I've received a number of asks for this, so I'm proud to announce that the Random Treasure Generator (updated with UE) I've been promising for so long is finally live. So far I've included five different types of generation, but more can be pretty easily added as the needs arise.
All areas use Ultimate Equipment for the various available treasures. Otherwise...
City Treasure: Uses the Core Rulebook/Gamemastery Guide rules for what magic items are available in the various sized communities.
As a plus, the value of everything is displayed with the item, along with other miscellaneous information (does the weapon glow?). I am still missing a few other bits that could go in, which I would like to address later. There is a percentage chance that a weapon/armor could be made of a special material, which right now doesn't happen (with the exception of specific items in the Specific Weapon/Armor tables, like mithril shirt). Additionally, while the tool will let you know if an item should be Intelligent, it won't do any other leg work. I couldn't find a decent table to fully generate an Intelligent item (the ones in the Core book and UE do have some random tables, but not for everything, like statistics). Of course, I may have just been blind and missed some obvious bits for it. In any event, that part will be in later.
Otherwise, all items/spells/etc. should be fully hyperlinked to their respective entries in the Archives. If something isn't linking properly or otherwise broken, please let me know! This is definitely one of the larger projects I've worked on, and while I have done a lot of testing there is always something one person can miss.
Note: Unlike my previous generator, a Windows-based program, this tool is on my website and should be available to you regardless of your OS (I hope). :)
Mike Bramnik wrote:
Mike did alert me to this thread, which inspired me to finally get around to updating my Deities list. Tracking the various deities was something I didn't decide to do until I was already a good 100 books into my updates (technically the second time around, since I re-did everything for the new SQL-based system), so I was missing a deal of information.
Thanks to Dragnmoon for his help in compiling the books I needed to go through. It made updating things a lot quicker. The site now has a full list of the various deities mentioned in the books, along with the Sources listed and PFS-Legal markers.
Something that was already on the site, but worth mentioning, is the Domains section. Found in the Cleric area, this lists all the Domains/Subdomains and every deity which can grant it.
The deities are mentioned in the individual domains as well (eg: Destruction)
In regards to melee vs. ranged, this is something I was a bit unsure about when placing this particular enhancement in the Archives. The only example of its use was on a melee weapon (Shadowcount Sial's spiked chain). Not sure which NPC was using it on a crossbow, the Cinderlander (main NPC with a crossbow) does not have that property on it.
Based on the text, it allows the wielder to use Wisdom instead of Strength, and talks about modifications for two-handed or off-hand weapons. This pointed more towards a "Melee only" quality than both.
A guided weapon may be wielded as a normal weapon, using Strength to modify attack and damage rolls...
As it was (and still is not) legal for PFS, I was satisfied with storing it as a melee quality. It is debatable if that was the intent, but individual GMs can allow it for ranged if they wish (though with the Zen Archer, I strongly advise caution... heheh). Personally, I feel as if it is *far* too strong of a quality to allow for a +1, especially on ranged weapons. It's already pretty amazing as a +1 for a melee-themed cleric.
Well, I started writing pregens and got up through Father Carras before I said "man, hell with this, I need to find out which five they want to play as first instead of just writing up ninteen".
So to help them pick, I wrote mini-backgrounds for all the characters and gave them out to the players. Each has a reason (sort of in some cases) to be investigating Castle Ravenloft. The creativity isn't great, I know, but I can only say "you want to kill a vampire" so many ways, haha.
Also, lots of dhampirs. D and Alucard were obvious, but I had Elizabeth in mind for one as well so she could take the various blood drinking feats. Ah well.
The Headless Horseman
Geralt of Rivia
Old Wizard Whately
As I pointed out above, the Alchemist has a "Reanimator" archetype. This replaces bombs with the ability to alchemically create undead. :)
And remember, in the end, I'm not creating *exactly* these guys as pregens. I am making pregens *inspired* from them. Hence the headless horseman as a halfling wearing a pumpkin on his head instead of an all out ghost. Or Jason Vorhees as a mute sanity-lacking barbarian instead of some crazy spirit of vengeance.
The fairy tale witches aren't really 'horror', though I was half-tempted to go that route. In the end I decided to go with some ladies a bit outside my familiar source material, a pair of twin sisters (so I can essentially make the same stats but let the pregen be either) from the Vampire Chronicles series. Yay Wikipedia for having a list of fictional witches. :D
Also thought that the Witcher himself, Geralt of Rivia, would make a good ranger. Sure he uses alchemical potions and has a few spells, but they are minor enough that an archetype or some feats can make up for it, and rangers get spellcasting anyhow. He seemed to have a number of combat styles and was the 'monster hunter', so it works well enough for my purposes.
Thanks so much for everyone's help! I'll respond to this thread with all the pregens when I am done, if anyone is interested.
Alchemist: Herbert West (Lovecraft)
Some great ideas so far! I'm making a list to keep track of what has been suggested and classes that still need ideas (my preferences so far marked with an *):
Alchemist: Dr. Moreau (Island of), Herbert West* (Lovecraft)
Could use some more ideas for Barbarian, Cavalier, Cleric, Inquisitor, Monk, Paladin, Summoner, and Witch. :D Would one of the Belmonts be a Paladin? I was going to say fighter, but I'm not sure. Some great ideas so far, I particularly love the idea of Alessa or Sadako as an Oracle (and am torn between them).
Please, please, PLEASE keep up the suggestions! You guys are awesome! :D
My title is a bit of a misnomer, as I am not at all talking about the current beloved Pathfinder iconics. Ezren, Meriziel, etc. They aren't involved with this.
The plan is this: A buddy of mine is getting married, and the night before his wedding asked me to run a game for him. He loves the horror setting. Ravenloft, Lovecraft, you name it, so I thought I'd run something horror-themed. Turns out "Return to Castle Ravenloft" has a 'run in one night' option (start at the castle all leveled up), so that seemed like a good thing to run.
