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Oli Ironbar's page

**** Pathfinder Society GM. 317 posts (319 including aliases). 1 review. No lists. No wishlists. 11 Organized Play characters. 1 alias.


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Silver Crusade

Talon881 wrote:
My initial thought is that it is not, that the ley lines weave in and out between the planes, only intersecting at random points (thus keeping the lines rare and valuable).

I run things by the 'yes, and ... / no, but ...' method of GMing, so it seems you just need another plot thread for them to follow up on when they find out that ley lines do not fill the center of the earth.

Maybe you build an adventure for them to explore the center of the earth and through a mysterious event they end up elsewhere where ley lines do converge. Maybe they find a way to scry through solid earth and find a lost civilization beneath the darklands -- or its ruins. Maybe they find that a secret cabal already has the answers and is bent on making sure the party never learns the truth.

Also, their vision of ley lines sounds like some great chances for a Final Fantasy VII crossover. If it is coming from that, you might want to steal a moment or two from that game just for laughs.

Silver Crusade

Seasons Greetings!

I have an updated Kingdom and Army Tracking Sheet based on one of the best designed kingdom sheets I've found.

This sheet is based on the work of codebrunch.de which includes a full description of the original sheet, which features city tabs which automatically populate images of city buildings.

Added kingdom building features include a turn tracking page, a place to record buildings/improvements from the Promotions phase, as well as an automated kingdom event roller.

For kingdom planning, there is an automated cost-benefit calculator to show the relative value of one building/building chain against others, as well as a tab to manually sort different buildings, and a tab is included for an at-a-glance view of which common buildings are already in which cities.

The army features include a description of each class' benefits and a place to build armies which automatically figures into kingdom expenses and shows the room available in the kingdom to keep each army in reserve.

Last, an optional homebrew mini-game is included in the Leader Influence tab. This tab has no automatic effect on the kingdom but is designed to give a PC individual options for how they direct their most dedicated followers.

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Does anyone know who published the kingdom building sheet that looked like this?

Sample Main Page

I downloaded a kingdom building sheet years ago and have been steadily modifying it, but I am trying to find who to credit for the original work.

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https://aonprd.com/EquipmentWeaponsDisplay.aspx?ItemName=Emei%20piercer

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Let's stick to decisions that are palatable. Golarion already has Rahadoum, Cheliax, Hermea, Galt, Touvette, Nex, Geb, Irrisen, Nidal, Ustalov, Razmiran, and others to cover places where they prefer the unpalatable.

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Our Kingmaker campaign has a lot of downtime which my PC has turned into a lot of wealth by establishing a charitable Non Government Organization. What infrastructure, services, spells, and magic items for purchase or construction would most improve the lives of everyone in different parts of the kingdom (some rural/developing, other urban)? We have several thousand gp/turn right now and will soon have tens of thousands of gp/turn.

Our current projects include:
- basic infrastructure such as clean water supply, food banks, free shelter
- job training for unskilled workers (increases income from .5 gp/week to 10-15 gp/week
- free health clinics administered with lvl 5 clerics who rotate through to cast remove disease for those who prevention/mundane treatments haven't worked
- free childcare / primary education (estimated at 25% of the total kingdom population)

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My group just hit upon an idea to make choosing between these more interesting.

As far as we could tell, for every hill hex there is no reason not to build a mine with a corresponding foundry instead of a quarry. Our reasoning:

A hills hex with a farm, a mine, and foundry in a connected city reduces consumption by 2 and produces 1 Stability and 3 BP. (2 BP directly and +3 economy which is 1 BP using the UC calculation for economy)) for a total of 26 BP. (We ignore the unrest penalty because we are expanding quickly and houses reduce it in addition to allowing for other useful buildings.)

The hills hex with a farm and a quarry on the other hand reduces consumption by 2 and produces 1 BP and 1 Stability for the total cost of 10 BP. The 16 BP savings of the quarry is then negated after 8 turns because there is no building you can buy for 16 BP that will get you 2 BP income per turn. The savings on the quarry is just a trap.

But we came up with two rules (one by accident) that make for more interesting decisions:

1) Mines can only be built where an ore vein has been found already. The party can pay BP and wait one turn to see if a suitable spot is be found (the Kingmaker AP lists a few as part of hexploration, but our GM has picked other secret sites where there are veins). Each time we pay a team to search a hex for ore, the GM rolls a dice in secret to see if any is found, with a cumulative bonus for repeatedly searching the same hex.

2) Quarries on the other hand can be built on any hills hex, but any farm built on a hill with a quarry has its output reduced by 1.

