Rogue Elf

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I think that combat is quite static. Usually, your PC and her foe are swaping blows without the need of leaving their respective squares (unless a dire need arises, of course). But I see this as unreal: in action films you see combatants always moving to and fro, but rules do not demand narrative movement. Furthermore, when moving you interact with the environment elements, making combat much more interesting. How do you deal with this?


In UC, under Kingdom Building rules, it's convenient to fill all the Leadership Roles for your kingdom or settlement. However, I think some of them could be paid NPCs. Where can be found the costs for such NPCs, if any?


How many HP does an item have? (eg, a silver headband, a scabbard, a wood box...) I think this is an obscure theme in the rules, but still quite important.


When creating from scratch a high-level PC Wizard (say, level 10 or so), how many spells is she expected to have in her spellbook? (I think it be a high number, and not the minimum of 2 spells per level). Any idea?


I'm trying to find weapons and armor made by elves, but I cannot find anything in PFSRD. Any suggestion?


My LG Wizard has got the Familiar option. I think that Familiar's AL has not to be the same as the Wizard's, but I'm not certain about it.
Furthermore, if my LG Wizard take levels as Paladin, what AL must have her Familiar? LG?


I'm trying to create a Half-elf Paladin born and raised in Ustalav. I know that such combination in that region is very unusual, but I seek a logical explanation to account for such a PC. Any suggestion?


I have a shattering doubt about Called Shots (from UC) and I can't find any solution to it. When you try to hit a location, ie a Called Shot, what AC do you try to hit? The overall AC or the AC of the aimed location? UC says in p 193: "The smaller or better guarded the area, the more difficult the called shot", but although a penalty when hitting a small location is considered, there's no rule regarding the difficulty to hit a guarded area.


Apart from hiring hireling as a Service (Corebook 159), it seems hard to find out the cost of NPCs when the PCs want to hire them. Any suggestion?


In the Advancemet Track section of each AP there is no clues about haw many PCs are needed. Maybe 4? Or is it irrelevant?


Although AC is a measure of how well protected a creature is, I find some problems when dealing with AC and large creatures. For instance, the Immense Tortoise (Bestiary 4) has AC 25 (+25 natural) Do the shell has AC 25 or just the whole body (which would be illogical). Furthermore, if a Medium size humanoid attacks the tortoise, does he hit the legs (due to his size) or the shell (again illogical)? The legs would have 0 AC...
Any advice to cope with it?


Although there are rules covering how much weight you can drag and lift, I cannot find out a rule that dictates how much weight a creature can throw (eg, you grab a goblin and want to hurl it; the same with a chair or rock...) I do not mean treating the object as an improvised weapon, of course. Any suggestions?


Scenario:
A large creature (ie Dragon, Ogre..) walks through a forest. Due to its size, it is obvious that some trees get in its way. The creature has enough strength and size to possibly take down the trees without "attacking" them. Rules seem not to contemplate these passive interactions, and I think they could throw an interesting cinematic combat scenes.


This may be a dumb question, but... why do NPC's have a lower CR than a PC? I cannot find an answer in the Corebook...


Is it possible to move, attack and continue moving (as long as you have enough movement) in the same round?


Does exist any character creation rule about creating a primitive barbarian? I mean, a savage barbarian or a dark age barbarian (similar to the Quintessential Barbarian I: Regional Concepts).


Any rule about hunting? I mean, rules that cover the size of the game, stalking prey and so on...


Hi! I try to convert a monster into stone (not with the spell) via a template, but I cannot find it. Anyone knows?


Does a Vampire Domination allow him to Pin and Drain the blood of his victim? I mean, is the victim allowed a Saving Throw +2 because she is doing a self-destructive order?


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Rules about designing Encounters with several PCs are not as accurate as I'd like it to be, so I've designed the following table-system:

.......................APL
...............Average Level of PCs is…

#PCs...........1.....2.....3.....4.....5
__________________________________________
..1.............1/4..1/3....1/2...1....2

..2.............1/3..1/2.....1....2....3

..3.............1/2...1......2....3.....4

..4..............1....2 ......3....4.....5

..5..............2....3.......4....5.....6

Eg/
- Designing an Encounter 'Hard' for 1 PC Level 1 (APL 1/4) is CR + 2 = CR 1/2
- Designing an Encounter 'Average' for 3 PCs levels 2,4,4 (APL 3)is CR 2


In the Core Rules, a normal unarmed strike deals nonlethal damage. What about if the opponent is within (metal) armor? Does the strike hit he head or the vitals? (and therefore it would be a Called Shot with its own modifiers) It's a mess. Any exit for this? Thanks!


I see as illogical that the ie, the leg has no AC when the leg is armored. This is a fatal hindrance when using Called Shots. My system is:

- By default, all hits go to the Torso (or main body; 1-4 chest, 5-6 vitals). The Called Shot effect to the Torso is applied if it hits.
- All pieces of armor have the same AC as the main armor (ie, a Scale Mail Leg is +3 AC).

I think this system is more realistic.


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It's supposed that surfaces greater than 3 feet wide are any floor, and tge base DC for Acrobatics is 0. However, if that floor is covered with gravel (slightly obstructed), the DC is +2. Such a surface (gravel) is difficult terrain and the movement on them is halved. Moving at full speed on uneven surfaces is DC +5. So, it is DC 7 to move at full speed on gravel. BUT no skill check is needed to move across such surfaces unless the DC is 10 or greater. That means: you can always move on gravel without penalties on your movement. Am I OK?
Thanks!