This being a one night event, I decided to come up with a bunch of pregens, one of each class, to give the players some options. Then I thought... we could make this even cooler. How about if each pregen was themed off an existing horror icon? Hero, Antihero, some main protagonist of a horror-themed story.
The problem here is that, well, I don't actually watch a lot of horror. I have a few ideas of course; Dr. Jekyll/Mr. Hyde for a rage-chemist (or maybe an alchemist most of the time, but barbarian when he 'changes'), Van Helsing for a ranger, Simon Belmont for a fighter, Ash from Evil Dead for a gunslinger, that priest from the Exorcist as a cleric (maybe?).
You can see I'm having issues here.
The goal is this: Have *one* pregen for each class (or maybe a cool combo like the Hyde one above). 9th level. Themed off a horror icon. More obscure is worth more points, but there is a limit (too obscure and no one will recognize them).
I'm taking any suggestions :D This includes all the Core classes, APG classes, Magus, and Gunslinger (not bothering with Samurai/Ninja/Antipaladin).
For anyone ever curious about the official names of things, don't forget that all of Paizo's published mechanics (though no 3rd party material) can be found on the Archives of Nethys, using the community use policy.
So being everyone in view sees the missiles popping the third guy from the right basically they can negate the effect of the spell like a normal illusion correct?
While I agree magic missile hits the caster, I want to focus on this point. Are you implying that, once magic missile hits, the rest of the group can then ignore the effects of mirror image? Because I would argue against that. Mirror image is not negated just because the spell hit the proper person, for all we know the images could be constantly cycling around in an attempt to hide the proper person. Or maybe the illusion encapsulates the missile and shows it hitting all of the images.
Whatever the case, I would definitely *definitely* not allow magic missile to instantly 'kill' a mirror image spell. Way too easy and it cripples the spell.
Hey all! Sorry, I didn't realize there was still attention on this thread. I uploaded all the pictures/docs to my new Archives site again. You can access them below. I also added the "Printouts" doc I made to print out each NPC on a single page. While the doc I uploaded has my own campaign's information and current stats, you can easily swap out the ranks/statblocks for what should be appropriate in your own game.
It still exists in an offline format. I haven't gotten around to including that in the new site yet due to catching up on books, but since I'm down to 5-6 books now I may work on that section again. :)
I was going to wait on announcing this, but I see a number of visitors attempting to access the old webpages, so I thought I'd at least make sure everyone knew about the changes.
The Archives of Nethys have been substantially updated! No longer using HTML, it now functions using a combination of ASP.NET, C#, and SQL. What this means is that any old link using .htm will no longer function. To see (and bookmark) the new links, please go to www.archivesofnethys.com and navigate to the individual pages to see their address.
Enjoy the new Archives! If you have any feedback or find a problem, please comment here on the boards, or an my Facebook fan page. Alternatively, you can always send me an email at email@example.com.
My players just started book 5 and have entered the war of the river kings! Our first session ended before too much was done, but a lot of questions arose that the rules really didn't account for. As such, I felt the need to come up with some. I spoke with Jason Nelson about all of these to get his input, and ended up finalizing the below, shared for your use :)
Digging In/Sieging (this uses some rules from later in the chapter)
PCs attaching to armies
Additionally, each PC should be given one Tactic that fits their class/type. While useless outside of an army, a PC can temporarily grant any army they are attached to the use of this Tactic.
Note: This was made because 1-person armies just are... dumb and really don't seem to mechanically work, but there should still be a good benefit for a PC working with their army. Hence the above. +1 CR and a bonus Tactic is pretty awesome.
Razing a City
Flying Monsters attacking a City
New/Altered Equipping an Army
Arcane Aid (10 BP, +2 consumption, requires Academy): Arcanists attach to the army. +1 OM, +1 Speed.
This is what I gave out to my own players. It may need some editing (only part of it was posted until the players decided on some things, then more was added to the initial post) and it has some stuff from our campaign experience (such as how the NPCs are), but otherwise should help.
The last part of it just refers to a picture I made for them to reference when building things. Because it uses art from the book, I can't reproduce it here. You might be able to get an idea on what I did with it though.
Chapter I: Key Terms
As was explained at the table, there are a few terms you will need to understand when you build a Kingdom. I am going to provide you only with as many details as you absolutely need. Here are some important ones.
Size: The size of your kingdom is the number of hexes it compromises. Simple enough. The size affects your Consumption and its Control DC.
Control DC: A kingdom's Control DC is 20 + its size. This value is the DC you'll be rolling against often with Stability, Economy, and Loyalty checks.
Population: While an exact population is always going to vary, you can get a general estimate of how big your kingdom is by multiplying your size by 250, also adding in the total population of each city.
Stability, Economy, and Loyalty: These three values are analogous to saving throws. Stability checks are made during Upkeep to determine whether your kingdom remains secure. Economy checks are made during Income to determine how much your treasury increases. Loyalty checks are made to keep the public peace, and later, to handle large armies. A natural 1 is always a failure for these checks, and a natural 20 is always a success.
These numbers I will be keeping secret, for the most part. You will be receiving a trimester report (once every four months) that tells you what the current totals are for each, and should help guide your future decisions.
Unrest: A kingdom's Unrest value indicates how rebellious its people are. It is applied as a penalty on all of your Stability, Economy, and Loyalty checks. If your Unrest ever reaches 20, your kingdom falls into anarchy. While in anarchy, it can take no actions and treats all of your Stability, Economy, and Loyalty results as 0. Restoring order once in anarchy requires a number of quests and lengthy adventures by the leaders, but your kingdom will suffer greatly during this, and you will be lucky to have much of a kingdom left once it is over. Pro Tip: Do not let your Unrest reach 20.
