I would hold off on creatures for the time being. I think the better way would be to start off with nonfunctional tech (value is in the material, not what it does) as part of the loot they got from out west. Depending on how far you could introduce some magic items with numerian flavor (for example physical stat belt actually a powered exoskeleton, functionally the same item and slot but with some extra flavor. They've done similar with other stuff from numeria ie a ray gun could be a modified wand of scorching ray) Irovetti has some numerian toys you could look to for inspiration as well. For creatures I'd say 4 is probably the best time to use them. Party starts hitting people aligned with pitax at that point so switching around a couple encounters to have more techy minions would be a good time. Book 5 is probably the best time to bring out any numerian creatures you'd like to use. Not sure how heavily you're wanting to make this a central theme since book 6 will be a big swerve if so.
I would probably slowly build it as opposed to clockwork right at the start. Perhaps when they take the fort some of the loot is strange mechanical components, pieces taken from wrecks near the numerian borders or busted tech, still valuable but not really useable aside from attempting to reverse engineer something during the AP. Maybe have him a couple of abysium coated arrows to get some extra oomph and get that connection. Not sure of how the clockwork owlbear will stack up but looking at the template seems it could be the bigger threat than staggie. Also if you introduce it, you need to be ready for a craft party to try to safely disable it and keep it.
My players will be heading to the first instance of the tournament in a couple of months. I plan to have them invited to several such before reaching the climactic one in WOTRK.
I would highly recommend running an outlaw council event when they hit the size to be considered a kingdom. Our DM did that before the tourney. Got a lot of great RP from it.
Our group managed to sweep the tourney in part by happy accident. The archery contest was handled well by my ranger cohort and our friend Garuum, the cleric's cohort, destroyed all six logs in a great display of strength. But the show was stolen completely by our swashbuckler Roger Flint, champion of the joust and boast. For the boast he told the tale of how he seduced a blodeuwedd commune, ending the story with a bawdy song beginning with "I take a look at my enormous..."
He narrowly took victory from Pitax's representative. The highlight though was the joust, where he was our representative solely on the fact that he could ride a horse. He faced down Villamor Koth, narrowly avoiding being unseated while dealing a decisive blow to knock the former champion from his horse. After his surprise victory he led the crowd in a chorus of his earlier song while lewdly gesticulating with his lance.
The next morning we all enjoyed Irovetti having to congratulate us on our vidoty with a smile indistinguishable from rictus (with a lovely slip of the tongue from our DM giving Roger a new nickname; "the lord of rodly might"). We enjoyed our strong showing as well as resigning to the fact that when we face Koth again he is going to stove Roger's head in before anything else.
In our KM game, the outer gods and great old ones and their servants use an ancient dialect of aklo. If a creature that is native to the tapestry speaks it, if you use magic to read it, or try to read it while only knowing basic aklo you need to make a will save against temporary insanity.
Our group had something similar but very different. We went to the barbarians first as it seemed to be the side main-quest as opposed to taking drelev. Our DM has been running that without explicit reason for hostility we can talk to most intelligent creatures and the barbarians attacked because they signed an oath but not a pact of aggression. As a result we were able to take the trials without any fighting after a good negotiation. After going through and finding that the armag issue was way above what anyone expected we were able to take advantage of this and forge a friendly relationship with him. After taking time to clear up some of the other quests we've put our attention to Drelev and snuck into the city under the guise of peasants. We scoped out the situation and then bribed our way back out and that night secured the payment intended for the mercenaries and left a pyramid of 10 giant heads on the docks. We've returned now not hiding anything at all about ourselves to crash the baroness' birthday party and leave with drelev in chains or dead.
Wow I love it. But it does seem odd that Armag can defeat the 16th level ubers, but not the level 12s?
I would chalk it up to an army was brought against them from the sounds of it. After wiping out them most either went on their own raids while Armag got his sword is what I would guess.
