![]() ![]()
![]() DM_Blake wrote:
This definitely NOT correct! You have to take several definitions into account. First
Quote:
Second Description of AcrobaticsRules Link Quote: In addition, you can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics. When moving in this way, you move at half speed. You can move at full speed by increasing the DC of the check by 10. You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an ability allows you to move at full speed under such conditions, you can use Acrobatics to move past foes. You can use Acrobatics in this way while prone, but doing so requires a full-round action to move 5 feet, and the DC is increased by 5. If you attempt to move through an enemy's space and fail the check, you lose the move action and provoke an attack of opportunity. So with a "double move" you move more than you speed up to DOUBLE your speed and acrobatics states that you can use acrobatics at FULL speed (not DOUBLE speed). The most significant point is that speed is not how far you can move per action but PER ROUND. So it is not relevant if you use one or two actions to get somewhere but how far you actually move in that round. ![]()
![]() Gorbacz wrote:
Hi Gorbacz and all others, there must be a connection between Drow and Spiders because there are Drider. The connection might be Rovagug as he/it created the monsters AND the Drow. ![]()
![]() Hi, i have a concern about a Double Move with half speed to avoid the -5 penalty. Why? Look at:
Quote:
Otherwise the second sentence (bold) would make no sense. ![]()
![]() Hello everyone, i am sorry but i can't find the Pitax that is decribed in AP #35 in your postings. First Pitax has the following statistics in the River Kingdom source book: Quote:
Quote:
If i compare this with Fort Drelev in AP #34 where the relation between the "official" numbers (1360) and the people count by the Kingdom Building rules (5750) is approx. 1 to 4.25 the Population of Pitax in the Kingdom Building Rules might be approx 37500 inhabitants which is 5 city districts with the last one only containing little more than one city block. Now there are only three further "cities" mentioned in the books: Quote:
Quote:
Both "cities" seem to be outside the map of the Kingmaker campaign. AP #35:
The Ruins of Littletown
Laid to waste and not counting as a city but as claimed area Now my assumption: Since Pitax is constantly in an internal quarrel it has never
Only the "road" hexes of the Kingmaker map of Pitax are claimed (obvious because of the roads) and covered with farms. Also all adjacent hexes of Pitax itself are claimed and farmland (vineyards are mentioned around Pitax City itself and there is a hint that Pitax lacks ore of any kind and must import it). So the Pitax Kingdom itself has a size of 9 Hexes with 6 of them being farmland. (maybe double the size for the "hexes" lying outside of the map). Turin's model of the City itself looks reasonable though i miss the tenements for the New Ruins area. This is my view to Pitax as a kingdom build by the Kingdom rules and the other sources. ![]()
![]() Hello everybody, i would just change the wording of the Uncanny Dodge rules Original wording:
Quote: Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. New wording: Quote: Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She doesn't loose der Dexterity bonus to AC even if caught flat-footed or the attacker is invisible. She is still considered to be flat-footed. So most of the other feats would work, since the condition is in effect but the rogue retains her Dextery Bonus. ![]()
![]() Hello, some corrections to previous posts: @DarthEnder
Quote:
This is not completely correct. The original text of Sap Adept and Sap Master says:Quote: Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage,... and Quote: Nonlethal Damage with a Weapon that Deals Lethal Damage: You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a –4 penalty on your attack roll. So if you accept -4 to do nonlethal damage with a 'normal' bludgeoning you can do the extra damage. Though ranged weapons are not possible as you mentioned right. @serveral others
Quote: The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC... Several of you argued that only flat-footed opponents can be sneak attacked. As you can read above this is not true. To be flat-footed is ONE of the conditions when you are denied of your Dextery Bonus to AC. To be stunned is another condition applies. @Sleet Storm and Mortavisu
![]()
![]() Manx Serimus wrote:
I guess the major misconception is that PCs actually build farms when it is done in the Kingdom Building metagame. Effevtively they grant the people actually living in that area (250 inhabitants when claimed) the right to do intensive farming on the land.They also give some lower "nobles" or "guilds" the right to build roads and collect taxes for them in those hexes. The rules of Kingdom Building make roads a prerequisite to farms. If you only claim hexes you grant the people there the right to build their huts there and have a tiny farm to support their own living. Since the Stolen Lands are harsh lands with severe winters and short and hot winters i guess "Farms" especially in hill areas are mostly sheep led to from one meager hill meadow to the other by hardy shepherds. Only the some lush areas to the south protected by the woods of the Narlmarshes provide grain producing. So, an upcomeing kingdom in the Stolen Lands will make it's wealth by magic trade and conquering unclaimed lands from monsters and bandits instead of agriculture. ![]()
![]() Hello everyone, how do you handle especially Cavalier and Paladin armies?
