Well a severe lack of treasure in the Kingmaker campaign let me play my paladin with scale mail untill level 4. In fact technically my paladin still wears the scale mail although I now have enough money to get that Masterwork Full Plate.
A good GM doesn't flood his party with treasure and certainly doesn't allow the party to find anything whenever they want it. Challenge players and provide them with limited recources. That will force them to make choices they might not make when they are in shopper's heaven.
Bob Bob Bob wrote: Continual flame already establishes a precedent for fire that doesn't burn. On the other hand, the Nightmare's fire doesn't illuminate either (it doesn't say it does). So... it has nothing in common with fire. Maybe it's just orange-red hair and nobody can tell? The original description of nightmares explained that people standing close (5feet) to the nightmares could be blinded by smoke if they failed a saving throw. This was attributed to their fiery existence.
I made an Aasimar Paladin that had a wisdom of 16 (+2), a racial of +2 (Aasimar racial bonus), 1 skill rank, a trait (eyes and ears of the city (abadar)) that gave a bonus of +1 and make the skill a class skill for a whopping +9 at level 1. This basically made me extremely perceptive without investing unhealthy amounts of recources. Basically just a trait and a skill rank.
I'd like to introduce a feat called 'multiple item crafting', that allows a mundane crafter (not magical items) to work on multiple projects and advance them all at a certain increase in time. It basically means that a crafter may make one item under normal circumstances, but if he/she wants to craft the same item multiple times that this is possible for a limited amount of extra time. Off course the amount of items created should be limited as well. I'd like to think that for every 5 ranks the crafter can make an additional item if increasing the time needed (+10% for each additional version).
Perhaps this should even be an option that is available normally, but enhanced by the feat. Normal add 50% of time for every additional item while the feat allows you to reduce that to 10%. It's not even that strange a option/feat because if you are making 2 items that are the same you can make them faster if you create them at the same time. You could even allow the feat to give a slight reduction in raw materials (10% less cost).
I disagree with this point of view. A cleric is a devout follower of a diety and I feel most dieties will object to the cleric worshipping another diety and recieving powers of that diety. The combination cleric and inquisitor is possible only if the same diety and even the same domain or subdomain is chosen. Going by that analogy I would not allow a cleric, inquisitor, oracle, druid, shaman or paladin to be allowed to recieve powers from different dieties.
If I am not mistaken the paladin description states :
I'd think that in this case that discussion can't even be started as the paladin has no way of knowing the evil character is evil (by detection or their actions).
Lord Vukodlak wrote:
If in a sheltered and quite space with the materials and tools needed, you can actually get 2000 gp per day done if you spend 8 hours on crafting at an extra spellcraft DC +5. But you can only make one magical item per day max and you cannot work longer then 8 hours on an item (you may do so, but it will not be effective). Remember that the time spent on making a magic item at the rate of 2000 gold a day must be spent in 2 uninterupted four hour blocks. But you can take a break between the 2 blocks for some food, rest or even shopping. And while adventuring you can only spent four hours a day on crafting (doing nothing else then 8 hours of travel and 8 hours of sleep and the basic activities), but because you are not in ideal circumstances the time counted against the actual (effective) hours of work is halved. Again noone stops you from taking an extra spellcraft DC +5 to speed up production and get 4 effective hours of work in on the move! Off course you need to be able to afford the extra +5 DC, but I noticed that this usually is not a problem. It might be a problem if you make a more complex (higher DC) item and you need to compensate not having the spell available as well. But remember that letting a friend reserve the needed spell for your crafting is allowed as well. The friend effectively studies the spell and may not use the slot and be present at the creation/enchanting until the item is finished at which time the spell will be removed from the slot as if it was cast normally but no effects take place.
Most tools that have a specific number increasing a skill require a craftsman of the same number in ranks to construct them.