I have an issue at least with your wording on part 2. Do you mean total result or just he die roll because some of those don't make sense as by RAW you don't necessaryily fail on a 1 for skills. If you roll a 1 for diplomacy but have a +19 to that roll you're still more diplomatic that someone with no points who rolled a 1 but the way you phrase it makes it seems like it's only the die result that matters.
+5 Toaster wrote:
don't half your non-summoner class levels count as summoner class levels for the purposes of evolutions and your eidolon?
I am finding nothing that supports that. The prestige class doesn't say anything about half level counting toward special class abilities and looking over the summoner doesn't show anything like that either. only thin I see adding in, is that he adds his EK level to his summoner level for any feats that are level dependent but that's it.
Caster level only applies to being able to cast higher level spells, spells /day, and spell effects reliant upon caster level. You would not gain more evolution points just like a sorcerer eldritch knight would not gain more bloodline powers from the prestige class.
Honestly you and the player need to work this out. This sounds way more like an issue between the two of you that's heading out of character.
If i were GM my take would be Restov told you you had the right to put and unrepentant bandits to the sword and given their own issues at the time I don't think they'd like you sending them the rabble you capture. I'd also point out that Abadar's viwe on banditry by his paladins is as follows:
Bandits are a plague. Under my will they come to justice.
So the standard LN may be even more hardline. They'll get a fair trial but it also means it will not be weighted much by mercy as they're very by the book.
Still I think this is a more personal issue for you and the witch's player so you definitely need to talk this out.
I was under the impression the cyclopes were something that had previously inhabited the region and they were all moved out or long dead (except Vordakai and his undead) by the time KM rolled around.
Much reduced stragglers in our case. We came across a tribe of about 30 so not a major entity but still valuable for allies.
The way our DM did that one was introduce a pair of eccentric chefs who would basically throw down iron chef style with rare ingredients which would bring in a pretty good haul to the location they did that in. We had to go near that area anyway to seal a truce with a cyclops tribe so it wasn't a huge logistic issue. He also turned the random dead noble in the woods into a brevoyan murder conspiracy which turned out excellent.
I don't know if there's a hard rule for how it works, but I would at least allow the player to tell they aren't wounding them as effectively as they'd expect. I would require some kind of check to determine the reason (perception for disguise with maybe a bonus after the first swing, not sure about other ways)
Have you asked them why they stay in so much contact with Restov? I'm just wondering if there's been some kind of miscommunication down the line.
I do think some are missing it's no so much the players want to quit as they don't really get why their characters would keep going and not buckle down. Lincoln's idea seems the best discussed for how to get the characters invested in the current mission.
Lumiere Dawnbringer wrote:
The penalty only applies to evil characters and even then it's only one negative level. Neutrals can use holy just fine.
In my case the group will be 6 players so going to have to add about 25-50% new monsters prob close to 50%, they are vet players who tend to build good solid character and work well together. I am a very experienced DM having run for longer then half the group has lived lol but I want to run this modual as close to the book as I can. It seams however like the 20 point buy should not b a issue as much as the 2 extra players. with luck we won't get any healers again as the last game without healers was a hell of a lot more fun then when the group has healers a plenty
There is a 6 player conversion for each book that should be posted in a sticky in the KM forums.
Speaking as someone who is currently in a group with pcs that run around the 50 PB equivalent since we enjoy high power and high risk (every array is up for grabs and it lets us try typically MAD builds that area pain under standard PB) here's a few things that our DM has done to work around this. Every encounter is at least doubled in size if not tripled sans bosses (they get more mooks/meat shields anda couple levels) For some of the encounters it can really amp it up. Second anything he deems too weak and encounter is taken out. It's just an empty hex and this helps him keep our levels down to compensate. Our GM is new as well (long time player) and what's helped him a lot is keeping open dialogue. What works for the encounters, what isn't, what may he have not seen that the more veteran dms in the group would propose, etc. You can reset them to the PB if you feel more comfortable, but it's very doable
I'm remembering similar discussion before where they were talking about SA not triggering if the initial weapon damage isn't enough to get past DR. Never played it like that in home games, but this forum tends to aim for as RAW as possible and I'm not sure if that was the final conclusion or not.