The immediate result is that we are now much more interested in hexploring nearby hills first and then debating how long do we want to send teams to find ore before we give up and build a quarry.

Is there an optimal solution that we haven't found yet or do these rules create a solid mechanic for creating more investment in team decisions?

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That raises another question of how many turns occur in each book. I suppose ultimately the productivity rate will depend on when certain hexes are explored and when the GM introduces certain events.

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I’ve mistaken the rules about terrain improvements for our Kingmaker game, but I see a potential upside to it. Has anyone played it further to know how this would effect the Mid to Late Game?

Inadvertent House Rule: Mines can only be built on locations where a resource is known to exist. (Either as stated by the AP or the GM)

I may have confused this with the AP listing two sites early on or from various kingdom/civilization video games, but I think it will provide a throttle to how fast the economy can expand, so I’m not sure if we should change it.

Another mechanic that we have agreed on is that the divisor for economy checks will increase as the kingdom grows (d20+Econ score divided by 3 to start, then by 5 and maybe higher as the kingdom expands.

Do you think these will make the kingdom too ineffective later in the AP or will they help avoid the runaway economy score that makes some games too easy and ultimately uninteresting?

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And then there is the Soul Market in the Shadow Plane version of Absolom. I could see the life cycle of a Hag just shuffling along all the coterminous planes without the soul or hag ever reaching Abaddon.

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My GM has graciously created a Witch themed Legendary Spirit so that my character can in fact raise a changeling within a good aligned coven so that the changeling child can make her own choices. The Mind Blank coven spell will hopefully allow us to hide her from other covens.

But in the creation of Hags, the First World should come into play — they are the negative personifications of nature, so maybe their souls take a detour there.

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Was there ever a PFS rule that you cannot select Human as a category for Bane weapons or Favored Enemy? I vaguely remember seeing something somewhere that you had to specify an ethnicity as a further subtype because so many enemies in PFS are human.

Is that right or have I made that up?

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DeathlessOne wrote:
Of the two options, I'd go for the Kineticist as one of your group of three. The Kinetic Cover does not require burn to use, only a readied action. Also, it is a spell-like ability, so it can be used with the Quicken Spell-like ability feat, though you'd still need to be a relatively higher level to make use of that.

That is a cool use of a readied action.

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I'm brainstorming mass combat situations in case our GM throws them at us later down the road in our Kingmaker campaign. Not sure if we will follow the rules exactly for the actual combat, but he does encourage theater of the mind and out of the box solutions.

One thing I'll have at my disposal will be a set of casters with level 3 spells from the leadership feat (other players are thinking about the feat too, so there could be a lot of these casters), so of course the first idea is to spam fireballs. But what happens when the GM turns around and brings his own unit of casters?

The description of the spell makes me think there should be a low tech or low level solution to defending against Fireballs:

from Fireball wrote:
You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

Are there ways to throw something in the path of the spell and cause it to detonate early?

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Just started this in my Kingmaker campaign. Took a week to train one follower into a level of Medium, now I have them at a pyramid of other follower/teachers who can Seance their way into ranks into any craft, profession, or perform.

Right now the capital city is only a few hundred people, but even when its population is in the thousands there will be enough free classes to train and retrain the common laborers from 5 sp a week into a beefy average 7.5gp (assuming 1 rank, 3 class bonus, and at least a +1 on their ability bonus).

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My choice would be to invent an entirely new plane of existence where super powerful beings live out ordinary lives.

Maybe the world looks exactly like the world at level 1 and as the players' explore a plot thread emerges to explain why this world is so similar.

Bandits could be CR 15 outsiders reskinned to look human and fight with shortswords and crossbows. Maybe at times they unleash their full potential to raise the question of why this normal seeming world exists.

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Nosta1300 wrote:

When using the cluster Bomb Trick How dose stuff like Intensified Spell (Metamagic)

Or similar stuff interact with it.

Would a level 11 Sorcerer Deal 3D6 with each Fire Ball or would that not happen?

Intensify would increase the damage die past the 10d6 limit up to 15d6, but the magic trick seems to do that already by allowing you to send X cluster bombs / 2 caster levels without limitation to how many you cast.

One reading of the rules could infer that there is normal a limit of 5 cluster bombs (because the original spell caps out at caster level 10) and that intensified increases it to 7 cluster bombs (caster level 15 / 2 rounds down to 7).

Another reading would be that the magic trick feat overrides the original caster limit on the spell and allows up to 10 cluster bombs at caster level 20.

For metamagic like empower, you would multiply the total damage by 1.5, which is a little different from changing 2d6 to 3d6 by the math.

