Rakshasa

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Looking for a bit of guidance on the Inquisitor class features.

Ultimate Combat includes a feat Channeling Scourge that has a prerequisite of "Inquisitor channel energy class feature". Correct me if I'm wrong, but the Inquisitor doesn't have the channel energy class feature.

I assume that there is an archetype or something that gives this feature. Does anyone know what it is?

Thanks.


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A Man In Black wrote:
Ordinary Kraken wrote:
Or is this expression of suprise in par with the US idea that it is OK to graphically kill someone, but sex is somehow taboo? I can't ever understand this strange take people have to sex, its something we all (eventually) do after all, which thankfully is not the same for most other aspects of RPGs.
Where are you from that prostitution isn't considered exploitative and taboo?

Where are you from that murder and thievery isn't? (Kick in the door kill things and take their stuff)

I am neither condoning or condeming prostitution (and by the way, many cultures do not have strong taboos against prostitution). I merely find it amusing that we can play a game about killing random individuals to take their magic sword, but think that sex or anything attached to it is somehow off limits.


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A Man In Black wrote:
Ai Pee Jee, page 333 wrote:
Calistrian Prostitute (Calistria): You worked in one of Calistria’s temples as a sacred prostitute, and you know how to flatter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you.
Seriously?

I don't see why this would suprise or bother anybody. Pathfinder, and by extension fairly much every RPG, involves feats of violence and thievery, why shouldn't some other aspects of human nature creep in.

Or is this expression of suprise in par with the US idea that it is OK to graphically kill someone, but sex is somehow taboo? I can't ever understand this strange take people have to sex, its something we all (eventually) do after all, which thankfully is not the same for most other aspects of RPGs.


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Peter Montgomery wrote:

Good point, my cohort will have the leadership feat and has enough con to be near to my PC in hp and ac score, so he is as safe as me incombat ( squishy wizard)

but he will mostly be buffing and not directly attacking the enemy
his main feats are crafting, mostly to make up for him not getting a share of the loot, other than what I give him. Since I am " generous" he will get 1/4 to 1/3 of my loot
depending on our needs, but likewise I get a percentage of the profit of his magic store he runs out of my safe house.

But the followers will turn into a small "army" in a few renditions too
alothough too weak to fight
I assume they too stay and run the fort and help craft etc and become a small village on their own

I assume they will need health insurance, water treatemnt plant and a hopsital with a meternity ward

I am gonna need a cleric!
And an accountant

Don't forget about paying them a salary.

Just because they are followers and cohorts doesn't mean they work for free.


evilash wrote:
Commoner leaders might feel they have to stand up for the common man, and for example oppose tax edicts.

Sure, they might - if they were modern-thinking men and women. You can't ignore the fact that for much of history, tradition ruled the responses of most people. Peasants routinely gathered taxes from other peasants in the name of their lord, even if they didn't like the tax, just because that was the way of the world.

I would think appointing faceless NPC bodies into the roles is fine, to begin with. It actually represents the way feudal (or even colonial/pioneering) societies would work. The small, frontier settlement is electing or appointing Joe the Carpenter as Warden because he is liked by his fellow settlers, not because he is a "hero". Most early settlements and colonies would have average working men filling the leadership and government roles, probably as a second job. Of course, once the settlement begins to grow and the country becomes more complex, Joe the Carpenter or Harry the Smith is not going to have the skill set to deal with the more complex issues that arise.


Very nice work Crystal.

The flavour of the four hirelings seems very suitable for the Kingmaker campaign. I must admit, I have never considered the idea of the camp follower for a group of PC adventurer's but it makes SO MUCH SENSE.

I have one question, why did you select the salary you have given for each.

You have given a comment that an unskilled hireling receives 1 cp/day per level. This qould equate to a 10th level character for the unskilled hireling given in the Pathfinder main rules. Also, your skilled hirelings - the guide and the steward - are listed with 2 sp/day which is less than the minimum listed in the Pathfinder rules.

I assume you have chosen these values as you think those given in the basic rules are overpriced?


Cheers for all the input,

Our GM is mostly hand-waving a lot of things like the cost-of-living, but also encourages us to put in the extra effort like accounting for it (if we want to).

The main reason being, that in our campaign (Curse of the Crimson Throne) we have three members of the group essentially employed by external/third party organisations (one is a member of the Guard, one a Paladin of Abadar, and the third a Priestess of Pharasma) and the assumption is that each of these organisations provides a basic cost of living for them.

