Rayhan Xobhadi

Archmage_Atrus's page

Goblin Squad Member. Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber. 443 posts. No reviews. No lists. No wishlists.

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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Actually your math is wrong.

The whole "multiply for duration" bit is actually only for spells that affect the wearer constantly.

You want a weapon that casts slow on the target - you don't want a weapon that casts slow on the bearer constantly, so the 120,000 number is... incorrect.

Alright - so the first thing you want to look at is weapon equivalencies. Haste and slow are pretty much siblings - same level, diametrically opposed effects, they even cancel each other out. So we can assume that a weapon that has a slow effect on a target is essentially as powerful as a weapon that casts a haste effect on a bearer.

The speed property is +3, so that's a good place to start. Now, speed doesn't actually grant the full benefits of haste - you just get an extra attack, which is arguably the most powerful of haste's bonuses, at least for certain classes - at least those classes that would be using such a weapon anyway.

A slowing effect at +3 could cast slow on a target at the minimum DC (14 for a 3rd level spell) for the minimum duration (5 rounds). It doesn't quite grant the full effects of slow (since it affects a single target instead of an area). The minimum cost of such a weapon would be 32,000 gp (for a +4 weapon), meaning that characters could get access to it at... 8th level, assuming they've sold all of the rest of their gear. At this level, you're still looking at quite a few enemies that will fail a DC 14 Will save - most CR 8 creatures' will saves are around +6 - +7, which means they're still failing their save about 30% of the time.

That's pretty good - maybe too good, in fact. However, consider that a wand of slow only costs a third of that, and still affects an area...

Let's consider a separate way of calculating the effect. The item you want mimics use activated, but it's really not - because it's actually a free effect on top of an action you're already taking. Let's keep the math simple for now, though, and pretend it's use activated.

That's 3 * 5 * 2000 = 30,000 gp. I'd be willing, as a GM, to cut that in half, because you're only affecting a single target instead of a bunch of targets - 15,000 gp. However, you're also not using up a body slot with the item, so that doubles the price back up to 30,000 gp. You can cut that price down by limiting the number of charges per day - at 3/day, that's 18,000 gp.

I would actually be pretty okay with that property as a GM - slowing, 3/day can slow a target that is successfully hit, target gets a Will save (DC 14) to negate, duration 5 rounds. You must declare you're using this ability before making the attack, but a miss does not waste a charge. +18,000 gp.

Alternatively, I'd let you playtest the more general slowing property I discussed above, at a +3 enhancement, with the caveat that, as a playtest, it could very well be adjusted (or downright taken away from you) if I deem it to be too problematic.

Either way - it should definitely not cost you 120,000 gp. Consider that at such a price, you can buy a headband of intellect +6 that has ranks in Use Magic Device, and then buy a wand of slow that will allow you to be far more effective at slowing people, and still have over half of your GP left over for more goodies? It's a bit much to pay. The holy avenger costs just over 120,000 gp, and it's a far better weapon than the one you calculated.

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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Douglas Muir 406 wrote:
Buffs mean that catching an enemy unaware becomes even more unbalancing. If your rogue sneaks ahead and spots the boss monster, instead of "sneak attack and a surprise round" it's "we spend five rounds casting rounds/level buffs, followed by sneak attack and a surprise round on the boss who has no buffs up". This is annoying. And the converse is just as bad -- if the enemy party spots the PC campsite, takes a few rounds to throw buffs, and then attacks, the PCs are screwed. I had exactly this happen in a recent session and two PCs got killed fast and I ended up having to throw the fight (by having one NPC do something totally stupid) to avoid a TPK. And I hate throwing fights.

I guess my question to you, Mr. Muir, is what are the bad guys doing while the party sits there for 30 seconds buffing? You're aware that the DC to Perceive someone talking (IE, casting a spell) is 0? They should be able to, at best, get off 1 buff during their surprise round before the bad guys realize they're about to be ambushed. (If the PCs retreat a safe distance away, have the NPC leave the area he was in. Or have a different group of NPCs surprise the PCs as they're in the middle of their buffs.)

