Mathus Mordrinacht

Neros's page

33 posts. 1 review. 1 list. 1 wishlist.


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I enjoyed allot of the plot points and will proberbly be implimenting some of them.

But what I liked most was the additional "Kingdom Stats" like military. So I've modified a Kingdom Sheet and been working on modifying an old google sheet to auto-calculate the kingdom's stats.


1. I can't find the page you are mentioning about failing the Income phase. As I recal, there isn't a failure chance on that check.

2. Yes, That is correct. How silly it might seem. See it as you still generate income from donations, trade, ect..

3. Yes. You are correct. The taxation in Kingmaker and Ultimate Campaign isn't that great. That +x to Economy doesn't do a whole lot. I would suggest to look at the book; ultimate Rulership. It has some nice optional rules, one of them being the taxation ones. Each taxation still applies a Economy bonus (other way around), however, what is the big effect that instead of Economy check/3, the edict now increase or decrease the divition.
In short; Minimal taxation is divided by 5, light Taxation is divided by 4, normal Taxes is divided by 3, heavy taxation is divided by 2.5 and Crushing is divived by 2. So the taxation edict will now affect the income check much more.

4. It is mentioned in the "original rules" of the Rivers Run Red adventure path, page 55 under "Consumption". Doesn't seem like Ultimate Campaign wanted to mention or change it.

5. Both me and my players found the trade edicts mechanics very confusing and way to complex. We are currently working to find a solution to simplify it.

6 & 7. Not completly sure what the question is here. I am guessing there is none, and its asked in point 8 :P

8. In my opinion, the leaders should firstly focus on getting the city up and running. Once they have gotten some bonus' to the kingdom attributes, expanding becomes much safer. If they just start claiming hexes right and left (even with improvments), its gona hurt them. But your math doesn't seem to be off. So it looks like it would be a good way to expand.


Its true that it doesn't take a roll to hide ones tracks. But I would also make an opposed check if it had come to it. It makes it more interesting instead of flatly increasing the DC.

But to the main point: it just seems odd to us that you can't find the person with tracking. Isn't basically what it means, to find out where someone is? But we can see mechanically why it shouldn't work like this since it would be going over Perceptions thing.

But could it be argued that its because you know there is someone and have already found his trail?


I had a scenario where a ranger was tracking someone who was trying to get away. But at some point during the "hunt", he decided to rest and hide (he didn't know if someone was after him, but he had committed a crime so didn't want to take any chances).

So the question is; can the ranger be able to track him to his location? Why couldn't a ranger track him to the tree he is hiding in? Or the barrel he is currently hiding in?.

Kind Regards
Søren


1) Okay. So instead of having a die type x ACR in HP, a vessel have a set number of HP which isn't affected by a higher ACR? If so, that seems a little sad.. But then again, many of the vessels have allot of HP and FP :P

2) I was writing a longer response about siege damage and how to calculate damage, and realized that there is actually a difference between a siege weapon and a vessel on that account. The Siege weapon receives siege damage, and a vessel receives normal damage. This had me very confused. Why make that difference when both are in essence the same (and object)?

2a) This was mostly in relevance to sieges which in the original rules, automatically dealt damage in the melee phase. Did Ultimate War/battle changed this? Do you have to make a roll to hit a building/wall like all other OM checks, and if so; what is the difficulty of this?


Hello there

Been looking through this product and I some what liked what I found (especially in the Ult. Campaign and Ult Battle). But questions have arise during my reading..

In the original rules, siege weapons simply dealt their damage automatically to the defenses of the settlement/fortifications and increased the OM of the army. But I have been unable to find any place in the Ultimate rules, mentioning when or how to apply the siege weapons damage.

1. Is it automatically dealt during the melee phase as per normal rules, except to BP instead of Defense?
1a. If so, what about ships and planes? Are they also automatically dealt damage?
2. Why have a higher ACR army of siege engineres if they automatically hit?
2. Ships and planes has a Defense modifier, but what is this? Does it add to some kind of AC that the vessel has that is not mentioned?


