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Book of the River Nations: Complete Player's Reference for Kingdom Building (PFRPG) PDF

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This is the complete player's reference to Kingdom Building organizes all the rules players (and GMs) need to explore new lands, build nations, and defend against invading armies consolidated into one easy to reference tome. Starting with rules included in the Kingmaker Adventure Path, this volume expands every aspect of kingdom building and mass combat and delivers new feats, spells and class options to give PCs the edge in conquering and ruling their own corner of the world.

This book compiles information from Book of the River Nations: Exploration and Kingdom Building, Feats, Spells and Secret Societies and Mass Combat.

Your PDF download now also includes a HeroLab data file!

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Product Discussion (252)
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Got back late last night and this was waiting in my mail box. Sweet!!!

I have read everything in detail except the mass combat rules, as my guys are only about 2/3 thru book 1 of Kingmaker. As they have no cleric, and we lost a player, I was asked to bring in an NPC cleric and the Devout Healer prestige class looks nice.

*However* there is a Table 6-1 and text discrepancy:

Level 5:
Chart: Empower Healing - doesn't exist in the text
Text: Maximize Healing - doesn't exist in the chart (and is it SU/EX/SP?)

I *assume* (and we all know what that stands for) that Empower Healing == Maximize Healing, but I need a clarification. Oh, and same issue in the original Feats, etc. PDF.

-- david
Papa.DRB

President, Jon Brazer Enterprises

Papa-DRB wrote:

*However* there is a Table 6-1 and text discrepancy:

Level 5:
Chart: Empower Healing - doesn't exist in the text
Text: Maximize Healing - doesn't exist in the chart (and is it SU/EX/SP?)

I *assume* (and we all know what that stands for) that Empower Healing == Maximize Healing, but I need a clarification. Oh, and same issue in the original Feats, etc. PDF.

-- david
Papa.DRB

Hey David,

Sorry I didn't get back to you on this sooner; I just noticed it. Yea, the chart should say Maximize Healing. Originally the ability was going to be Empower Healing but playtesting revealed it to be underpowered compared to what you're giving up so we went with Maximizing instead. However, the chart was never updated. I'll fix that (and a few other minor details) for the next printing. Also its a (Su).

Andoran

Laithoron wrote:
Review updated to reflect info on the new binding and the difference in hex sizes we discussed. Thanks for taking the binding feedback to heart, have an extra half-star on account. :)

The switch to perfect binding is an excellent improvement!

I updated my review to reflect the fact that, with the new binding, this really top notch product got even ... top notchier? :)


Dale McCoy Jr wrote:

Hey David,

Sorry I didn't get back to you on this sooner; I just noticed it. Yea, the chart should say Maximize Healing. Originally the ability was going to be Empower Healing but playtesting revealed it to be underpowered compared to what you're giving up so we went with Maximizing instead. However, the chart was never updated. I'll fix that (and a few other minor details) for the next printing. Also its a (Su).

No problem Dale,

They just got introduced to her in the last session, still at level 2 so it will be a while before she qualifies for the PrC.

Having a blast. The Paladin of Erastil, is a bit bent out of shape that a woman priest of Erastil is adventuring and not home raising babies. He sets up a tent for her each night for privacy, makes comments, etc. So much fun.

-- david
Papa.DRB

Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Cards, Companion, Roleplaying Game Subscriber

In the Kingdom Rules it lists a Market as only needing 1 city block (by default as it doesn't say), but has the prerequisite of needing to be built adjacent to at least two houses.

However the token for the Market in the Pathfinder rules has it as a two Block space.

Which is correct?

I could be just missing something.


Paizo Charter Superscriber; Pathfinder Deluxe Comics Subscriber

I noticed that some of the building statistics (like BP cost) for a few buildings have been changed compared to the original rules for Pathfinder #32. What is the reason behind these changes?

President, Jon Brazer Enterprises

Zaister wrote:
I noticed that some of the building statistics (like BP cost) for a few buildings have been changed compared to the original rules for Pathfinder #32. What is the reason behind these changes?

which buildings? It's been a while since I worked on it and I don't remember which were changed.


