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Recent posts by
Rift:
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Digitalelf wrote:
EMA may be gone, but his sheets still live...
You just have to look (I've found all of the ones I use)...
-That One Digitalelf Fellow-
Sharing mood? If you know of a suitable dark and remote location I'll arrange payment.
That said, I'm going to give Spellgen a try later this week and post here if it works out. If not then I'll start working on putting all the spells in one sheet and ask one of my more compu-wizard buddies to make a handy site out of it like EMA's.
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Everyone seems to be especially fond of crossbows, that's fine, so am I.
I did some stats on a twin-crossbow setup for static positions. Back in the day I had to explain these things but now I realize that the Dark Elf reapers from WHF do that for me. My version works with a dual shoulder held stock much like in some WW2 anti aircraft machineguns and use a higher tripod to aim up.
Linkage.
Three man crew(or one if magicly enchanted to crank the shafts and reload itself, both are seperate enchantments). One to aim and two to reload and keep the bolts cranking into the weapon. Each weapon fires once per attack and the damage is modified to include this below.
Damage; 2d10 or 2d12.
Clip; 2x9 or 2x4.
Range; 150
These weapons have difficulty hitting ground based targets however and need their sights replaced(-8 penalty if fired unmodified) if they wish to have any effect.
There is also limited room for alchemical tracers in the weapon, feeding off a 30 clip on top of the weapon. These tracers give a +1 to attack and should the target remain stationary after the first shot(s) then the tracers will provide a +2 bonus to attack in the next round. This bonus is lost if the target is not fired upon during a round.
Cost for the weapon: 2.500.
Bolts: Standard per 10
Tracers: 5gp per tracer.
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I have gotten myself into a bit of a situation and I've coming looking for wisdom from the good forum folk at Paizo.
My players recently got their hands on grants of nobility and the patches of land that come with those. Saving the kingdom in face of invasion, rescuing the members of the royal house, the works.
Now there is a problem that I thought I could handle but it has clearly gone above my head and it is making me doubt my own decisions namely; taxes. Is there a fast and hard rule for determining taxes for cities and villages? How do you deal with toll on roads and rivers? How much income do mines generate? Do you tax individual goods or just lump it all together? If there's a book or something like it that deals with these matters then I'd like to know and I'll see about getting it into my collection as soon as possible.
I thought I could make this DM fiat but to be honest I have no idea where to start, the only thing I know is that a commoner makes 1sp per day(which includes growing some of his own food and making clothes, etc) but how much does a craftsman make, or how do you deal with religious organizations and their 'gifts'(taxes)?
So to sum it up.
-Taxes for cities and villages.
-Toll on caravans. People and goods? If so, how much and which goods?
-Toll on river barges. People and goods? If so, how much and which goods?
-Income from mines and quaries. Respectively iron and a small diamond mine.
-How much taxes for guilds(churches)? If any at all.
All opinions on the matter are welcome and thanks in advance for the help,
Rift,
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Snorter wrote:
Your original flavour text described an opponent being lulled into a false sense of security and bravado by your 'defenceless' stance. I think I see the image you are aiming for; the scene in 'Seven Samurai' where the kensai reluctantly accepts a challenge from a local tough, who leaves himself wide open to a mortal blow.
One problem I see is that it is a full attack action; therefore, cannot be used as a readied action, only a delayed action.
This means that you cannot interrupt an attacker who tires of your conversation, or who rushes you, thinking you unarmed.
You have to withstand their attack attempt, and then make a single strike back.
Even allowing that you make a single powerful attack for maxed double damage, you may still be better off (depending on the opponent's AC)simply performing a Quick Draw, then clobbering him with your 3 regular attacks?
I think it needs to be reduced to a readied standard action, in order to perform in the way it is intended, which would still remove the potential of performing iterative attacks, whilst allowing for a move action before or after the strike (to meet the attacker half-way, or to drop him and run from his allies).
Thoughts?
I've been following this thread since the start and I didn't have anything else to say but; cool! Now Snorter brings up an interesting point that was floating in my head yesterday. What about using this feat in combination with Hold the Line? Obviously it would only work once per encounter but the fluff certainly fits between these two feats.
