|
tyrfing's page
Goblin Squad Member. Organized Play Member. 19 posts. No reviews. 1 list. 1 wishlist.
|
I'm not sure if this is an error or not. The Vault Keeper and Vault Builder are listed as outsider (earth, elemental, extra planar). Elemental subtype normally means the monster is not subject to critical or precision damage and is not flankable. However the Vault Builder also lists fortification (50%), which would seem to me to be redundant.
Any thoughts?
1 person marked this as a favorite.
|
I think time passes faster in the game...
A shared bank would have to be an extension of the Local Vault, otherwise two characters sharing an account could trade between settlements without the risk of transporting the items.
It sounds like in GW's plan for the mature game, in order to transfer items between characters without trade you would have to belong to a company/settlement. I say this as shared storage has been promised for those, but not for (otherwise unrelated) characters on the same account.
This does fit in with other posts that have been made about joining up instead of going it alone.
Kyutaru wrote: Rogue and Wizard can basically fight naked already. They have no real damage resistance and tanking your defense ratings just means you get crit more often, which doesn't do that much at the moment. They don't get resistance, but they do get hit points.
Diella wrote: Nihimon wrote: Diego Rossi wrote: Heavy armor decrease or maximum carrying capacity when worn and that slow us down a lot, strong back at 1 don't seem to have any meaningful effect, so I think wost character will walk around naked, donning their armor just before a fight.
"Wait while I don my armor" will become a common refrain. I expect well-rounded Parties will include a Freeholder optimizing Encumbrance who will be asked to carry the Loot that's starting to encumber the other Characters. So does that make a freeholder someone who walks behind fighters offering to HOLD their loot for FREE? The freeholder's name will generally be "Patsy".
I suppose if you wanted to continue the joke, you could call it a leak test. "Is there a leak to let the magic smoke out?"
I believe something like the Bluff skill hiding flags was mentioned on the GW forums some time ago as being in the works.
T7V Avari wrote: If your looking to solo as a rogue, I recommend the swashbuckler/daredevil line and dual wielding with a longsword/shortsword. The longsword has a primary with 50% flatfoot condition that sets up the ShSw backstab damage. Good point, but because all kills look at the primary weapon in hand, all of your kills will count toward Martial achievements instead of Subterfuge.
2 people marked this as a favorite.
|
Wouldn't moving completed crafted items to the local vault be more appropriate than moving it to your inventory, wherever you are?
Otherwise you could start the item, move to the client and wait for it to appear.
Ran to the settlement on Sunday. No one there. Have not been back online since.
I may have a problem with getting together in this group, since I'm on Eastern Daylight time, which is 4 hours behind GMT.
Has anyone else had problems finding goblins to kill in the tutorial? I've made two complete circuits around my starting settlement outside the ring road and found exactly zero, while avoiding bandits and broken men (and having to kill two of those when I didn't avoid them successfully).
Are they using stealth mode? Should there be more precise directions than "just outside the city"?
This seems excessively limiting, since you need 3 feats to make full use of it, especially since you don't have to have any of them to pick the ability.
I guess I'm focusing on the exactly what items should be available because I'm currently running Thornkeep. It's a Small Town (Base Value 1400gp, Purchase Limit 7500gp) and the party is currently 5th level so they're starting to run up against the limits in terms of what items they can purchase. If they were near a Metropolis this would not matter as much.

1 person marked this as a favorite.
|
Sean K Reynolds wrote: tyrfing wrote: Perhaps this has been answered above although I have not seen it.
In the Core Rulebook, magic items which have a purchase price of the Base Value or less have a flat 75% availability, while the rolled items must be more expensive than that. This does make some sense, in that you wouldn't want to roll a bunch of cheap items, because they're already (almost) certainly available.
In Ultimate Campaign however, the Base Value is a cap on the price of items available. This also makes some sort of sense, as otherwise you get the (small) possibility that a thorp of 20 people has a Harp of Charming (7,500 gp) available for sale.
Which is it? Does Base Value mean different things for player-ruled settlements as opposed to ones that the party wanders through during adventures? How do we mesh these two? The Ultimate Campaign book also (p. 212) repeats the "There is a 75% chance that any item of that value or lower can be found for sale in the settlement with little effort." sentence, so I'm not sure why we would bother to generate the other items - is it to say "these items are guaranteed to be for sale and if you want other items, there's a good chance that they will also be available, but nothing above the Base Value"?
The Core Rulebook system is a generic, low-detail system for randomly determining if and what items are available in a settlement the GM hasn't planned out.
The Ultimate Campaign system is a specific, high-detail system for determining what items cannot be found or may be found in a settlement the PCs built or control.