Lots of replies and input.. Good weekend :D

I am aware that I can just make up my own or borrow from another place. But first, I would like to know what the "official" answer is. Who knows, maybe its a twist that really falls into our gaming groups taste.

We did talk about the wall from 3.5, but if that was the case, no atheist should exist.. Gods are after all, a fact in Golarion. So people would know about it.. Unless they don't listen to the priests and clerics.... Which might happen. It happens in our world, but as said: Real Gods.

But I really like MrRetsej's input from the The Great Beyond, and relly falls to my taste. It is described as not being that nice a place, but, it all depends on your judgement really and how your soul accepts its fate.

So thanks for all the ideas and comments. Gave plenty of stuff to discuss with my group :)


So there is no difference between a good person worshipping a good god from a good person not worshipping a good god? They both will go to heaven.

But what is the "perks" then for worshipping a god?

In Hell or the Abys, I seem to recal that they are thrown so fare down the orderladder, that they become things that don't even remember their former life. So there is a risk there..

We have discussed that maybe people simply stay in the Boneyard til they have come to terms with the fact: "Thats how the system works.. Deal with it or stay.."


Hello there

Been trying to find a post with this discussion, but all I could find was people talking about if you can be a cleric and an atheist..

But the thing is: in the game I'm playing at the moment, me and a player playing a cleric got to talking about the gods and planes, just to get some talk going so he had a better understanding of how the greater universe worked.

But we then started talking about one of the other players who is an atheist. She believes in the gods, but does not worship them in anyway and don't believe/want them to, have any influence in her life.. Which means, she doesn't want the cleric's blessings :P

So, what would happen to such atheists when they die?

Step 1. They die
Step 2. Go to the Boneyard to recieve judgement
Step 3. Profit!! They are sent to the place that has "dibs" on their soul, unless they have performed really poorly (you might be worshiping Abadar, but whats this!! You have sold bad wares, cheated on deals and killed small baby bunnies out of boredom?!.. That's one ticket to hell for ya' mate).

So, what if you were a person who generally was a good but did not worship any gods? Would you be allowed into heaven or another good plane, or would you simply stay in the Boneyard for all eternity?

I just can't imagine the later, since people would know this would happen to them (the gods are VERY real in Golarion), and the good gods are good and I can't imagine that they would just say: "You might have saved countless lives, helped those in need at every opportunity, but you didn't want to play with us, so our doors are closed.." Not to mention Hell might be able to lure the soul into their fold instead..

Any thoughts on this subject would be appreciated..

Kind Regards
Neros


Gunsmith Paladin: I just want it to be a more useful spell. That might mean making it better, but as you mentioned, it might make it to good compared to the others.

Goth Guru: Better. Especially if the boost lasts until used or a day/longer than a minute. But still, that 1 extra HP isn't gona do much on higher level.

Jesterle: Been thinking in the same line as well at some point. However, if it becomes a healing spell which would make Stabilize obsolete since healing also Stabilizes people... Doesn't it? I seem to recall this..


True, guidance also adds to skill checks. However, to me that feels wierd. The spell last 1 minute or til used. So having it work with proffesion cheacks means it lasts much longer than a week. And its not because the cleric needs to be there to cast it again.

The bonfire or other danger, which doesn't do a whole lot of damage, is actually a good example of where the spell could be of some help. However, it is still only 1 hp. And to me, it is still not nearly at the level of usefulness as the other orisons.

Aristin76
I've been thinking about increasing the HP bonus as well. And as you mention, the other 0th level spells work around the d3, except for the touch spells which deal d6.


Demon, daemon.. Its kinda the same thing... Kinda.. Or well, its pronounced almost the same way :P

But the problem with the annointing twist, is that I don't think EVERY child have been annointed. I mean, in our normal medival time, nobles where very well known to have some fun on the side, so there would be some bastards running around..


Mudfoot
Not bad. It is still weak as its meant to be, but is actually greatfully more useful. I would however maybe say that it should be every second level.

But I could really see there being a higher level of this. Would fit very well.. Actually, even a higher level version of first Virtue could also work.. Why didn't they make that? It would fir very well with the cleric.

