problems that i've noticed with the Downtime system in UCam; if you think of using it for supplemental income or profit...you may want to reconsider (especially if you're not a magic item crafter). here's why; An inn’s investment price is 2130gp (if bought outright) for those whom don’t want to do the math. So if allowed to use a building’s bonuses apply to a skill (especially as direct income) then; +52(to gp Capital) +10 (taking 10 on check) +10 (for PC being there to encourage work) + 10 (skill in profession (innkeeper)) =82 skill check. Using the Profession Skill for weekly income it generates 82gp/week or 11gp 7sp (rounding down) per day. This is 4gp more than the downtime system’s daily earned income (7gp 2sp) based off of gp production if the PC is there (with no manager and not able to use a skill to boost its income). Which is a 62% increase in income. Using the Inn to supplement your Profession (innkeeper) skill would allow you to pay off your investment of the Inn within 183 days (182.05…). Whereas if you weren’t (aren’t) able to use it to add to your profession check for earned income and just ran it as a building making money, it’d take 304 days to pay off the investment. So unless you’re playing in a campaign where you are going to be in/around 1 location for over a year, its not worth the investment. Problems/difficulty if you are a crafter; (M=Magic Capital) A 1000gp magical item takes 1 day to make costing you 500gp to make and selling it gives you 500gp. If using the downtime system (taking a 10 in the check) to make the same magical item it takes 5 days (1M/day x 5days =500gp worth of M to craft the item) and 250gp (5M x 50gp). Even if you have a facility that produces 5M/day (approximately a 4100gp investment) it would still take you 2 days to craft the item. 1 day spent making the M required and 1 day making the item. This difference in time increases exponentially for higher value items. 10,000gp magic item requires 5000gp worth of M or 50M to craft. With a building that produces 5M/day that would take 10 days to get the required M to craft the item and still another 10 days to actually craft the item. It would cost you 2500gp for crafting the item and selling it at half cost would be 5000gp with a 2500gp profit margin. The downtime system allows (averagely speaking) makes it so you craft magical items for ¼ of the listed Price (thus making ¼ profit) but at twice the amount of time(minimumly, if no M is in storage) than it normally takes. In other words, you’re trading time for money. The ONLY time you’d not have to spend more time is if you have a business making M while you are out adventuring and have enough M to cover the costs for making all the magical gear you plan on making in your down time. This is possible, but then you have to deal with the Currency Attrition as well as possibly losing your business (lame feature, that basically says stealing is ok if you’re gone for 1 month or more. Ignoring the fact that you hold the title and deed to the property and building that is used). on the plus side the system did break down the costs and time for making good lairs or bases of opperations within a community that allows you to build there. as well as any bonuses each type of room within said base/lair can provide. so i have mixed feelings on this particular system, which is leaning to the "don't like it" side.
Skylancer4 wrote:
good answers Skylancer, however, there are a few things you did not take into consideration based off of what UM had put in as rules for upgrading your constructs. for instance on your answer for #6 i agree for the most part, that you use your stats and your BAB for attacks. since your would allow the use of the Constructs slams or natural attacks since you are wearing it, then in UM it said you can modify and improve weapon and attack qualities as if it were a magical weapon using the Craft Arms and Armor feat and paying the apporiate costs. in doing this, you would then carry over the Enhancement modifiers you placed on the Constructs "weapons/attacks" since you are using them. its somthing to think about allowing since you would let the constructs "forms" of attacks carry over. the same rule additions are true for #9 in the armor improvement section of upgrading you construct. only now you are improving it's enhancement value (and enchantments) to armor. these i would think should carry over moreso from using the Construct Armor portion than anything else. since wearing the construct "acts" like a breastplate for most purposes then the enchantments you put on your construct should carry over to you when wearing it as an armor. you enchanted it as if it were armor and thusly it should benefit you when wearing it as an armor. i agree with you all in that it was not clear cut in the rules on how exactly to treat it. well, that is my 2 cents and a can of worms.
