Orkoral

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Organized Play Member. 69 posts. 2 reviews. No lists. No wishlists. 2 Organized Play characters.




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There are two sorts of stone horses.

Courser: This item has the statistics of a horse with hardness 10.
Destrier: This item has the statistics of a heavy horse with hardness 10.
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Neither horse or heavy horse are combat trained by default, but both Courser and Destrier denote war horses.

So if I have a Stone Horse should it be treated as combat trained? Could it be "trained" as such or otherwise via Handle Animal?

Also, as an aside, the Stone Horse is not a Figurine of Wonderous Power, but has it been ruled as eligible for the Companion Figurine feat?


3 people marked this as FAQ candidate. 1 person marked this as a favorite.

If I am air stepping and step of a cliff what happens? Do I plummet and land (hard) 1 foot of the ground below? Or do I maintain altitude allowing me to cross a chasm or the like.

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This spell functions as air walk, except you can rise no higher than 1 foot off the ground, you cannot pass over liquid, and the air you walk on is less stable than solid ground. When walking on air, you ignore difficult terrain that is less than 1 foot high, you do not trigger effects based on weight (such as a pressure plate), and any creature trying to track you through areas you crossed with this spell takes a –10 penalty on its Perception or Survival check to do so. However, because of the instability of the air you walk on, your speed is reduced by 10 feet (to a minimum of 5 feet) and you take a –4 penalty on Acrobatics, Climb, and Ride checks.

If you have 1 rank in Fly, your speed is not reduced when using this spell, and you can cross over liquid at half speed. If you have 5 ranks in Fly, you can cross liquid at full speed and do not take the penalties to your skill checks.
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I'm playing an eleven alchemist and am leaning toward piling up the extra appendages, 2 x Vestigial Arm and a Tentacle. Seems like there are just lots of random things to do with extra hands. Obvious is just toting around a shield for extra AC.

Looking for idea, stories, tricks, or whatever for extra appendages.

If it matters I've got a Mind Chemist with the Trapfinder trait.


Elves don't seem to be native to Osirion in any significant numbers. Are they more storied populations in any of the other dessert areas of Golarion that would be more appropriate for a Desert Runner Elf?

Movie plot spoiler:

Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments. This racial trait replaces Elven Magic.


I'll sort this out with my GM, but I'm curious about the community take.

My PC is now Duke of Elkstar. Most of my party began as minor Brevoy noblity.

At what point would would I have the authority to ennoble those commoners who have been of great service to me and therefore Elkstar and Brevoy?

As a Duke of Brevoy would I have the authority? Would I need to clear it with the Regent first? Or would I have to petition the regent to have him do it himself. Or it simpy not done--elevate commoner to noble status.

Thanks.


1 person marked this as a favorite.

Maybe I missed the in the myriad other threads about shield spikes, but...

[Edit]if i was spelling mithral right I might have found this old thread.
I'll leave this up since it covers darkwood and reflect the bit in UE about having shield spike be masterwork in addition to the shield such that they get a +1 to hit.

Heavy wooden shield 10 lbs, 7 gp
Heavy steel shield 15 lbs, 20 gp
Shield spikes +5 lbs, +10 gp

Base:

Heavy wooden spiked shield 15 lbs, 17 gp
Heavy steel spiked shield 20 lbs, 30 gp

Masterwork:

Per UC you can apply masterwork to both the shield as armor and the shield spikes. It unclear that having the spikes created as masterwork weapons is RAW necessary to have the shield enchanted as a weapon.

However, assuming I want the masterwork benefits of both the armor and weapon aspects of the shield.

Heavy wooden spiked shield 15 lbs, 17+150+300=467 gp
Heavy steel spiked shield 20 lbs, 30+150+300=480 gp

Special Materials:

And now it starts to become unclear.
First assume that the shield and spikes are the same material.

Heavy Darkwood spiked shield 7.5 lbs, 17+150+300+(15*10)=617 gp (weight halved and price adjusted based on original weight.)

Heavy mithral spiked shield 10 lbs, 30+?
And here’s the first breakdown. A mithralshield simply has a surcharge of 1000 and that includes the masterwork so 1030. Or since normally spikes need extra craftsman ship maybe +300 to make them masterwork for weapon purposes, so 1330. Since that same +1000 would cover the anything from 5# buckler to a 45# tower shield, I’m not sure it makes sense to apply the 2500gp upcharge to the spikes as if they were a separate weapon that weighed 5lbs—that would make it 3530, btw.

Second assume instead that the shield spike can be a different material.

While wooden spike on a metal shield seems silly, steel spike on a wooden shield make sense, as would mixing mithral or adamantine spikes on a steel shield.
So a darkwood shield with mithral spikes might be:

7 base+
150 mw+
100 darkwood+
10 spikes+
2500+mithral by weight
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2767 total (weight 7.5 lbs btw)

Questions:
1. Price of mithral spiked heavy shield?
2. Is it worth even bothering with mixed materials between shield and spikes?
3. Would you allow spikes to be added later to an existing shield or require that a spiked shield be created as such from the get go.

Thanks


1 person marked this as FAQ candidate.

Road
Highway

RAW: If I have 8 roads and upgrade 1 to a highway I now have 7 roads and 1 highway my economy and stability each reduce by 1.

This should be clarified, I can think of three reasonable clarifcation depending on the intent:

1. Roads upgrade to highways and the only benefit is increased overland travel speed. Highway should be changed to "Highway hexes stack with Road hexes for determining the Economy and Stability bonuses; further improves overland travel speed."