Silver Crusade

Wolf Style chain, Difficult Swings

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Mark Hoover 330 wrote:
Oli et al

Who's Al and what is he doing in this thread? :-p

Mark Hoover 330 wrote:
who like the multiclass cheese of exploiting Animal Ally and Boon Companion... why? Like, a Cohort can't ever be more than 2 levels lower than a PC, Eidolons and Familiars don't have this kind of potential, WHY would we think that Animal Companions should be this powerful?

For the first why, in my area we are chronically short on GM's so I will run way more than I play when I can make it to the gameshop, and I make it to the gameshop much less than I'd like to, so it ends up being months between when I can a play a given character or years for the higher level ones. In between, the downtime spent looking at what I can do next level just incubates some crazy ideas. Some work, some don't, and when I play the ones that work, I prefer when I can play them out of tier in a high tier game.

For the second 'WHY', there are some crazy cool things that can be done all over the place if the right pair of abilities, items, or feats are brought together and more to be discovered still! But PF1 isn't a bound accuracy system, and I do think the onus should then fall on the player to say to the table and to the GM, 'hey, I have a crazy idea I would like to try out' and see if a consensus can be formed before the player brings that character to the table.

Silver Crusade

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UnArcaneElection wrote:

Somebody must really hate Commoners . . . .

To riff on Bruce Lee, I don't hate commoners, my claws hate commoners.

Inside joke about cats and commoners.

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zza ni wrote:
Oli Ironbar wrote:

It's the cheesiest, but Nature Soul into Animal Ally with Boon Companion while taking the Small Cat option. With an Agile Amulet of Mighty Fist, the damage from it's claw/claw/bite/trip is close to scaling with a 3/4 martial.

But with Boon Companion or a class that grants the Small Cat as an option, it's been ruled that even in PFS the Animal Companion can advance beyond your character level up to the point that it's Hit Die exceeds your character level by 1. At 7th level you then have the fluffiest, fiercest full fledged front liner.

can you please link that ruling? (i would really like to find it, i have a ranger with that feat and if it work his companion get a +1 to level)

because as far as i know the feat itself say otherwise:

" The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level..."

unless you somehow can gain a level above your level?!?

You caught a mistake I didn't see. You can't directly combine Animal Ally with Boon Companion, but you can combine them through a level in a class that grants an animal companion. The developer post has been noted above which allows the animal companion to advance faster than the PC.

Along the lines of that thread, a judicious reading of Boon Companion states that you must have the animal companion class feature first, which would mean that Boon Companion applies to the first level of Druid, Hunter, or whichever class level you take for the AnC class feature, which can only be taken after you already have a companion from Animal Ally.

An example: Bard 6 with Nature Soul and Animal Ally levels up and is now Bard 6/ Sacred Huntsmaster 1 with an animal companion at level 5 (7 levels -3 from AA +1 from Sacred Huntsmaster). If they choose Boon Companion as a feat, the math is now (7 levels -3) + (1 Sacred Huntsmaster + 4 Boon Companion) and has to be this way because Boon Companion only applies to the class feature that provides the AnC. You are then, through the feat, adding five levels of Sacred Huntsmaster on top of your original build. 

In short, for your effective Druid level you are Bard 6/ Sacred Huntsmaster 5 (minus 3 plus 1 from the actual level that grants an animal companion): , but your character levels are only Bard 6/Sacred Huntsmaster 1. 

The HD limit of PC level + 1 hasn't been exceeded in this example because the effective Druid Level for the companion is 9 and a level 9 companion has only 8 HD, but let's say at level 11 you are Bard 7/ Sacred Huntsmaster 4. Then, your effective Druid level is 16 (11 Character Level -3 + 4 Hunstmaster +4 Boon Companion) but your animal companion has 13 HD, which is one over the limit, so it's actual level can only be 15th because at 15th level it has 12 HD.

Leveling up further, you could go back to Bard (and get Dirge of Doom, my favorite performance when it's done on a bagpipe) and your effective Druid level and animal companion level would be back within the limits allowed, or you could keep with Sacred Huntsmaster and pick up the class features there with a continuing drop in the value of the Boon Companion feat -- which now that I think about it I should totally retrain out of and replace with Favored Animal Focus.

On the other hand, there is a clear and valid reasoning against cheese like this that could never be implemented through a rules clarification because it would override so many other clarifications that have been made:  Best Wall of Text Ever.

I lean towards the spirit of this and would gladly accept a GM's ruling that stacking so many animal companion levels beyond what a Druid could do is against the spirit of the game and takes away from the fun. On the other other hand, if a GM ever says 'bring it' Kitty is coming along for the ride!