Zaister wrote:
I noticed that some of the building statistics (like BP cost) for a few buildings have been changed compared to the original rules for Pathfinder #32. What is the reason behind these changes?

Paizo staff acknowledging they were mistakenly given the wrong BP value i expect.

President, Jon Brazer Enterprises

Kalraan wrote:

In the Kingdom Rules it lists a Market as only needing 1 city block (by default as it doesn't say), but has the prerequisite of needing to be built adjacent to at least two houses.

However the token for the Market in the Pathfinder rules has it as a two Block space.

Which is correct?

I could be just missing something.

Sorry I didn't answer this previously Kalraan. I just noticed your question. I'll look into it and get back to you.

President, Jon Brazer Enterprises

DM Alexander Kilcoyne wrote:
Zaister wrote:
I noticed that some of the building statistics (like BP cost) for a few buildings have been changed compared to the original rules for Pathfinder #32. What is the reason behind these changes?
Paizo staff acknowledging they were mistakenly given the wrong BP value i expect.

that is true. We did try to incorporate all the "errata" from the forums. So that would explain some or possibly even all the differences.


Any chance of there being tokens for all of the buildings in here being offered?

President, Jon Brazer Enterprises

silverhair2008 wrote:
Any chance of there being tokens for all of the buildings in here being offered?

Sorry. We don't have that kind of art budget. I tried making my own when I started this project and ... well lets just say my best attempts will never see the light of day. I know when to hire someone, and I would need to hire someone to do tokens. We just don't have that kind of budget for that many pieces of art. If a fan wanted to do them, I'll be more than happy to post a link to their website.


Paizo Charter Superscriber; Pathfinder Deluxe Comics Subscriber
Dale McCoy Jr wrote:
DM Alexander Kilcoyne wrote:
Zaister wrote:
I noticed that some of the building statistics (like BP cost) for a few buildings have been changed compared to the original rules for Pathfinder #32. What is the reason behind these changes?
Paizo staff acknowledging they were mistakenly given the wrong BP value i expect.
that is true. We did try to incorporate all the "errata" from the forums. So that would explain some or possibly even all the differences.

Here are a few examples:

Barracks 8 BP (vs. 12 in the original rules)
Watchtower 12 BP (vs. 6 BP)

If these were "official" errat, do you known where they were given?

President, Jon Brazer Enterprises

Zaister wrote:


Here are a few examples:
Barracks 8 BP (vs. 12 in the original rules)
Watchtower 12 BP (vs. 6 BP)

The watchtower was my own modification. That was changed due to the Open Space Development rules. We wanted some kind of remote defensible position. As such, we made a fort. A fort in a wilderness was going to be smaller than a keep in a city so we wanted it to cost proportionately less. At the same time, the original Watchtower was simply to good for 6 BP. It receives the equivalent of a +4 bonus (negative unrest counts as a positive bonus for this purpose). While other 6BP buildings (such as the Smith) merely grant a +2.

So we fixed two birds with one change. We upped the cost of the watch tower to be more inline with other buildings, and we made the open space fort grant the same bonus as the watchtower and noted that if it were incorporated into a city, it would become a watchtower.

I don't remember if the Barracks was my own adjustment or not. But it still seems logical to me. Comparing it to the shrine, both give what we deemed to be a +3 bonus (-1 unrest = +1 bonus, 1 minor item = +1 bonus), however 1 costs 12 and 1 costs 8. We lowered the Barracks to be inline with the Shrine.

Infact looking at it, I'd say the City Wall is WAY to underpriced. It gives a +6 bonus for 8BP. Plus it doesn't require a space. That is way to undervalued. But it is what it is.


I'm curious what the reasoning for changing the location of the "one week per month" requirement for leaders from "In any claimed hex" to "In the capitol" was. Was there an issue with how it played out as originally written, or was it just a "Makes more sense this way" change?