I know a lot of you who referance this message board about FoM to see if you can get some game mechanic questions answered. well here is the research i've done on it.
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin. The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, grant water breathing So the first line has brough up major contestations in the interpretation of it. this is what i've come up with; First line has 2 parts to it. The mundane world and the magical world. the mundane world effects of FoM "This spell enables you or a creature you touch to move and attack normally for the duration of the spell,..." (the comma seperates the mundane from the magical effects that it applies to). Some of you say that the mundane world hinderance effects dont apply, i contest that point of view by how the sentence was writen. then you might say that you cant normally move through underbrush so it doesnt apply. yes, and no. it applies because you are spending extra Movement squares/speed to overcome the actual hinderance. however FoM allows you to move normally inspite of Movement cost hinderance. This is where we turn to the Core rules on movement. Under the Tactical Movement section of the Core Book pg192 "Your speed is determined by your race and your armor(see Table 8–3). Your speed while unarmored is your base land speed." This is the rules for normal speed. so if you were heavy armor that would slow you down. the slower speed is still your normal movement due to wearing it. Heavy armor Modifies your Base move speed, thus modifies your Normal movement and is NOT effected by FoM. Encumbrance is also NOT negated by FoM because weight of carried items is slowing you down normally and modifies your base speed thusly. The Main mundane things that FoM does effect is Hampered Movement. Core Rules of Hampered Movement "Hampered Movement: Difficult terrain, obstacles, or poor visibility can hamper movement." Reason i point this out to you is because if you go into the rules for Terrain and Obstacles(pg193), is because you are spending movement points (EI 5ft squares) to actually move the 5 or more feet needed to actually move. Thus not moving normally, becuase it is hindered. Difficult Terrain- costs 2 squares of movement(3for diagnals) for each square you actually move. Obstacles- costs 2 squares of movement (3 for diagnals). Squeezing- costs 2 squares of movement (3 for diagnals). FoM elimiates the extra movement/square costs for moving through these impeded situations becuase you are then moving Normally by spending 5ft for actual 5ft of movement.
Now the Magical aspects from the 2nd part of the first line. "...even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web." These spells were most likely picked as example spells because of the magical and mundane aspects that are inclusive into their effects.
Now for the underwater part of FoM. everyone moves normally through water at 1/4 speed (move action), unless you have an actual swim speed. what FoM negates is the attacking while under water, which is stated what affects it has in the spell. it also would negate the "difficult terrain" aspects of swimming, such as swimming through an area overgrown by seaweed.
hope this gives insight as to which way you wish to interpret Freedom of Movement. if not... look! Worms! <hands over a can>
well, nice to see some feedback on my post. to help clear things up though, Water Child is not elf (or helf elf) specific. it was used in those races because yes there are aquatic versions of those races. in most of the other skill traits the RP cost is 1rp for +1 to 2 skills, +2 skills cost 2-4rp, +4 skills cost 1-5rp, each of the variable skill ones usually do makes sense the higher bonus for lesser RP cost is due to the limitation or situational uses of the skill. Yes, i did compare a skill trait verse a movement trait (and that they could stack, but who would spend 4rp for Water Child(+4swim and take 10) instead of Skill Focus(+4 early, +8 later) to stack with swim? absolutely no one who thought about it and understands the rules of swim speed and what bonuses it gives you.