34. Your judgement is demanded in a case of a noble vs. a commoner. (no matter who's side you will decide it will leave the other side offended) 35. Extreme rain affected the storage rooms (either food, items or both), perhaps fast action can prevent or limit damage. 36. Earthquake (all walls and buildings take damage) 37. Flooding (in the spring when rivers increase in volume a minor flood can cause some harm) 38. Extremely fertile year (bumper crop extra yield of 10% to 50%) 39. Extra trade income of the yearly market (10% to 50% extra money in taxes) 40. Wandering mercenary group wander into your territory (are they looking for work or are they plunderes?) 41. Extreme weather destroying part of the crop (10% to 50% less yield) 42. Epidemia (all work in the castle area is basically suspended and people may lose their lives) 43. Visit of a royal family members and his entourage temporily boosts business in your fiefdom (increase tax revenue by 10% to 20%) 44. A conflict occurs between rival guilds threatening production that month 45. Royal visit. As much as you think this to be a boon, it is actually a hindrance and a financial drain. All work in the castle is suspended and great feast are held and must be prepared and cleaned. A royal banquet every day surely drains the monetary recources of the castle (there are multiple examples of kings bankrupting their hosts by staying too long, sometimes even intentionally) 46. Doomsayer visits. A Doomsayer visits your neck of the woods and scares the populace. A decrease in production occurs (20% to 50%) unless you either bribe the Doomsayer or manage to defraud his scam 47. A new crafting facility is sponteanously founded and it's facilities are at your service. 48. Extremely fertile livestock delivers more tax income (5% to 15%) As general rule I'd advice to allow player to limit or even prevent (or repair) the damage by an adventure or efforts on their side. Make sure they realise that a fiefdom is more then numbers on a piece of paper. A fiefdom requires effort and dedication (not all the time off course).
When making/designing a new character I want to know first where the campaign takes place and what kind of surroundings there are.
I prefer to choose at least one skill that is either a craft or a profession.
*which of course means incredible pressure
It matters greatly if you want the shield or not. You can use a shield and a coorporation feat (shield wall) to gain armor from someone with the same feat and working together to form a shield wall. You could get dodge, mobility for extra AC if you need to move in combat in order to shield buddies or provide a flanking bonus. Think of taking 3 ranks in acrobatics so you get extra AC when using defensive fighting and total defence. when you combine total defence (with 3 ranks in acrobatics) and mobility you will gain 10 AC against attacks of opportunity when moving through threatened squares while employing total defence.
And the shield path so you will not loose you shield bonus to AC when making an attack with your shield rocks as well. Shield proficiency(which you have as a fighter) followed by improved shield bash and maybe shield focus. In order to reduce attack penalties you might want to invest in two weapon fighting as well (a light shield is considered a light weapons and a heavy shield is considered a heavy weapon for purposes of two weapon fighting) Indeed powerattack for extra damage as well as improved critical and cleave. And quick draw allows you to switch weapons easily during combat. Toughness will provide some extra hitpoints to make sure you don't fall too easily.
If you want to change something on monsters and how well they can be hit I suggest u use a minor (or major) form of damage resistance to represent the thick skin or shel of a monster.
As a missing class I would like to see some shamanic type of savage cleric like the barbarian is the savage type of fighter.
So in short a barbaric type of cleric that has no channeling, but slightly increased domain spells. And slightly increased combat at the cost of armour (no medium). I have not considered unbalanced combinations yet so feel free to attend me to them.
Bandw2 wrote: i want to cut a mountain in half, without magic. That's easy. Become a stone mason. Profession (stone mason). One of the few rich travelling guilds that could afford (and needed) a permanently employed blacksmith (for maintenance of their tools) and were powerfull enough to demand pay on a four day basis!! (historical facts!!)
I'd say that no matter what class you'd get. You'd want your general to have a good/high charisma and more then a decent intelligence.
It is smart for a general to have the profession (soldier) at max rank and earlyer mentioned: diplomacy, sense motive, perception and maybe bluff and intimidate. Knowledge of logistics (profession (cook)??) is the most important skill of any army-leader as armies travel on their stomach => no food equals no army and over 80% of any battle ever fought was won on the ability of the general to feed his troops (historical fact!). The high intelligence will provide some extra skill slots and will provide the character with a reasonable excuse to come up with excellent battle plans.