The remaining two characters are nobles (the nobleman and his sister mentioned in my first post). Because we maintain a much higher lifestyle than the others, we thought it was important to account for it. So realistically, I could probably put aside 100 gp per month and be done with it, but I want to add more detail to the character, and the GM will usually reward this kind of input with a bit more character attention, plot hooks, etc. Also, the way I see it, a decent lifestyle is as much a part of the trappings or "adventuring equipment" for a noble as the sword and plate is for fighter.

I am currently asuming that the bare basic household staff is covered in the cost of living - a cook, a sculelry maid, a house maid, doorman/footman, gardner, that kind of thing. The higher end servants are paid for seperatly - valet and lady's maids for the nobles.

I think I will use the 100%/75%/50% reduction suggested by Khuldar and Rezdave. I am also going to be applying the 50% cost of living for the resident servants (valet, lady's maids) as they are provided an average room and board as part of their salary.

Once again, thanks for your input, it has given me a few good ideas to work with.


I am wondering about the cost of living rules in the Pathfinder Rulebook(p. 405).

I would assume a character maintaining a Wealthy or Extravegent lifestyle would have a staff of servants to maintain their residence. Would the cost of these servants be assumed into the cost of living, or shoudl it be payed seperately (1 sp/day for maids, 3 sp or more for a head servant or trained cook). If the cost is assumed, how many would be a reasonable assumption in your opinion?

On an associated note, if a character is maintaining a set cost of living and has a family, would he have to pay full cost of living for each family member, or just an extra, say 50%, per person after the first.

Currently I am playing a nobleman maintaining a wealthy cost of living for himself, his wife and unmarried sister (300 gp per month). Is it feasible that the cost would be lower than 300 because much of the expenses (house, cook, etc.) are already covered for one person or three?

Thanks for any input people have.


I am really looking forward to the public PDF release for this. One question for the subscribers who already have a copy:

Are there prices for hirelings included in this work (beyond the trained and untrained costs given in the Pathfinder Rulebook)?

It would be nice to get an idea of how much different hirelings should be paid (especially for more skilled individuals). And please don't quote the Profession rules at me, because they are seriously broken.


Sean K Reynolds wrote:

This is intended to be the be-all, end-all book of gear (not counting "Eastern" weapons, not counting firearms)

So will there be a decent set of firearms rules forthcoming some time? The rules in the Campaign Setting are fairly crazy and don't seem to make an aweful amount of sense. What with flintlock pistols sitting alongside percusion cap revolvers and shotguns.

On an associated note, will the Armory be including other wonders of technology such as clocks, watches and printing press? All of these are supposed to appear in the campaign setting but no costs are available anywhere. A little bit of tech love would be nice.


Lokie wrote:

1 - Cost of ammunition is listed. Its listed on page 211 under "ammunition > bullets" in the campaign setting book.

Thanks for that, somehow I completely missed it.

And thanks for everyone's replies, they have confirmed what I expected.

My GM and I have come up with some alternatives now regarding the firearm rules - based on the stats from D20 modern rom WoTC as the closest fit, using some information from Sidewinder wild west game by the Dog House Gang. We have dramatically reworked some of the Golarian firearms options as they seem a strange mix of matchlock weapons through to 1800's era percussion cap revolvers which didn't suit the flavour of the game we are playing.

I am currently playing through the Curse of the Crimson Throne, playing a young nobleman who has a strong interest in technology and new ideas, hence the tech questions. He has just purchased a pistol to have somthing he can "put some faith in" after a few less than happy encounters regarding magic and some close relatives ("damned witches and their secretive ways").

I hope the new equipment source book will have some tech items like these as it seems to be a (admittedly small) missing part of the seting.


Nobody has any answers or views?


I have a few questions regarding the technology refered to in the Pathfinder Chronicles that I am hoping the board members can answer. There are rules provided for firearms, and "fluff" description of a number of other technological items in both the Campaign Setting and the Korvosa guide.

1) The Campaign Setting rulebook lists firearm costs, rules, etc. I'm not sure if I'm missing something, but is the cost of ammunition listed somewhere.

2) How common are the firearms? Are they only available in Arkenstar or would you be able to get hold of firearms in most major cities (even if only in the hand sof specialist collectors).

3) Clockworks are mentioned in the Campaign Setting and the Korvosa Guidebook lists a clock and watch shop. Has anybody got any ideas what a watch or a clock might cost (not a water clock from the basic equipment list, but a proper wind-up clock or pocket watch).

4) Printing presses are mentioned in the Campaign Setting, is there a cost listed anywhere?

I appreciate any assistance that can be provided.