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It's the cheesiest, but Nature Soul into Animal Ally with Boon Companion while taking the Small Cat option. With an Agile Amulet of Mighty Fist, the damage from it's claw/claw/bite/trip is close to scaling with a 3/4 martial.

But with Boon Companion or a class that grants the Small Cat as an option, it's been ruled that even in PFS the Animal Companion can advance beyond your character level up to the point that it's Hit Die exceeds your character level by 1. At 7th level you then have the fluffiest, fiercest full fledged front liner.

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VoodistMonk wrote:
When is the last time any of your characters lost a ring?.

The third age of Middle Earth.

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For leadership scores higher than 26:
here

Hit leadership level 40 with the ring and scepter. Now that’s a conga line.

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I did a deep dive into the stats a while ago. From what I remember, the majordomo is the only one.

As an added bonus, a Majordomo with a Ring of Sustenance can take on two Leadership Roles at once by reducing the time each role requires to 7 hours a day (8 hours standard work hours + 6 hours gained from sleeping only 2 hours a day.) They can do this form themselves and more allies with enough inspiration points.

If your GM leniently interprets the rule that your ability score modifier determines your Kingdom bonus, then other classes, items, and abilities that add to flat ability checks for 8 or more hours a day could work similarly to the Majordomo. A Medium's Spirit Bonus stands out to me as the easiest way to bump any particular ability check.

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Hi, I'm Gnome Anne. Well I know you know I'm Gnome Anne because my name is Anne and I'm a Gnome, but Gnome Anne knows their true self.

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I think it goes by what they are interested in doing and the type of story you want to lead them into. If they want to roleplay and goof around, have them tell you what they want to do and tell them what check to make. Bluff and diplomacy will probably be the first they try out just wandering around town or intimidate or sleight of hand if that is their character's way of getting things done.

You can then introduce scenarios where they need to act more covertly so they can be prompted to buy disguise kits or to stick to the shadows and then all the rules for perception can be laid out as they try and out roll the enemies. Nature scenarios can highlight survival and knowledge, magic machinery can work with spellcraft and UMD, and so on, highlighting one or two skills at a time.

If they are really into combat, start at low levels and introduce enemies gradually that require new rules:

for martials it would be something like, large creatures for AoO, ranged attackers for 5' steps, groups of rogues for flanking, tiny swarms then fine and diminutive, DR bypassed by different types of damage then by different materials, then constructs by increasing hardness

for offensive casters it would be presenting enemies with different strengths in saves, resistance to different elements, immunities to specific types of spells, then SR, scrying, teleport, and wish/miracle (and by then somebody at the table will hopefully have learned all the rules to dispel magic somehow and they can just take over whenever it's cast.)

If each new rule is tied to overcoming a new challenge, the rules are more of tools in their handy-haversack rather than a list of things they have to look up or have explained to them.

Silver Crusade

Out of curiosity, at what point in European history would there have only been a few cities over 100,000?

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OldSkoolGamer wrote:
how would you handle the watch arriving as the players are looting those defeated? I can go either way on whether the assailant is killed or not, mostly bc he will trigger the combat. Just curious as to how the watch may handle the looting.

Unless the town watch has any need to collect evidence from the enemies, I think the loot could easily go to the party without any role play issues.

If the town does have any laws about the property of criminals, then you could substitute an equal amount of gold as a reward from the town or a related magic item of similar value.

Silver Crusade

Thanks everyone! Lots of options to choose from as I level up!

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VoodistMonk wrote:
Kangaroo! Not that it is especially helpful, just hilarious. Always worth it, in my opinion.

Ha! I will have to change my PCs name though if they are going to be carried in a pouch!

To what you ask?:
Joey!
Silver Crusade

Small sized Medium needs movement to keep up with medium Barbarian and Cavalier in combat and overland.

Horses and ponies are good for now, but their HP won’t scale well. Advice for other things to ride or a way around animal mounts altogether?

Silver Crusade

Tonya Woldridge wrote:
As this was a very short week with quite a few staff out on holiday, we didn't get the fix implemented. It is top of the list for CS when we return to the office on Monday. Thank you all for your patience. Happy New Year!

Thank you! I'm so excited for it.

Silver Crusade

Making a divine caster named Faust who has a devilish friend and I can’t find a good country of origin.

Silver Crusade

I think you could look to this for inspiration, less mechanically but it could inform the classes that fit occultism in the Renaissance:

Here
And here

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My group is soon doing our session zero, but we are all underwhelmed by the campaign traits offered, but not so much for their relative power, but for their lack of variety.

Would you be able to suggest some traits that tie a larger range of backgrounds into the story arc?