You're definitely looking at some potential for a blow up. My main question is how long have you known these guys. The rogue in our game would often skim things before official looting, which our DM set aside an extra pool of gold in addition to standard loot that she could get based skill checks and whatnot. We've also been playing together for at least 6 years, several having gamed with each other for far longer so it's not an issue for us since there wasn't any direct hindrance to the party because of it.
That said Andy does sound a bit jerkish so you may want to discuss it more (is it him just trying to find some extra fun with a character he's kind of bored with vs just playing kind of a jerkish character.)
Given that we needed to get special items in order to effectively breathe at that height in our game (not sure if that's in the core books) I could see giving a round of actions before it kicks in, may two but that would be a pretty severe blow to the spell.
I think the issue with that trend in fantasy art wasn't on an individual basis but because it became near ubiquitous. For several of the women in my groups the fact that nearly every book cover, piece of art, lead mini, etc. used to trend towards that kind of submissive cheesecake really put them off because it gave the impression that female characters are for fanservice and little else. That coupled with several horror stories from earlier attempts to break into gaming put them off it for decades. Using such aesthetic for a purpose is fine, it's when the scantily clad seductress becomes the standard because female that it's really problematic.
Depends on the crime, how public the punishment was, and how easy it is to tell until he speaks. If severe and very public I'd say people probably try to avoid them for reputation sake. It's possible to talk with tongue damage but it's difficult and takes a long time to adjust and even then it's still hard to enunciate. If it's not well known what happened then I could see the player using one of the compatriots as his speaker as part of his nobility. Sign language is useful in general for parties. My group tends to create one around the level 5 mark in case its needed (and to help if we have druids in the party).
Speech is going to be difficult. I would rule a linguistics check to see if they're understood would be appropriate. if a spell caster some form or spell failure chance for all spells that need a verbal component would also fit.
From talking with the female players in my group, there is not a major divide along gender lines for the types of games they enjoy. Some are powergamers, some optimize to concept, some like odd builds, etc. By and large any lean toward the more "theatric" types of games a la World of Darkness was largely because those groups were more open to letting them play compared to a lot of D&D groups they encountered.
You need to make the game will be interesting to everyone so just sit down and discuss what. There's really not a gulf in what women prefer to do in pathfinder compared to what men like to do. It's all up to individual preference and trying to cater to some imagined gender line could backfire. Just focus on making it fun for them and you and you should do great.
Aaron Gillespie wrote:
What are some of your other thoughts because I don't see how they're any better off than the militia without proper arms. Slightly more impressive, but functionally the same thing. It sounds like you may want something spicier than a simple goblin raid. May de-level one of the goblin heroes a bit and have that as the centerpiece? If your concern is that their defeat of the normal goblin raid is as heroic as you'd like, taking down one of the known leaders may be more what you're looking for.
Elaborate on the divine intervention then because it does not read that way at all. Even if it empowers the PCs, I still find DEM a poor idea. For me, either I can achieve it through their own means or I face a truly terrifying foe that makes me save what I can and nothing more.
Our DM for Kingmaker is a long time player but first time DM so we keep a pretty open dialogue about how the games going (the balance of fights, story threading, etc.) and he's managed to do some really neat things with the side quests. Wanted to see how other games had made these more than fetch quests. This can include spoilers so my example will be under a cut.
Our DM took a look at the quest involving finding the corpse of the noble who slipped and fell on the road to Varnhold, found it too boring, and turned it into a murder mystery. We trailed the group who killed him through Nivkata's crossing and back to Restov, finding the culprit to be a well known merchant who had obtained the services of a cacodaemon (CR12 3pp version). He had taken to murdering families of nobles and taking broaches and rings bearing their crests as trophies. We used the cover of our queen wanting to be fitted for a dress for the lord of Restov's wedding to secure an appointment. He tried to flee half our party following after him while the others stayed to deal with the cacodaemon (who was taken care of with a lucky dismissal). Those of use who followed went on a small teleportation chase that ended in him teleporting into a tree before being dragged before the sheriff and executed.