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Archane wrote:

Another thing I found that's an error in Ultimate Campaign was in the Kingdom Making section.

Then we have the Trade Route Optional Rules for Kingdoms which is a pain in the ass to figure out but here's my problem.

snipet:

DC= Control DC + your settlements Corruption+ the RM+ the LM - Your settlements Productivty.

So we have TRL (trade route length) divide it by 10 to get RM (route Modifier.

Then we subtract the TRL from your Kingdom Size to get LM (length modifier)

So lets do some math lets see say this formula.

DC= 65 + 5+ the RM+ the LM - 5 (Kingdom Size is 60)

But lets use two different length. Lets have a TRL of 50 and 5.

80= 65 + 5+ the 5+ the 10- 5 (TRL 50)

121= 65 + 5+ the 1+ the 55- 5 (TRL 5)

And I didn't even get into the theory crafting for faster hexs and what not since it really doesn't matter with all things taken equal. It's easier to do a Trade Route 50 hexs away aka about 600 miles then the 60 miles away. Even though it says under the rules that shorter routes are easier. Then again maybe I'm reading it wrong, but I've read it over 3 times along with friends and we all seem to come to that conclusion.

Sorry to necro this, still waiting to hear from a dev on this.

As far as I can tell the actual formula should be as follow:
DC = C + Sc + (T / 10) + (T - S) - P

Where:
C = Control DC
Sc = Settlements Corruption
T = Trade Route Length
S = Kingdom Size
P = Settlements Productivity

(T / 10) rounded down to nearest whole number
(T - S) can not be less then zero

Also, question on the established trade route. "An established trade route provides its benefits for 1 year."

This is a single sentence paragraph, does this paragraph apply to the payout totals from the above section or does it apply to the section below regarding four types of trade.

I have a player arguing for it only applying to the section below the paragraph and not to apply to the section above as it would break the game. The BP earned per month off of a 200 investment is around 240 (expected value). Multiply that by 12 and you 2880 BP, a 1440% profit! That is broken. Also if you were to have the full Foreign Quarter bonus of 100% to trade you would double that profit to 2880% or 5760 BP, again broken. Granted this is making the assumption that your PCs will pass all three checks. This breaks the game and gives a kingdom size 56 a boost to their BP and allows them to spend more than their kingdom should be spending.


Necroing this old thread. I'm leaning on using a bit of the Old Cults and ancient gods on Candlemere Island. The set up is an ancient labyrinth that was home to an ancient and secret cult of Yog-Sothoth that was supposed to awaken their master to return him to Golarion when Stars Are Right for this world.

This sets up perfectly for higher end encounters and also allows for the Beast 4 to be heavily used as well as the adventure path Carrion Crown - Wake of the Watcher to be used. You'll have to build the labyrinth yourself or use a premade one up scaled to APL. I was thinking of a multilevel, deep into the earth, dungeon crawl. Culminating in facing a coven of witches that became liches to server their master.

If my group doesn't go that route there is the matter of Brevoy's Civil War. Do they side with Rostland who help fund there adventure to begin, or do they side with Issia. Does Choral the Conqueror return?

Then what about the River Kingdoms, they already dealt with Pitax but who is to say that the rest of the River Kingdoms see this fledgling nation become a grave threat to their way of life. Political intrigue and possible war for control of the River Kingdoms its self. In their kingdom they have written into their laws that they do not recognize the River Kingdoms as kingdoms at all as they are brigands and bandits.

So here are my thoughts on what to do post War of the First World. The sandbox nature of Kingmaker helps with continuation of the adventure should the group wish it.


Jason,

Thanks for the response, and great work on the UCam and the Ultimate Rulership. I let my player know that the change was purposeful and that I will be using the UCam for building kingdoms in my campaign. He's okay with it and thanked me for getting back with him so quickly on that. I also will take your advice and pick up the Ultimate Rulership and based off of reviews can't wait to incorporate it into my sessions.

Again thanks for the response.


Thanks, that's what I assumed but didn't want to say anything till I heard others opinions. I will inform my players that I will be using the UCam and hopefully that settle that issue.


Okay so I noticed a change from the AP Kingmaker: Rivers Run Red. The arena there states:

Quote:
Arena (40 BP): A large public structure for competitions, demonstrations, team sports, or bloodsports. Halves cost of Garrison or Theater in same city; halves consumption increase penalty for festival edicts; Stability +4; limit one per city.