On the Virtue Questions
Abrir: if they did it riiight before the spell runs out, they can. As mentioned before, just because the hp is lost, doesn't mean that the spell ends. So casting it on him, then Knock him around, and then cast it again wouldn't do anything. But as Mudfoot said, it would keep him from taking futher damage from exertion.

But this would actually be a situation where I could see Virtue work in some situations. Stabelizing a making a character active (has 1 hp) for a short while. It would allow wounded soldiers to move from spot A to spot B and get some help... With some extra castsnof Virtue offcourse depending on distance..

Mistah J: I would say no. Virtue is not a healing effect, so it doesn't close any wounds. It just reinvigorates the target.

Idea
How about Virtue filles the target with confidence and inspiration by the fact that he has recieved the gods blessing. This grants a +1 bonus on the next Proffession check to earn money.

To gain the effect, the target doesn't have to Worship the deity, but must atleast belive and accept the deity as one of the gods that affect his life.

Its not that powerful since its "effect" is very small and can first be seen after a weeks of work and it will be great for RP since it actually does something for a community.


Your right Lessah. In 3.5 Virtue was there and it did the same. And back then, it still didn't make sense to choose. I don't recal that gaining 1 temp. hp stops you from bleeding out since its not healing. But cure minor wounds would. So it was still a better choice..

And as you and I mentioned, that 1 hp could work against a lower CR opponents if you know its coming within a minute, but as are as I feel, it becomes useless against the higher CR beasties.

I could see it working as a minor blessing you could give to someone just as a RP thing which fits orisons perfectly, but its a blessing thats very short lived and Resistance is a much more fitting blessing, which will, for example, help the poor farmer resist fatigue when working.. Within a minute of course :P


The Vanishing
Not to bad an idea. Only problem is of they decide to destroy it. But from the sound of your group, it is likely they actually might try and use it.. However, lacking a evil party member at the moment would prevent that... I wonder if they would check up on the artifact first :P

Devil Bling
I know there are only 9 layers of hell, but I was under the impression that there could be sub-realms within each realm (not only in hell) where powerful beings ruled, stil under the original ruler ofcourse. Like there are the gods of heaven, but they have lesser angels, called empyral lords, which are demigods with worshipers and whatever entails along with their own "small" realm.

And yea. Getting that activated would be Very bad. Almighr, it would be an interesting, if not short adventure path.. Can't imagen any surviving for long.. Being a higher level helps ofcourse..

The Brotherhood
At the moment, they seem very open to auch free thinking people. Maybe one even joins them :D

On OldManJim's Idea
I don't like the idea of mixing demons and devils that way either, but its an interesting thought that the royal family's blood through the generations have been spilled on the crown... However, Choral would properbly have stopped doing this after he grew a concience AND the deal he made about his family was with another devil. Not the one in rh crown. So not sure that the twist would fit that well, but it is non the less a great twist :)


Hi there

I've been looking around to find some help on explaining, how the spell Virtue can be used to anything useful? At lower levels 1hp means to some degree a deal. But past level 3 or so, that 1 single HP is not worth spending that standard action on (or atleast I fail to see why).

Furthermore, this spell is also on the paladins level 1 spells. Why? How could this spell be better than Cure Light Wounds?

So Im hoping that I'll either be able to get some input on how it could be useful compared to many of the other orisons (and especially worth a lvl 1 spell for the paladin), or some ideas/house rules on a better version.

Some of the ideas there came to mind, which might work compared to other ideas I had:

Wisdom Bonus: Instead of simply gaining a +1 bonus, you gain a bonus equal to the casters Wisdom Modifier.
Pros: It can scale with level
Cons:It can scale with level, and orisons/cantrips power don't scale with level which makes it seem VERY useful for a level 0. Although, those +5 on lvl 12+ won't do much.

Bonus to Stabilize: Grants a bonus of +x to stabelizing checks for the reciever.
Pros: Becomes more usefull.
Cons: There is already a orison that can stabilize a character at a distance and a spell that gives a bonus to saves.


