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Organized Play Member. 4 posts. 1 review. 2 lists. 2 wishlists. 24 Organized Play characters. 1 alias.


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2/5

When I run this tomorrow I will be using the following as the per day completion times (for harvest and barricades) if the party wants to vary the number of worker's assigned each day. The job is finished when the percent meets or exceeds 100%. These numbers are extrapolated by from the number of days it takes with a fixed work force, assuming a constant percent of work is done each day.

Bringing In the Harvest (Each PCs can count as 5 or 10 Workers)
Completion percentages Per Day:
30 Workers => 17% per day (6 Days Total)
40 Workers => 20% per day (5 Days Total)
50 Workers => 25% per day (4 Days Total)
60 Workers => 34% per day (3 Days Total)
70 Workers => 50% per day (2 Days Total)
80 Workers => 100% per day (1 Days Total)

Constructing the Barricades (1 PC can count as 10 Workers)
Completion percentages Per Day:
0 Workers = 8% per day (12 Days Total)
10 Workers =10% per day (10 Days Total)
20 Workers =13% per day (8 Days Total)
30 Workers =17% per day (6 Days Total)
40 Workers =25% per day (4 Days Total)
50 Workers =50% per day (2 Days Total)

It is unclear if 0 workers can be assigned to constructing the barricades, but I think it would be possible as the 50 workers only represent the villagers able to fight so the young old, and infirmed can still contribute to building the wall (albeit very slowly)


Thanks


As a follow up would the transmutation cloak take a standard or full round to use enlarge person? Thanks again.


Hi,
I am considering adding a Cloak of the Hedge Wizard to a full plate armored Paladin.

CLOAK OF THE HEDGE WIZARD from the PRD:

Price 2,500 gp; Aura faint, school based on cloak type ; CL 1st; Weight 1 lb.
This cloak comes in eight varieties—one for each school of magic. The cloak grants its wearer the ability to use a certain number of spells on command (caster level 1st) based on its school of magic. It also grants the wearer the ability to use prestidigitation on command and at will.

Abjuration: at will—resistance; 1/day—endure elements, shield

Conjuration: at will—acid splash; 1/day—mage armor, unseen servant

Divination: at will—detect magic; 1/day—detect secret doors, true strike

Enchantment: at will—daze; 1/day—charm person, sleep

Evocation: at will—light; 1/day—floating disk, magic missile

Illusion: at will—ghost sound; 1/day—color spray, silent image

Necromancy: at will—touch of fatigue; 1/day—cause fear, ray of enfeeblement

Transmutation: at will—mage hand; 1/day—enlarge person, expeditious retreat

I am wondering if the use of the "spells" that the item grants is triggered by command word activation, or if it grants these as actual spells per day and is subject to arcane spell failure. Has there been a ruling on spells granted items with this type of wording? Thanks.