Now the Ultimate Campaign states:

Quote:

Arena (40 BP, 4 lots)

Kingdom: Stability +4; Fame +1
Discount: Brothel, (this is a know issue, should be called Dance Hall), Garrison, Inn, Stable, Theater.
Limit: 1 per settlement
Upgrade From: Theater
Settlement: Crime +1
A large public structure for competitions and team sports.

Was the part of reducing the consumption penalty for festival edicts over looked or intentionally removed. One of my players brought this up in a recent session, arguing that it still should reduce the festival penalties. I had no answer for him and said I would ask the community for there opinions or possible get a dev to rule on this.

Any help and thoughts would be appreciated.


If a mod would like to move my previous post in this thread to the correct location it would be appreciated.


Looked on the messageboards and can't seem to find the answer. In the Events Section starting on page 220, the event Land Rush it states:

Quote:
Overeager settlers claim an unclaimed hex and construct a Farm, Mine, Quarry, or Sawmill at their own expense, bur are fighting over ownership. This hex is not part of your kingdom, so you gain no benefits from it. Productivity, Society, and Stability decrease by 1. Attempt a Loyalty check. If you succeed, Unrest increases by 1. If you fail, Unrest increases by 1d4. If you construct an identical improvement in an adjacent hex during your next Edit phase, remove this event's changes to Productivity, Society , and Stability.

Now I've looked through the book and have found a reference on page 211 on Free City that describes how to claim a settlement into your kingdom. The question is, do you use the same method to claim the event: Land Rush, or do you simple claim the hex during the Edict Phase during step 2? I'm leaning towards claiming a Free City, do to the fact there is a chance of making the overeager settlers upset and mad at you for claiming the land.

Any thoughts or explanations if I'm missing something would be appreciated.


Okay I've done a few searches on the message boards and haven't found a thread on my question.

In the UC under the Vehicle section there are three wagons to choose from--Light, Medium, Heavy. In the Ultimate Equipment book, under Animals, Mounts and Related Gear the same three wagons are listed. Only issue I have is that the requirements for pulling said wagons are different.

UC: Vehicle Stats

Wagon, Light:

Wagon, Light
This four-wheeled vehicle is ideal for transporting decent quantities of goods between communities.

A light wagon can carry up to 1,000 pounds of cargo.

Large land vehicle
Squares 4 (10 ft. by 10 ft.; 5 feet high); Cost 50 gp

DEFENSE
AC 9; Hardness 5
hp 60 (29)
Base Save +1

OFFENSE
Maximum Speed twice the speed of the pulling creature(s); Acceleration half the speed of the pulling creature(s)
CMB +1; CMD 11
Ramming Damage 1d8

DESCRIPTION
Propulsion muscle (pulled; 4 Medium creatures or 1 Large creature)
Driving Check Handle Animal or Profession (driver) (in the case of creatures with animal intelligence), Diplomacy or Intimidate (in the case of intelligent creatures pulling the vehicle)
Forward Facing toward the creatures pulling the vehicle
Driving Device reins
Driving Space the two most forward squares of the wagon
Decks 1

Wagon, Medium:

Wagon, Medium
This four-wheeled vehicle is used to transport large amounts of goods between communities, and is sometimes used by caravans.

A medium wagon can carry up to 2,000 pounds of cargo.

Large land vehicle
Squares 6 (10 ft. by 15 ft.; 5 feet high); Cost 75 gp

DEFENSE
AC 9; Hardness 5
hp 90 (44)
Base Save +1

OFFENSE
Maximum Speed twice the speed of the pulling creature(s); Acceleration half the speed of the pulling creature(s)
CMB +1; CMD 11
Ramming Damage 1d8

DESCRIPTION
Propulsion muscle (pulled; 4 Medium creatures or 1 Large creature)
Driving Check Handle Animal or Profession (driver) (in the case of creatures with animal intelligence pulling the vehicle), Diplomacy or Intimidate (in the case of intelligent creatures pulling the vehicle)
Forward Facing toward the creatures pulling the vehicle
Driving Device reins
Driving Space the most forward square of the wagon
Deck 1

Wagon, Heavy:

Wagon, Heavy
This large, four-wheeled vehicle is primarily used in caravans to transport goods over long stretches of territory.