The nature of the settlement determines which system you should use. In other words, if you wander into a neighboring land and go magic item shopping, and the GM hasn't planned out what items are in that settlement, use the Core Rulebook system. If you return home and are doing your kingdom phases and want to see what items pop up in your settlement's available magic item slots, use the Ultimate Campaign system. I might be missing something here, but this means that no magic item available in a PC-run kingdom will ever have a purchase price over 16k. A PC who wants to buy a more expensive item has to:
1. Commission one (assuming you can find someone capable) and wait.
2. Pop over to Absalom (if you're purchasing 16k+ items I assume you have access to teleport) and check out the lists every once in a while (monthly?).
3. Get the item creation feats (or persuade someone in the party to do so) and do it yourself.
Does this sum things up correctly?
I guess there is an advantage to having the Base Price be a cap - if you don't like the items, you can only buy them yourself, so this at least puts a cap on the amount you have to spend.
Er - I just thought of something. Does the 75% availability rule still apply? Or are the items generated in the slots all the items that are available in that settlement?

When I was running the Kingmaker AP, one of the players (who is quite mercenary) said something like "What sort of salary do we get for running the kingdom? Why should we bother if we don't get one?"
It does occur to me that this is a problem with the interface between the Downtime and Kingdom system. If you own an Inn in the downtime system, you can earn a small amount (compared to adventuring, but still) of money by running it.
However if you are running the entire Kingdom, it seems you can only get money out of it by BP withdrawal and running the risk of citizens rioting in the streets via increased Unrest.
Am I missing something? Are NPC rulers generally supporting their lifestyle through BP withdrawal and conversion, or is this only supposed to apply to PC-ruled kingdoms?
Another item is that the Taxation Edicts seem to not generate much - the difference between Taxation level of "None" and "Overwhelming" gets you at most 1BP/turn, which can mean a lot when you're starting out, but certainly very little if you have a 100-hex Kingdom with several Cities. Any suggestions for scaling this, e.g. as a percentage of the Economy?

Perhaps this has been answered above although I have not seen it.
In the Core Rulebook, magic items which have a purchase price of the Base Value or less have a flat 75% availability, while the rolled items must be more expensive than that. This does make some sense, in that you wouldn't want to roll a bunch of cheap items, because they're already (almost) certainly available.
In Ultimate Campaign however, the Base Value is a cap on the price of items available. This also makes some sort of sense, as otherwise you get the (small) possibility that a thorp of 20 people has a Harp of Charming (7,500 gp) available for sale.
Which is it? Does Base Value mean different things for player-ruled settlements as opposed to ones that the party wanders through during adventures? How do we mesh these two? The Ultimate Campaign book also (p. 212) repeats the "There is a 75% chance that any item of that value or lower can be found for sale in the settlement with little effort." sentence, so I'm not sure why we would bother to generate the other items - is it to say "these items are guaranteed to be for sale and if you want other items, there's a good chance that they will also be available, but nothing above the Base Value"?

Mul wrote: Gauss wrote: Mul, Bobson is translating the 250 people per lot into the number of lots for each city type. He is correct. Until a lot is "completed" (filled with a building) it is empty of people. This is stated on UCa p212.
Also, lots may not be '1' building but many buildings of the same type. Even a Castle doesn't fill it's lot. A castle and all of its grounds will fill the lot.
To answer some of your questions on what I think they are:
1) In Kingmaker resources are Lair (Cave), Landmark, Resource, and (maybe) Roads.
In the new Kingdom rules what I am using the resource column for anything in the hex that is an economy, stability, or loyalty bonus. This includes: Aqueduct, Fort, Highway, Mine, Quarry, Road, Sawmill, Watchtower, Lair, Landmark, Resource, and River.
Skill column: I use that for the (optional) skill component of the leadership scores.
Government, I think this is just for the second section and does not apply to Economy, Loyalty, and Stability.
2) Near as I can figure they are not used for that section of the table.
3) On GMG p206 it states that Alignment never affects economy (productivity).
On GMG p207 there are government types that do affect economy on a local level. Similarly, on UCa p231 there are national government types that affect Productivity (economy).
Yes, productivity is the old Economy for a settlement. This is stated on page 215 right above the Academy listing.
- Gauss One question I missed on this, where does it say that houses, buildings, etc. "may not be '1' building, but many of the same type". Page 214 states that Lots is how many lots the building fills. By the use of the word fill, I would take it as fills, meaning uses the area/lot completly. I think it says that on the same page, under "Building Name".
Some of the descriptions, e.g. for House, also make it clear that a lot contains many actual buildings. Other descriptions are less clear about that point but can be inferred, e.g. the description for Magical Academy "An institution for training students in spellcasting, magic item crafting, and various arcane arts." - this could mean one building or several. Still others state explicitly that is represents one building, e.g. the Mansion - although I think that the manor's kitchen for instance would be separated in case of fire.
In the end, you should probably take a certain amount of artistic license with the description; if it makes sense that a Building should consist of several separate structures, then it should be. If not, then not.