So i decided that an army of Cavaliers or lvl 5 Paladins has the mount resource without extra consumption because the mount is a clas feature. Secondly Cavaliers have the Cavalry Expert tactic automatically (who has ist if not a Caval(r)ier). But how do you handle the Paladin's Lay on Hands? Consumption free Healing Potions? ![]()
![]() Hello fellow GM's, my group has no records what happened to the treasure (which was originally looted by the Rogue who kept it tightly in the Bag of Holding and is sorrily not present atm) they found in Varnhold.
Now my questions: If they share their wealth do you think it qualifies for solving the quest? And if they don't do they have to annex Varnhold hex by hex if they want it instead of getting th Varnland property of 19 hexes at once? ![]()
![]() Zje topic is a very nice one, because it offers many opportuinties of RP outside of the AP to happen. e. g. my players - who are the Founders - have decided that with achieving the Duchy state, every founder 'owns' 2 hexes as a personal feud while all NPCs in the 'crown council' - all NPCs with a leadership role- have one hex as a personal feud. All other hexes are ruled by a low noble NPC because they decided to have an aristocratic rulership.
So the PCs 'own' not all of the land but certainly have some privileged estates. And certainly they can house one building a house, mansion or noble villa for free if they decide to build those in their cities.
Additionally all members of the crown council have a free Extravagant lifestyle when stying in the Capital or rich when in any hex of their kingdom. ![]()
![]() Eric Hinkle wrote:
Hi Eric, you are right. The costs of q mansion look too for a +1 modifier. On the other hand you can cut down the cost to half by building a Noble Villa in your City and it is more appropriate to have mansions for your richer people in your cities than "simple" houses.
![]()
![]() Hi, these some nice laws you designed.
In my group all the players had to provide the laws.
The players are the Founders Council.
The Founders Council constitutes and decides about the High Law. This includes the confirmation of new leaders in the Crown Council, declarations of war and judging and punishing members of the Crown Council. The Crown Council decides about the developement of the kingdom and manages the daily duties. More important is the fact that every member of the Crown Council can speak Low Law. These are the rules and laws that suit for all other folks in the kingdom including low nobles. My players have written down the High Law and decided that the Low Law is provided in the situation. I admit that i proposed some laws ans rules at playing the NPC leaders but players had to decide whether they accept or not those laws and rules. Cleverly they decided all Founders count twice in votes of the Crown Council and in case of a tie the Baron/Duke/King has one additional vote. So the players have much control over their kingdom and provide support and delegate responsibility to the NPCs. ![]()
![]() Hmmm... since my group consist of a human paladin (now Duke), a half-elf ranger/cavalier (switched from general to magister, long story), an elf (ranger/rogue/assassin - bought a ring of magic aura to hide from the paladin and is LE) and gnome sorceress (gold dragon bloodline who ist now grand diplomat) they are thinking more dynastical than romantic. So the Duke is going to marry his paladin cohort from Taldor. The Magister is not envolved in romantic affairs but he will be trust me. The elf is surly the one that will be coupled latest.Since the PCs are the four members of the Founders Council that effectively has all the political power in his hands and they decided that these members can announce a heir that only has to be approved by the Founders Council itself i guess he maybe choose someone and announce him/her heir without biological interaction. The gnome did as gnomes do. She looked for male gnome (interracial relations including gnomes are infertile on Golarion) had some bed sports with him and when she got pregnant waved him goodbye. Usual gnomish behaviour. She now has a one foot 'tall' curious girl of 2 months that due to the incredible fast developing mobility of gnomish childs (crawl within 6 weeks, walk less than 6 months) is a constant hesitation to the Duke's Staff. And she (the baby) allied with Munguk the Giant (Rivers run Red) who is the Duchy's Royal Assassin/Executioner. ![]()
![]() I like the idea thogh i will not do it like this. What i do instead is giving the players regular reports of the surrounding "nations" based on the role as a leader. e. g. the player who is the actual spymaster gets the AP rumors as reports from his spy network regularly. My plaers established a crown court that involves all Leader PCs and NPCs to meet regularly in the court week (the one week a leader at least to give the kingdom teh role benefit). There they present there infomation the way they like to do it. So the PCs get the information but mostly interpreted by the one who ist "responsible" for the issue.