First off i'd like to give 2 thumbs up to paizo for putting this book out and working hard on it. Its a great book full of helpful content. there is one place where it is "iffy" in its lack of consideration and balancing; the build your own race. i realize that this area of the game let alone this book is often shaded with grey or mixed feelings dependant upon your group/DM(GM). However, there are some aspects of the racial point buy system that really need a once over again. For instance the racial stat block building section. makes no sense mathematically but in its breakdown of categories (human, standard, flexible) makes some sense for their racial point costs. there are a few that do not however; Paragon, greater paragon, advanced, weakness, and greater weakness. A lot of these groupings do not break down mathematically to match up with another in RP costs. Nor do a few of the Traits add up either. Flying 2 for 30ft(clumsy), 2rp for +10ft and one step improvement on flight control. Nice, but doesn't add up to some races like the Strix for RP costs (probably why they excluded it from the breakdown). Swim 30ft., 2rp gets +10ft. Good, but then have a 4RP cost of Water Child that gets you +8 to swim skill and can take 10s. Cost makes some sense in that it improves a skill that much, but the ability to have a swim speed inherently gives you +4 or +8 (i dont recall) and can take 10s (unless in stressful situations)to the skill anyhow. This doesnt add up. There are a few others that do not add up either, but i was only able to take so many notes since i read it while at a friend's who has it already.
Frankly, it looks like you're trying to screw with the system inorder to get reach and dual-weild for a DPS fighter. Honestly...if you want reach and put out the damage, then ask if you can have a custom crafted item such as a belt/vestment/ring or what not that your GM oks and get Enlarge person as a continuous effect for 2,ooo gp (more for unusual body slots or ability linked locations. also may increase if the GM thinks its too little money for such a powerful item) this gives you reach of 10ft ups your weapon damage cuz they are now Large and you dont have to deal with the pesky situation of "well its in reach so i guess i use the shortsword again and cant use my polearm...". All 10ft is your threatened area no matter what you wield. Yeah, you probably cant use it in corridors that are 5ft wide, but you can barely use the polearm then too (some GMs rule that unless its a piercing polearm, you dont have room to swing it). if that is the case, then take Lunge and it saves you the trouble on that. "what if they run into another room that has only a 5 foot wide door?" well either dismiss the continuous effect or use the Squeezing condition in the Core book pg 193. Either way most GMs wouldnt allow you to undercut the Phalynx Fighter by not actually using the shield. That particular variant on fighter is the High Defense/Protection type. Had a dwarven fighter go into it. great crowd control (via bullrush granted by feats and the variant abilities) in keeping the casters behind me and the enemy in front.
ok first off, i'd like to address the issue Jeremiziah is having with all this: "Except it really doesn't, respectfully, because treasure is not always divided equally. See, for example, the Keen Longsword example I gave in my last post. What's going to happen there? The monk's going to demand that the fighter sell his sweet new sword or else the monk's going to take his ball...er, wait, he doesn't have a ball...and go home? If I'm the fighter, I'm going to say "Try playing a character that doesn't eff up my fun at the expense of your own." Party treasure distribution is by need a malleable concept, and nobody I know likes bookkeeping. Well, OK I know this one accountant, but he doesn't count, NPI. Who wants to be the guy that does the long arithmatic at the table in order to satisfy some character's vow of poverty? I wouldn't." My group generally runs a rule of: everything is group loot. you want something out of it, you buy it from the group loot at the value of what the group would get for it if sold to an NPC. thus all treasure is divided equally, no one gets a uber big item that the rest lag behind in and it solves the issues of class incombatibility of loot (aka; last 3 adventures you got 5 dwarven waraxes and you only have 1 fighter in the group with a monk a mage and a cleric). the system makes it FAIR to everyone. so what if you need to take out some small amount of time of your life to bookkeep for 4-8 peoples. its just math. if you think this makes it too complicated to play with then fine, its your game, but i dont wanna get boned cuz some dupe is running it easy mode off the random table of loot and there is nothing in it for my class for the last 5 runs whilest the fighter gets everything just cuz he can use it. As for the the VoP from BoED. well that was available for Every class, not just monk. though i do understand that its become a bit of a topic due to UM's listing of it, and limitation of it to monks.
another option you may or may not want to dig into is running the option of; if you take VoP, you can take an archtype/variant without having to swap out the listed class ability to get the one from the variant. just an idea, though it doesnt account for item bonuses. it does give your character more options of abilities it can use without resorting to gp value based bonuses, and its already level dependant ready made for you. you might even be able to apply it to other classes if they so wished. just another idea to go into the pile.