Unrest can never go below 0 - adjustments that would normally reduce it lower than 0 are wasted.
Consumption: A kingdom's prosperity is measured by the Build Points (BP) in its treasury and cities, and its Consumption indicates how many BP it costs to keep the kingdom functioning. If a kingdom is unable to pay its Consumption in any given month, its Unrest increases by 2. A kingdom's Consumption is equal to its size plus the number of city districts it contains plus adjustments for Edicts minus 2 per farmland.
Defensive Modifier: A city's Defensive Modifier can be increased by building certain structures (such as city walls) and has an impact on mass combat. Until your city is actually attacked, the Defensive Modifier is unimportant.
Base Value: The base value associated with a city is tied not to its size but rather to a variety of Economy-based buildings. Each such building, whether a shop, tavern, or brothel, increases the city's base value. Any magic item equal to or lower than this base value in cost is available for purchase 75% of the time (this check may be made again every month as new stock comes and goes). Any nonmagical item from the equipment chapter in the Core Rulebook is always available if its cost is lower than the city's base value. The maximum base value of any given city is 16,000 GP. The base value for a new settlement is 200 GP.
Magic Item Availability: A certain number of more powerful and valuable magic items are available for purchase in any city, although these items tend to be of a somewhat random nature as new items are found or created and enter the economy. As with base value, a community's size does not influence the number of magic items above base value that are available for purchase. Instead, these items become available as certain buildings (like academies or magic shops) are added to a city. Adding these buildings creates new slots for Minor, Medium, or Major magic items. Whenever the building is added to a city, every slot is filled by a random roll of the appropriate type. After it is generated, a magic item remains on the market until it is purchased. Alternatively, once per Income phase, a kingdom can make an Economy check to try and sell an item (push it out of its slot) which will free the slot and garner some BP from the economic traffic. Once sold, the slot remains empty until next month, when it refills again.
MATH IS FUN!
Chapter II: Who Will Lead?
There are a few things that all of you will need to collectively decide on before you can create your Kingdom. These decisions will take place over the next few weeks in game, and on the 1st of Erastus (how appropriate) your Kingdom Building will officially begin.
First, and most importantly, your Leaders! Here is the full list of who you need and what they can do.
Benefit: The ruler chooses any one of the nation's statistics to boost. If a duke/duchess, they choose two of the nation's statistics to boost. If a king/queen, they affect all three.
Councilor (Wisdom or Charisma)
Benefit: The Councilor boosts Loyalty.
General (Strength or Charisma)
Benefit: The General boosts Stability.
Grand Diplomat (Intelligence or Charisma)
Benefit: The Grand Diplomat boosts Stability.
High Priest (Wisdom or Charisma)
Benefit: The High Priest increases Stability.
Magister (Intelligence or Charisma)
Benefit: The Magister increases Economy.
Marshal (Dexterity or Wisdom)
Benefit: The Marshal increases Economy.
Royal Assassin (Strength or Dexterity)
Benefit: The Royal Assassin increases Loyalty and reduces Unrest.
Spymaster (Dexterity or Intelligence)
Benefit: The Spymaster can increase any of the kingdom's three stats, chosen each month.
Treasurer (Intelligence or Wisdom)
Benefit: The Treasurer increases Economy.
Warden (Strength or Constitution)
Benefit: The Warden increases Loyalty.
You have some assistance in filling Leadership roles. Quite obviously, the five of you cannot fill all eleven roles. As such, some of the people you have met will be willing to offer their services in assisting you. Is the job they want the best? Do you want them in another role? Can you trust them? All of the people below are available for Leadership, although if you want someone in a different role that they wish (or want them in a role at all if they don't want to be anything) then Diplomacy is key.
Oleg Leveton: Oleg has been around since the beginning, and although gruff and surly, has taken a liking to the latest group of explorers. Mostly since you've been successful and brought a lot of supply back to him. Helping rescue his wife's ring scored major points as well. He would be happy (in his own way) to serve as a Treasurer, having a great experience with running a trading post and managing lots of income.
Svetlana Leveton: Svetlana is the friendly side of the Leveton family, always ready with a warm bed and hot meal to the weary travelers. She was especially grateful to you for returning her ring and offering her jewelry, but she has always been very wary of the company you have recently taken up with (namely three former bandits, including one that nearly took her husband's hand off). She is not interested in being a Leader, but might be able to be persuaded if necessary.
Jhod Kavken: Jhod has a bit of a self-esteem issue. He has been a bit uncertain and introspective since you first met him, unsure of his own abilities and happiest to stay at Oleg's and heal those who needed it. With the establishment of a new Kingdom, Jhod is eager to see you expand out to the Temple of the Elk, but is very patient. Although he is not interested in helping to rule a kingdom, he probably wouldn't take a lot of persuading.
Kesten Garess: The mercenary leader Garess is a rather morose and serious individual. All business, he has handled the majority of guard duty at Oleg's along with issuing the occasional wanted poster or reward. He is a bit unsure about you leaving bandits alive instead of hanging them as they deserve, but defers to your judgment. If asked to help lead, he would consider becoming the Warden to patrol the roads and wilderness for threats. You could convince him to take on another role, but it might take some doing.
Kressle: Kressle is, and has always been, a violent and scary woman. Former leader of the Thorn River Camp, she robbed and threatened the Levetons for months before you showed up. Recently, she seems to have had her wings clipped a bit, but the way she smiles at you all makes you think she knows something that you don't, along with making a shiver run up your spine. A lack of responsibility and the ability to be free defines her, and she has no interest in helping to run your little kingdom. Convincing her to take on any role would be very difficult. Although when the small halfling spoke of a Royal Assassin, that did seem to bring a smirk to her lips.
