
Guthruc Shic'la |

that added effect cost him another 2 intelligence though. hes down to 6 intelligence from his original 10 for this rage.

Bright Awn |

Yeah, it really bit that I didn't specify it it when we leveled up. In ROund 1, when I realised I had to eat a standard actionI was going to say I had one up already, but that felt disingenuous. ;)
I would say in tense, dungeony, ambushy type situations, or when diplomacy seems about to break down, Aura of Alacrity.
Otherwise, the default would be Aura of Swiftness to travel faster across land...

Ozara "Ozzy" |

I've changed Ozzy's alignment to CN, because it's more inline with the way she's been acting recently. She does lean toward good, but she has never had any good role models, and she's learned to be more pragmatic than moral (otherwise she would not have survived this long).

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How about we make the mites send a delegation to surrender to the kobolds and the chief? Would be a nice show of power. Let him deal with what’s next
Wait a minute, aren't you their God, Iorskan? Doesn't that make the leadership responsibilities fall to you? Pawning off work on your new subjects already haha? I like it.
In all seriousness, I kinda disagree with this. The mites are our problem, and we should be the ones to deal with them. Certainly not the kobolds, who just fought a war with them and probably hold a grudge.

DM_Scholar |

The mites have been defeated, whatever you decide to do next. Everyone gains five hundred and eighty experience points!
EDIT
And also, to expidite things, the treasure that you found in this room:
The paper weighed down by the statuette is an accounting of the status of the war, as defined by key pieces of stolen treasure. Written in charcoal in Undercommon, the paper consists of two columns, one labeled “Us” and one labeled “Them.” The “Us” column lists only two things: “kobold statue” and “lots of spears and coins.” The “Them” column lists “magic dust,” “lots of coins” and “shiny human ring.” The burlap sack contains the mites’ treasure, much of which has been looted from slain kobolds. Within are 12 Small spears, 193 cp, 120 sp, and 32 gp.

DM_Scholar |

I can see a few different ways this could play out. You might think they'd be useful in the fight against the Stag Lord, or that their bug controlling powers will come in handy, or you might consider them too violent to work with, and eat your fill, though eradicating those that fled into the hills would prove nigh impossible. Up to you guys.
EDIT
In unrelated news, what do you lot think about Pathfinder 2.0? Excited? Apprehensive?

DM_Scholar |

Myself, I am very excited! From what I've read, it's reverse compatible, so for games I run it's a straight upgrade . . . though if I ever find a GM they might insist on only using material printed for the edition, by Paizo. That could be annoying, so I can see why a lot of people are apprehensive.
I'm of two minds concerning monsters using different rules from players. On the one, it makes it easier to design new monsters. Probably more balanced too. On the other . . . I dunno, I just don't like it. It makes the world seem less consistent, to me, if things like hit dice and attack bonus only apply to the players.
All things together, though, I'm excited!
On the Making of Kings! The mites now bow to the strength of your hands, which is pretty much how Grabbles ruled them too. Welcome the new overlords, same as the old overlord. From here, there are a couple places you could go. Well, there are actually a whole lot of places you could go, Kingmaker being as sandboxy as it is. You could go back to the kobolds, and tell them that the war with the mites is over and the mites have surrendered to you. Or you could instead send the kobold you found with the good news and tell the bandits that you've recruited the kobolds and the mites for the cause. Or you could head over to Oleg's, sell your assorted small sized masterwork weapons, cash in your gold, and here the latest going ons and word from Restov.
Or none of the above! Kingmaker's a sandbox, after all. Where you guys headed next?

Iorskan |

Right now we have a *thing* going. Of each player making a small petty kingdom of...things.
So, with Lord Iorskan and Overlord Ozzy (grumble), who wants next? I think Guthruc mentioned wanting to start his horde?