President, Jon Brazer Enterprises

Bobson wrote:
I'm curious what the reasoning for changing the location of the "one week per month" requirement for leaders from "In any claimed hex" to "In the capitol" was. Was there an issue with how it played out as originally written, or was it just a "Makes more sense this way" change?

It was just a "made more sense change."

RPG Superstar 2009 Top 32, 2010 Top 8

Sorry to be tangental, Dale.

Have you seen the Caravan rules in the Jade Regent Player's Guide? I'm kind of curious if you've considered the 'JBE Treatment' for them. My old group had a couple of players who were big on the 'Textiles and Traderoutes' kind of game. So I know there's a niche for it, just don't know if it's enough to make a book for. :-)

President, Jon Brazer Enterprises

Matthew Morris wrote:

Sorry to be tangental, Dale.

Have you seen the Caravan rules in the Jade Regent Player's Guide? I'm kind of curious if you've considered the 'JBE Treatment' for them. My old group had a couple of players who were big on the 'Textiles and Traderoutes' kind of game. So I know there's a niche for it, just don't know if it's enough to make a book for. :-)

LPJ Design expressed an interest following up on Jade Regent. We're busy enough with our current projects that we're not going to be able to do the these rules justice.

I appreciate the interest though.


Just got an email that the PDF has been updated to the second printing.

What has been added or changed since the first print run?

President, Jon Brazer Enterprises

Twin Dragons wrote:

Just got an email that the PDF has been updated.

What has been added or changed?

Very minor details. A slightly better chosen word here and there. The single biggest difference is in the Devout Healer PrC's Table. Empowered Healing has been updated to Maximize Healing to match the ability's description, as pointed out upthread.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Dale McCoy Jr wrote:
Twin Dragons wrote:

Just got an email that the PDF has been updated.

What has been added or changed?

Very minor details. A slightly better chosen word here and there. The single biggest difference is in the Devout Healer PrC's Table. Empowered Healing has been updated to Maximize Healing to match the ability's description, as pointed out upthread.

So probably not worth it reprinting the PDF?

I hate to waste paper for something that can be easily corrected with a pencil.

President, Jon Brazer Enterprises

Diego Rossi wrote:

So probably not worth it reprinting the PDF?

I hate to waste paper for something that can be easily corrected with a pencil.

You could get away with pencil changes. Its nothing earth shattering. But at the same time, we want to bring the highest quality books so we updated it.

RPG Superstar 2009 Top 32, 2010 Top 8

Dale McCoy Jr wrote:
Diego Rossi wrote:

So probably not worth it reprinting the PDF?

I hate to waste paper for something that can be easily corrected with a pencil.
You could get away with pencil changes. Its nothing earth shattering. But at the same time, we want to bring the highest quality books so we updated it.

Which is one of the reasons I've become quite spoiled by the print/pdf bundle concept.

If only certain companies *coughCatalystcough* could catch on to the free PDF concept, I'd have a lot more dead trees in my house.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Dale McCoy Jr wrote:
Diego Rossi wrote:

So probably not worth it reprinting the PDF?

I hate to waste paper for something that can be easily corrected with a pencil.
You could get away with pencil changes. Its nothing earth shattering. But at the same time, we want to bring the highest quality books so we updated it.

And I appreciate the sentiment.

Cheliax

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

Does this have an easy guide to the checks and steps of Kingdom Building and the Four Phases?

President, Jon Brazer Enterprises

the Haunted Jester wrote:
Does this have an easy guide to the checks and steps of Kingdom Building and the Four Phases?

Yep! The order of exploration is on page 4. The order of phases (with all the steps) for kingdom building sidebar is on page 6. And the mass combat summary is on page 24. Plus there alot of other helpful charts and explainations.


I may have asked this before so pardon me, but: On page 14 of BotRN, in Chapter 2, something called a "herbal cultivar" is listed. It's for herbs that cannot be moved from where they normally grow, so the herbalist has to live near the plants. At 15 BP's it's kind of pricy for an "open spaces" development.

