it may be commanded to bestow the effects of false life on the wearer. Placed on the neck of a dead body, a Sihedron medallion preserves the body indefinitely via a gentle repose effect.
He did not mention anything about its ability to spy on the wearer. I know he left it out. He knows I know.
When I asked him about the rest of the item's abilities, he insisted that those properties were not part of its magical abilities. He likened it to using an item as a focus for scrying. The item itself is not magical, nor is scrying a magical property of the item, it is merely a focus.
I want to know if that is true of this particular item, or if my character has been cheated out of knowing something he otherwise should have. I don't want our group getting spied on unfairly when we should have found out otherwise according to the rules of the game.
Promote a Business downtime rules:
You can spend 1 day of downtime to increase interest in a business, temple, organization, or other local fixture. You can also spend one type of capital, depending on how you want to promote the business. For example, if you want to promote a bakery, you can spend Goods giving out free pastries to people in town, Influence to get the mayor to visit the bakery and praise its food, Labor to hire workers to stand with signboards advertising the bakery, or Magic for a memorable illusion that draws people to the bakery.
The promotion increases activity at the site for 1d6 days. Choose one capital the building generates, then attempt a skill check for using skilled work to earn capital, using Diplomacy, Knowledge (local), or Spellcraft. Add 5 to your check result for every 1 point of Goods, Influence, Labor, or Magic you spent to promote the business, then use the skilled work option to determine how many additional resources the business generates over the course of this increased activity. If you're promoting an organization without a physical building, each Good, Influence, Labor, or Magic adds only 2 to the check instead of 5—it's harder to encourage people to be patrons of something they can't physically visit.
The business you promote with this downtime activity doesn't have to be one you own.
If the building or organization does not generate capital (such as charity that takes care of war orphans), the promotion generates either gp or Influence (your choice) .
I'm wondering about the bolded portion. Do you gain the additional resources for EACH DAY of the promotional period? Or do you only gain them once for the entire promotional period?
For example, say my sage sorceress has a +14 Spellcraft modifier. Her library opens tomorrow, and so she decides to promote its grand opening by spending 10 capital in the hopes that it will generate more Magic capital.
She takes 10 on her check and gets 24, then adds another 50 due to the capital she spent for a total of 74. Her library will no generate an additional 7 Magic capital "over the course of this increased activity."
Say she gets a 4 on the 1d6, so the promotional benefits will last for 4 days.
For each of those four days she uses the Run Your Business downtime option. She uses 1 hour of research in her own library's Magical Repository to gain a +3 bonus to her Spellcraft checks, then takes 10 on her check each day getting 27, but then she adds the library's Magic modifier of +25, along with an additional +10 bonus for being physically present to whip her employees into shape. That gets her a total of 62, enough to earn 6 magic a day, or 24 magic by the end of the promotional period.
But what about the Business Promotion bonus? Is it +7 per day, or just +7? At the end of the promotional business, should she have 31 magic, or 52 magic?
I hope that made sense.
If you are in a small settlement, how can you possibly build anything?
Say you want to build an tavern in a village. That's not too hard, right? Villages the world over are full of taverns.
To have a tavern, you would need a bar, at the very least. However, to make a bar, you need 12 capitol components.
However, it is impossible to spend more then 10 capitol in a day in a settlement of that size. How is it possible, by the rules, to get the bar started, much less make the entire tavern, or pretty much anything else for that matter?
You dirty, dirty metagamers!
Don't ya' know it saps the fun out of it for all the true ROLEplayers at your table? What decent human being even does that? Do we not all get together to have a good time? How dare you ruin it for everyone!?
If the room or team's Earnings entry says "capital" and a number, it can contribute a bonus on the building's or organization's skilled work check for any type of capital (gp, Goods, Influence, Labor, or Magic). If the Earnings entry lists specific types of capital, it can contribute a bonus on its building's or organization's skilled work checks only for capital of those types. You can apply each room's or team's bonus to any one listed type or capital each day or divide it among multiple listed types of capital. For example, an Alchemy Lab can generate only gp, Goods, or Magic, and not Influence or Labor. One day you could use all +10 of its bonus on the building's capital check to generate gp, on the next day you could use +5 on a check for generating gp and +5 on a check for generating Goods, and so on.
How can you split the bonus, if the bonus is different for each category of capital?
If my collective rooms/teams get me a +15 to roll for goods, and a +25 to roll for labor, how do I split the bonus when getting goods??? Looks like all I have to work with is +15, period.
Can someone explain the above quote to me? It just doesn't seem to make sense.
The rules say that selling magical items (and most anything else for that matter) nets you half its market value. What happens though, when the players have used Ultimate Campaign's downtime rules to build their very own magic item shop?
Provided they set up in a large enough settlement, what is preventing them from selling their items at full value? How would that work out exactly?