I thought that if the contract conditions was meet (Choral getting an army, two dragons, his family rules for 200 years), the souls would belong to Hell. The only condition I can see for Choral was the payment to the devils. If the devils didn't deliver any of the condition, they would have breached tje contract.. So if there was a decendant that didn't want to rule, Im sure they would help him along to get motivated, or get some lovely children to take the throne instead since it was their royal right/what great grand dad Choral paid for :P

And a thought thy occured about hints to Skywatch; couldn't there be dropped hints in the Vanhold vanishing part of Kingmaker since we have a very old cyclops that could have tombs about his people? Maybe even chain his awakening to the activation of Skywatch (really don't like the original idea.. Who creates alarm wards that release the thing they are meant to protect??)

But having the devil appear in a flash of hellfire, calling dibs on everby's behinds seem like a great idea. Maybe turning the area into a hell on Golarian for a "short" period of time (the devil in the amulet sounds like he is just inside the amulet, and unlike other higher demons, has no realm of his own... Oooor is the amulet his realm? Filled with all his hard work through a long, long time?.... So many possibilitied :D


The Brotherhood
Dang.. When you sjow it, I can see how this could develop with your playrs and should become rather interesting since they seem open/respectful/don't care (the later seems more fitting) of others beliefs.

But i think it can be implemented into a player kingdom as long as they are not overly zealous, and the kingdom is run more open. Im thinking its not only the players whom can build buildings, erect chapels and create farms. People/npc'swhom have the resources/work together have the possibility as well. So I øm plannng on having a shop pop up once and again, a farm in a small valley, ect.. And the Brotherhood could setup a "school" or similar building.

Choral
You have a very good idea right there dear Sir... Generally, all of is actually good :P

Im guessing that its the wards in Skywatch that is keeping them safe from the devils, but I realized something: what about when they die? Im guessing that the ward don't protect them beoynd death, so the devils would still get their payment. "Worse" is, they actually have claim on a whole bloodline, so any futher decendants would also be damned.

Or was it only those born, and living, within the 200 year span that function as the payment, and the royal family is kept in stasis so they do not get older? I would imagen this since it would cut the devils from gaining anything from the contract.. Which isn't how contracts work.. And devils take their contracting very seriously :P

But Im having a hard time of thinking about what the talisman does at its "big dramatic moment". It sounds like the devil is bound within it, so he doesn't come forth himself.. Fire and brimstone from the sky? People turning into lemuers? Rain of fiendish frogs?


Very interesting. I've felt it was a shame that Brevoy had so many neat things to look at, but the players would be so fare away from it and therefore wouldn't really be able to explore it. This way, you have a plot that goes very deep in all the countries and either earlier or latter, gives a very good reason to explore the various "anomalies".

But here are some of the thoughts that came to mind when I read your fret ideas:

With the Brotherhood, some players might be playing their characters as believers in the gods/one of the gods and try and throw/keep them out. Which I guess simply adds to the politics :D

One of the first questions that arrised when I read your ideas was; how did the whole royal family dissapear at the same time? Magic is of course the answer, but why and how? Did Choral somehow, with his wizardly helpers, create a "timer" to save his people before dying (really like the idea of him being a dragon shaped devil.. Maybe even a twoheaded one with a contorted human face)?

Did the wizards/servants/mechanical guardians in Skywatch keep the machines ready to save the lineage of Choral? This could allow the players to gain some clues to what has happened.

What if, to use the machine to mass teleport a whole bloodline, one had to enter the machine so it could locate the lineage. Normally, this was a short process, but Choral wanted to wait nearly 200 years to use the device's power. During that time, its strong magics kept him alive. But being alive for all that time, captured him in his very own personal hell, shattering his mind (depending on what theme you want). This not only saved his decedants from the devils, but also cheated them of his own soul.


Worldbuilder
Okay, I will then. But I tried taking a look at it, and I must say that there is allot of things to look at since there are many domains. But as you said, it may give the players playing a cleric, a much better feel of "each god being different".

But it looks like there is no real solution to the problem, so I've decided to just throw a goblin at it and allow my player to make what his little imagination can come up with.