And we also have the Camp for 8 BPs which provides double the usual Economy and Stability bonus if it's in a hex that "contains a resource like rare lumber, herbs, or fish".

My main question is. just where on a map in the Kingmaker AP would I be able to set a herbal cultivar? I'm guessing it'd be a site like (from the map in "Stolen Lands") hex G or W, the Radish Patch and Fangberry Thicket.

Also, what is the benefit in paying 15 BPs for a cultivar when a camp on the same hex costs only 8 BPs and provides just as much of a benefit?

I know I'm missing something here, and I hope someone can point it out to me. Thank you.

President, Jon Brazer Enterprises

Eric Hinkle wrote:
My main question is. just where on a map in the Kingmaker AP would I be able to set a herbal cultivar? I'm guessing it'd be a site like (from the map in "Stolen Lands") hex G or W, the Radish Patch and Fangberry Thicket.

Bingo. I couldn't say that exactly in the book, but I was trying to elude to it as best as I could and you got it.

Eric Hinkle wrote:

"contains a resource like rare lumber, herbs, or fish".

Also, what is the benefit in paying 15 BPs for a cultivar when a camp on the same hex costs only 8 BPs and provides just as much of a benefit?

Short answer: the radish patch and the fangberry thicket are listed as plants and not as resources. They produce no benefit to the player's kingdom by themselves. The whole benefit is derived from the building. Compare that to the Camp/Mine where you get a bonus from the land's natural resource, a bonus from the camp/mine, and a "synergy bonus" (for lack of a better term) when the two are together.

I will admit, that "herbs" is confusing there in the description of the camp. I'll remove that for the next printing (should another be required).

Thank you for asking.


Dale McCoy Jr wrote:
Eric Hinkle wrote:
My main question is. just where on a map in the Kingmaker AP would I be able to set a herbal cultivar? I'm guessing it'd be a site like (from the map in "Stolen Lands") hex G or W, the Radish Patch and Fangberry Thicket.

Bingo. I couldn't say that exactly in the book, but I was trying to elude to it as best as I could and you got it.

Eric Hinkle wrote:

"contains a resource like rare lumber, herbs, or fish".

Also, what is the benefit in paying 15 BPs for a cultivar when a camp on the same hex costs only 8 BPs and provides just as much of a benefit?

Short answer: the radish patch and the fangberry thicket are listed as plants and not as resources. They produce no benefit to the player's kingdom by themselves. The whole benefit is derived from the building. Compare that to the Camp/Mine where you get a bonus from the land's natural resource, a bonus from the camp/mine, and a "synergy bonus" (for lack of a better term) when the two are together.

I will admit, that "herbs" is confusing there in the description of the camp. I'll remove that for the next printing (should another be required).

Thank you for asking.

Okay. Thank you for explaining that, that does straighten it out for me.


I've got a few questions about the new Summon Army spells.

1) They have a casting time of 10 minutes, and a duration of 1 minute/level. If a tactics round lasts 5-30 minutes, and a combat round lasts 1 minute, when are you supposed to cast the spell? If you cast it during Tactics, it could run out before you engage them, especially at low levels. If you cast it during battle, it takes up 10 rounds to get off.

2) What's the point to providing the summoned army with multiple tactics, since you can only use one in any given battle, and they're unlikely to last through multiple battles?

3) Who can cast the 9th level summon spells, since armies with Spellcasting are limited to one level lower spell than their maximum? Epic level casters?


I went ahead and bought the PDF version of this document because it promised to be a player-friendly resource. Unfortunately I discovered that it has extensive GM-only sidebars and sections peppered throughout. In my mind, that's hardly a "player's reference". Okay, I figured, perhaps I could just edit or delete the parts that are GM oriented. Nope. The PDF is password protected against editing. So I still don't have a set of kingdom building rules I can show my players. Back to square one. Yay! [/rant]

President, Jon Brazer Enterprises

Ambrus wrote:
I went ahead and bought the PDF version of this document because it promised to be a player-friendly resource. Unfortunately I discovered that it has extensive GM-only sidebars and sections peppered throughout. In my mind, that's hardly a "player's reference". Okay, I figured, perhaps I could just edit or delete the parts that are GM oriented. Nope. The PDF is password protected against editing. So I still don't have a set of kingdom building rules I can show my players. Back to square one. Yay! [/rant]

Which sidebars do you feel are gm only?

