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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. --------------------
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.
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.
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.
Heavy wooden shield 10 lbs, 7 gp
Base: Heavy wooden spiked shield 15 lbs, 17 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
Special Materials: And now it starts to become unclear.
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+?
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.
7 base+
Questions:
Thanks
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.
First a simple example: My Kingdom has 24 hexes so I can claim 2 per month.
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
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.
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.
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
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.
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. |