The ideas I gave above are meant to discourage their metagame behavior. That being said, the PCs are supposed to win. (Also - why do you hate running hasted combats? You really dislike rolling that extra attack?)

If your PCs are asleep at their campsite, why would the NPCs stop and waste two minutes just outside of it to buff? (And again, same question to you as before - what the hell are the PCs doing? Did they not set a watchman?)

Generally speaking this is how I solve the buffs problem: Your character sheet should already calculate all of your hour and 10 min/level buffs. (All of my players include a "Buffed" section of their AC/HP/Saves/Attacks.) For minute-per-level stuff, the PCs have to do the bookkeeping, and I tell them when 5 minutes are up (based largely on guesswork, or if I want a tougher challenge.) Round per level buffs don't survive the first combat (I only keep actual track of their duration until around level 5 - most combats won't last longer than 5 rounds.)

Similarly, your NPCs should be written with their hour and 10 minute buffs written up (unless there's very specifically a good reason why those NPCs aren't on high alert with a bunch of home invaders prowling around.) For boss fights include even minute per level stuff. Your PCs are neither going to know nor particularly care exactly when the guy cast that shield spell; for all they know he cast it from a 20th level scroll 10 minutes ago.

(Also - say it with me - dispel magic is your friend.)

Goblin Squad Member

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I am pretty excited about this. The more I hear about the sandbox style of play, the more enthused I become. Sandboxes are what drew me initially to MMOs - when they went the way of WoW, I lost all interest. With this focus on small, incremental, meaningful growth... I'm for it.

Goblin Squad Member

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Elth wrote:
Ideally if you want to cater to casual craftsman and hardcore craftsman then have a diet craft for people that feel they have to do it but don't enjoy it.

You brought up a bunch of good points, and though I agree with most (and disagree with some), I felt I actually needed to speak out about this one: Personally, if I'm reading what the developers want to do correctly, I would much rather they *not* have a "diet craft" for people who "feel they have to do it but don't enjoy it."

Crafting in a skill-based MMO should be left to those who do want to do it. That way, you ensure that people don't just power-level crafting and become totally isolated and self-sustaining without detriment. If you want to be a blacksmith - learn the blacksmithing trade and merchant and crafting rules. If you don't like them... don't be a blacksmith. Let the player who actually enjoys such rules play it - they'll enjoy the game more for it, and (presumably, at least,) you'll still benefit from it because you can buy stuff from them.

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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

One of the things that I like about all-elf parties is that time suddenly becomes a canvas you can play with quite nicely. I recently ran an all-elf campaign that took over 6 years of in-game time (the first adventure took over a year to complete), whereas it took us only 150 hours of actual play time. Mixing elves into Kingmaker should do beautifully - you can do some great and creative stuff around the Brevic civil war rising and falling and passing in the background passing your kingdom by in the blink of an elf's eye if you've a mind to it.

Edit: I just read Eric's suggestion and I would agree. Though I don't think you should house rule it to every 1 year - that would be a little too slow. But I'd say 1 turn = 4 months, and the rulers have to be present for 1 month every turn (instead of 1 week).

In some house rules I wrote up, I also included a special resource for all-elven (or majority elven) kingdoms: the ability to build farms on woodlands hexes.

I, too, placed an elf gate in the Stolen Lands (the Duke and his MAgister father IMC are elven exiles in search of one), though it's broken when they found it and they have to find ways to fix it. I'm thinking of linking it up to Candlemere and the Oculus of Abbadon somehow.

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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

This is the difference between Evil and Villainy.

An anti-hero, who acts Heroically, can still act and be of evil alignment. For example, Rorschach from the Watchmen, who tortures and murders without remorse, but still ultimately serves the cause of "good". Or the Inglorious Basterds, from Tarantino's movie.

Similarly, a Villain doesn't have to be evil. If you watched the series Angel, the vampire hunter Holtz is a good example. Or a misguided group of good monks who zealously guard a powerful artifact that you require in order to defeat evil, but won't be swayed to give it up due to the powers it could unleash.