This leads to very intense discussions about the way to rule the kingdom in a very RP way. Those discussion seldom are driven by the mechanics but more by the personality and the interest of the players. We just ending RrR but the general has stressed that he needs an army and though they don't need one they soon will have one. On the other hand i offered them some hippogriff hatchlings from a exotic pet trader (very high economics as kingdom stat) and they offered him that he could have a hatchery for hippogriffs if they can have the first pick on these exotic mounts. I told them to place one exotic craftsman AND stable in one city district to give the trader his workplace.
![]()
![]() Kamelguru wrote:
I think this is easy. Quote: Siege Engines (15 BP per engine): Your army includes catapults, trebuchets, ballistae, rams, and other siege engines designed to break down fortifications. Increase OM by +2 (regardless of the total number of siege engines you control); each round of the melee phase, reduce the enemy’s bonus to DV from fortifications by 1d4 points per siege engine your army controls. So after several days of siege the defences are down. And you can argue that your mentioned tarrasques are living siege engines so the DV of your PCs city are down within one mass combat phase. ![]()
![]() Kent H. Trustrup wrote:
Sorry, this is wrong. Quote: A potion is a magic liquid that produces its effect when imbibed. Potions vary incredibly in appearance. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. A potion or oil can be used only once. It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute and targets one or more creatures. and Quote: Whoever drinks the potion is the target of the spell. So See Invisible is a viable option for a potion. ![]()
![]() All above posts have a very modern and animal-caring view on horses and how they are cared about. Considering a medival surrounding with some more education than in human history i would consider that packing two horses in one booth of the stable of Oleg's Tradepost would be more suitable than building a corral. Why? If you look at the Wandering Monsters table of Stolen Lands you even can have a troll strolling around the outpost.
Better cramping the stable than loosing a horse. Additionally you can have the horses hobbled inside the palisades and feed them by the Levetons. If you look at the tradepost you will recognize that the soldiers of the detachment led by Kesten Garess have also no room inside it.
![]()
![]() Hehe, my player's kingdom has Munguk, the hill giant, as the master assassin.
"Have you seen the rustler's execution yeterday!"
:D ![]()
![]() Hi, i am just DMing KM in second Module and just started SfSS.
There is a problem if your players are not interested in social interaction but i stressed out especially on the Shiv that the boring "survival" thing would be a major issue if they don't get the NPCs involved in managing the base camp.
I see the concern about having nothing completely new in every AP but i guess Serpent's Skull has several themes in it that are based on popular movies and TV series (Souls is much like the beginning of LOST, Racing to Ruin is the Indiana Jones theme the Seven Spears have a Stargate Universe touch and so on.) My conclusion is if the GM doesn't manage to get the PCs get involved into the story either by personally involve them in the plot or establishing a personal link to NPCs that are involved no AP will work properly.