All PDFs downloaded from Paizo are password protected to prevent the anti-piracy watermark from being deleted.


1 person marked this as a favorite.

Perhaps I should have said "sections" rather than "sidebars".

And I don't particularly care for Paizo's policy of locking PDFs. I understand why they do it, but it makes for a product that's less useful for me. This is a fine example why. I can't easily provide something to my players without copying, pasting and reformatting the whole thing myself or printing out a copy and black-lining the undesirable sections.

President, Jon Brazer Enterprises

Ambrus wrote:
Perhaps I should have said "sections" rather than "sidebars".

Ok, which sections do you feel are GM only? I mean, other than the Game Mastering Notes sections? They're a total of 1-1/2 pages of notes on how to better integrate the rules in your game. There are no spoilers in there. Just a few notes on how to GM with these rules. There's no guarantee we're going to do a Kingdom GMing book (truly, I highly doubt we ever will), so we needed to put in a few words of advice in.


Aside from the Game Mastering Notes sections, as examples I'd include such things as the kingdom events and awarding experience points sections. Last time I checked, detailing events and awarding XP were the GM's responsibility and not stuff one would care to have players reading.

I admire your desire to provide GMs with added advice on kingdom building but those additions means the book is misleadingly titled as a "Player's Reference". Why not simply call it "Complete Reference for Kingdom Building" so as to be accurate?

If the GM-only sections are such minor parts of the book, why not leave them out of the "Player's Reference" altogether and simply provide a small downloadable "GM's expansion" PDF? I would have happily paid an extra ¢99 for the extra material just so as to have my player's reference be truly player friendly.

President, Jon Brazer Enterprises

Ambrus wrote:
Aside from the Game Mastering Notes sections, as examples I'd include such things as the kingdom events and awarding experience points sections. Last time I checked, detailing events and awarding XP were the GM's responsibility and not stuff one would care to have players reading.

To each their own. My own group has their own copies of this book. We've had no problems. Some prefer to keep it out of player's hands. Others feel they can trust their group enough to handle it responsibly. Personally, I let my players role their own events. Its fun watching them roll their own doom. *evil grin*

Ambrus wrote:
I admire your desire to provide GMs with added advice on kingdom building but those additions means the book is misleadingly titled as a "Player's Reference". Why not simply call it "Complete Reference for Kingdom Building" so as to be accurate?

The short answer is is that if the word "Player" is not on the cover somewhere, people doubt if the book is for players to see. Pathfinder Player Companions are a prime example. Originally they were called Pathfinder Companions, but there was doubt whether or not they were safe for players. So they changed the title.

Had I removed the word "player's" from the title, there would be confusion as to whether or not the players should even have these rules. And I've seen enough games run without these rules to know games without them run with alot more frustration on both the GM and the player's parts and frequently end the game early. So I did everything I could to get them into player's hands, which includes putting "Player's" in the title.

Ambrus wrote:
If the GM-only sections are such minor parts of the book, why not leave them out of the "Player's Reference" altogether and simply provide a small downloadable "GM's expansion" PDF? I would have happily paid an extra ¢99 for the extra material just so as to have my player's reference be truly player friendly.

Its a "damned if I do and damned if I don't" situation. If I put them in, then its not completely for players. If I take them out, then it is not the all-in-one reference that it was designed to be. At the end of the day, this book is all anyone needs to run a kingdom building campaign. If I split off those rules into a downloadable PDF, then I would get complaints about "removing" the XP reward from the rules and for not giving any kind of assistance to new GMs.

End of the day, I stand by my decision to include the word Player's in the title and put some GMing section in the book.

