ICon Kingmaker Pathfinder Rules, Setting, Question - Page 4 of 66

Thank you for that Icon, I will do that. If - Page 4 - D&D / Pathfinder Archive - Posted: 29th Aug, 2013 - 4:46pm

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    Post Date: 8th Aug, 2013 - 10:20pm / Post ID: #

    ICon Kingmaker Pathfinder Rules, Setting, Question
    A Friend

    ICon Kingmaker Pathfinder Rules, Setting, Question - Page 4

    I would also like to add another water skin to my list of shop items. Sorry I did not want to double post in your game thread.

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    9th Aug, 2013 - 8:04pm / Post ID: #

    Question Setting Rules Pathfinder Kingmaker ICon

    Icon, I don't have the handle animal skill I have craft, knowledge arcana, and heal... Now being that I find myself in a tough situation can I exchange one for handle animal because you directed me to look up handle animal?
    If so I will trade knowledge arcana. If allowed to trade skills trick's will be; Attack, Down, Work, Guard, Heel, Track.

    Unless I am incorrect in my assumption that I have only the 3 skills, which wouldn't surprise me then I would like to know where the skill came from? An act of kindness and pity on your part or did I miss something in the character making part of skills?

    Also I would like to name my horse, but I'm having trouble with names. I know it is inconsequential but would you mind helping me, give me a few idea's?

    Rather off topic, but...
    I picked (For now) I have an emerald green color of dice, I want to have more then one set. Also I'm going to purchase the PDF's on Pathfinder. I know most information needed is free for use, but for the ease of finding I may find some interested in playing the game here at home.


    Reconcile Edited: Canabusis on 9th Aug, 2013 - 8:30pm



    10th Aug, 2013 - 4:04am / Post ID: #
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    ICon Kingmaker Pathfinder Rules, Setting, Question Archive Pathfinder / D&D

    Game Master says...

    The six free tricks are the 'properties', for want of a better word, of the horse. Having the skill doesn't affect it.

    A character can use any 'untrained' skill, by directly using his or her ability modifier. Things like Climb and Swim, it just doesn't make sense you can't do it, so you use your Strength modifier instead. Handle Animal is a trained-only skill, but in the description itself (At the very end) it says you use a Charisma check only to Handle or Push an animal.

    As for naming, maybe start by choose a colour scheme first, then sex, and its attitude or maybe a distinguishing phobia. Then the names should just roll off the tongue.



    16th Aug, 2013 - 5:38am / Post ID: #

    Page 4 Question Setting Rules Pathfinder Kingmaker ICon

    Icon, I was reading up on Craft, for working for Oleg and Svetlana. I have artisans tool's but I am unsure exactly what that would consist of? The discription of artisans tool's is vague only saying that you would have the basic tools for your trade... Building carts?

    Hammer, Wood block plane, Chisel, Saw, Hand auger? (I looked up primitive wood working tools) what would I have in basic tools?

    Also I was reading about Craft checks, Can I say I'm taking 10 instead of rolling a Craft check or taking 20? Meaning I take my time to do the task without distractions, danger, etc? Or do you want me to roll for Craft checks?

    I would asume that anything basic like building walls, floors, platforms would be similar to building carts. (Except without wheels) I would think that if I tried to build something like a catapult or something of that nature it would be harder and require craft checks. Am I right in asuming this?

    What kind of wheels can I build for my cart making craft? Wooden or do I have some smithying skill to build metal wheels? Just curious I want to know my limitations. Also



    16th Aug, 2013 - 7:42am / Post ID: #
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    Question Setting Rules Pathfinder Kingmaker ICon

    Game Master says...

    The artisan's tools would be similar enough to use for general woodwork. This is something up to the GM, and I'll allow it.

    Apart from what you specified, Shivas may have a set of files, lacquer/varnish and nails.

    You can take 10 if you have no distractions, so if you can complete an item in 8 hours before needing to rest, then you can take 10. Taking 20 represents a longer time spent and multiple failures, so it doesn't apply. What Oleg will want you to do is part of a big project so would definitely take longer than 8 hours.

    Your skill represents your specialisation in carts, so I would say that you have to use just your intelligence modifier for other items. For catapults, the craft DC would be too high to attempt without having the specific craft skill.
    You also have the option to Aid Another if the DC is below 10, which in this case, it is.

    The skill assumes you access materials to put together the item, so you're not actually making the wheels. As long as you can access the required materials, you can assemble a cart of any materials. As for getting new craft skills, I would say that you can receive skill ranks between levels, but they are deducted from the gains next level. There are also retraining rules in the Ultimate Campaign book, but they would remove your other skills.



    16th Aug, 2013 - 4:18pm / Post ID: #

    ICon Kingmaker Pathfinder Rules, Setting, Question

    Thank you for explaining that, so basically the best course of action would be to roll for aiding another when working with Oleg. I don't really want to take from my leveling skills I just didn't know how that would work.



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    29th Aug, 2013 - 2:18pm / Post ID: #
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    ICon Kingmaker Pathfinder Rules Setting Question - Page 4

    Game Master says...

    To move faster in a day there are two main methods.

    One choice is a Forced March, which extends travel time by more than 8 hours in a day. It takes a Constitution check to not take damage, which starts at DC 10 and increases by 2 for every hour. However this option isn't really available to Shivas as she cannot reach the DC 25 Handle Animal skill check to Push her Brute.

    The other choice is to Hustle, moving at double speed, but damaging both steed and rider for 1 damage the first hour, double the previous hour for each consecutive hour (2, 4, 8, 16, etc) which replaces one of the 8 hours of normal travel. If you do this for more than 1 hour in a day, again you have to Push your mount (DC 25 again). However, due to Shivas' multiple healing abilities, I will ad-hoc rule that if the horse is not currently feeling pain (I.e. 0 damage taken, after healing) it will be willing to keep hustling, but with the double damage for consecutive hours.

    If and only if Shivas takes off on her journey (The day after, as it is night) I would like you to structure your post as:

    Hustle hour 1: 1 damage Brute & Shivas
    Healing: (Method, eg. Channel Positive 1d6 smile.gif 3 Brute & Shivas

    Hustle hour 2: 2 damage Brute & Shivas
    Healing: Channel Positive 1d6: 1 (Not enough)
    Spontaneous cast Cure Light Wounds (Swapping Sanctuary) 1d8+1: 7 (Shivas still on 1 damage)

    Et cetera.



    29th Aug, 2013 - 4:46pm / Post ID: #

    ICon Kingmaker Pathfinder Rules Setting Question D&D / Pathfinder Archive - Page 4

    Thank you for that Icon, I will do that. If I where to fast travel for lets say two to three hours then travel at a normal speed for one to two hours then begin fast travel again for the remaining time will that help in making progress without taking further damage and will it help in not only the reduction in damage but possibly the reversal?
    Like gaining back damage points, or does healing only apply in gaining back damage points? I'm sorry I tried looking up the information for this but was [unsuccessful].

    Rather off topic, but...
    I actually found the name searching a site for [cannabis] seeds with the intent on finding a name, not actually looking for seeds. [Although] it is close to [Chivas] the high end whiskey.


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