Cevah wrote:
What makes everyone think it's slotless??? It's a weapon enhancer and occupies a slot in a weapon.So I'd say +4000 is enough. And good call "Peet" on the not keen combination as the spell indeed specifies that.
Alleran wrote:
Everyone also rolls a 1 on their int checks so, I do not think that's a strong argument. I agree that Athena helped him along. But Herakles is more often reffered to as cunning (He is not Odyseus, I immedieatly agree) then simple minded. I tend to think that his misfortunes are often contributed more to the plotting and cruelty of the gods then him failing an int check.
Alleran wrote:
Int definetly was not Herakles dump stat as he used his brain on several tasks and fights. 1. He realized he couldn't win the fight with the hydra so he got his friend to burn the wounds he made shut so the heads could not regenerate and the immortal head he could not defeat he burried under a rock, so he won the fight. That's using your head.2. He cleaned the Augias stable by leading two rivers through the stables instead of simply starting to shuffle. 3. He defeated Cerberus (the three-headed dog and guardian of the entrance to the underworld) by feeding it moonseed cookies so it fell asleep and he simply bound it and took it along. 4. He defeated the legendary wrestler Antaios that renewed his strength every time he was put on the ground. Herakles defeated him when he realised every fall revigorated Antaios and lifted him from the ground and without the help from his mother Gaya his strength waned and Herakles defeated him. 5. And the theft of the golden apples nearly had him taking over lifting the heavens instead of Atlas, but he used a trick to have Atlas lift the heavens once again and sped of. In fact, in addition of his legendary strength he was known for his cunning as well and that made him almost invincible. By the way in D&D Immortals did have stats, but these stats were not the same representation that mere mortals value to these numbers.
FLite wrote: I think in the absence of other citations, I (were I GMing) would call this a "Gap in the rules" and use my discretion, which in this case means non-lethal coup de gras knocks you unconsious if you fail your save. I disagree as the rules clearly state the function of the Coupe de Grace. And to give an example of non-lethal damage actually having the effect of a Coupe de Grace: Hit someone on the throat real hard and you might cruch his windpipe wich is non-lethal damage on it's own. However since you have a good chance of obstructing the victim's airway the victim might die of asfixiation. A good example of a coup de grace using non-lethal damage.I know, I know, Pathfinder and reality do not mix, but some level of reality is in rules and I like to think that this is applied from reality.
beej67 wrote:
Victim: oooh this is quite comfortable. Inquisitor: Confess ... Confess ....Confess....Biggles: I confess!!! Inquisitor: Not You!!!!!!! In Short: NOONE expects the Spanish Inquisition.
Orthos wrote:
Good implies respect for life!!! Slavery is no respect for someone else's life. Evil implies hurting, oppressing, and killing others.I see so a master oppressing his slave by forcing him/her to stay with the master, suddenly is not evil??? I don't think so, it's evil and the fact that you too didn't see that makes me very wary of your character. You were trying to hide slavery behind the Law and that's what all slave owners were trying. And they did so because they tried to avoid the discussion about slavery being evil and the easyest way to avoid that discussion was claiming that the law allowed this and therefor it wasn't evil. Next time spend time actually reading the descriptions of good and evil.
Imbicatus wrote:
Slavery in any civilisation has always been a debate if it was a valid option and the discussion stopped when the huge amounts of money involved in the slave trade and the free labor came to the correct persons. The fact that slavery was an acceptable practice in cultures at various points and places in time doesn't make the practice acceptable.The very notion you claim that slavery is one step removed from the duties of citizenship is a lie and the fact that you do not realise that is dangerous indeed. Citizenship is a choice and if you do not want to be a citizen then you can leave town and be free of all protections and duties that the citizenship provides and demands. Slavery is the practice of holding fellow human beings captive against their will by threat of force. You are able to sell your property as you wish or even let them be part of an inheritence. Nothing in that description passes as anything but evil. And the fact that some treatment of masters to their slaves may be considered good doesn't make the practice neutral or good. And freedom is definetly a value of good and the fact that slaves are not able to do as they please is definetly a value that can be described along the good evil scale and their masters are responsible for that situation.