Should players be allowed to do such a thing, and if not, why not? If you say no to your players, how do you explain it in-game? Why is it impossible for PCs to sell things at full value when the rest of the world has no trouble doing so?
In our Skull and Shackles game, my players have accumulated no less than six ships, complete with enough loyal pirates to fill both the crew and passenger compliment of each ship, and they want to put the fleet to work for them using the Running a Business rules found in the Downtime section of Complete Campaign.
The problem is, I don't want to treat the fleet as a bunch of teams and managers without a building (which cuts the PCs profits in half). Is there anything anywhere in the rules that supports treating the ships themselves as buildings?
How best might I put these rules to work for me and my players in this situation?
During the third module in the Skull and Shackles series, my players purchased a slightly damaged apothecary, and are making plans on converting it into an alchemy/magic shop where they hope to sell their treasure and magic items for full value, rather than half.
I don't know about all that, but I have agreed to let them start a business using the Downtime rules as a starting point.
The problem is, I'm having some difficulty wrapping my head around them. Could someone give me a hand with detailed examples and the like?
Or perhaps you could let me know if the following is correct?
From my understanding, they will end up with the following rooms:
These rooms collectively will allow the following modifiers to be applied to their checks made to gain capital:
gp +42 | Goods +32 | Influence +22 | Magic +15
Alternatively, they can perform other downtime activities or go on adventures while the shop earns capital on its own, using the above modifiers to do so (though they will have to deal with attrition).
Say that one of the players takes a break from pirating for 10 days to run her new business. Her highest appropriate skill for earning gp is Intimidate, with a +21 modifier. So she could take 10, getting a total of 73, or 7gp and 3sp each day--or 73gp for the entire period.
Intimidate can also be used to gain Goods or Influence, potentially netting her 6 Goods OR 5 Influence each day by taking 10.
But what happens if ALL of the players decide to do the same thing? Can they ALL benefit from the above modifiers simultaneously? Or will they have to make shops of their own?
What does this mean for their goal? What happens if they attempt to sell a 1,000gp magic item to their own shop? Can they get free magical and alchemical items from their shop by expending capitol for them?
For some reason, my players are hellbent on tracking down and slaying Barnabas Harrigan.
Once they captured his Cabin girl and heard that his ship was in port, there was a mad dash to go and slay him.
Then, after the Free Captain's Regatta they tried to kill him and his crew again!
In the former situation, I told them that the ship had left port and they had missed their opportunity.
In the latter situation, it was anything I could do to keep them from attacking Harrigan DURING the race and essentially destroying the entire premise of the next module.
When I told them that he had once again given them the slip, I started facing accusations of railroading.
How do I keep Harrigan alive until the final encounter with him in module X? What reasoning might I be able to give to my players that won't lower their opinion of me as a GM?
Have you had any players that acted like this in your adventure? How did you handle it? Why were they wanting to go after him?
In my game Harrigan hasn't really done anything to the player characters to earn their enmity except for press-ganging them in the first place (which was more his crew then him) and attacking them during the final stretch of the race. So why do you think they are all out for blood?
We've just finished the third module and I have not had the opportunity to read any of the next three.
Say I'm playing an extremely strong (~30 Str) fighter who is not trained in unarmed strikes, and he happens to be fighting a guard in an attempt to break out of prison. He is unarmed, but the guard trying to stop him has a longsword.
If I were to attempt an unarmed Sunder combat maneuver to smash his sword, hoping that the unarmed guard will lose his nerve at the sight of it and flee, would I take a penalty? Objects are normally immune to nonlethal damage, which unarmed strikes typically deal unless you take a -4 penalty to your attack roll.
Does that penalty apply in this case if I want to deal any damage to his sword at all? Or do I just make a normal combat maneuver check for normal damage since it is a non-standard attack and not technically an unarmed strike?
And please don't say "why don't you just disarm him?" This is a question on how the rules work, not on what is the player's optimal action choice.
From the "I Drank What?" blog posts:
Jason Bulmahn wrote:
This was brought up before, and to my knowledge, was never addressed. I for one would very much like to have it fixed.
I've been seeing a lot of odd threads lately on subjects such as...
"The party fighter is killing everything! Help!"
"The party just leveled up and are on the rise! What do I do?"
"The monk keeps flitting around the battlefield. How do I catch him?"
"My single monster encounters keep losing against the entire party."
...seeking help for problems that, well, aren't problems at all.
What the heck is going on? What has changed in peoples' perceptions that these could ever be considered problems rather than FEATURES OF THE GAME?
My players, realizing that they have to pay their crew in plunder any time they stop at port to sell plunder have taken to, well, not selling their plunder very often.
They have decided to hoard it until they have a vast hoard (50 or so) then give their crew the one point the module expects them to receive.