Akiros Ismort: Akiros is a mysterious man. In less than a week this man has betrayed the Staglord, joined you on the trek back to Oleg's, and volunteered to help run your Kingdom. The lack of deceit in his voice only makes him more suspicious, and one has to wonder when he'll get 'bored' and stab you in the back just like he did the Stag Lord. Still, he always seems to have something on his mind, and can occasionally be found glancing at a worn symbol of Erastil as if he were thinking back to something. He offers his services as a General, although it might be possible to convince him to take on a different role.
Others: While these are the ones you have met and seem the most obvious, there might be others for those who want to take a challenge in recruitment. More will also become available as you meet them.
Lastly, for a Leadership role to grant its bonus, the character in that particular role must spend at least 1 week per month engaged in various leadership duties (during which time you must be located within a hex that is part of your kingdom).
Chapter III: Alignment
This is a short chapter, but the decision is important nonetheless. The Alignment of your Kingdom might seem like a small thing, but it will subtly affect a great number of things as the campaign progresses. On the more immediate things, it has a couple of impacts.
First, it boosts two of your scores. Lawful and Evil will boost Economy. Chaotic and Good will boost Loyalty. Neutral will boost Stability. So a Lawful Good kingdom will boost Economy and Lotalty, a Lawful Evil kingdom will boost Economy a lot, a Neutral Evil kingdom will boost Stability and Economy, etc.
Second, it determines what religions you can upgrade your Shrines to in later stages. There are three types of religious buildings. Shrines are the smallest, and a kingdom can build a Shrine to any god. Temples are the next size up, with a small clergy operating out of them. Temples can only be built to a specific God if that God is within one step of the Kingdom's alignment. Cathedrals are the largest, and members of the faithful will only settle in large enough numbers to support a Cathedral if your Kingdom matches that deity's alignment.
Chapter IV: Starting Location
To begin your kingdom, you need to decide where it will be born. There are three obvious options at the start. Oleg's, the Temple of the Elk, and the Staglord's Keep. No matter where you pick, the hex will need to be fully explored and rid of any immediate threats. This does mean that you cannot found your first city in the Staglord's Keep yet, although exploring the hex and finishing off the undead would not take a great deal of time. You can also decide to build your first city somewhere else, and claim a city at one of the above locations later on. Each location will give a unique benefit too, as follows:
Oleg's Trading Post: Building a city here is quick (being in the Grasslands), cheap (1 BP), and you will be able to convert Oleg's into a free Shop, Stable, or Watchtower. Being close to Brevoy will also ensure that special orders will arrive quickly. On the downside, you will be far away from exploring the rest of the area, and it will take a long time to journey to the south and back.
Temple of the Elk: Building a city here will take the longest and cost the most (2 months and 4 BP), but the ruined temple will give you a head start on your own Temple, halving the initial cost of building such a structure (saving you 16 BP). A city here is also relatively close to both Oleg's and the southern lands, giving you about equal distance for sending/picking up orders or exploring.
The Stag Lord's Fort: Building a city here is not an option until the undead are cleared from the Fort, but that is a relatively quick thing to do, and as you have a few weeks before you establish your first city, it's doable. Such a city would take 1 month and 2 BP to establish. On the plus side, the Stag Lord's Fort is very defensible and near a plentiful source of water, fishing, and trade. The structure will give you a head start on your first Castle there, saving you half the cost (27 BP). It is close to the southern lands, making exploring easy, but is far from Brevoy and Oleg's, making special orders take some time. It is possibly the best location for a Capital city being the most central and defensible, but it is also the closest to dangerous territory. Whether the risk is worth it is up to you.
Other: You can, of course, establish a city anywhere though, and the three locations above won't disappear. The same bonuses will be available even if you don't build a city there until much later in the game, assuming the hex is still safe.
Once you've decided, you will spend 1 BP to claim that hex, increasing your size (and Consumption). Settlers will begin to head over there and set up shop, so to speak. You then need to make your first City District. One city district comprises 36 blocks of space (9 squares of 4 blocks each), and I'll go into more detail on those later. For now, all you need to know is that it takes time and BP to prepare a City District. In Grassland, the city district costs 1 BP and is immediately ready. In the Hills, it costs 2 BP and takes 1 month to prepare. In the Forest, it costs 4 BP and takes 2 months. Swamps cost 8 BP and take 3 months, and Mountains cost 12 BP and take 4 months.
When the city is established, you can begin having the settlers make buildings at the rate of one per month. More detail on buildings later.
The important thing right now is you decide where your first city (and current Capital) will be, along with its name.
I'll give you some time to talk it over.
Chapter V: Phases of the Month
Well, I said I would wait for you guys to decide on those three things before continuing, but I have some extra time so I may as well add more. I don't want to see too many questions or discussion about this Chapter (or ones after it) until you have commented on the three decisions mentioned above first. ;)
In any event, there are a number of Phases to ruling a Kingdom. These can really be done at any time during the month, as they are assumed to take place over an entire month. It's usually easiest if we do them on the 30th, and assume that any changes were being done in the previous month (or in the previous 2-3 weeks as it will be for your first set of Phases).
Step 1 - Determine Kingdom Stability: This is pretty simple, we have to see what the current level of security in your kingdom is. You will roll a Stability check against the current Control DC to check. If you succeed, Unrest is reduced a little (if Unrest is already at 0, you gain 1 BP as a result of some surplus goods and services). If you fail by 4 or less, nothing happens. If you fail by 5 or more, Unrest is increased.
Step 1 - Select Leadership: Assign leaders to any vacant leadership roles. Leaders must be PCs or closely allied NPCs. You can change leaders as often as you want for the most part, but if you change too many leaders too often it will cause Unrest.