Silver Crusade

Medium takes longer to get better, but by level 8 you can have Spirit Bonded armor and spirit Focus (Marshal) to give a +5 to Atk/Dmg or saves. Bards take much longer to do that Atk/Dmg and can’t do the same for all saves.

Silver Crusade

In the expanded leadership score range from Ultimate Intrigue, it continues leadership scores well past the limit set in the CRB. But even then, it does not have a follower higher than level 6.

One reason might be that having followers who can take the leadership feat themselves doesn't fit thematically (they go off to run their own show) or mechanically they wanted to avoid a situation even worse than when a level 11 cohort takes the leadership feat to gain a level 9 cohort who takes the leadership feat to gain a level 7 cohort etc.

There may be GM's who want to give PC's this much latitude and tables who want to roleplay together as a group of influential leaders with hundreds of followers at their command, (maybe everyone gets leadership for free at level 7 and the key stat can be things other than charisma), but at that scale, they would have to decide first what these followers should actually do as a team and the GM would have to decide on the DC's for what they are trying to do and the bonuses the followers would have. Which now that I read it again, would be its own smaller scale version of kingdom building.

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My college friend said, ‘Hey, do you want to play DnD?’ I said ‘Yep!’ And rolled up a bard who looked suspiciously like Vin Diesel and had a horribly voice acted Norwegian accent, so that when I introduced him as Oli Ironbear, what everyone heard was Ironbar.

Silver Crusade

VoodistMonk wrote:
No sense in placing any restrictions on Leadership, at all, ever. There are SO MANY ways to break the game, if you have "those people" at your table, banning Leadership isn't going to help you...

Thanks for the great response! I like the comparison to other ways of breaking the game.

Let's say, hypothetically, that I were one of those people who have a tendency to break things; how would you advise getting the most out of leadership without stepping on any of the other player's/PC's toes?

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Have you used it? Know someone who has?

What parameters did the GM set?

What worked and what didn't?

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Not only is the comparison amazing, but the plural 'Netherlands are' warms the grammar nerd side of my heart.

Looking at global GDP between the real world. and Golarion, it looks like the Pathfinder series is set in the economics of the early Industrial Revolution.

Which makes sense with the differences in development between some of the nations of Golarion.

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MrCharisma wrote:
Just gonna throw this spanner in the works: GEB

Ooh, that is interesting. I don't know if the fact that they don't consume food or other services would change the GDP, since someone somewhere is buying it.

Silver Crusade

On the topic of children, we could also consider whether unpaid child care factors into GDP.

Edit: Consumer Price Index could be substituted for median monthly expenses, which is conveniently spelled out in the rules for Golarion: average = 10 GP/ month.

So about 5,000 current USD would be around 10 gp, so 1 gp is about $500 today.

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Aha, Vestofholding has produced the data on Golarion's total known population here .

With 8.2 million as a lowball estimate and 375gp/year as standard income, annual GDP is about 3 billion gp.

Projections could be made on how many people live outside of the settlements counted in the 8.2 million population, which would need to go hand in hand with an estimation on what percentage of the world population is of a working age, as well as what percentage of the world population is a skilled worker vs unskilled (who net about 25gp/year at 5 silver a week).

But it could be the case that those who live outside of population centers have a lower average percentage of skilled vs unskilled workers than the areas counted. I think the number would be in the same magnitude as a 3 billion gp GDP.

Anyone have an exchange rate between GP and recent USD?

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Assuming that the average person operates on the same level of a PC using the craft or profession skill, can anyone crunch the numbers?

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Chyrone wrote:

Greetings.

Would the Guided quality, on a weapon or Amulet of Guided Fists, allow you to apply the Wisdom modifier instead of Str/Dex, on combat maneuvers?

Combat maneuvers such as Grapple, Dirty Trick.

If your GM rules as mine did and you have room for the archetype, Sensei Monk has wording about Wisdom to combat maneuvers:

Insightful Strike (Ex): At 2nd level, a sensei may use his Wisdom bonus in lieu of his Strength or Dexterity on attack rolls and combat maneuver checks with unarmed strikes or monk weapons. This ability replaces evasion and the bonus feat gained at 2nd level.

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Teamwork. Not the type of feats, just teamwork.

Silver Crusade 3/5

The planar traits like gravity, alignment, and magic are part of the system rules, so they do not have to be listed as legal options under Additional Resources, they simply exist as part of the game world.

The Cleric archetype of Idealist is legal, so the invoke Realm ability is also legal. There is a rule about which planes may be selected, so read that rule carefully.

The planar traits aren’t used often in many games, so you should make sure you and the GM have read them carefully and agree on how they work before you start playing with everyone at the table.

Have fun!

Silver Crusade

I like that list.

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