A heavy wagon can carry up to 4,000 pounds of cargo.

Huge land vehicle
Squares 8 (10 ft. by 20 ft.; 5 feet high); Cost 100 gp

DEFENSE
AC 9; Hardness 5
hp 120 (59)
Base Save +2

OFFENSE
Maximum Speed twice the speed of the pulling creature(s); Acceleration half the speed of the pulling creature(s)
CMB +2; CMD 12
Ramming Damage 2d8

DESCRIPTION
Propulsion muscle (pulled; 4 Medium creatures or 1 Large creature)
Driving Check Handle Animal or Profession (driver) (in the case of creatures with animal intelligence pulling the vehicle), Diplomacy or Intimidate (in the case of intelligent creatures pulling the vehicle)
Forward Facing toward the creatures pulling the vehicle
Driving Device reins
Driving Space the most forward square of the wagon
Decks 1

UE:

Vehicle Rules:

Wagon
Price varies; Passage varies

This four-wheeled open vehicle is used for transporting heavy loads. It includes the harness needed to pull it. There are three common varieties of wagon.

Light Wagon: Wagons of this type are most commonly employed by farmers and craftsmen transporting their goods short distances or by venders in and around cities. A light wagon carries up to 1,000 pounds of cargo and requires two Medium creatures or one Large creature to pull it.

Medium Wagon: Wagons of this type are typically employed for heavy duty work, often in agricultural, mining, or construction settings. A medium wagon can carry up to 2,000 pounds of cargo and requires four Medium or two Large creatures to pull it.

Heavy Wagon: Wagons of this type are large, four-wheeled vehicles primarily used in caravans to transport goods over long stretches of territory. A heavy wagon carries up to 4,000 pounds of cargo, and is pulled by either eight Medium creatures or four Large creatures.

My guess on the UC is that someone forgot to check that section and over looked it in development. UE I believe to be correct but I want other people’s opinion regarding this issue. In my game I will be using the UE requirements for animals as it makes sense.

Thanks for help in advance.


quirthanon wrote:


I've found the error.

Sheet: Classes_DATA2
Cell: G365
Issue: the name in this cell does not match the name in the feats data section.
Fix: change cell value to "Point-blank master"

This should fix the issue, let me know if it works.

Thanks, that seems to have fixed my issue. Thanks for the quick reply and problem solving.

Great sheet and continue the good work my friend.

R/

Janack42


quirthanon wrote:

You have a feat or feature from level selection that's not valid. Look at your levels and see if there's something out of place. If you still can't figure it out, send me a copy of your sheet and I'll try to find it.

Okay, found where the error is occuring. When I select at level 6 Point Blank Master that's when the error occurs. Aside from that worksheet is perfect. Still haven't figured a work around for this issue.

R/

Janack42


Kor - Orc Scrollkeeper wrote:


I did finish the spell entry revamp that I wanted to do, I just haven't linked it to the Spell display sheet at this time. Although the new method works great I still miss the appearance of the old way I had it set up. For now I will use the new method for spell selection but I will likely change this in the future once I have added the rest of the APG content into the sheet.

Great work so far and I appriciate the hard work you have done so far. I am running into an error that I can't seem to wrap my head around. I'm building a level 8 Human Ranger. 25 point buy stats (13,16,14,14,13,9) with a +2 to Dex for being human. Level four Stat bump Wis & Level 8 Stat bump Dex)

Feats are Human-Point Blank Shot; 1st-Percise Shot; 3rd-Deadly Aim; 5th- Weapon Focus Longbow; 7th-Manyshot.

Archery as Combat Style, 1st-Rapid Shot.

I get a "Run-Time Error '13' Type missmatch"

When i go to the Debug sectino I have this:

Private Sub Worksheet_Calculate()
If Range("A2").Value = 0 And Not IsEmpty(Range("A2")) Then
ThisWorkbook.Worksheets("Page2+").Visible = xlSheetHidden
Else
ThisWorkbook.Worksheets("Page2+").Visible = xlSheetVisible
End If
End Sub

The Highlighted section is: If Range ("A2").Value = 0 And Not IsEmpty(range("A2")) Then

Not sure on this coding as I don't use VB on my excel sheets I work on. Any help from the comunity or Kor would be nice. Thanks in advance!

R/

Janack42