Frost Giant

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Zoetrope wrote:
Jon Arason wrote:
I don't believe this has been raised elsewhere but I have a question about magic item generation in the kingdom building rules of Kingmaker.

The items are all supposed to be magical, AFAIK. You can use the Random Magic Item Generation table 15-2 in the Core Rulebook (page 461) then either continue using the Core tables or jump back to the GMG as you see fit.

Alternatively use one of the random magic item generators out there to save yourself some time rolling all those dice. Nethys did a cool one which you can find listed on the messageboards somewhere (sorry, don't have the link hand).

Ok, that actually makes more sense, thanks.

Online generators is a good idea but I let the players roll for magic items because it apparently is their favorite part of kingdom building.


I don't believe this has been raised elsewhere but I have a question about magic item generation in the kingdom building rules of Kingmaker. I'm using the Gamemastery Guide random item generation tables for my campaign. Rolling on the minor item table very seldom generates an actual magic item. More often than not a non-magical item is generated that is nowhere near being worth a build point. I realize the intent behind the rules is that not all minor magic items are helpful to a kingdom's economy, but shouldn't the minor items actually be magical? Looking through part 4 and 5 of the AP I also noticed that other settlement statblocks have all magic items in their minor item slots. Which indicates that I might have to adjust the Gamemastery Guide table. I'd just like to know how the devs expected this to be handled?

I'm not complaining though. My players are churning out items at an alarming rate, so a complete dud here and there keeps things slightly reined in :)


Magical_Beast wrote:
Due to my tragic case of Gaming OCD...

Well I think it should be safe to share that (and I would gratefully yoink it in a second). I mean we have on the boards already a conversion of KM1 for 6 PCs and a thread reposting practically the entire kingdom building rules, just to name a couple.

That's my guess anyway. However you better wait for an official reply first just to be safe.


Just did a quick comparison of Intimidate/Demoralize between d20srd and the prd:

d20srd

Quote:

Demoralize Opponent

You can also use Intimidate to weaken an opponent’s resolve in combat. To do so, make an Intimidate check opposed by the target’s modified level check (see above). If you win, the target becomes shaken for 1 round. A shaken character takes a -2 penalty on attack rolls, ability checks, and saving throws. You can intimidate only an opponent that you threaten in melee combat and that can see you.

prd

Quote:
Demoralize: You can use this skill to cause your opponents to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten opponents in this way if they are within 30 feet and can clearly see and hear you.

Hope that helps :)


Sharoth wrote:
Ok. Another question for you all. What about the favored class bonus of +3 ? Would that also apply? For instances, say my bard had and Int of 14, giving a +@ to Int based skills. Would that be 0 + 2 or 0 + 2 + 3?

You need to have at least 1 rank in the skill to get the +3 bonus.


Basilforth wrote:

Not sorry again for noob question. :)

So, I am reading about the use of skills, trained and untrained.

First, untrained means you have a rank of zero (0) ? Correct?

Correct.

Basilforth wrote:
I fully understand why some skills required training. Though I am confuzzuled why the Beta book shows spellcasting as a skill that can be used untrained. A little less confuzzled as to why the crafting skills can be used untrained.

You raise an interesting point there. The 3.5 rules say Spellcraft cannot be used untrained. I'm as confused as you are about the change. And as for using craft skills untrained.. well that beats me too.

Basilforth wrote:

It appears that you can use skills in which you are untrained without penalty. You simply have a rank of zero (0), correct? That seems pretty generous? Why no penalty?

Also, if I can use a skill untrained, do my ability modifiers affect the use of that skill. Seems like they should not help, but could hinder if I have low ability scores. I am sure that these questions have been asked before, I am jest wondering.

Yes, ability modifiers do come into play for untrained skill use.

Basilforth wrote:
What is a cross-class skill? I done search my Beta pdf and there are no hits on cross class skills, but it shows up on the spreadsheet I am using.

A cross-class skill is a skill that does not appear in a class skill list. For example, looking at table 5-4 in the Beta, Disable Device is a cross-class skill for every class except the Rogue