BUT, I've thought about which could help on it, but which Im not 100% sure of, is to "remove" the "school" on the cleric's spells. I thought and philosophy-wise, It could make sense that people can't "explain" how the magic is created like with arcane spells.

Like when a wizard tries to analyze a spell cast by a cleric, he can't recognize the patterns, the incantations, the "science", that makes it happen. It just.. Happens.. He could recognize the effect that it creates (example, bulls strength), but how, where and when it is done, is beyond science..


Worldbuilder

Worldbuilder wrote:
Hey, I really dig multiple spells per domain actually. Only thing to be weary of there is that there are druid and cleric archetypes that can spontaneously cast their domain spells.

Really? Havn't seen any of those archtypes. Can you point me in their general whereabouts?

But its a shame you're gona ignore that part of the question since thats one of the things I would like answered. But I havn't experienced it before either, that a player wanted to make his own spells, so I've never really looked into it. But now one have created this awesome concept for a wizard whom is buzzing with ideas which isn't on the wizards list (or for any other list for that matter). So it would be nice to be able to give him some guidelines.

Worldbuilder wrote:
Second, I would only allow wizards and alchemists to make spells/extracts, but thats a preference thing.

Isn't that what they more or less do? Can't see why they shouldn't be allowed to do that.

But so fare, you are right about that there isn't really any easy way to give the player (or myself) something to go by. So I will just have to talk it through with him.. The only problem however, is if he makes a spell and Paizo later releases a spell for the cleric which does the same thing.. *joink*, sorry mate, thats now a Cleric spell according to the rules...... I would never do that. The players well being comes before the books :P

awp832

awp832 wrote:
If he wanted to be the type of caster that helped out the people around him, he would be a cleric.

I disagree on that. To me, if someone wants to use magic to help others they don't need to follow a gods doctrines. Like, if a fighter wants to help others, that doesn't make him into a.. Paladin... Or city guard..

And I am well aware that there is suppose to be a difference in how the two types of magic works, but so fare, the rules are very bad at emulating that fluff, which makes it hard making ones own spells.


Worldbuilder
Don't know If it is that much off-topic, but I will definitely take that to me and ask my players about their thoughts about it. It could be cool if each cleric was abit more special and was more defined by the god they where following instead of just a couple spells and abilities.

Im thinking removing some of the spells from the general cleric list, and adding some to the domain list, so that they get more than one spell from their domain.

General Reply to the People
First of, thanks for the posts so fare people. Great talks, angles and input. Regrettably, no conclusive answer has been reached yet, but I think I have a better way to ask my question, which may make it more clear what I am asking:

How do I and my player, decide/evaluate what spells he can and can't create/research? What makes a idea for a spell divine or arcane?


Alzrius
Took a quick look at the PDF (busy weekend) and can't say to much about it yet. I also read the article about magic, and I must say that it was just fantastic. It gives a very good description about how magic works and Im definatly gona give it to my wizard player for reading so he easier can try an explain to those simpleminded people, how magic works.

But it still don't cover the problem I am having, since the rules don't explain the above workings of magic. How can I explain to myself and my players, why they can't make a spell that creates water or summons a mount (as fare as I've understood, the rules for creating spells isen't solely for the wizard).

Kolokotroni
That is one of the dilemas. Me and my player want a clear line on what he can do when creating his own spells, and we don't want him to just overtake the whole spell arena. Also, what if he created his very own unique spell, and then Paizo releases a book with that spell/effect for the cleric/other caster? I know the answer to this one, but rulewise, he wouldn't be able to cast/create it.

Kolokotroni wrote:
No, the riven mage has a VERY limited set of things they can do with their spells. Which is kind of the point. Vancian (standard) magic hs gotten kind of rediculous since the game started. I think there are probably too many spells at this point, and the list could use some heavy pairing down.

Agreed. The mechanic is more or less okay for a PC game since there is so little freedom. But for a real roleplaying group, it can get abit hard.

I wouldn't mind having a completly new system, where divine and arcane magic REALLY had different mechanics, so that each had different ways of handling magic.