Another Question
Thoughts? Feel free to answer either or both questions and thanks in advance. If you have access to the Game Mastery Guide, there are 3 listings of Monks on page 274-275. All 3 of them have Stunning Fist as a listing under the "Special Attacks" heading. keep this in mind. Now i direct your attention to the Beastiary page 314, where we find the Ability Focus feat.Prerequisite: Special Attack Benefit: Choose one of the creature's special attacks. Add +2 to the DC for all saving throws against the special attack on which the creature focuses. Special: A creature can gain this feat multiple times. its effects do not stack. Each time the creature takes the feat, it applies to a different special attack. So taking these two examples, Pathfinder does inherently allow Stunning Fist (as well as Quivering Palm) to be modified by this feat.
nephandys wrote:
Good point. I also started with a server on AWS but decided to switch to Forge. Sure, you pay a charge, but you also get additional functions like easy user management
Added a Dense Jungle map for Cult of Cinders and Kite Hill for Tomorrow Must Burn.
Extinction Curse
Year of the open Road
Here the link to all maps I created up until now - both with and without grids. Or goto the public maps of Dungeonfog and search for MSAbaddon.
Finished basement and subbasement sections of the Red Pyramid as well as an outside view of the structure.
Extinction Curse
Year of the open Road
Here the link to all maps I created up until now - both with and without grids. Or goto the public maps of Dungeonfog and search for MSAbaddon.
Timothy A Dohrer wrote:
I'm glad you like the maps and that they help you keeping your RPG group active :-)
Let's start a thread similar to the one for Age of Ashes, where everyone can post material he created for Extinction Curse :-)
Started creating the maps for book 5, Duskgate Waystation is finished. It’s a test using both the Dungeonfog apllication and assets from Forgotten Adventures. Hope you like it.
Extinction Curse
Year of the open Road
Here the link to all maps I created up until now - both with and without grids. Or goto the public maps of Dungeonfog and search for MSAbaddon.
Finally completed book 4, adding maps for the Haunted Halls and King’s Hall.
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Ages of Ashes
Extinction Curse
Year of the open Road
Here the link to all maps I created up until now - both with and without grids. Or goto the public maps of Dungeonfog and search for MSAbaddon.
Added the missing Tanessen Towder for Tomorrow Must Burn. .
Ages of Ashes
Year of the open Road
Here the link to all maps I created up until now - both with and without grids. Or goto the public maps of Dungeonfog and search for MSAbaddon.
kompanpawel wrote:
Ok, that's much clearer ;-) Look here: Dragon Pillars Colorized
More maps of Fires of the Haunted City: Buildings & Courtyard, Ruined Buildings, Hidden Forge & Old Workshop. .
Ages of Ashes
Year of the open Road
Here the link to all maps I created up until now - both with and without grids. Or goto the public maps of Dungeonfog and search for MSAbaddon.
I created some maps for the Absalom Initiation Scenario - have fun using them. Here the link to all maps I created up until now - both with and without grids.
Ages of Ashes
Year of the open Road
Or goto the public maps of Dungeonfog and search for MSAbaddon.
Update: Cult of Cinders - Swamp map added Here the link to all maps I created up until now - both with and without grids. Hellknight Hill: Goblinblood Caves
Or goto the public maps of Dungeonfog and search for MSAbaddon.
Dalvyn wrote:
Sure I can. Here the link to all maps I created up until now - both with and without grids. Hellknight Hill: Goblinblood Caves
Or goto the public maps of Dungeonfog and search for MSAbaddon.
I'm currently creating the maps for Cult of Cinders.
Jungle Clearing 1
I also published the maps on Dongeonfog, just search me (@MSAbaddon) in the public maps. I'll add more of the maps as soon as I finish them. |