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![]() Strus wrote:
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![]() Hi. Since English is not my native language I might be interpreting the Discount for buildings in a wrong way. DISCOUNT:
Some buildings halve the cost of constructing a related type of building in the same settlement. This cost reduction applies only to the first constructed building of the types listed in this line. For example, an Academy halves the cost of your next Library in that settlement; if you build a second Library in that settlement, you pay the normal cost for it. If 2 buildings give the same discount, only one discount applies per new building, but you may construct 2 buildings at the discounted cost. For example, Market and Theater both halve the cost of an Inn; if your settlement has a Market and a Theater, you may construct 2 Inns at half cost (the Market discounts one, and the Theater discounts the other). "This cost reduction applies only to the first constructed building of the types listed in this line." Does that mean I get to choose only one building on the list that will have it's cost halved. First Example:
2nd turn I build a Library (3 BP) 3rd turn my discount is spent and I have to pay full price for Academy or any other building on University discount list. Or does it mean I get the discount for each of the buildings on the list but only once (or until another building gives me that discount again) Second Example:
2nd turn I build a Library (3 BP) 3rd turn I build an Academy (26 BP) 4th turn I build an another Academy (52 BP) I'm asking because in the Overlords Guide to Kingdom Building it's heavily implied that 2nd example is the case, and my GM doesn't see it that way. Overlords Guide: Building Discounts
"It's a trap!" Admiral Ackbar Don't get suckered into getting discounts with building chains in the early game. Keep it simple and just use a core list of cheap buildings. Buying an expensive building that gives you discounts early on will use all your BP and you will likely never catch up with the delay incurred. Of course once you have BP to spare and start to add variety then take full advantage of all the discount chains. For example once you have a Castle then certainly build a Town Hall as this opens up cheaper Dumps, Barracks and Watchtowers, which you will be buying a lot of. ![]()
![]() I'm gonna resurrect this topic, because I need a hand in calculating my critical damage correctly. 10 lvl char (8 lvl Bard Archeologist / 2 lvl Fighter) Dmg:
So if I'm reading Manyshot correctly, on a critical hit with a Comp.Longbow +2, damage is: 4d8 (3d8 from the critical of the first arrow, plus 1d8 from the 2nd arrow) +61 (45 from the critical of the first arrow, plus 15 dmg from the 2nd arrow + 1 from precision dmg (Point-Blank Shot)) Is my interpretation wrong? Please help. ![]()
![]() Bobson wrote: Looks like at one point it was supposed to grant an "Oath" slot, like a domain slot, and that got partially cut. Or partially added. Definitely needs developer feedback to clarify which direction it should be. FAQed. I'm going to drive my PFS GMs nuts with this info. ^_^ Nobody is playing a Oathbound Paladin except for me, I'm expecting a long and fruitfull discussion about how "I can't use that, it doesn't say that, and oh so it does, but..."Anyway, another polite bump. ![]()
![]() http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcastingClassOptions/p aladin.html#oath-of-vengeance Oath of Vengeance While all paladins uphold the principals of law and good, sometimes these ideas must have a ruthless and dangerous side. It often falls upon a paladin to bring justice in the form of vengeance upon heinous transgressors against law and good. These oathbound paladins are always on the hunt for those who have perpetrated evil, and are the instrument of Heaven's most definitive and implacable judgment. Channel Wrath (Su): When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces channel positive energy. Powerful Justice (Su): At 11th level, an oathbound paladin may spends one use of her smite evil ability to grant her allies within 10 feet the ability to smite evil, except they only gain the paladin's bonus to damage, not her smite's attack bonus or ability to bypass DR. This ability replaces aura of justice. Code of Conduct: Never let lesser eveils distract you from your pursuit of just vengeance. Oath Spells: 1st—wrath; 2nd—confess; 3rd—blessing of fervor; 4th—order's wrath. I guess that means you go straight for the most evil guy in the room. ![]()
![]() What if I take a level of Tattooed Sorcerer and a level of Wizard? Can I get both the Familiar and the Bonded Item? Or do I have to 'continue' with a familiar? Explanation: I'm playing a Tattooed Sorcerer (Wildblooded Sage), and want to make a blaster out of him. Limited selection of spells makes it hard to cast different types of elemental spells.
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![]() http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules #TOC-Ferocity-Ex- "A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0." It would be stupid if this new feat didn't supersede the old Core Rulebook. My primary concern is its use in Pathfinder Society play. The Additional Resources for PFS didn't blackball it, so I'd say summons stay until they have been bled dry. ![]()
![]() Recently I won a boon with which I can play an Aasimar character. Now, my question is, will this be false malicious happiness (:P) for having an race option others don't have.
In short. Which races are the ones expected to be legal for PFS, if any? ![]()
![]() I'm making a Elf Conjurer (Teleportation school) for Pathfinder Society. The feat build (to me) is obvious ->
My question is, is it worth to dip 1 lvl into a cleric to get Sacred Summons. And does anyone have any advice about such a build? |