Step 2 - Claim Hexes: If a hex has been fully explored, cleared of threats, and is adjacent to a currently controlled hex (with the exception of your first) then you can claim it. To do this, you simply spend 1 BP, increase your kingdom's size by 1, and increase Consumption by 1. You can abandon a hex if your Size (and Consumption) gets too high to manage, but doing so will increase Unrest (small if no city, large if it had a city).
Step 3 - Establish and Improve Cities: This is when you prepare land for city districts and purchase new buildings for your cities. The building's adjustments for your nation are applied immediately. You can also destroy buildings at this time in order to clear space for something new.
Step 4 - Build Roads: Roads have an immediate initial cost (varying according to terrain) but pay well over the long term, increasing Economy through trade and (to a lesser extent) Stability.
Step 5 - Improve a Hex: You can develop certain hexes that contain roads into improvements. The most common of these are Farmlands, which can be developed in Grassland and Hill hexes. Farmlands reduce Consumption.
Other options include Forts, Mines, and Camps. Forts can be built in any hex, and their cost is halved if built over an area with an existing Lair or Cave. They reduce Unrest and provide a small amount of Stability. They also give a small Defensive boost to any troops attacked in that hex.
Mines can only be built in the Hills or Mountains, granting a small bonus to Economy and Stability. This bonus stacks with the Economy boost from Resource hexes, and building a Mine there will also increase the Stability bonus to match. Lastly, you can build a (Logging) Camp in a Forest hex. This provides the exact same bonuses as a Mine, the only change being what type of hex it can be built on.
You can only put one of these improvements in any given hex, and by doing so are dedicating that entire hex to that improvement (IE: you are not building one farm but dedicating that entire hex to farmland). This also means that no Cities may be built in a hex you have an improvement in.
Step 6 - Edicts: Pick or adjust your edict levels.
Step 1 - Deposits: While Build Points are not, strictly speaking, money, you *can* increase your BP by adding funds to your treasury and economy. For every 4,000 GP in value that you deposit, the kingdom's BP is increased by 1. If an item is individually worth more than 4,000 GP, then it has to be deposited (see Step 3 below).
Step 2 - Withdrawals: You can withdraw a smaller amount of funds per 1 BP (getting 2,000 GP worth of money, jewelry, what have you) but doing so annoys your citizens. Besides automatically increasing Unrest by a small amount, you will also need to make a Loyalty check. Failure means you get more Unrest equal to the total BP you withdrew.
Step 3 - Sell Valuable Items: You can attempt to sell items that cost more than 4,000 gp at this point through the markets and bolster your Treasury and economy. These can be items that you own personally or magic items that are held by any of your cities (in which case you are not directly selling the item but helping to push it through the markets). To sell these items, you make an Economy check (low for Minor items, higher for Medium items, very high for Major items). A failed check simply means it does not sell. Success indicates that it sells and you get some BP in your treasury, equal to 1 BP per 4,000 GP of the item's market value (extra money *will* be noted and carry over. ex: you sell a 6,000 GP item one phase for 1 BP. Next phase you sell another 6,000 GP item, but because you had 2,000 GP left over from before, you get 2 BP).
You can make one Economy check to sell items per city district each Income phase.
Step 4 - Generate Income: The last step is making an Economy check against the current Control DC. If successful, you get some BP based on the result.
Chapter VI: Building and Improvement Details
I spent a lot of time in Photoshop making a very handy picture for this, so enjoy it. I will go over a *few* clarifications for it.
I use a number of house rules for my own Kingmaker campaign, and thought I might share them with you all. These include a couple I've already shown on the boards (Hirelings and Temples/Cathedrals, though these have both been revised) and others I've never really talked about. Hopefully you enjoy them and can make some use of them! :)
I also make use of a few of Jason Nelson's house rules (mainly the addition of mines, camps, and forts) as you'll see mentioned in the below rules.
Oh, and MY PLAYERS STAY OUT! ESPECIALLY YOU DAVID! ;)
Spoiler:SELLING MAGIC ITEMS
Part 1: Securing your Hireling
If it hasn't become immediately obvious already, I am referring to these people as "Hirelings". "Hirelings" are essentially paid "Followers" (acquired through Leadership for free). And you all know what a "Cohort" is.
Now, the question is what you want the hireling for. The one core rule is that no hireling will accompany you in dungeon delving or actively assist in combats (except when fighting for their own life). That is what Leadership is for. No, these are for more menial tasks. Carrying your loot, keeping watch, managing finances, basic medical needs, and more. If you can think of a role that I think a hireling would be happy to do for money, then I'm sure we can come to an agreement.
Once you've decided what you want your hireling for, you tell me. You do not get to name a specific class, rather just what you want the guy to do. I am not going to screw anyone over by providing an Adept when you wanted a mercenary guard or anything, but I am keeping the class decision to my own for a few reasons.
After figuring out what you want them to do, you decide how much you are willing to pay. How much you pay will determine what you get.
Base 1st-level Commoner Price (Untrained Hireling): 1 sp/day
Once the final pay is determined, an additional -10% may be subtracted if the hiring character has the Leadership feat.
Determining the Rate
Untrained Hireling: These include untrained laborers, maids, and other menial workers. They will be Neutral and have a 3 point buy, along with one level in Commoner.
Lawful Alignment: Makes the hireling less likely to suddenly abandon your service or disobey orders.
15 Point Buy (Advanced): Starts the hireling with better stats, hire an exceptional Hireling.
Alternate Methods of Pay
How many Hirelings can I have?
How do I find Hirelings?
When you attempt to find one, roll a Diplomacy check. The DC for this check is modified by the type, level, etc. of the Hireling you wish to have. It is also affected by the deaths of any Hirelings you have had in your service.
