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I've noticed some weird HP calculations in Blood for Blood. A lot of the enemies seem to get more HPs than they should? Take Armag f.ex. The book gives him 204 hp (5d12+9d10+117). With max for his first barbarian level, that's 12+(4*6.5)+(9*5.5) + 117 = 204.5. The dice seems to fit, so far so good. So let's break down the bonus hp of 117
I also can't get his attacks to fit. It kinda looks like along with Rage, Power attack is calculated in there. So as far as I can figure he should have:
I usually get all the right numbers when I calculate myself, but I've noticed a lot of discrepancies in Blood for Blood. Am I just forgetting something, or have others also noticed this?
My players are getting interested in having diplomatic relations with neighboring kingdoms, so I'm reading up on Diplomatic Edicts, and I have a few questions: 1. The diplomatic edict check adds both target kingdom size and your kingdom size (divided by 5) to the DC. Doesn't it make more sense that you should subtract you own size modifier? The way it is, it just gets more and more difficult to do diplomacy the larger you get (especially since this is against a character's Diplomacy skill and not a kingdom stat). The only way to make the check passable is with an inordinate amount of bribes and gifts (which may be the intention, but I still think it sounds odd)
The PC ruler of the kingdom in my game recently celebrated his birthday where several women courted him and he ended up with a fiancee. Unbeknownst to him though is that she is actually a spy from Pitax. What I'm wondering though, is what should she do?
Any ideas?
I've been reading up on the rules replacing the ones in the Kingmaker Campaign, and there's one thing (so far) that I'm really unclear on. There are several instances, like when the Royal Enforcer can choose reduce Unrest by 1 during the Upkeep phase, where you risk reducing a Kingdom stat. Is this reduction permanent, or does it just last for the current turn?
I'm getting ready to run Kingmaker as a GM, and I was wondering about something. Hidden locations require a certain skill check to discover. How did you do that?
If I let the players roll the skill check they'll know that there is something there to be found even if they fail (unless I require a skill check on every hex), but if I roll the checks secretly, I feel I'm taking a bit of agency away from the players.
I am a little unclear about something with regards to ending a barbarian's rage. In the description of rage it says: Quote: A barbarian can end her rage as a free action But free actions can only be performed on your turn (with certain exceptions, like speaking). Does that mean that if you want to end your rage at the beginning of your turn, you still use up a round of rage for that turn, since you can only end it after your turn has already started? It seems to me that that would be RAW, but it seems a little silly that you are not able to drop rage just before you start your turn?
I find it a bit ambiguous whether you should perform a single reading for the party or whether each PC should receive their own reading. I would go in the direction of a single reading for the party, but I know others have done one for each PC. Anyone have any insight into which it's supposed to be?
I'm currently running through Rise of the Runelords as a player (we just cleared the Graul farmhouse). But when were done with that, I'm thinking of taking over as DM with a new AP. But I'm not sure what AP I would like to choose. I used to run a Planescape campaign back in the 2nd ed AD&D era, so if there's something similar to that, that might be fun. But I like the more classic ones like RotR is as well. Also I like it when there's some intrigue, and devious characters who trick the players into doing their work for them :)
Since the rules in the core book are rather vague about this, I figured I'd try asking here.
Quote: The creator’s caster level must be at least three times the enhancement bonus of the weapon. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met and Speed doesn't have an enhancement bonus, it only has the equivalent cost of a +3 weapon. Also, regardless of which of the two level requirements are correct, I'm assuming you should be able to ignore this requirement with a +5 DC anyway.
We're a group that is thinking of starting up a Pathfinder campaign. I'm just wondering what are the most important books to read to get a feel for the Pathfinder world (we're all pretty familiar with 3.5, so the rules shouldn't be an issue to get familiar with)? I don't want to read any "spoilers", since we're likely going to be switching between DMs, but I would like to know a little of the history, theology and geography. |