Andoran

Ambrus wrote:

Aside from the Game Mastering Notes sections, as examples I'd include such things as the kingdom events and awarding experience points sections. Last time I checked, detailing events and awarding XP were the GM's responsibility and not stuff one would care to have players reading.

I admire your desire to provide GMs with added advice on kingdom building but those additions means the book is misleadingly titled as a "Player's Reference". Why not simply call it "Complete Reference for Kingdom Building" so as to be accurate?

If the GM-only sections are such minor parts of the book, why not leave them out of the "Player's Reference" altogether and simply provide a small downloadable "GM's expansion" PDF? I would have happily paid an extra ¢99 for the extra material just so as to have my player's reference be truly player friendly.

This is just my opinion, but it sounds you might have a somewhat more narrowly defined view of what can be seen as a player than many ...

Certainly, every player I know is pretty aware of how experience works and what actions (defeating monsters, bypassing traps etc) will earn experience points.

I have this book, as does everyone in our group. The GM has no issue at all with us all reading it - in fact, it just helps everyone understand the process better and makes for a better game.

Like I said, just my opionion.


Dale McCoy Jr wrote:
Personally, I let my players role their own events. Its fun watching them roll their own doom.

I suppose you could do that. If they're trustworthy a GM could even let the players roll their own random encounters as well as NPC attack and damage rolls and assign themselves XP and treasure if that's his cup of tea. But would that make the game more fun?

Thing is, as far as the kingdom building mini-game is involved, detailing kingdom events is about the only part which might directly involve the GM doing something beyond merely double-checking the players' math. I feel silly asking it, but the GM is supposed to enjoy playing the game too isn't he? How is gameplay improved if the players can review all the possible kingdom events, roll one up and simply plug in the numerical effects into their calculations each turn? Sounds rather boring for both players and the superfluous GM to me.

Dale McCoy Jr wrote:
The short answer is is that if the word "Player" is not on the cover somewhere, people doubt if the book is for players to see.

Which, since it includes GM specific information, I contend it isn't.

Dale McCoy Jr wrote:
If I split off those rules into a downloadable PDF, then I would get complaints about "removing" the XP reward from the rules and for not giving any kind of assistance to new GMs.

That complaint wouldn't be valid if the GM material was freely available for download. You wouldn't have lost on profits by doing so either since the GM material is largely useless if one doesn't buy the Player's Reference first.

Dale McCoy Jr wrote:
End of the day, I stand by my decision to include the word Player's in the title and put some GMing section in the book.

Good for you. You should stand by your convictions. Just don't expect me to be happy about having spent my money for something which I feel is misleadingly titled.

Marc Radle wrote:
This is just my opinion, but it sounds you might have a somewhat more narrowly defined view of what can be seen as a player than many ... Certainly, every player I know is pretty aware of how experience works and what actions (defeating monsters, bypassing traps etc) will earn experience points.

I don't believe my view is narrower than most. I believe most would agree that they don't want their players reading material specifically intended for the Game Master. And certainly there are many players who are sufficiently trustworthy and mature to read such material without purposefully abusing it just as there are GMs willing to let them do so. But that's not the issue. The issue is that, for marketing purposes, the book carries a title which seems (admittedly, only to me so far) erroneous.


Bobson wrote:

I've got a few questions about the new Summon Army spells.

1) They have a casting time of 10 minutes, and a duration of 1 minute/level. If a tactics round lasts 5-30 minutes, and a combat round lasts 1 minute, when are you supposed to cast the spell? If you cast it during Tactics, it could run out before you engage them, especially at low levels. If you cast it during battle, it takes up 10 rounds to get off.

2) What's the point to providing the summoned army with multiple tactics, since you can only use one in any given battle, and they're unlikely to last through multiple battles?

3) Who can cast the 9th level summon spells, since armies with Spellcasting are limited to one level lower spell than their maximum? Epic level casters?

Just bumping these questions, since I think they got lost in the shuffle.

President, Jon Brazer Enterprises

Bobson wrote:

I've got a few questions about the new Summon Army spells.