Base DC: 10
Part 2: Upgrading your Hireling
Upgrading a Hireling is simple. First, you check your level to see if they qualify for an upgrade. Then, you increase their pay by the chart above. The next day, upgrade! Below are the required levels for upgrades. You are not required to advance a hireling at any given level. If you give a Hireling a new PC level, it must replace a current NPC level if available. You can advance a Hireling with 1 NPC level to 1 PC level (still a level 1 character) by upping their pay to the Base Expert rate and waiting a day. They cannot, however, go the other way.
A hireling can be upgraded a maximum number of times as once per month (in your service). They cannot be upgraded when first hired until they have worked at least one month in your service. In your service means they actually have to have been out in the field with you for a month. Spending a week in a field and three back in town does not count.
1st: 1st level Hirelings available (+1 PC or NPC level).
Example: You hire Bronn, a mercenary captain. He starts as a Warrior and has favored levels in Fighter. He could progress as follows (assuming you upgraded him as soon as you could each available time).
Yes, this means that the highest your Hireling can be (at 19th level) is 6th level (with one of those levels having to be an NPC one).
That's how upgrading works.
Part 3: The Hireling Agreement
Selling magic items from the various 'slots' in the kingdom is still limited to 1 attempt per district and the DCs remain the same. When sold, an item adds its market value to a "Deposit" fund. Every time the Deposit fund reaches 4,000, the kingdom gains 1 BP.
Note: I do not recommend using the above rule unless A. You have some good way of rolling items and keeping track of the Deposit fund (I use my Magic Item Generator and Excel) and B. You think the magic item rules in Kingmaker are kind of broken.
Spoiler:CHANGING KINGDOM ALIGNMENT
Population granted by various settlements is as follows:
Low Pop Building (Park, Shrine, etc.): 25d3
Medium Pop Building (most buildings): 50d3
High Pop Building (only Tenements and Houses): 75d3
Farm Hex: 125d4
Note: If you plan on using these, make sure you have some computerized way of rolling these. ;) I use MapTool.
Spoiler:NUMBER OF CITIES/DISTRICTS
Kingdom Alignment, once set, cannot be changed without a significant increase in Unrest. Changing the Alignment prevents any sort of BP gain (from Income, items, etc.) for one month. Additionally, if the kingdom's alignment is changing more than one step, the kingdom gains 3d4 Unrest. If the kingdom's alignment is only changing one step, the kingdom only gains 2d4 Unrest. Either of these can be reduced by 1d4 Unrest (to 2d4 for 2+ steps or 1d4 for 1) with a successful Loyalty check. The kingdom's alignment may only be changed once per year at most. Cities must immediately adjust to comply with the new alignments. Temples and Cathedrals within cities that no longer allow them are considered destroyed. New Temples or Cathedrals dedicated to gods the city allows may be built in their place for the usual half price cost.
The number of cities a kingdom can support is based off its size. A kingdom may have one city for every 5 size (min. 1). A kingdom of size 9 or less may only support one city. A kingdom of size 10-14 may have two cities. A kingdom of size 15-19 may have three cities, and so on.
A city may only build additional districts if the structure desired to be built within it does not fit in the current district. Future structures which do fit (even if a second district is more open) mus still be built within the first.
Example: The city Caerleon has one district that is nearly full, only three squares remaining in a corner. The players wish to build a Cathedral. A new district may be added to Caerleon to support this. If, on the following turn, a Shop is to be built, it must be built in the first district as there is still room.
Cities within the kingdom do not need to be of the same alignment. At least half of the cities in the kingdom, including the Capital, need to match the kingdom's alignment. Any others may be within one step of the kingdom's alignment.
Any PC may designate a single city as their home city. This is where they must spend their week each month handling leadership duties. Within the home city, a PC is treated gains the benefit of a certain lifestyle for free (see Cost of Living in the Core Rulebook). For kingdoms of size 1-20, the PC gets the Average lifestyle. For kingdoms of size 21-80, the PC gets the Wealthy lifestyle. For kingdoms of size 81+, the PC gets the Extravagant lifestyle. PCs outside of their home city but in a city still within the kingdom continue to get a free lifestyle, but at one less step compared to what they get in their home city (Poor for 1-20, Average for 21-80, Wealthy for 81+).
Normal Rules: Halves cost of Graveyard, Monument, and Shrine in same city; 2 minor items; Loyalty +2, Stability +2; Unrest –2.
A temple can only be built if the city's alignment is within one step of the deity's alignment. A temple dedicated to Calistria, for example, could only be built in a True Neutral, Chaotic Neutral, or Chaotic Evil City.
NE and CE gods are not included due to the lack of organized temples within a city.
Erastil (LG): Halves cost of Park, Mill, and Shrine in same city; 2 minor items; Loyalty +2, Stability +2; Unrest –2.
Normal Rules: Halves cost of Temple or Academy in same city; halves Consumption increase penalty for promotion edicts; 3 minor items, 2 medium items; Loyalty +4; Unrest –4; limit one per city.
A cathedral can only be built if the city's alignment is the same as the deity's alignment. An LG city, for example, could only build Cathedrals dedicated to Erastil, Iomedae, or Torag.
NE and CE gods are not included due to the lack of organized cathedrals within a city.
Cathedrals to deities marked with P do not grant the reduced price on an Academy or Temple in the same city for the first cathedral to that deity built. When building a second cathedral to the same deity (in a different city), use the default cathedral statistics (a second cathedral to Erastil, for example, does not grant a discount for a second farm per month; it will discount Academies or Temples in the same city by 50% as normal instead).
Cathedrals to deities marked with L reduce the Loyalty bonus the Cathedral provides to +2.
Armies created by the Iomedae or Gorum cathedrals reduce the kingdom's Stability, Economy, and Loyalty by an extra 1 (total 3 each) if defeated. As long as the Cathedral that created them remains intact, they can be recruited again after waiting 1 month's time (IE: they cannot be recruited on the kingdom phase immediately following their defeat, but can be recruited on the following kingdom phase).