How do I deter such behavior? I can't just say "mutiny" as the vast majority of the crew has long since been replaced by steadfastly loyal followers and cohorts (both the captain and his first mate have Leadership).
The Light Sources and Illumination table found in the Vision and Light section of the rules makes it clear that a light source changes the light level in a given radius, then raises the light level to twice that radius.
Does this mean that bringing a torch into an area of normal light would create normal light out in a 20-foot radius (no real difference), but then create bright light (one step higher) an additional 40-feet in all directions?
Obviously, I know that is not what is intended, but I can't seem to find the actual rule that prevents that interpretation from being true.
While using the Vanishing Move mythic path ability, is it possible to move up to someone and attack them and gain the benefits of invisibility on said attack?
It says that doing anything besides moving ends the effect, but would it end at the start of the attack (negating any real benefit from being invisible in the first place) or after the conclusion of the attack (allowing me to ignore the target's Dexterity bonus and maybe get some sneak attack damage)?
In short, at what point does the invisibility pop?
If NPC A tells NPC B not to believe anything that PC says, as he is an accomplished liar, and PC later beats NPC B's Sense Motive check with his Bluff check during their encounter, does NPC B believe PC? Or is it automatically defeated since NPC B is actively ignoring/disbelieving anything and everything that PC says?
I am working on a character concept that requires the character to be paralyzed as a result of mundane injury (shattered spine and what not).
Is there anything in Pathfinder that would cure such a condition prior to 9th-level spells (such as miracle or wish) and if so, how can I rationalize such a character not being able to benefit from them?
If it's a hop, skip, and a jump to the nearest temple, then the entire character concept becomes untenable and falls apart.
Please help me brainstorm.
What is the strongest creature in the game considering the following modifiers to strength based on size?
Super bonus points if it is easily controlled and susceptible to magic jar.
It is my intent to capture the biggest baddest, easily controllable, monster around, then use a greater hat of disguise to take humanoid form (thereby retaining my ability to cast spells and maneuver in humanoid communities) so that I may benefit form awesome strength, hit points, and other abilities.
This game is simple. One person names a character from a genre or source vastly different from traditional Pathfinder.
The very next poster needs to describe that character in Pathfinder terms using anything from a level line (i.e., NG human fighter 2) to a full blown stat block (see sample links below). The closer to the concept you get mechanically and conceptually, the more points you win. If the character is also somehow made to fit in the Pathfinder/Golarion universe in a manner that seems plausible, your points will be doubled.
Posters are not permitted to post a new name in this thread until the previous named character has been statted out in some form (as above).
Let's see how long we can keep the ball rolling everybody!
I'll start us off: Sailor Moon.
One More Thing:
What is the current official stance on reach and threatened squares? What is the generally accepted stance?
I remember in v3.5, Medium and large creatures could attack diagonally with their reach. I'm wondering if that remains true in Pathfinder.
I know there's been a lot of discussion before on the matter. I just want to know what the current status of affairs is, both official and otherwise.
It occurred to me this morning that the sorcerer and summoner classes could could EASILY be described as psionic characters. You can blast things physically (evocation) mentally (enchantment), manipulate objects telekinetically (telekinesis), build eco-form monstrosities (summon monster)--even around yourself at times (synthesist)--etc. It's all there!
Black blade magus with quick draw even makes a pretty damn good soul knife/psychic warrior even if you ask me.
So...why do you really feel you need more than that to represent psionics?
If I am spending prestige points to purchase an item, can I choose ANY society-legal item within the gp limit, or only those from the "always available list" and the chronicle sheets I've collected?
I got an adventure's any-tool a couple games back with my prestige, and now I'm wondering if it was legal to have done so at all.
It makes sense that if you drink a potion, expend wand charges, throw an alchemist fire, or shoot arrows that those are spent, and you need to buy more.
I know logical consistency is broken in Society rules for a number of good reasons, but what about more permanent items?
For example, in a previous society game, our mission required stealth, so my character took out his tent, tore it into strips, and had the party bind them to their feet in order to muffle their foot falls.
Do I still have a tent in the next gaming scenario I play in, or do I need to but a new one?
In short where, specifically, does the disconnect between an expendable item and a permanent item come into play?
Hoping to make a parallel to the Augment Summoning feat for the Transmutation school. Looking for thoughts on balance.
The card game played in the third S&S module, Bastard's Gambit I think it was called, seems to have a SERIOUS flaw in it, one that my players discovered and abused most heartily.
The module says that the winner of each hand has to drink a shot of rum, per the Port Peril rule.
So the PCs simply folded over and over and over again (never losing more than their 1pp ante each time) until Goldtooth passed out from too much rum.
That seems like a big hole in the rules of the game. What were the game developers thinking!?