IMO the APs are neither bad nor good. I like them but i can understand that others might not. If you you manage to involve you players or get involved as a player Serpent's Skull has something to excite you. But you have to find that hook. ![]()
![]() As i read through the posts of this thread a mostly agreed with all opinions but i can unserstand the difficulty of the creator of this thread when you as a GM have to decide whether the "role-played" insult distracts or not distracts the enemy. You can reasonably always argue that the one frying you with magic is always taunting more than the one just shouting at you insulting you're mother you have no love for because she left you and your family when you were 3. But on the other side taunting your sister a whore that saved you from starvation and freezing in your youth will surely enrage you beat the dirt-mouthed swordswinger to the ground and pound him to pieces until he laughs. So the decision in any "social" situation is always: Does your "argueing" impress the NPC? The rules for those interactions are solved by the core rules in serveral ways.
Quote:
@GeraintElberion From my point of you apply double standards because you allow charm spells that can make a PC do really bad things (Dominate spells) but don't allow mundane means to work also.I agree that it would be boring to be always forced to attack an enemy you don't want to but on the other hand it is possible not to fight at all if you are effected by a mundane fear effect like "Terrifing Howl" of the barbarian or ripped to pieces by a rogue that feints you and sneak attacks you for plenty of damage. So my opinion is:
![]()
![]() Since the Old Sycamor is a landmark and only the entrance to the lair is hidden the PCs of my group, though heading for the kobolds, stayed and watched the tree for a night and recognized a mites huntig party getting out and in. So they knew where the entrance is.
Without an visible effect they left and met the kobolds. After the negotitions with the chieftain and the "shaman" they are now out to kill the mites. ![]()
![]() Attila Tormási wrote:
Hi Attila, 1. You are right taxation as always is not as beneficial as it seems. I think a kingdom without a taxation edict should pay double upkeep because most of the investments in new infrastructure is paid by taxes. 2. Where did your group get those 5 to 8 loyal NPC rulers that you need to keep the kingdom running? ![]()
![]() the Shifter wrote:
Only one question: Why do you want to pace up?![]()
![]() James Jacobs wrote:
Speaking of that i wonder whether there will be an impact from character skills to the kingdom. Until now the rulers depend only what the gods (dice or buy points) have given them as "natural" resource (Attributes).
Or what is a Grand Diplomat without the Diplomacy Skill (which is IMO one of the most fundamental skills for the uprising nobles) or a Magister without an appropriate knowledge? I recommend to give a ruler a +1 bonus on his role stat for every 5 ranks in an appropriate skill. And only the bonus of the highest skill applies. Examples are: Diplomacy is beneficial for any role since you have to handle with people and make them act as you want it. Ruler (both): Perform (Oratory) since rulers have to convince their folks that they rule right. Councilor: Sense Motive, Knowledge (Nobility, local) since the Council need to advice the rulers and support them with information about the kingdom. General: (quite difficult because a General needs to be successful in times of war to be noticed) Knowledge (Geography, local) because a General has to order his troops and to know were to send them for best effect. Grand Diplomat: Knowledge (Nobility, Geography), Perform (Oratory) as he needs to know how to handle "international" relations and "national" habits and to convince others to respect and support the own kingdom. High Priest: Perform (Oratory), Sense Motive reflecting the ceremonial issue the highest ecclesiastic person has to perform on the one side and the pastoral duty on the other. Magister: any Knowledge skill, Spellcraft whether the Magister is either mundane or magical he has to serve as mediator and source of knowledge to the kingdom. Marshal: Intimidate, Knowledge (Geography, local), Perception, Survival representing the law outside the towns he has to know the area and to find the wrong doers. Enforcing the law is his duty and scaring the law breakers seems to fit. Royal Assassin: (as difficult as the General because you have to establish a reputation in advance to let it work) Intimidate, Knowledge (local), Sense Motive bullying and knowing or sensing secrets helps an assassin much. Spymaster: Bluff, Knowledge (local), Perform, Sense Motive knowledge and disguise are the tools of a spy. Treasurer: Appraise, Profession (accountant*, clerk, scribe), Sense Motive. You have to know and handle the numbers and not be duped. Warden: (nearly as the Marshal but in town) Intimidate, Knowledge (local), Perception, Sense Motive. Enforcing the law by mostly any approach is the job. This can lead to a more skillfull leaders. ![]()
![]() One Question: Where can i find the Force of Personality Feat.