Ozara "Ozzy" |

Myself, I am very excited! From what I've read, it's reverse compatible, so for games I run it's a straight upgrade . . . though if I ever find a GM they might insist on only using material printed for the edition, by Paizo. That could be annoying, so I can see why a lot of people are apprehensive.
I'm of two minds concerning monsters using different rules from players. On the one, it makes it easier to design new monsters. Probably more balanced too. On the other . . . I dunno, I just don't like it. It makes the world seem less consistent, to me, if things like hit dice and attack bonus only apply to the players.
All things together, though, I'm excited!
I like the direction it sounds like they're moving with magic items. I've always preferred ones that do interesting things rather than just granting static ability/save bonuses. Basically, I'm in favor of things that allow you to customize your character rather than things that you feel like you need to spend resources on to maintain your power level.
On the topic of customization, it sounds like they're adding a version of 5e's background system, which is probably my favorite aspect of that ruleset, so that's cool. I have a feeling that it will completely replace traits and drawbacks though, which means that while it will probably be more balanced (and not have the standard static-bonus-granting options), you will end up with less flexibility. Should make character creation easier, though.
"3 actions and a reaction" sounds like it could give you a lot more flexibility, but it could also end up being a very 4e/5e-type of thing. I'm cautiously optimistic. The fact that most spells cost two actions means that spellcasters get the short end of the stick in terms of action economy (no equivalent of cast+move+swift), but their spell lists give them more actions to choose from, so it might even out.
It sounds like they're replacing initiative with yet another use for perception (which I don't like, perception is already overly important) and maybe also stealth (which I think is an undervalued skill).
While I haven't seen details, it sounds like there will be a greater emphasis on archetypes and possibly on multiclassing, which I like (again, more customization).

Oceanshieldwolf |

Re: Kings of things - I sent DM_Scholar a PM a week or so back, outlining a not-so-vague disquiet with the game - I'm not really finding a buzz from playing. I really like Awn's class and abilities, but the disconnect between the zany eat-murdering/murder hobo approach (which as I said to DM I can and have enjoyed, given the right game) doesn't really gel with Awn's Wisdom or "culture". Now, as a new-born naif, Awn is willing to learn new ways, but mostly his high Wisdom is at very real odds with the rest of the group. And perhaps it was a mistake to try to play as the "voice of nature" when the whole concept is to be...imperialists? Or at least work for/with them...
I'm looking for some options - should I retire Awn and bring in a more wild character? Reskin Awn? Just relax and learn to love the eat-murdering? Right now I'm kind of in a weird place with this game. We lost Shemeska completely and quickly, which wasn't so bad as Shemeska only made a handful of posts; I'm not even sure what I'm trying to say...

Iorskan |

I understand. I mean, I really do. I had planned a long arc of maturing for Iorskan, going from what is a child in dragon terms to a young adult. Which would mean less eat-murdering...but that would be several months to a year down the line. He will be wis11 at lvl6 and wis12 at lvl12.
Always play what speaks to you and what you enjoy. I’m “guilty” of retiring a character I no longer enjoyed and making a new one for a different campaign. Just worked with the GM to make sure it worked with the story.
I guess what I’m saying is, I’d advise you to do whatever works for you to ensure your enjoyment.

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I may have said this before, I may not have- I really cannot remember. But, I don't think this party functions without Awn. Everyone in the party, is, as implied, low- WIS; Guthruc and Iorskan like to eat murder things, Ozzy may or may not have psychopathic tendencies, and Abaos sees no distinction between a good plan and a bad plan; and he always has plans. Awn's the only one with any hope of steering this party into something fuctional- or, as Iroskan once said, the only thing keeping us from wandering into another AP!
We've really been in kind of a weird place, the last few few bits, because we've all had to filter our interactions through one character- Iroskan's the only one who speaks Draconic, Ozzy the only one who speaks Undercommon; so that's really limited our interactions there. But, once we get into a place where we can all make decisions, it'll be a little different, I think. Remember the first interaction with the Leveson's, and we all listened to Awn because Awn's the only one who can make good decisions (at least, as much as Abaos listens to anyone)? I think we'll get back to that, once we move on a little bit.
Basically, whatever you need to keep having fun with Awn, I'm down to help- I'd really hate to see Awn get replaced with another low- WIS character.
As for where we should go next- back to the bandit camps, to talk to Kressel and Happs, see how Abaos' long-- term plans are doing......

