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So I thought I had all the rules to this city management thing down until I ran across page 83 where it talks about accumulating income while you are gone. It states:

If you were away for multiple days, attempt one capital
check for each day you were away (if the number of checks
is enough to be cumbersome, take 10 on these checks). For
every 7 days you’ve been away from the settlement (whether
they were downtime days or not), reduce the total amount
of gp earned by 7 and reduce the Goods, Inf luence, Labor,
and Magic earned by 1 each (minimum 0).

I'm planning on having a cohort manage all my stuff while I am away. They will be in charge of collecting income, making sure businesses are running properly, etc. I will also have some managers in buildings. Having a cohort contact your businesses prevents mutiny and loss of said business, but for some reason because you are gone for a week that business earns less money? If I have a bar that earns 2 gp a day, and I am gone for two weeks and come back, I make 14 gp instead of 28 gp? Just because I was out of town? This makes no sense at all. Did everyone decide to not work anymore because I was gone?


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*looks at post*
*laughs out loud*
*clicks back button*


As far as a background to the world, you could say that a cataclysmic event occurred that destroyed all the gods. Maybe a god war on a massive scale, where one of the side effects was that everyone woke up one day (maybe generations ago) with no knowledge of what had happened before...perhaps because the god of knowledge is now dead. The god of magic would also be dead, thus while people may know that magic once existed, without a god of magic to facilitate the use of the arcane, no magic worked any longer. Divine casters have no one to grant them spells as well. Churches could exist to the old gods, thus there would still be religion if you wanted, but they would essentially be worshipping dead gods. All magic items created before this cataclysmic event still functioned as normal. Just an idea.


Sure you don't want to just use a lance/spirited charge and give your mount Improved Unarmed Strike and Dragon Style? Infinitely more Cavalier-like and damage focused.


So they say a block = 750 ft by 750 ft. This is 562,500 sq ft. How do we justify this massive area costing so little to develop? Houses cost only a few BP to build, but 562,000 sq ft of homes would in reality cost a ridiculous amount of money. Also, that's enough for 562 1,000 sq ft homes...this would be a massive housing complex in todays standards. You can use this logic for other buildings as well...a wizard tower taking up that much space? A dump a half a million sq ft? Gross. I'm trying to justify this realistically to my players and having a hard time, anyone have any ideas/suggestions?


I see, so this economy check isn't necessarily collecting taxes, it just represents financial growth of your kingdom?


Do you still generate income via taxes on your turn if you have your tax edict set to none?


i'd suggest allosaurus. probably the best dinosaur animal companion, plus it comes from an egg.


To clarify, a mount can indeed overrun while charging? I thought the mount used all it's actions using the charge manouver, thus did not have a standard action to overrun?


I've been scouring the internet for an answer to this and can't seem to find an answer. If you are mounted and move out of a threatened square, does the enemy get an AoO on you or your mount? Does it get to choose? If it has combat reflexes can it divide them up however they want?


You could always look into paladins. Gnomes make excellent mounted paladins and they do get spells eventually which make them great melee casters. Best saves in the game, excellent armor, and not wisdom based at all. Take a medium mount and lance things to death. For the skill monkey portion take a decent int and put your favored class points into skills.


Correct, but if you never reach the level to replace the ability, then you are not taking archtypes that replace the same feature.


Oh ok, I looked for something that said you can't take two archtypes even if you never reach the level that replaces the same class feature. Is it implied?


A quick rules question about multiple archetypes. I know you can have multiple as long as the abilities you lose do not overlap. It also says you must take all abilities and can't cherry pick. What if your 2nd archetype replaces an ability of the 1st but not until a later level? For example, a Paladin that has Oath of Vengeance (aura of justice replaced at lvl 11) and Shining Knight (aura of justice replaced at lvl 11). Could you theoretically take 11 levels of one of them and 4 levels of another?


Reinheardt wrote:

Seems like in all the damage calculations you guys are multiplying the damage dice as well as the extra damage (STR, charge, PA, etc).

Aren't you just supposed to multiply the extra damage as the extra dice already factor in the multiplication?

For example:
3d6 + 21(6 for str, 6 for pwr atk, 7 for smite, 2 for magic wpn) x3 damage

= (11) + (21x3) = 74 not the 96 as advertised.

Actually it says you roll the die plus modifiers and then multiply. Exactly like a critical hit. So it would be 96.


Ya man, definitely just buy a pony.


Quite possibly, I only brought it up to show how ridiculous the build could get. The rules for multiplying damage dont suggest that litany would double the damage after it is already multiplied...


You guys are correct that you can only do 250 DMG or whatever once a day. But this is by no means a one shot wonder. All the other attacks are doing nearly 100 damage, refer to my firstpost. Find me a lvl 7 character hitting for 100 every round. This damage is extremely consistent...


In regards to your original question, I would just buy a riding dog or pony and use it until you hit lvl 5. Dipping is simply not worth it with the build above as you lose spells and smite damage. At level 9 take radiant charge. An interesting spell to look at is Litany of Righteousness as it doubles damage. At lvl 9 with say 7 uses of lay on hands and litany of rigteousness + smite you could theoretically do, using the character stats in the above example with a 16 cha, the following damage:

4d6 + 24 x4 = 152 + 7d6(from radiant charge). Avg damage of 198.