Erastil (LG)[P]: One farm per month can be established for half cost (1 BP for a grassland hex, 2 BP for a hill hex).
There are two house rules I *highly* recommend when it comes to magic items and the cheese.
1. Do not allow the players to build a new district unless they cannot build the building they want in any other district within that city. I have heard talk about how some groups will build a single district for one magic item shop just to have the extra chance to sell one per turn, and it is ridiculous. Both from a game standpoint and a roleplay standpoint. Just nip that one in the bud.
2. Change magic item sales to be "you get 1 BP for every 4,000 GP of item sold", turning it into a much more similar system as the Deposits. Having a single potion be worth the same 2 BP as a +2 sword is just silly. Of course, if you do this, it's also recommended to have the extra 'carry over' from time to time. I do this by having an excel sheet just add up everything they sell, and each time it hits 4,000, they get a BP.
These two combine make kingdoms a bit more of a challenge to really get going, but ultimately prevent a lot of the problems I am seeing.
Well, I've finally completed it. It was a project I started a long time ago, but eventually lost interest in (along with losing what code I had done at that point). Thanks to my Kingmaker group, however, I decided to spend a day or two over my break working on it. After manually rolling for just a few minor items in their kingdom's magic item slots, I dreaded what it would be like when they got more and more open slots to fill with magic items.
So, my desire for "click of a button" convenience strong, I hunkered down and coded this program up. I've learned a lot with C since my first attempt at this, and am proud with the final application that I've made.
What exactly does this program do, you might ask? Well it does a few things:
Those are the various sections. How do I calculate everything though? Well, I tried to be as comprehensive as I could, and this is what it comes down to:
Stuff I don't currently have in that will likely be added in the future:
Anyhow, give it a try! Every item possible through random item generation using the Core Book and GMG should be in there and priced properly. It should work fine on systems with .NET framework 3.5 and higher. I don't know how well it will work on a Mac, but if it has issues and someone wants to walk me through making it work for them, I'd be happy to listen.
Also, please forgive the crude layout. I'm not much of a UI guy, so I don't really know a lot about appearances and such. Again, if anyone wants to help me out there, I'd be happy to listen.
Q: Can an animal *companion* have an intelligence higher than 2?
Skills: This lists the animal's total skill ranks. Animal companions can assign skill ranks to any skill listed under Animal Skills. If an animal companion increases its Intelligence to 10 or higher, it gains bonus skill ranks as normal. Animal companions with an Intelligence of 3 or higher can purchase ranks in any skill. An animal companion cannot have more ranks in a skill than it has Hit Dice.
The "Awaken" spell is another issue entirely, that spell specifically changes the animal into a magical beast.
If that is not enough, the post from James Jacobs here indicates that a paladin can put points into his mount's intelligence to raise it.
James Jacobs wrote:
So in the end... your paladin won't have an Int 6 horse at all... unless you decided to put points into Intelligence as your horse leveled up, of course. The Advanced Template has nothing to do with animal companions.
Q: How about a normal animal? Can it have an intelligence higher than 2? The heavy horse, for example, gets the Advanced Simple template, and the rebuild rules add +4 to all abilities, which would bring Intelligence up to 6. What then?A: A normal animal cannot have an intelligence above 2. The designers intended players to use the Quick rules when making the heavy horse, not necessarily a rebuild rules. James Jacob's comment from here though does help this issue.
James Jacobs wrote:
That said, if you use the rebuild option with the Advanced template, not applying the bonus to an animal's Intelligence is probably a good way to go. If you're just applying the quick version, it doesn't really matter.
He also spoke about it here.
James Jacobs wrote:
I hope this helps to clear things up.
Your God of Knowledge,
Hugo finished the sketches for each of these, and is working on the line-work now. Until then, enjoy the sketches!
It's complete! Download it here. The document is intended for GMs. Though there aren't really any story spoilers, the mechanics aren't necessarily intended for players to see. If they're past book 1 and the 'ranks' have been decided, then it's probably alright to let them see it. Individual GMs can decide.
Inside the document is a system to enhance the other NPCs in the Children of Westcrown (or whatever your players named their growing resistance). Rules were made to set a 'rank' for each NPC based on PC interaction/training/assistance in the first book that will guide their levels throughout the rest of the campaign. It also presents a new concept on allowing a few NPCs to serve as backup in each adventure (or 'mission'), creating a base camp that the PCs can fall back to, along with later providing 'boons' to the PCs.
Anyhow, give it a read and let me know what you think. The rules aren't 100% set in stone, though I'm pretty happy with where they ended up. Keep in mind that this is a very mechanics-heavy document, the majority of it including over 140 stat blocks for the 13 NPCs (and a couple animals). I only mention the role-playing tie-ins a bit, but I highly encourage each GM to include a lot of role-play with these mechanics. Especially in book 1, when figuring out which NPCs should be rank 1, 2, or 3. Even in the future when they're coming along on missions and providing boons, make sure to keep them in the background (they never actually accompany the PCs, they just hang back a block or so outside where the PCs are adventuring in case the PCs need to retreat for healing or something). Play up their personalities and don't just see them as a set of rules.
To help in this, Hugo Solis is drawing portraits for the 11 NPCs not already pictured in the AP and should have those ready in a week or so. Once those are done I'll be making up some descriptions for each and will include all this in an updated version of the document. GMs can even print out 'cards' of each NPC with the face/description on the front, maybe a place for notes on the back. Still working on that idea.