If your idea is for an evil Hero - that's great. That's called an anti-hero. The down side is most people don't know how to roleplay that fine line, and since you're pretty much walking on that tight rope, you can fall into NPC-dom and true villainy really easily. I'd consult with your GM prior to busting into the table with this character, and make sure you know where the GM draws the lines between "heroic bastard" and "villain".

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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Seriously - my Leadership rules:

(1) The player tells me an in character role he's looking for (such as bodyguard, lieutenant, apprentice, etc.), I then design the NPC - class, race, gender, and even alignment.

(2) The NPC is an NPC - NPC stats, NPC gear (at least at first, since the PCs can choose to bestow a part of gear to them). They aren't a lesser part of the PC, and while they'll support their PC, they won't follow them blindly.

(3) I roleplay the NPC. The PCs control them in combat.

(4 - optional) Use the LEadership table to determine when the cohort levels. Just makes your life easier.

If you don't do this, you'll end up with a buff/healbot that does nothing but sit silently in the corner until given an order - at least 50% of the time.

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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Erinyes are all a tease... While a succubus will su... well, it's in the name.

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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Drejk wrote:
When the king/treasurer make national "Royal Race Of The Month" lottery as an additional source of revenue for the crown it will be clear sign it is the time to apply unrest for repeated changes of ruler, however.

Personally, I wouldn't apply Unrest, since that could be seen as unfairly raising the goal post (IE, you're adding a rule to penalize them that didn't exist before.)

However, I would get mighty clever, and create myself an enterprising NPC that, after carefully studying the king to make sure he can pass himself off as him for a bit, simply appear one day while the party's away adventuring and pose for a few days, empty the coffers, and walk away with the treasure trove.

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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Hey all - my group's finally defeated the Stag Lord after a couple months' play time (and a large, computer-crash related hiatus) and is about to receive their charter from Restov to settle the Stolen Lands. As such, I ran them through the kingdom building rules and was immediately beset with requests and questions on how PCs could tailor their characters to improve their kingdom - so I figured some feats might be a cool idea!

So I sat down and worked out some feats I thought were interesting - at least one for each leadership role, sometimes two depending on function. What do you guys think? (I'm especially interested in hearing from more experienced groups who already have kingdoms up-and-running and could foresee the effects of some feats more readily than I, who have only tinkered around with the rules on paper.) (And also, I've been reading the Song of Ice and Fire, so many of the feats are... inspired by certain characters. Feel free to shout them out if you spot 'em.)

Your rule is less a product of your cult of personality, but rather marked by your just and wise counsel.
Prerequisites: Must be a Ruler of a kingdom, Wis 13+
Benefits: You use your Wisdom bonus instead of your Charisma bonus to determine your leadership modifier.

You have the ruler’s ear in most things, and as councilor can ensure that the will of the people is heard above all others.
Prerequisites: Must be the Councilor of a kingdom, 5 or more ranks in Diplomacy or Knowledge (local)
Benefits: Your bonus to your kingdom’s Loyalty increases by +2. Additionally, choose either Stability or Economy. So long as you remain Councilor for your kingdom, you can add your Wisdom or your Charisma modifier (the same choice you made for Loyalty) to that score.

Your ability to lead men into battles is not a product of your fame or strength, but rather your masterful knowledge of the art of war.
Prerequisites: Must be the General of a kingdom, Int 13+
Benefits: You add your Intelligence bonus to your kingdom’s Stability modifier.

Your people need no other General – and your Army needs no other King.
Prerequisites: Must be a Ruler of a kingdom.
Benefits: So long as you are Ruler, your kingdom suffers no penalty for lacking a General. You may also add your Strength modifier to your kingdom’s Stability. You are considered a General for purposes of feats and class abilities. Your kingdom loses the benefits of this feat if you assign a General.
Normal: An individual can serve only a single role. Not having a general decreases your kingdom’s Stability by 4 points.

You are a notorious ambassador, famed for your diplomatic ability to negotiate difficult matters.
Prerequisites: Must be the Grand Diplomat of a kingdom, 5 or more ranks in Bluff and Diplomacy.
Benefits: For every 5 ranks you have in Diplomacy, your kingdom’s Stability score increases by +1. For every 5 ranks you have in Bluff, your kingdom’s Economy score increases by +1.