Claxon wrote:
There are Paladin codes that will clash heavily with each other. And they are all supposed to be lawful good, so your argument fails for Golarion. The most basic Paladin code suggest allowing your enemies to retreat if they so ask, treat your prisoners fairly and accept surrender normally.There is a specific paladin code that specifically states to take no prisoners and pursue any fight to the death of your opponent. Those two codes do not mix and they are both of lawfull good paladins so explain to me again how absolute the Good / Evil is??? Any GM has their own ideas about good and evil and you are subject to their interpretation of good / evil. Allthough it's unlikely that the concept are seperated that far for most people, Imbicatus just tried to defend that slavery is a neutral act!! And I can assure you that it isn't as should anyone else.
Imbicatus wrote:
And here we have it. Imbicatus is actually making a case for slavery not being evil!! News flash: Owning another human being as property is EVIL no matter what the circumstances. Imprisonment or laboring of a debt is not slavery (although it borders on slavery and can become slavery)Stealing is although indeed unlawfull (in most countries) usually quite evil, although there are exceptions which make the act forgivable or unpunishable. But in it's basic form it is taking something from someone else without permission and that's evil. Is stealing the most evil thing in the world?? No usually not, but it is definetly not a neutral or good act.
Claxon wrote:
I call B~&&+$&~ on both Claxon and Imbicatus here. Morality and ethics are flexible and changing developing through the ages and depend heavily on culture.What we consider moral or ethical today differs greatly from what people considered moral and ethical a 1000 years ago. Certain groups have vastly different morals and ethics now. Just think of most religions for example: Nearly all religions hold different morals and ethics for their own group vs. other groups. Just think of supporters of different sports team who are sometimes willing to fight each other over 'worshipping' a different team. Justice in the middle ages of Europe gave vastly different punishments for the exact same crime as long as you were able to pay enough to escape real punishment. And the punishment were different as well, with the rack / vice, swallow or die, lashes of the whip / cane, beheading, burning on the stake, chopping of limbs, quartering someone and loads of other punishments we do not consider ethical or moral today. Torture was used as a means of confession and in very rare cases where someone didn't crack under torture (extremely rare but possible) they sometimes were unable to convict someone, because they hadn't confessed to the crime. Certain groups consider stealing perfectly fine as long as you didn't steal from your own group (or get caught stealing from your own group). On Golarion moral and ethics depend heavily on the location you are at. As some locations will allow slavery while other do not. Lot's of different gods all having their own code of moral and ethical behaviour.
The reason we label certain actions as moral and ethical is because we look at Golarion through our own sense of ethics and morale. And even that leads to discussion and disagreement about what's moral and ethical! Just check the Paladin discussions.
Remember that spontaneous casters can swap out an old spell for a new one (when raising a level), which is pretty good for spells that are only effective at low level like sleep or a save 'that evades all effects' spell. Considering the size of the group, playing a bard would be pretty effective as well. But make sure to play what you want and have fun.
Kolokotroni wrote: con damage is not exactly lethal? Isnt it like the definition of lethal? If the save for the disease is really low a character will simply save it off fast, but will get some minor con damage temporarily. And that will hamper the player. And the disease doesn't have to affect Constitution only, it might affect str or dex instead. Just enough to really annoy, but nothing really lethal (yet).
I never mentioned that we should kill an overweight character like that, but some minor mundane disease that saves relatively easy and does minor con damage is a major pain in the backside although not exactly lethal. Actual overweight is a constant hindrance, detroying joints, clogging arteries, shortness of breath, crushing organs if really obese untill someone heart cannot cut it anymore or they litterally die because they are crushed under their own weight (asfixation / organ failure). Besides underweight is quite lethal as wel and leads to problems a lot faster.
Ask any olympian athlete to train with the special forces and their (honest) answer: 'Yes I can use a recovery training (light training for recovery)'. And you will see that a specialised athlete runs circles around the special forces.
In short my estimate stands and is not unreasonable. In fact the game mechanics are very mild because they let us get away with eating one meal a day.