1 person marked this as FAQ candidate.
|
The background light level is now bright, so the area in darkness is now normal. I think the sun is a great deal more powerful than a daylight spell, which negates darkness in its area. Yes, it's "non-magical" (perhaps - although you don't want to say that near Sarenrae's temple unless you're thunderbolt-proof), but the daylight spell is intended to mimic the sun's light, not the other way around.
Organized Play Characters
Tariq al'Abdsaren
Male Human (Keleshite) Druid (Plains Druid) 6
(11
posts)
|
Dorian Karles
Male Human (Chelaxian) Ranger 1
(4
posts)
|
Ipharell
Male Tengu Unchained Rogue(Swordmaster) 4
(8
posts)
|
Aleksandr Talov
Male Human (Taldan) Swashbuckler 3
(2
posts)
|
Montgomery Thorent
Male LN Dwaf Investigator/Gunslinger(Pistolero) 6/1 HP:46/46 | AC:17 T:12 FF:15; +2 vs traps, +4 vs Giants | CMD:17 | F:+5 R:+9 W:+7 | Init:+2;+4 underground | Perc:+18 SM:+8; darkvision(60) | stonecunning,trapfinding(+3), trap spotter | Speed: 20 | Inspiration(+1d6) 5/6| Extracts{1: 4/5, 2: 4/4}| Grit 2/2 | Faction Pin{used}| GM reroll{unused}|
(66
posts)
|
Kurzon
Male Human (Shoanti) Bard (Thundercaller) 2
(0
posts)
|
Alyzar
Male Ifrit Slayer 2
(1
post)
|
Marko Vishki
Male Human(Varisian) Magus (Kapenia Dancer)/Bard (Dervish Dancer) 1/2
(1
post)
|
Sebastian_Morgenstern
Male Tiefling(Devil-Spawn) Warpriest of Andoletta 1
(0
posts)
|
Sinopa Darkebane
Female Kitsune (Human Form is Garundi) Gunslinger(Mysterious Stranger) 2
(0
posts)
|
Seme'
Male Nagaji Druid (Naga Aspirant) 1, Monk (Tetori) 1
(0
posts)
|
Alakhest
Male NG Oread Occultist 1 | HP:10/10 | AC:15 T:10 FF:15 | CMD: 13 | F:+4 R:+0 W:+3; +2 vs. altitude fatigue and sickness | Init:+0 | Perc:+5 SM:+1; darkvision 60ft | stonecunning | Speed:20 | Mental Focus: 4/4 | Spells {1: 2/2} | Faction Pin {unused} | 1 star GM reroll {unused}|
(55
posts)
|
Raef Lung
(0
posts)
|
Kaavya
Female Vishkanya Mesmerist
(0
posts)
|
Miro / The Knife
(0
posts)
|
Zyrethian Voninquel
Male NG Elf Abjurer 1 HP:8/8 | AC:18 T:14 FF:14 | CMD: 13 | F:+2 R:+3 W:+3 | Init:+3 | Perc:+3 SM:+1; low-light vision | Speed:30 | protective ward 5/6| Spells {1: 2/3} | Faction Pin {unused} | 1 star GM reroll {unused}| Arcane Bond {used} |
(161
posts)
|
Byamba Sinae
Male Lashunta (Korasha) Solarian
(0
posts)
|
5ym0n
Non-binary CN Ysoki Cyberborn Operative (Hacker) 2 | SP:9/12 HP:14/14 RP:4/4 | EAC:14 KAC:15 | CMD:23 | F:+0 R:+6 W:+3 | Init:+3 | Perc:+7 SM:+3; darkvision(60) | trap spotter (+8) | Speed: 30 | Evasion | Active Conditions: None
(73
posts)
|
Stenorus
Male LN Kasatha Corporate Agent Technomancer | SP:6/6 HP:9/9 RP:3/3 | EAC:12 KAC:13 | CMD:21 | F:+1 R:+1 W:+1 | Init:+1 | Perc:-1 SM:-1 | | Speed: 30 | 1st Lvl Spell Slot: 3/3 | Active Conditions: None
(0
posts)
|
Magnus Merryweather
(0
posts)
|
Lyarana
(0
posts)
|
Pathfinder Tales Deck - Radovan
|
Pathfinder Tales Deck - Varian
|
Inquisitor Deck - Salim
|
Doriam Karles
(0
posts)
|
Zyreniath "Ren" Voninquel
(0
posts)
|
Dhorne
(0
posts)
|
Hoban Leafwind
(0
posts)
|
Thunder Styx
(0
posts)
|
Alexandre Talov Aldori, 2nd
(0
posts)
|
Logan 345
(0
posts)
|
Y'Remythial Voninquel
(0
posts)
|
Vale Voninquel
Elf (Nephilim) Thaumaturge
(0
posts)
|
Nyxymandeus
(0
posts)
|
Aliases
|