Iorskan |

By the way...with 2.0...my thoughts...
Action Economy
Right now, martials *really* suffer compared to spell casters. A big part of this is action economy. A martial has to move and get 1 attack in. Now, archers get around this (and can be really powerful), but in general, a wizard is just about always better come mid game.
I hope that this will bridge the gap. Because with 3 actions, use for anything (spells are 2), martials might keep up now.
Backgrounds
I'm a huge fan of this. Traits seem to be 1.0's attempt at this, but really...to optimize a character you need to pick the 'right' traits. For example, a warpriest *needs* fate's favored. And it's amazing how many characters have reactionary or seeker.
I hope that the new backgrounds will help make better flavor for characters, rather than just bonuses.
My Fear
So, I have played both Pathfinder and D&D5e. The big difference?
In Pathfinder, I can make a dwarf who fights with his beard. Literally. White haired witch. Refluff the 'claws' into being his mustache, and you have a dwarf who crosses his arms and lets his facial hair kill his foes. What I mean to say is, you can do just about anything with the proper pathfinder build.
Want to make a paladin who absorbs damage for the team and then self-heals himself? Oradins are great at that.
Want to make a character who only ever gets one attack, but which hits like a truck and almost never misses? I've got a warpriest who is almost lvl 6. When he hits that magic level, after 1 round of buffing, he will have +16 to hit (roll twice, pick best) and will do 6d6+18 damage.
Want a character which is a wereboar, and which can get 4x natural attacks at lvl 1? And which, by lvl 4, has 5x natural attacks, which 2 of them being 2d6 damage base? Yeah, there's a build for that.
Want a character which is a nobleman, who by mechanics has his own house with servants? Yeah, there is a build for that. And no, it doesn't need a prestige class.
Pretty much in pathfinder, if you have a character concept you can make it work mechanically. In D&D5, everything feels...cookie cutter. No matter what you play, it is going to be roughly the same as the next guy. Really crunching the numbers won't give anyone a big advantage. And not paying attention to your build won't really hurt you.
My fear is that 2.0 will throw out all of the previous books, and we'll end up with a game which (at least for the foreseeable future) will have everyone be more or less the same like in 5e. And that'd be a real shame.

DM_Scholar |

From what I've heard, it's pretty backwards compatible . . . but I haven't seen anything. I'm eagerly/nervously awaiting new blog posts. In particular, I'm wondering how to adjudicate older spells, since I hear they all use different numbers of actions now.
So, we have one vote to move towards the Thorn River camp. (And I'll have you move through the unexplored hex to get there.) Is it seconded?

Iorskan |

Seconded. With Iorskan sending the rescued kobold back to the tribe, with word that the Mites have been defeated, their king slain, and the war won. The kobold will be instructed to tell the tribe that the statue was broken, and with it any curse that it might have held. He will also tell the kobold to remind Chief to not forget commandment #4 of the draconic code.
As the kobold witnessed all of this, it shouldn't be too hard for him to remember.
That should help cement Iorskan's position as god-emperor-king-lord of all that he flies over.

Ozara "Ozzy" |

From what I've heard, it's pretty backwards compatible . . . but I haven't seen anything. I'm eagerly/nervously awaiting new blog posts. In particular, I'm wondering how to adjudicate older spells, since I hear they all use different numbers of actions now.
I've been listening to the playtest podcast. Apparently, verbal and somatic components use separate actions. Theoretically, this means that silent/still spell (if they still exist) would also serve the function of quicken spell.
Also, perception isn't a skill. Sounds like it's a stat, more like saves, which I guess is a good thing, considering how out of balance it is with other skills.
Some more interesting things: shields aren't static bonuses. They require an action each round to use, as does the new Shield cantrip (which is a single-action spell, but only lasts one round). Some weapons are "versatile", which means that they can be used to do more than one type of damage (a sword doing slashing or piercing, for instance). There are also multiple nonmagical weapon qualities instead of just common and masterwork: Poor: -1, Common: +0, Expert: +1, Master: +2, Legendary: +3.
You also have "skill DCs" which are basically the same as passive checks, so no more rolling opposed skill checks, which is probably a good thing.

DM_Scholar |

Sorry for not posting yesterday! Was visiting family, didn't get back until late.
Awn blinks as the Captain talks for a loooong time.
Sorry! I am often more verbose than I should be; sometimes I think that I think that I'm writing a novel! Normally, the need to break for PCs to respond keeps my shoddy pacing in check . . . that was a particularly bad infodump, even by the standards I've set DMing for you so far.
I'll post in the gameplay sometime later today. :)

Iorskan |

Rule Question:
The character can attune herself to any one weapon in her possession, and can change that attunement once per day. The attuned weapon gains a +1 enhancement bonus at 4th level. At 8th level, the character can split her attunement between two weapons, granting each a +1 enhancement bonus. At 9th level, she can grant a single weapon a +2 enhancement bonus instead of granting two weapons a +1 enhancement bonus each. At 14th level, she can either grant a single weapon a +3 enhancement bonus or grant two weapons a +2 enhancement bonus each. At 15th level, she can either grant a single weapon a +4 enhancement bonus or grant two weapons a +3 enhancement bonus each. At 17th level, she can either grant a single weapon a +5 enhancement bonus or grant one weapon a +4 enhancement bonus and another weapon a +3 enhancement bonus.
Iorksan, of course, doesn't have weapons. He has claws and his bite. Later on he'll be able to use his wings as well.
With ABP, am I reading this right?
Lvl 2 (due to the +2 for no magic items), he picks one weapon which is +1. In this case, his claws. His bite remains mundane.
Lvl 6: Two weapons become +1. His claws and wings. His bite is +0
Lvl 12: Two weapons become +2. His claws and wings. His bite is +0
Is this right?