Tsiron Ragmar wrote:
Generally speaking a male adult burns about 2500 calories a day and a woman about 2000 calories. Assuming one does a phusical job (like farming, miller, carpenter, lumberjack, adventurer when travelling while walking or riding) one might burn up 500 to a 1000 extra calories per day.
Considering that a commoners meal is usually 3 sp and is most likely about 2500 calories, that seems reasonable. Although a poor man's meal of 1 sp is most likely still 2000 calories. And a good meal of 5 sp is most likely 3000 calories. You should realise that the poor man's meal tastes very bland, while the other meals will have more variety.
I would add overweight to the encumbrance of a character, effectively lowering his/her total weight allowed by the extra pounds over his/her starting weight. And when above 110% of starting weight I would let a character make weekly fortitude saves (DC 10) of contracting some mundane disease. Every extra 10% of weight over the starting weight will add 2 to the DC of the save. It shouldn't be too hard to do kind deeds. Simply find out what an area lacks and provide the area with that. Be polite and help people out, not expecting huge amounts of reward. Or trade some needed help for a service, instead of hard cash. Simply hunting for some predator/dangerous animal in the surrouninds of a village will most likely be well received. And if the predator/dangerous animal happens to be edible simply organise a BBQ afterwards. It shows everyone what you did and makes you popular for providing a meal.
Pearl of power to supplement the 1 level spells (they are cheap, especially if constructed by yourself).
I assume her strength is not too high so any combination with a handy haversack allows her to get a significant ammount of storage space for extra mundane surprises, like heavy callthrops, ropes, vials, grappling hooks, mountain climbing gear, pytons (really heavy but usefull).
Imbicatus wrote:
Wrong, in a society where there is no personal property people will notice you gathering stuff that's for everyone to share and not share it but keeping it for yourself only! And you will be punished for it! And about the stealing: Would you allow a paladin to steal something, without falling from grace???? I don't think so either.
Depending on how deep you must go. My party went after a sunken wreck treasure last session.
We got lucky as it actually had scent, but not tremor-sense and combined with the potion of invisibility and the negate aroma spell the monster literally swam 5 feet past our monk and not discovering our monk while rolling a 20 on it's perception check. We also had a grappling hook and rope in the water to lift the treasure or our monk back up. We gently lifted the treasure chest out of the wreck and rowed out as fast as we could. It was a great coorperation with my Ranger's spells, our freshly conquered potion's of invisibility, our Cleric's bull's strength and swim ring which he loaned to our Monk. Our Barbarian massive strength for lifting the treasure from the wreckage. And I guess our thief was there as well and she managed to open the chest without force after we retrieved it. So it actually was a full party effort, which made the undetected swipe even more fun. We got 1k in gold and adamantine machete which will be nice going into the jungle.
FuelDrop wrote:
I agree, all adventures I play with groups, first determine what is looted and consider that party treasure and if we deem it neccasary we agree on who get's what and split treasure if needed. I prefer playing that way as I do not want to quarrel over a game and someone being to infantile to share the spoils. Example: I play a ranger who now has acces to magic spells and we recently found a clerical wand with cure light at level 3. off course the cleric of the group is given this item so he can put it to good use, but I did mention that in case of an emergency I am able to use the wand as well (ranger magic is divine) and in case of dire emergency the party thief might even handle it. The cleric ask me if I wanted the wand in my inventory, but I explained that I just wanted to mention the option in case he goes down and we have to heal him or someone else. And mentioned he'd better not bury the wand in his backpack, because if we need it in a hurry we might not have the time to search for it. I suggested having it available like I carry a sword in a sheath at my belt. We all agreed that this would be nice (the GM was most likely happiest of all as he would now get an easyer opportunity to steal it).
Actually the only reasons why looting a downed opponent during combat, would be reasonable and acceptable is because the unconscious character/NPC has an item the party desperately needs or because the party is in a hot zone and needs to withdraw in the forseeable future. For instance a banner bearer has fallen and you are charged by the commander to regain the banner and fly it ASAP or the battle is lost.