2. Roads upgrade to highways and all benefits increase. "Economy +1 for every 4 hexes of Highway, Stability +1 for every 8 hexes of Highway; Highway hexes stack with Road hexes for determining the Road Economy and Stability bonuses; further improves overland travel speed."

3. Highways are not an upgrade to roads in the the building rules sense of an upgrade, rather they are an additional improvement to the hex. That road represent a network of unpaved roads and highways supplement with paved major arterials. Highway text should be changed to, "A highway is a paved and well-maintained type of a road allowing for speedier travel between settlements." Road text should be changed to, "A Road speeds travel through your kingdom and promotes trade. You can add a Highway to your Road." This leads to the idea that the improvement is real a system of roads not a road.


1 person marked this as FAQ candidate.

First a simple example:

My Kingdom has 24 hexes so I can claim 2 per month.
I claim 2 hexes so I have 26 which means I can can now claim 3.

Can I take a third hex now to get to 27 or was my "size" locked in at the start of the month?

That is when does the size change apply?

1) Immediately
2) End of Step
3) End of Phase
4) End of Month

Per RAW I'd say 1, but it isn't explicit. The other various improvement and building bonuses and penalties seem to start counting immediately.

The ruling here might impact the timing of some other stuff, such as the timing of building discounts.


2 people marked this as FAQ candidate.

Is there any place in RAW that explicitly states that free action can only be taking during you turn? It appears to be implied in several places, but I don't see a place that just says, "Free action may only be taken during your turn or while you acting out of turn with an immediate action. Short speech is a common exception to this."


Do the straight crafting rules work out for ship building?

http://www.d20pfsrd.com/skills/craft

http://www.d20pfsrd.com/equipment---final/vehicles

Not sure how a ship yard with appropriate mix of skilled and unskilled laborers would be counted. Lots of ships construction can happen in parallel, but some pieces not so much.

I have done all the math, but it seems like commissioning a new would take very long time in game. Longer than building a castle in King Maker.


1 person marked this as a favorite.

We're at the leadership level. Just finishing chapter 2 I think. Baron Xavier Ulfstander is Paladin of Erastil though morally flexible as Paladin sgo. I'm considering using my cohort to fill the role of treasurer in part for the benefit of upgrading Oleg.

My thought is a Paladin of Abadar who really never cut it in the field so to speak, but is wiz-bang with the monies and can really get behind the idea of developing a right-minded economic powerhouse that can be a force of enlightenment in the region.

But that a Paladin build with high mental stats and low physical ones. It looks odd, but the cohorts here won't generally be adventurers, but more helping run the kingdom?

And better ideas?

Thanks


Constraint: PC is a Paladin so cohort must be LG.

I'm not sure if a Merlin would be arcane, divine, or a mix.

On the leader board:

Collegiate Arcanist
Mystic Theurge

Thoughts?

Thanks!


I don't want sneak attack or bardic music/spells or the ranger animal/wilderness stuff. I do want a fairly broad range of class skills and a goodly number of skill points.

I want to be an able melee combatant, so I don't want to have to run Int up to 16 or 18 to get all those extra skill points. Could be a light or heavy fighter, but thematically probably more light armor, one-handed weapon type.

Fighter (Tactician) is a step in the direction with 4 skill points, but class list is still pretty limited.

Bard (Archeologist) is nice for doing away with music and getting balanced stuff back, but it leaves you with spells. Dumping Charisma to 9 to eliminate casting doesn't feel like a good workaround.

A ranger that gives up animal stuff and divine casting might be okay, but I'm not sure which archetype that would be. Maybe aforementioned tactician with a Ranger 1 and/or Rogue 1 dips to gain class skills.

Tome of Secrets Swashbuckler class actually come pretty close, but I prefer Paizo material. A suppose a judicious mix of Rogue and Fighter levels might approximate that class.

Thoughts?

Thanks!


Alternate Building Strategies

Gamers agree that building a Casters Tower and push MIE right off the bat is you basic optimal plan to fund rapid expansion. As far as role playing, that sort of cheeze is distasteful.

It looks like a viable, though much slower strategy would be to tightly constraint hex expansion, building numerous small stat boost buildings to assure decent BP generation via income rolls. Assuming no particular time crunch on kingdom building, I suppose that's fine. Lots of brothels, smiths, tanneries, etc not as hard to stomach.

Other than that I see my PCs just sort of running amok in character trying to build a balanced, realistic sort of city and kingdom, but winding up the woeful victim of the rules and events.

Am I missing something?

Thanks.


I'm building a Paladin of Erastil for Kingmaker and he will be primarily an archer with with high Dex and Charisma. Strength will be 12-14.

I am having trouble deciding on a melee weapon.

My considerations:

Given Erastil portfolio, possibly some weapon with it roots in a farming implement.
Or maybe an axe of some sort if I take the woodsmen approach. Or something akin to a boor spear.
As an archer I may not want to carry a shield, so maybe a two handed weapon.
I do have some trouble envision running about the forest with bow out and a glaive strapped to my back. Easier to see if it on my horse, but that maybe leaves still the question of unmounted melee.

I suppose I am weighing thematic and mechanical considerations.

Thoughts?


This is probably picking a nit, but where does the initial encounter take place? When I read it I assumed that the party would likely have just left on the inns after an evening of socializing when the come across the beleaguered cleric. Of course, the cleric is returning to to the temple from the orphanage, so we know his path. Sadly, none of the named inns are any where near this path. Has anyone moved the inns? Added a different hook? Worried about this detail in the slightest?

Thanks.