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Auchs locks eyes with Abaos. Very, very quietly, he says, "You're lying."
It was at this moment, that Abaos new he had f***ed up.

Ozara "Ozzy" |

If you count roughly half health as "close to going down," then sure. He also still has a half-dozen potions of cure moderate wounds brewed at fifth caster level. (Nothing else to spend his WBL on.)
Huh. Yeah, I guess I was underestimating his level, and hadn't appreciated what type of encounter this was supposed to be. Although we were taking a lot of damage, every estimate I came up with was telling me that we were a couple of good hits away from ending it (and that doing so was the only way to prevent it from ending in a PC death).
I did try to get the group to slow down and employ some strategy before the fight, but most of the group seemed actively disinterested in doing so, and refused to be deterred. Our characters really need to sit down and have a discussion about strategy, especially now that a character we've fought will have survived to report to the Stag King about our capabilities. Awn is probably the only character for whom starting such a conversation would make sense (plus, Ozzy is going to be far too emotional until the next day, when she can summon Mr. Blinky again).
As strong as some of our damage dealers are, they tend to be so uncontrollable that I'm starting to suspect we would be better off if one of them hadn't made it out of the encounter alive and the player had to roll up a new character. This group REALLY needs a full spellcaster character with high INT and/or WIS scores (I still think a Druid would be just about ideal, and I'm wishing we had decided to add either one of those or a new wizard when Shemeska faded away). I do like to play these strategist characters, and I can contribute to strategy if our characters will actually have the conversation, but the character concept I went with in this one just isn't the right character to start these conversations.

Iorskan |

Lvl 3: HP +11
BaB +1
Defense 14
Skill Points +4
Elemental Affinity Fire (The draconic exemplar gains the fire subtype. He can see through flames, smoke and similar effects, ignoring any concealment provided by them. He deals extra damage equal to his Charisma modifier )
Feat: extra draconic weaponry (Breath Weapon!!!)
The draconic exemplar gains the breath weapon associated with his draconic essence. This is either a cone or line of his draconic essence’s energy type usable as a standard action that deals 1d4 or 1d6 points (as listed for the draconic exemplar’s draconic essence) of energy damage per class level. Creatures in the breath weapon‘s area can make a Reflex save for half damage. The area of the breath weapon varies based on the draconic exemplar’s size as follows:
20ft Cone, 3d6 Fire damage
ABP: +1 Deflection (DR 6/12)
Breath Weapon and extra fire damage share the 5/day Draconic Weaponry slot :(
But still! He can now breathe fire and next level can fly. He’s growing up...

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Abaos is a pretty strategically- thinking character; the idea in my head was to have someone with so many ideas he'd have trouble separating the good ones from the bad ones, so I can start that conversation (and likely will), but it'll be up to the rest to decide if there's any good ideas around, or not. So, yeah, we'll need Awn.

Bright Awn |

Level 3 changelog:
+7 hp
+1 BAB
+1 rank Survival
+1 rank Intimidate
+ 1 rank Spellcraft
+1 rank Stealth
+3 Uses of second sight/day
Class Feature: Minor Prophecy
Feat: Extra Prophecy
Prophecies chosen:
Entwined Fates – The seer may activate a second fatebender aura without deactivating her current aura. Having multiple auras in effect is very taxing, and consumes one use of second sight per round. When the seer has no uses of second sight remaining, the most recently activated aura deactivates.
Aura of Second Sight (new aura): Once per turn while this aura is in effect, the seer may use his second sight class ability without expending a use of second sight. If you spend a use of second sight to use your second sight ability while this aura is active, the bonus is increased by +1. This applies only to the basic use of second sight, not other class abilities, feats, or other prophecies that spend second sight (except for improved second sight).