EldonG
Create water is just one example. As mentioned here and there, Im looking for a "line" to give to my player so he knows what he can and can't create. That goes both for wizards and clerics.. And if he just gets the spell, the dividing line between the two spells become even more none existing.

awp832
I understand. But what is the best darn wizard? What makes him the best? What if you have a wizard that wants to create magic that can be of use for the people around him, help a community? He would definatly want to go in the direction of something like create water, remove poison, ect.. Would that make him less of a wizard?

But what makes something a divine spell besides "its on the cleric's/paladin's/druid's spell list"? How do I give myself and my player something to go on when making spells? Could a wizard create a spell give a subject the foresight to become better at catching fish, adding +5 to Proffesion: fisher/survival?


Jeven
Hehe, yea, I reconized some of the more.. Biblical spells :P and mostly, they are the ones thats not on the wizards list.

But the idea is a good one, but still, with the power of science or the gods, shouldn't both cleric and wizard be able to gain certain spells? Like the followers of Gozreh should probably have water/air related spells like hydraulic push, or another cleric whom follow a travel oriented god should be able to summon a mount to carry them and their companions.

Or create a transmutation spell that purges toxins and poisons from a target.. Also, in ultimate magic, there is a healing spell called infernal healing, which everyone can get by following a certain god. Even arcane casters can get this..

AnnoyingOrange
I thought about something similar as a "fix", but not sure if it would make that dividing less vauge.. But I can try to suggest it to my players.


Thanks allot for the replies people :)

Voyd211
I am aware that there is a difference.. Or at least, they keep making it seem like there should be a difference, but when it comes down to it, there is, to me and my players, very little reason for there being a difference mechanic/fluff-wise, especially since they have made a class with both arcane and divine magic... Damnable bards :P

Clarox
I've played D20 for some time, and feel comfortable letting them come up with their own ideas, being able to gauge which level the spell should be placed at.. I've also done what you are suggesting with a couple spells myself :)

And yea, the bard and the fact that they have some of the same spells, pretty much messes up the feel that arcane and divine is two different things.

Donald Robinson:
What you have described is also how I understand divine and arcane, and really like to get that feel. But rulewise, its very bad at simulating that feel. And create water only lasts a day, so its not permanent, and the wizard can cast very lasting spells like mount, which I see no reason that the cleric can't have since they are also able to call beings from other planes.

So that is my problem. I can't find any dividing line, except for cure spells and restoration spells, which solely are on the clerics side, which in a sense can be explained since they tap into the positive plane, and wizards have no spells (except disrupt undead and infernal healing) that does that. But yet, they can still tap into the negative plane for some reason.
And its not only create water. Either the wizard or the cleric, should be able to have or simulate the effects of for example: Remove poison, poison, delay/accelerate poison, acid arrow, tsunami, destruction, mount, ect..

So as fare as I can see, there is no real guideline to tell who can what when it comes to making your own spells, and I want to allow my players the freedom of coming up with their own spells since that is basically what the wizard does. But neither me or the players have any real idea on what is "allowed". I know I can just say to heckel with it and allow them to make any spell. But then that difference completely disappears, which isn't what I want either. But I can try and go through it with them about, because you are right about the fact that if they all are having fun, then there is no real reason not to just let it go :)

ArgentumLupus
Yea, they get/can get something called hydraulic push and drench. And even without these spells (only with the core ones), I see very little reason why a wizard shouldn't be able to create water. They can create acid, rocks or a rain of frogs..

Ninja in the Rye
Well then, the cleric can for some reason create lasting water but not bursts of water. And I see no reason why a follower of Gozreh shouldn't be granted such a blessing. Or drench which is also a 0 level spell, which creates water, but doesn't stay for more than 1 round (however this would be useless if you had create water).

And I would say with some of them, they should have the understanding to use the spell. Like both have summon monster, but only one of them have the Mount spell. So they have the knowledge/gift/skill to bring beings from one place to another, but cannot make it last longer because the spell is already on the others list (as mentioned, thats how I understand the mechanic. The spells on one side cannot be on the other unless its already there in the core rules).