Your kingdom needs no mortal ruler, for the gods themselves have blessed the faithful with leading your people.
Prerequisites: High Priest of a kingdom without a Ruler, Wis 13+, Cha 13+
Benefits: You can act as both Ruler and High Priest of a kingdom, granting the benefits of both offices accordingly. Your kingdom suffers no penalties for lacking a Ruler, so long as you are High Priest. You gain alignment bonuses to your kingdom according to your patron deity as well as your kingdom’s alignment.
Normal: A kingdom without a ruler cannot claim new hexes, build improvements, or purchase city districts, as well as gaining Unrest every turn.

Your ruler has this office by divine right – mostly on your say so.
Prerequisites: High Priest of a kingdom, Ruler and High Priest must have the same patron deity.
Benefits: If the Ruler of your kingdom is within the allowed alignments for your patron deity, your kingdom gains alignment benefits as your patron deity’s as well as (stacking with) your kingdom’s alignment. You may choose to deny the kingdom this benefit at the beginning of every turn, at your say-so.
Special: If you and the kingdom’s Ruler do not have the same patron deity, you do not lose this feat, but your kingdom cannot gain the benefits of the feat.

You (or a close associate) are the headmaster of the kingdom’s very own School of Magic, increasing your kingdom’s magical resources.
Prerequisites: Magister of a kingdom, access to an Academy or Caster’s Tower building
Benefits: One Academy or Caster’s Tower of your choice grants an additional magic item slot for 1 major magic item. Additionally, you can build a number of academies equal to your Intelligence modifier at half cost. These academies need not be built immediately, and if your Intelligence modifier increases, the number of academies you can build at half cost also increases.

Your ties to the natural world allow you to better perform your job as Marshal.
Prerequisites: Marshal of a kingdom, Druid or Ranger with an Animal Companion, ability to cast charm animal or charm monster.
Benefits: You grant your kingdom a +2 bonus to its Economy and Stability scores.

As Royal Assassin, you head an entire organization dedicated to eradicating crime and radical elements. This organization is so feared, its name alone inspires dread in the hearts and minds of the citizenry.
Prerequisites: Royal Assassin of a kingdom, Leadership feat.
Benefits: You add your Charisma bonus (if positive) to your leadership bonus to Loyalty. Additionally, your kingdom’s Unrest is reduced by 2 during each Upkeep phase.
Normal: Your kingdom’s Unrest is reduced by 1 during each Upkeep phase.

You’ve cultivated a network of eyes and ears which you use to your kingdom’s advantage.
Prerequisites: Spymaster of a kingdom, Leadership feat
Benefits: You gain a +3 bonus to whichever kingdom statistic you decide to modify on any given turn. Additionally, whenever your kingdom rolls an Assassination special event, you – or a handful of guards, at your choice – are able to be present.

Spending your days in taverns and markets, you pick up a lot of stray rumors, which you’re trained to sort and sift through to find morsels of useful truth.
Prerequisites: Spymaster of a kingdom, Diplomacy 5 or more ranks
Benefits: You can choose two of your kingdom’s statistics to modify with your leadership modifier. You can still choose to change which values to modify during your kingdom’s Improvement phase (you may change only one per phase.)

You have a gift for procuring, producing, and maintaining gold in your kingdom’s coffers.
Prerequisites: Treasurer of a kingdom, Profession (Accountant) 5 or more ranks.
Benefits: Your kingdom’s Consumption is treated as if it were lower equal to your Intelligence or Wisdom modifier (your choice). This still cannot lower your Consumption below 0.
Special: Should you no longer serve as the kingdom’s Treasurer, the consumption of the kingdom rises to its normal levels.

You’ve organized your cities’ watchmen and guardsmen into professional organizations, with regular training and personnel supervision – and a fancy name, too.
Prerequisites: Warden of a kingdom, Leadership feat, access to a Garrison.
Benefits: You add +2 to your kingdom’s Economy. Additionally, all Garrisons and Watchtowers – either presently built or in the future – reduce unrest by an additional point