Guthruc Shic'la |

Level 3:
+11 hp
+1 BAB
+1 reflex
+1 will
+1 rank perception
+2 rank diplomacy
+1 rank acrobatics
+1 rank linguistics (goblin)
+2 rounds of rage /day
Feat: power attack
Class features: trophy fetish
Trophy fetish: At 3rd level, a true primitive can attach a trophy fetish to one of the traditional true primitive weapons listed (battleaxe, blowgun, club, greatclub, handaxe, longspear, shortspear, sling, and spear). When wielding that weapon, the true primitive gains a +1 morale bonus on damage rolls. Furthermore, if that weapon has the fragile property, once per day, the true primitive can ignore the effects of a single natural 1 roll. A trophy fetish can also be attached to a suit of hide or bone armor, granting the true primitive a +1 morale bonus on saving throws. Furthermore, if that armor has the fragile property, once per day, the true primitive can chose not to have the armor break on the confirmation of a critical hit made against her.

Iorskan |

Armor Class
* BaB gives +1 to hit, and +1 AC
* Weapon Focus gives +1 to hit or +1 AC. It can be taken twice.
* For every point of Str you have, +1 to hit
* For every point of Dex you have, +1 to AC
* For every point of Dodge you have, +1 AC
Damage Reduction
* Whenever an enemy rolls the maximum number of damage for their attack roll, 1/2 of that becomes the minimum damage that can be done. So, if someone has DR22, and someone hits them with a dagger and rolls a 4...then the defender will take 2 points of damage, even though by RAW they would have taken 0. This is because there is always some kind of weak point.
* DRx2 is the max that can be absorbed per round
* Deflection, Armor, Shield, Natural Armor adds to DR
Touch AC
* This is Defense without BaB
Flat Footed
* This is Defense without dodge and dex
So right now I'm using this. Was giving some more thought into it...and here is what Iorskan will look like at various levels.
Armor Class to avoid being hit
Lvl 4: AC 14
Lvl 8: AC 17
Lvl 12: AC 20
Lvl 18: AC 26
Damage Reduction
Lvl 4: DR 5/10
Lvl 8: DR 6/12
Lvl 9: DR 10/20 (due to mage armor)
Lvl 12: DR 12/20
Lvl 18: DR 17/34
Seems...pretty balanced to me. Will always have low AC, but not so low that he will be auto hit. Will have high HP and enough DR to tank hits. With the max DR per round, even weak enemies can gang up to do damage.
Numbers are a bit off...haven't really put items into the equation, so the above will be boosted slightly.
----
Anyone have any changes they think should be made to this, or does this seem balanced?

Iorskan |

Also, if Guthruc uses these DR rules too...
His AC would be:
AC: 10 + 3 (BaB) + 1 (Dex) = 14 (12 rage)
Touch: 10 + 1 (Dex) = 11 (9 rage)
Flat Footed: 10 + 3 (BaB) = 13
DR: 4/8
Without these rules, he would be:
AC: 10 + 1 (dex) = 11 (9 rage)
Touch: 10 + 1 (dex) = 11 (9 rage)
Flat Footed: 10 + 0 = 0
DR: 4 (magic negates entirely)
-----------------------------
Assuming at lvl 10, that Guthruc had +2 hide armor, +2 ring of protection, DR2 from barbarian, and +1 DR rage power....
AC (21/11/20) Rage AC (19/9/18) DR (7/14)
Just throwing the numbers out to see how the rules interact with other characters.

DM_Scholar |

Seems balanced enough to me!
I have a suggestion, though, for higher levels. When you hit the higher levels, DR twice a round will leave you high and dry against iterative attacks. It'd be fine by me if at level 6 you got to use your DR thrice a round, level 11 four times in a round, and level 16 five time in a round.
Of course, the occasional NPC who uses these rules would get the same benefits, so the final decision is yours.

DM_Scholar |

Oh, Iorskan, I was reading through the taninim abilities and I found the answer to something that had been bewildering me.
Taninim have a bite primary attack that deals 1d4 points of damage and has reach as a creature one size larger.
Since medium creatures don't have reach, your neck isn't polearm length until next level.

DM_Scholar |

I've set up a google doc where I'll keep track of all your allies on one page, it's right here. It's also in the campaign description.
Since you have plenty of time to interview and spar with your troops, I'm assuming you have a pretty good idea of their abilities, hence their stats are visible for all to see. I figure the sooner that you have access to all of your blokes' capabilities, the longer you'll have to strategize with one another, so I gathered them all up for you today.

Ozara "Ozzy" |

Sorry I've been silent for a while. Just got back from an event that left me less time to get online than I expected. Will get a post up soon.