Karnas Sunderscale
Okay, I'll throw a PM at you and see if it will yield any results :P

Kolokotroni
Yea, me and my players are all feeling that pain :P
But we all want to allow the wizard to be a wizard and allow him to roleplay how he tinkers with arcane rules and draws mystic graphs. But we can't find the guide to what he can't and can create, and find little reason for not being able to create certain things (water is just one of the most obvious ones).

Is the riven mage still able to perform research and learn new things? And is there things he can't research like create water?

Mikhail
Funny thing is, we are actually playing the serpent skull campaign, so they are on their way to Sargava :P
But why should he take a feat when he can just make a spell that creates water? Or why can't he create a spell that summons a deadly poison or make a enchantment spell that removes the effect of fear since they already know how to invoke fear?


Hello Paizo Community

Me and my players have played D20 for some time now, and we finally started getting tired of headaches and frustrations from trying to figure out how to explain the difference between divine casters and arcane casters spells.

As fare as I've understood, spellcasters can only cast the spells on their list, unless they create their own. But its very puzzling that there are some spells the wizard can't make/have. Like create water for example. He can create mighty torrents of water to batter his foes, summon a downpour to soak them, ect.. But for some reason, creating water to drink is something he can't do (if I've understood it correctly).. It all just seems VERY wibble woobly to us..

What Im hoping for, is if there is someone whom can help me understand, and in turn explain to my wizard player, what the difference and boundries are between the two types of spells. What he can and can't create/learn..

Or suggest another method which makes the two types of magic much more unique and different, so its easier to tell them appart instead of saying: you can't cast that, even though you clearly have the understanding and abilities to..

Kind regards
Neros


@Shrodngscat: I figured you would. Having so many different tribes would probably be rather interesting.. And problematic :P

But then I think I better stay out on this one, but I will try and keep and eye out for the progress. As said, it sounds like it could be a great scenario :)


Yea, I see what you did there you trickster you.. And I can see the "paradox" if it was a sea dwelling race that creates the wheel first... And then some stupid monkey comes along and steals it.. Idea stealing monkeys... They should know their place..... In the trees... Maybe I should choose Aboleths instead :P


Well logically, they would be called Land Boats. And horses would be Land-Horses :P
But not sure what you meant by paradoxically introduce some races to the concept of the wheel? Do you mean the aquatic race? Cause then I could see the paradox in that..... Unless its sea-wheels :P

But the mechanical lobster idea I understood.. Could surely be interesting with fish people driving giant mecha lovsters.. Mechsters??


Great.. Then I wouldn't feel to alone on the "being new" area :P

And yea, I figured it could be a great addition. The only problem however, might be that everybody else would be waddling around on land (thats what land dwellers do), and therefore there might not be to many openings for interactions between the cultures.. So the race should probably be amphibious.. Or at least "evolve" to amphibians later on either through good old evolution, or magical/divine intervention..


This sounds like it could be very interesting. Since I saw the Kingmaker campaign, I've been a big fan of the idea about having something else than dungeon crawls :P

But it looks like you are starting to get allot of players. How are you gona handle so many savage players?... Races...

Also, I would like so many, like to join your game. Maybe even as a water-dwelling race, since that seems to be missing.. Okay, lizard folk is somewhat water-dwelling.. But still. Maybe Locathah or something homemade.

But I am Fairly new to the concept of playing Pathfinder post-by-post, so joining such a grand design might not be the best idea.. Im not new to PbP, only Pathfinder PbP, so if you think you can handle so many players along with a someone on my level, I'l start writing up something :)


Just started playing around with this, and so fare, its been an awesome help in organizing things and keep them flowing :D

But it doesn't seem like the consumption is working.. The rules stats that the consumption is equal to the kingdoms size + number of city districts. But the consumption box for cities never seem to go up, no matter how many cities I add..


I Probably will do that MendedWall :)

I've been using it for a short while now, mostly to sort out encounters, initiative and NPC's, and so fare it has been Really great at doing that. But I havn't used it "on the field" yet, which I will happen soon :)

Some features I think that could be cool:

* Support for the Wounds/Vigor system from Ultimate Combat
* List of traps
* Custom creature variations (like if you make up your own skeleton variation).

I'll probably create a ticket later when I have the time for it :)