1) They have a casting time of 10 minutes, and a duration of 1 minute/level. If a tactics round lasts 5-30 minutes, and a combat round lasts 1 minute, when are you supposed to cast the spell? If you cast it during Tactics, it could run out before you engage them, especially at low levels. If you cast it during battle, it takes up 10 rounds to get off.

2) What's the point to providing the summoned army with multiple tactics, since you can only use one in any given battle, and they're unlikely to last through multiple battles?

3) Who can cast the 9th level summon spells, since armies with Spellcasting are limited to one level lower spell than their maximum? Epic level casters?

Bobson wrote:
Just bumping these questions, since I think they got lost in the shuffle.

Sorry Bobson, I don't know how I missed these questions.

1) Basically, they are tactic round spells. The idea being you cast the spell and then you start combat. The tactics round time listed is more or less just a fudge for "however much time you need." Plus the casting time is suppose to limit <11th level armies to 1 extra army out. That's the general idea. The tactics time isn't mean to be something like: summoning the army and then waiting around for 5 minutes wasting the army's time.

2) With mass combat's limited options, we were struggling for way to say that summon army 1 was better than summon army 2 and so on. Tactics became one additional (and convenient) way of expressing that. Truth be told though, it is not the most useful advantage, but mass combat lacked many ways for us to express that.

3) There you got me. We didn't fully consider that impact of the rules when we wrote the spell. But yea, it's going to be an epic level spell usage only. I planned on doing an expansion at some point that allowed spellcasting units to have a "scroll" resource. This would have allowed a lower level unit to cast it, but I never got the chance to write it down.


Dale, I don't mean to derail the thread, but I had a question I wanted to ask and I didn't know where else to post. What are the chances of JBE putting out rules for running an intelligence network for Kingmaker? You know, foreign and domestic spy networks. That option seems like a perfect fit for Kingmaker, but as far as I know nobody's come up with actual crunch for it.

President, Jon Brazer Enterprises

Darwyn wrote:
What are the chances of JBE putting out rules for running an intelligence network for Kingmaker? You know, foreign and domestic spy networks. That option seems like a perfect fit for Kingmaker, but as far as I know nobody's come up with actual crunch for it.

We have a number of subsystems in mind that revolve that concept. Things like causing unrest in a giving nations, sabotage, basic and sensitive intelligence gathering, insurgent recruitment, etc. However we haven't even done an alpha test nor have we written anything down for these so far.

As things stand right now, the earliest we could start a project like this and give it the attention it deserves will be after GenCon 2012. However, I'm not really sure how much demand there will be for it at that point. I suspect the Skull and Shackles rules systems will be much more in demand at that point.

So the best I can say is, "We'll see."

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

Dale, one of my players is using the Hidden Sniper from your book and another want to create a organization of healers across the land, so it is possible we will have some Devote healer NPC too.

I have recently started to use Hero lab to keep a back up copy of my player character sheet and NPC sheets, but I am still a noob at using it as far as adding archetypes and prestige classes.
So, you know if someone has already prepared them for Hero lab?

President, Jon Brazer Enterprises

Diego Rossi wrote:
Dale, one of my players is using the Hidden Sniper from your book and another want to create a organization of healers across the land, so it is possible we will have some Devote healer NPC too.

Sure, I can work up a few. Give me a week or two and I'll get a decent selection.

Diego Rossi wrote:

I have recently started to use Hero lab to keep a back up copy of my player character sheet and NPC sheets, but I am still a noob at using it as far as adding archetypes and prestige classes.

So, you know if someone has already prepared them for Hero lab?

I haven't tried anything that complex for HeroLab at this point in time. That's still a little out of my league yet. I don't know if anyone else has created it either. Sorry.

Andoran

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Dale McCoy Jr wrote:
Diego Rossi wrote:
Dale, one of my players is using the Hidden Sniper from your book and another want to create a organization of healers across the land, so it is possible we will have some Devote healer NPC too.

Sure, I can work up a few. Give me a week or two and I'll get a decent selection.