Basically 200 damage without a crit and with mediocre gear(only a belt of giant str and +2 lance) and no buffs other than litany. Have a bard in the party adding more damage? Have a piece of gear that gives more cha? Rhino hide armor? More str? You are simply one shotting everything. And you're a tiny gnome named Tippy Mcfizzlepot.


I'd suggest Gnome instead of Halfling to be honest, +2 cha and con is much better than +2 dex and cha. Really you are going to be best at alpha striking via charge, so just focus everything on that. Your first four feats should be Power attack, mounted combat, ride by attack, spirited charge. By level 7 you should have a +2 Lance, and on a charge you will do 3d6 + 21(6 for str, 6 for pwr atk, 7 for smite, 2 for magic wpn) x3 damage unbuffed vs evil creatures if you have an 18 str (invest in a belt of giant str). So average you will do 32 dmg x3 on a charge, or 96 damage. Throw on a buff or two and you are easily one-shotting things of your CR. Oh, and you have the best saves in the game, lots of hp and ac, and if you are riding a boar he will easily have 30+ac in full plate. Have him take dragon style and you can now charge through difficult terrain and allies. I gave mine horseshoes of speed so he moves 60ft a round, charging up to 120ft a round. You are now a tiny machine of death. Use ride by attack effectively and you can charge on virtually every round of combat.


I was thinking halfling only because we will be in dungeons. A mammoth wouldnt be able to fit in dungeons.


I'm starting a campaign soon and need some help building a highly optimized character. My DM throws rough stuff at us and has resulted in our group having to optimize to survive. I was thinking of going the mounted barbarian route. Level 7, giving us 80 pts to put into stats, 8 min 18 max. I've been thinking of taking a level in Oracle with Battle mystery then going Mounted Fury/Totem Warrior/Invulnerable Rager. I figure I would dual wield lances and just destroy things with a charge, then use Surprising Charge from the Battle mystery to do it again the next turn. I was contemplating going halfling for the medium sized mount. Not sure on feats or rage powers or anything, just wondering if anyone out there has had some practice with optimizing a barbarian as a shock trooper like this, or maybe if there's a better way to go with a barbarian to optimize damage? Any help would be appreciated, i've hit a roadblock in character creation.


By these rules...are we assuming that a small or larger creature can't be picked up and moved at all by a small elemental?

"Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster's slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster's HD + the monster's Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful."


So lets take this scenario-
Master Summoner casts create pit near a monster. The next round he summons 4 small air elementals surrounding the monster on all sides. Air elementals all go whirlwind. Air elemental #1 moves into the space of the monster, forcing him to make a save or take slam damage and a second save to be engulfed. Monster makes both saves. Air elemental #1 then moves back to his original space. He has now used up 10ft of movement. His movement is 100ft. He can do this 9 more times this round? With 4 elementals you could make a monster save 40 times (assuming he keeps making all these reflex saves) for being engulfed per round yeah? Once engulfed, elemental drops them into pit for lots of damage...what am I missing?


My group must not be using the correct site for getting our rules information. We are using this- http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules #TOC-Whirlwind-Su-

Should I not use that website for information on Pathfinder rules? Because according to www.d20pfsrd.com whirlwind is not limited to the size of creatures at all.


Where does it say "Creatures one or more size categories smaller than the whirlwind"? I can only find this regarding sizes for whirlwind:

"Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed at a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind’s volume. As a free action, the whirlwind can eject any carried creatures whenever it wishes, depositing them in its space."


Oh I found the text about how many you can have in it..."The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind’s volume." But still, 5 ft at base and 20 ft high with 10 ft width at the top is...6 squares or 30 square ft? You could trap 1 large creature and two small creatures...wow.


They could still be summoned, move say 20 ft on the ground scooping up a few bad guys, then go 80 ft in the air right? At the beginning of their next turn they would end the whirlwind and the bad guys would fall 80 ft, or 8d6 damage. Makes a wizard with fireball cry I bet. Also, I couldn't find text about how many creatures could be trapped in the whirlwind, it makes it seem like any number actually can.


I just wanted to see if this is legal, but it seems small air elementals are very overpowered. Playing in a campaign as a level 6 Master Summoner, I recently summoned 7 small air elementals over the course of two rounds in a dicey combat where we were fighting 10+ monsters. The whirlwind ability of the elementals seems just ridiculous. I had all the elementals move through the squares of at least 4 monsters each until all of the monsters were caught in the whirlwind. The DC for the reflex was 14 (12 base, augment summoning +2 str = 14). The bard had done something to reduce their saves even further. In one round I had gobbled up all the mobs and done their slam attack without taking any attacks of opportunity as per the whirlwind ability, then had them fly up in the air, 80+ feet in most cases. The next round a few escaped and fell to their deaths. The next round I went up another 100 ft and ended the spell, resulting in the rest dying horrible falling deaths. Is this actually within the rules? We were flabbergasted at the table, but couldn't find any reason that this was not legal.

This could also be amazing if you use lantern archons to gestalt into large elementals...