So I've had a lot of downtime recently. As I've been using a projector to do digital maps for my weekly gaming group, I look at maps a lot. So far I've just been pulling maps from the Pathfinder pdf and usually they suffice. On some of the larger maps, however, the quality is a bit lower than I'd like. Everything seems empty, pixelated, with only the simplest symbols of furniture. It ended up looking like I had just drawn it myself on a battle mat, which is normally fine, but I have been craving higher quality.
So, after loading myself up with Campaign Cartographer 3, Dungeon Designer 3, and a few other expansions, I made my first high definition large map. In this case, I updated the Jackal's Lair from the Jackal's Price.
Your Avatar of Nethys,
Well we had a long break over the holidays, but I finally got back to work on these and finished up book 3.
Did everything I could find this time around. Main story, set piece, and the full bestiary. Even monsters not completely statted out in the new PRPG Bestiary should be included (like the Ettin Skeleton).
As always, if anyone finds a problem I'd appreciate it if you let me know. I'm off to get working on book 4's conversion.
This is something that needs clarifying in a PRPG FAQ. Until then, I recommend going with the 3.5 ruling, which *was* clarified in their FAQ.
3.5 FAQ wrote:
Your God of Knowledge,Nethys
Version 1.2: Here
Very important, albeit subtle, mistake. It turns out the random generator I wrote up would never hit the maximum number the way I set it. As it stands, this only usually meant a single percentage (1-99 instead of 1-100) but on some things it was worse. The random rooms each encounter happened on, for example, would just be a small die roll (1-6) which meant that with this bug one room never got rolled.
Anyhow, it has been fixed and double checked. Everything should be functioning properly now. :)
Thanks for all the kind feedback, let me know if there's anything else you'd like on this. I'm working on my next little project, the Random Loot Generator, right now but once I'm done I should have some time to come back and revise this a bit.
#3 is No. Jason clarified it in this thread. Shield Mastery, besides negating the two weapon fighting penalty for the Shield attack, only adds a bonus to attack and damage equal to the (base) Shield bonus. So +2 for a Heavy, or +1 for a Light, regardless of the Shield enhancement. The bonus it adds is treated as a weapon enhancement bonus as well, so if you enhanced it as a weapon while possessing this feat the two would not stack. A heavy shield enhanced as a +3 weapon would only be +1 to attack and damage better if you had Shield Master (which already provided a +2).
Also, in case you ask, Shield Focus or Greater Shield Focus do not increase the Shield's base shield bonus for the purpose of Shield Mastery, they only add to your AC.
Your God of Knowledge,
The above is correct. As an example, let's pretend they're using a Flaming weapon with Vital Strike (not an improved version, just normal).
Normal Damage: 1d12(Weapon) + 6(Strength) + 1d6(Flaming)
Hope that helps.
The APs work well with the fast experience track. CotCT has my group of 5 players entering Scarwall at level 11. This seems fair even though it's a level below the expected start point, since there are 5 of them. If they were on a Medium track then they wouldn't even be 11th level yet, they'd be 10th. In Scarwall.
Considering RotRL, let's add on the encounters from the rest of the adventure.
Goblin Refugees - CR 1/3 x10
Goblin Dogs - CR 1 x4
Gogmurt and Tangletooth - CR 4
Rope Bridge Trap - CR 2
Thistletop Dungeon Level One
Thistletop Dungeon Level Two
Total = 31,910
Level at Fast Track = 5th
In the case of both tracks, the XP needed for those levels made it over by 719 for Fast Track, and 1,719 for Medium. This is including EVERY possible reward for the adventure.
Skinsaw assumes 4th level character starts for the adventure. So it would seem that Medium is the right choice, but this scales down later on, and I doubt the players will even reach 14th level by the end of the AP. CotCT experienced the same problem. Early on, the party was leveling a bit quicker than expected, and was even overshadowing the level line a bit around 5th and 6th level. By 10th and 11th though, they've gone back down to the expected level, and if they were using Medium would be vastly unprepared for Scarwall.
Also, the party only reaches 5th in Thistletop if they do EVERYTHING possible, which isn't always going to happen.
Thanks again for your help, James. I was confused on the Cavern picture because in the Upper Caverns picture, that top ledge (the one directly south of the stairs) has two bridges leading off of it, and when I *thought* the west-east one was actually below it, I saw that the ledge had those two little dots signifying posts on it, on each bridge. I understand how it works now though. D19's south ledge to D20, to D21, to a ledge just above the pier. It'll work. :)
As for the XP thing, I guess it just struck me so much because throughout the whole section on Balor's attitude, the text stressed how much he really wants them to go down there, and even if they attacked his palace, he'd wait and see how well they did before making his offer again. I am all for story rewards and have given them out plenty, this just seemed extremely generous for what it was given. I can understand the need for the XP though.
Any other suggestions on running this? My group just found Amin and left him some Goodberries to survive until they could take him back to the mainland (an Illusionist with Invisibility Sphere and a rowboat makes a nifty way to get back and forth). We left off there with the assumption that next session they would go look for Salvator and then head off to confront the Emperor (which should be fun, the Fighter in the group had a backstory that included working as a whore at Exemplary Execrables for her start). I'm going to need to do a lot of preparation for the labyrinth, the rotating chambers are awesome.
I recently got to look at the Guide of Korvosa, and love that book! In particular, I liked the layout of all the Wards, and how it listed a lot of the different rent costs for houses/apartments/etc. What I missed though, and what it took me a while to find on these boards was where the wards were actually separated.
I finally found a thread in the Pathfinder Chronicles section which outlined all I needed to know, thanks to Cintra Bristol and Mike McArtor. I went through in Photoshop and, using the map from the free CotCT Player's Guide (hopefully there's no problem with me putting that up here) outlined all the different wards.
This was initially done for my players, but I thought that you guys might be able to make use of them too, so here they are.
If anyone notices something out of place, please let me know. Otherwise, enjoy!