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I'll bet there are very few people who have the same favorite book.
1) The Stronghold Builder's Guide.
First book I ever bought and it turned me into a huge fortification and siege freak. Still lovingly used every campaign, treasured in its own special box because its almost falling apart.
2) My healing (3)D8's.
Nobody touches these dice without permission. Nor are they ever used for anything else if I'm playing a character that can heal. Pink, blue, red. My other D8's are free game.
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Fatfish wrote:
Kael'thas Sunstrider
Auw!
I mean, I don't have a lot of druid related advice, but this might help too. I mean no offense but it bothers the heck out of me when I see people use the names of famous characters for their own.
And if that one doesn't suit you, just try some random google'ing for name generators.
Good luck with the druid, remember to feed the Oehoe.
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If you can get your hands on a copy, the Power of Faerun and the Stronghold Builder's Guide have some really interesting idea's on how to deal with this situation.
Ironically enough I'm currently doing a similar thing in my own campaign where my players have been given grants of land for blunting the invasion of their southern neighbor. The war isn't over and neither side has the strength currently to push the other so that leaves the players dealing with bandits, deserters, Hextorite warbands, displaced farmers, a pissed off druid and rogue dragons in an effort to establish themselves as the 'true' power over the region.
What always works for me is to reward players for the efforts they make, if my players want to establish mines in the nearby mountains I will present problems(brigands, infrastructure, manpower) but if they manage to pull that off they will reap the rewards(even if I didn't put any useful minerals in those mountains in the first place). Of course its acceptable to let some of their plans fail, if they want to change the course of a major river through rocky soil, they can try, but failure is the final result without some major magical nuclear holocaust.
Finally, once they're established, threaten what they worked for. But don't overdo it or they won't be willing to leave their lands anymore for fear of losing it while they're away.
Let us know how things pan out, I'm interested in knowing how your players will handle it and if they're enjoying it.
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GeraintElberion wrote:
Kobold Cleaver wrote:
My group (consisting of an elf paladin, an elf wizard, a tibbit rogue, and a kobold necromancer)met when we were all driven into a crypt on a stormy night. We named our group, 'The Company of the Crypt'. We're still playing in it.
That's from one of those free adventures on the WotC website - that's WotC's best resource...
I like the posse option a lot. It's a positive reason for strangers adventuring together.
"A Dark and stormy Knight".
I just started off a new party with that adventure a few days ago, its awesome for pushing them forward and getting them to bond. A noble Knight(human), kleptomaniac Rogue(halfling), silent Druid(half-elf) and a overenthusiastic Ranger(elf). The players are all highly experienced roleplayers(larp) and they all concluded that they wanted to stick together because of what happened that night.
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trellian wrote:
OK, this is a topic which can be discussed to no end, so I'll take to examples from my current campaign.
Example 1: Heroes have defeated a bunch of hobgoblins, and two surrendered. They refused to cooperate during interrogation, so the druid killed one with a Call Lightning. That made the other talk. Druid in question is True Neutral.
Example 2: The rogue (CN) is grappling a lizardfolk who tries to escape. The lizardfolk surrenders to the rogue (they both speak draconic). The druid arrives. The rogue tells the druid "Kill him", and doesn't tell him he has surrendered. The druid slashes him with a scimitar.
My question is, is killing surrendered enemies evil? Or is it just chaotic? Does the fact that these two were "monstrous" humanoids mitigate the circumstances? I don't really think the CN rogue was out of line, but the N druid is maybe starting to garner some chaotic traits.
And what about good party members witnessing this? In my opinion, good characters should not allow captured enemies to be killed (unless they are devils or demons, that is).
Thoughts?
Killing prisoners that have surrendered is an evil act. I think the Book of Exalted deeds is quite clear on that topic, even if they don't wish to cooperate.
And it doesn't matter if their subtype reads 'humanoid' or 'monstrous humanoid' its the fact that they're capable of surrendering that matters. And on the same note, tricking someone else into killing a prisoner is an evil act, you could say the druid is in the clear because he didn't know.(unless the signs were obvious that the lizardfolk surrendered)
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