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Also explore the Nanyue Kingdom of China which was organized around Gangzhou.


And I forgot the ancient Egyptians whose Lower Kingdom was built on a river delta. And the ancient Babylonians.


Don't have specific books, but some peoples you could look up:

Cajuns of Louisiana

Congolese

Nigerian tribes

Iraqi tribes (Mesopotamia = land between rivers)

Yakama, Klallam and Kalispel tribes of Washington

Natchez, Choctaw and Chickasaw tribes of Mississipi

Hmong people of Vietnam

Finns

Latvians


Just noting there's a way in the game to make clouds of smoke. There's also Goblin Musk from the Varisia guide that works by odor in a 30 foot radius for 10 minutes.


Check out the Aerial Assault path ability:

"Aerial Assault (Su): You can charge at creatures in the
air, or leap across obstacles as part of a charge. When
making a charge attack, you can expend one use of
mythic power to include a single Acrobatics check made to
jump, adding 10 feet per tier to the height or distance you
jump. You take no falling damage from the height gained
as part of this leap. If your attack hits, you may deal an
amount of additional damage equal to the falling damage
appropriate for the height you reached. Alternatively, you
may replace your melee attack from this charge with a
grapple check. If you succes sfully grapple a creature, you
bring it to the ground with you at the end of your jump,
and it takes an appropriate amount of falling damage for
the height it was at when you grappled it."

They made height equivalent to distance as a choice, with an Acrobatics check, but then gave damage for the height.

So you could infer you normally don't travel high enough to earn that damage on a leap.


Ultimate Equipment has a wondrous item censor and so does Mythic Adventures. If the GM wants to allow a burned drug to qualify as a form of incense that would seem to fit.


There's already rules about creating a cloud of incense with an effective radius.


blackbloodtroll wrote:
Chess Pwn wrote:
a long jump is 0 height, if you want some height then you're also doing a jump up.

You do understand how silly that sounds, and though no written rules dispute it, no written rules support it.

So, that is why I suggest hitting the FAQ button.

A horizontal long jump would work for a kung fu master. Interesting there's no set rule.


d20 Quintessential Monk has the Temple Swordsman template. You focus on proficiency in any one martial weapon to the exclusion of all other weapons. My GM let me import that for a monk-paladin hybrid who uses a longsword as a follower of Iomedae.


"Conduit of Divine Will (Su) Your mythic nature is directly connected to the divine. As a standard action, you can expend one use of mythic power to use channel energy, use lay on hands, or cast any one spell from your domain spell lists (as long as you can normally prepare a spell of that level.) Whenever you use this ability, you also gain spell resistance equal to 10 + your tier and a +4 sacred bonus (or profane bonus if you're evil) to your AC for a number of rounds equal to your tier."

This doesn't say "your channel energy ability" or "when you use lay on hands" or "you must have the lay on hands class feature". Am I correct in reading this as a divine endowment of channel energy and lay on hands on a character such as a mythic monk?


Google "Mary Rose shipwreck" to see why the guy in charge of cannons has got to know something about how they affect the handling of the ship. Then there's the whole issue about handling black powder on board.

Knowledge (Engineering) would tell you how much weight you need to throw a 500-lbs block 400 feet over a 50 foot wall. But what skill tells you that 400 feet is within arrow range of the yard behind the wall, or within reach of a cavalry charge through the gate? Such things are abstracted in any combat system.

Instead of letting you lose catapults through a complicated raiding system until you personally learned what you're doing, they abstracted it. You can't operate a heavy catapult at all, unless you buy the experience to use them reliably. The price, skill points, forces you to choose the experiences of a Siege Engineer over experiences behind other skill ranks.


I would say it depends on the order. If you want them both to attack independently, then sure, one command. If you want them to operate as any kind of team, I think you have to spend time training them as a team.


Tonyz pretty much nailed it. Captain Kidd sailed a masted sailing ship with oars on the top deck, it's called a sloop. But it was built from the keel up to do that. Would take an expert retrofit in real life to add oars. If you space the oarlocks wrong, then the ship will not steer straight.

But the reason Kidd did that was to have a boat that could move without wind. What most future captains did when calmed was lower rowboats and tow the ship. Very. Slowly.