Diego Rossi wrote:

I have recently started to use Hero lab to keep a back up copy of my player character sheet and NPC sheets, but I am still a noob at using it as far as adding archetypes and prestige classes.

So, you know if someone has already prepared them for Hero lab?
I haven't tried anything that complex for HeroLab at this point in time. That's still a little out of my league yet. I don't know if anyone else has created it either. Sorry.

Sorry, I apparently said something I didn't mean. English isn't my first language.

What I did mean with my first phrase is that I will probably have some Devote Healer NPC in my campaign. I will develop them, there is no need for you to do that. I was interested in the Hero Lab support if available.

Thanks for the quick reply.

BTW: that material you are developing on the plane of shadows seem very interesting. Finances permitting, I will buy it.

President, Jon Brazer Enterprises

Diego Rossi wrote:
What I did mean with my first phrase is that I will probably have some Devote Healer NPC in my campaign. I will develop them, there is no need for you to do that. I was interested in the Hero Lab support if available.

Ahh, I understand now. Sorry, no HeroLab support for that at this time.

Diego Rossi wrote:
BTW: that material you are developing on the plane of shadows seem very interesting. Finances permitting, I will buy it.

Thank you.

Osirion Reaper Miniatures

1 person marked this as a favorite.

We're almost finished with book 2, and my players are absolutely in love with this book, Dale. My General, for one, is entranced with the added depth - the option as presented in the module worked ok for him, but he really like what you've added and enriched.

Thank you and yours at Jon Brazer for doing a wonderful job with it!

President, Jon Brazer Enterprises

Bryan Stiltz wrote:

We're almost finished with book 2, and my players are absolutely in love with this book, Dale. My General, for one, is entranced with the added depth - the option as presented in the module worked ok for him, but he really like what you've added and enriched.

Thank you and yours at Jon Brazer for doing a wonderful job with it!

I'm glad you guys are enjoying the rules so much! Thank you for the compliment!


On page 9, under Special Resources,

"Forests: A hex that is almost entirely trees within 5 hexes of a city reduces the Consumption of that city by 1. The Consumption of a city cannot go below 0 due to forest in close proximity. A forest hex cannot be used to reduce the Consumption of more than one city. If multiple cities are within 5 hexes, the rulers must choose which city receives the benefit. The presence of a camp in a forest hex reduces the city’s Consumption by an additional 1."

The Baron asked me if the forest hex had to be claimed, and if yes, what is the benefit?

Claim forest hex:
Cost: +1 Control DC, +1 Consumption
Benefit: -1 Consumption

So why would they claim a forest hex if the net is +1 to the Control DC?

-- david
Papa.DRB

President, Jon Brazer Enterprises

Papa-DRB wrote:

On page 9, under Special Resources,

"Forests: A hex that is almost entirely trees within 5 hexes of a city reduces the Consumption of that city by 1. The Consumption of a city cannot go below 0 due to forest in close proximity. A forest hex cannot be used to reduce the Consumption of more than one city. If multiple cities are within 5 hexes, the rulers must choose which city receives the benefit. The presence of a camp in a forest hex reduces the city’s Consumption by an additional 1."

The Baron asked me if the forest hex had to be claimed, and if yes, what is the benefit?

Claim forest hex:
Cost: +1 Control DC, +1 Consumption
Benefit: -1 Consumption

So why would they claim a forest hex if the net is +1 to the Control DC?

-- david
Papa.DRB

The hex needs to be claimed. Otherwise the hex is not safe. Claiming a hex is the process of taming the land and making it safe to gather resources.

As to why would anyone claim it, short answer is to build a camp and/or claim special resource hexes. We added the rule about forest hexes decreasing consumption to offset the negative cost of a forest. This will make the special resource hexes profitable. Other reasons include to insure safety since unclaimed hexes can be a breeding ground for bandits, monsters and other unfriendlies, ncrease the reach of your spy network's domestic arm. You're effectively blind in unclaimed hexes. So someone could park an army right next to a city and you'd have no clue until it was taken.

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