And if you want to do the "Main Tank" :D with Sword and Board i would recommend Dodge, Combat Expertise, Shield Focus, Improved Shield Focus etc. Many players claim that AC is less important but i disagree AC is not avoiding the first primary attack but avoiding any following attacks. And in this context having many HP will let you take the first attack with ease and for some combat rounds. ![]()
![]() Silt wrote:
The problem with the skill's description is the alternating use of singular and plural use of opponent and target. So you can argue either it is single target use or AOE. Depends on the point of view. Every player will argue that the text mentions it is useable against every opponent within the range and line of sight/sound with one use of the skill. Will there be an errata to the skill? ![]()
![]() Hello rule masters, i had a little quarrel about the Intimidate (Demoralize) skill which has a description that can be read in two ways: Intimidate - Core Rules wrote:
If you look at the bold phrases the skill can either be read to be ony effective against on target or against several targets. Players tend to read it for several targets :D If it is possible to demoralize several targets with on check what is Dazzling Display good for except as a prerequisite? ![]()
![]() SirUrza wrote:
..summons more guards when you try to distraction him. .. If any guard would always call his comrades if he is distracted by a bluff, they will beat him after the 5th or 6th summoning. "Meeaw!":D ![]()
![]() ujjjjjjjjjj wrote:
I am happy that you are wrong with attack sequence. They are +6 (bite)/+6/+1 or +6 (bite)/+6 (claw)/+6/+1 since in Bestiary it is cleared that bite and claw attacks are always considered primary attacks that don't get the -5 penalty as secondary attacks.![]()
![]() The speed restrictions in the spell ( half speed up/down ) made me think about it.
That could limit the speed to walks. The Fly spell has clear rules on that at Pathfinder RPG but the SRD has not. Majuba wrote:
![]()
![]() Hello, there is one sentence in the original DMG 3.5 anf Paizo Beta Rules that helps definitly: "Invisibility does not thwart detect spells." DMG p. 296/PPHB p. 396 IMO you can use Detect Magic to recognize and pinpoint a stationary or slow moving invisible object/creature. The rule that it takes 3 rounds to ONLY pinpoint the Invisibilty spell derives from the description of the Detect Magic spell. Following the assumptions from above you will moan even more about Arcane Sight which is the upgrade of Detect magic at Spell Level 3 though even you if pinpoint the invisble creature by these spells the miss chance by concealment still applies. ![]()
![]() I read all spell descripitions of teh three spells and Transformation hast the least changes from SRD 3.5. The Devine Power and Righteous have tuned down but still have their impact on the fighting power of a combat orientated cleric. Except the Barbarian all other melee classes can't raise their damage output defensives and last but not least range of their melee attacks like a cleric.
![]()
![]() Hello, if i read the entrance in the Beta Rules right only DR can be overcome by the associated magic bonus but not Special Qulities like Regeneration. So any +5 Magic Weapon will overcame any DR but not stop Regeneration that is overcome only by the "real" materials. So the Pit Fiend hit with a "simple" +5 Longsword has no DR but regenerates as normal. ![]()
![]() I must add to the latest post that some Sorcerer bloodlines are designed for a melee caster (Abyssal/Draconic) and the gap between the fighter and the melee sorcerer will be closed at lvl 12+ when the Transformation spell comes available.
But it is the same with comabt clerics, which take over the role of the main melee fighter at lvl 9+ when Divine Power and Righteous Might kick in. ![]()
![]() Hello everyone, i am wondering how to handle an Antimagic Field that is cast by a huge or larger creature. The text says it is a 10 ft. emanation centered on you but if 'you' are larger than the ever 5'6" medium human, does it extend by your size. So 10 ft. means 10 ft away from you skin or does it mean "ancient dragon antimagicked his belly nothing else". Any suggestions? |