All situations where the looting is either a specific goal or an opportunity that will not be available again. But the example given by the GM indeed reeks of trying to gain more then the rest of the party. And I think that confronting the player out of game is a good way of handling this. Off course I suggest a diplomatic approach as I assume that the goal is the have fun and keep playing together.
I like the +3 bonus very much as it represents several strong points of certain classes and gives PC's an opportunaty to have a small edge in skills specific for their class. And there are ways around the selected class skills using traits or feats.
I agree that Class skills are limiting certain classes, but I also think that's what makes the game versatile and shows strenghts and weaknesses in classes. And feats and traits allow you to mildy adjust this to your liking.
Orfamay Quest wrote:
Read the mastercraftsman feat and the create wondrous item feat. the master craftsman allows a +2 on a chosen skill check and forces the craftsman to use that skill check when creating magic items. The create woundrous items allows the crafter to create any item in the wondrous item group (except for spell trigger or spell activation items).The master craftsman feat does not limit the crafter any futher then the spell trigger or spell activation items and the create wondrous item feat allows a master crafter to create all items in that category (except for spell trigger or spell activation items). So no analogy needed as the feats explain the situation perfectly. And combining the master craftsman + create wondrous item feat allows the craftsman to create any magic wondrous item he/she matches or exceeds the requisites for.
Zahir ibn Mahmoud ibn Jothan wrote:
Even though I tend to think that the craft skill should be affiliated with ENCHANTING the item the rules do not suggest so. Read the master craftsman feat rules very specifically:>>>>>>Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item. Normal: Only spellcasters can qualify for the Craft Magic Arms and Armor and Craft Wondrous Item feats.>>>>>> The ranks of the mastercraft skill replace the regular requirement of caster level needed for item creation feats.
Nowhere does the feat explanation state that the crafter may only 'enchant' items matching his craft skill. It states specifically that the crafter may not make 2 sorts of items (spell-trigger or spell-activation items) and the feat allows you to make any item relating to the Craft Magic Arms and Armor and Craft Wondrous Item feats and those feats allow you to 'enchant any item', except for the items specifically mentioned in the mastercraftsman feat. So technically speaking a mastercraftsman with the Cook skill may take the create magic armor feat and enchant masterwork armors using his cooking skill instead of the normal spellcraft skill!!!!!!!! Any craft or profession that has the mastercraft feat attached to it may be used to replace the spellcraft skill for creation and is the requisite for qualifying for an magic item creation feat.
When you are a magic item creator via magic (clerical or arcane) the wondrous item category is the category for anything that does not comply with an another category and therefor the most broad collection of all magic items (most item slots are woundrous too).
The ability states you need to use the craft-check of the craft you chose the mastercraftsman feat and create magic item feat. As a GM I find it very strange to say the least to allow a calligraphist to enchant a magic weapon.
HOWEVER: I have checked out the exact text concerning the master craftsman and I agree that the text does not prohibit to use a skill to enchant something not created via that specific skill. It simply states that you are a master craftsman and must use you craft skill instead of the normal spellcraft check. So I agree with Mexcalibur!
Mobility adds a +4 when moving and a good armor + shield (tower?) will provide a nice bonus as well and make sure your extra armor from dexterity is present as well.
The combination of towershield and mobility provides your character with a similar bonus whether standing still or on the move. So a Full plate +9 and a dexterity of 14 (as long as you aren't flatfooted) will provide a +2 if you have at least 3 fighter levels.
So ultimately I would have a fighter with 3 levels of fighter 3 ranks in acrobatics, dodge and the cooperative shield wall feat (together with another frontliner)
If possible let a party member provide you with magic vestments, invisibility (improved), Blur or fight from an obscuring mist.
Zhayne wrote:
Well metal in nature is rarely found in plates or even disks and needs to be processed heavily before it becomes workable. Maybe the druids consider this a twisting or corruption of nature?
I checked the PRD on druids and it says:
It says nothing about being forced to do so.
Needless to say no atonement is needed as a druids source of power will sever the druid permanently if it feels this as a neccasary measure (just like a cleric).
I think the best way too hide something like that is both extremely well hidden as wel as in plain sight.
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