| GM Wulfson |
Placeholder of a future Kingmaker campaign.
| GM Wulfson |
Thank you all for submitting your characters for my game, it realy means a lot. As such I'd like each of you selected to roll a d4 and add that to your original 15 point buy. Take the time to rebuild your characters accordingly and we'll kick this off on Monday.
| Aelbourne Silverleaf |
Good thing I was lurking when I was.
Thank you, Wulfson for running this and I look forward to gaming with everyone
Kind and Benevolent GM bonus: 1d4 ⇒ 4
Score!
It was a pretty easy decision, Dex bumped from 17 to 18, and Cha bumped to 10
| Daxiana |
Thanks for picking Dax!
Thank you all for submitting your characters for my game, it realy means a lot. As such I'd like each of you selected to roll a d4 and add that to your original 15 point buy. Take the time to rebuild your characters accordingly and we'll kick this off on Monday.
Whoa. That's generous.
*Crosses fingers*
1d4 ⇒ 2
Going to boost Strength from 13 to 14 for future Composite bow strength bonus use :)
Brand the Bold
|
Should be fun. I played the front end of the video game but never had the opportunity to play in person or pbp. Looking forward to it.
Brand the Bold
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So, we walk into this thing as one of four teams headed into the Stolen Lands to make our claim. It seems like we would know each other beforehand. My background is relatively straightforward with a father who was a soldier and provided martial training and then moving on to do caravan guard work early on.
I didn't take the time to peruse everyone's backgrounds. Could we all have met working protection for a caravan and then stayed on together as a mercenary company? Then upon hearing of the Stolen Lands offer we show up to make a go at it? Or would you prefer to have something more elaborate?
| GM Wulfson |
The Gameplay thread is up and running.
| Allandír Dinúvriel |
I'm embarrassed to say it, but my noble does not have knowledge nobles :o
Something to work on :)
That's actually completely in keeping with Dax's whole "I just can't be doing with all this" vibe you have going :)
So, Allandír's 19-point build is as follows:
Str 9 (-1)
Dex 14 (5) +2
Con 14 (5) -2
Int 16 (10) +2
Wis 10 (0)
Cha 10 (0)
I also (facepalm) forgot to buy a spell-component pouch so I have rectified that.
| Allandír Dinúvriel |
I didn't take the time to peruse everyone's backgrounds. Could we all have met working protection for a caravan and then stayed on together as a mercenary company? Then upon hearing of the Stolen Lands offer we show up to make a go at it? Or would you prefer to have something more elaborate?
In terms of having met, Allandír is unlikely to have crossed paths with any of you - although Dax is a Medvyed so she would definitely be aware of Allandír's name, although she may not be aware that he belongs to it (so to speak). Is Dax wearing obvious Medvyed colours to this event? If so, Allandír is likely to be very cautious around her.
| Daxiana |
It occurs to me that Dax should probably KNOW Elinor died as Older Cousin Karl, who I assume is a second cousin at the closest, is angry and vengeful and all that, but we can assume that Dax's disinterest in courtly stuff, PLUS the fact she thinks it was wrong to disinherit Elinor in the first place might explain why she doesn't know/wasn't told.
| Allandír Dinúvriel |
Eh, it works for me. It's not as though Golarion has internet - and Dax has already shown how little interest she has in noble affairs and general gossip. Seems perfectly believable.
(apologies for the near-incineration bit; not that he has the power to do that right now, but still. It's a touchy subject for him)
| GM Wulfson |
| 2 people marked this as a favorite. |
Sorry, everyone. Things have been crazy busy st work this past week but I have been following the by-play just waiting for a chance to move things along and I think Dax just gave me an opening.
I'll get a post up tomorrow morning and get things going.
| GM Wulfson |
| 1 person marked this as a favorite. |
Jockeying for position and favor is natural part of human social dynamics, as common in the armies of high-minded crusaders as in the courts of wicked nobles. The resulting web of allegiances lies at the heart of any intrigue-focused campaign, with individuals scheming to gain allies while undermining their enemies’ support. To represent these machinations, this section introduces two influence systems: one for individual influence and one for organizational influence. The first system provides a dynamic framework for social encounters in which the PCs gain or lose the favor of key NPCs, as well as a mechanic for calling in debts. The second system models the way the PCs’ actions affect their clout within allied organizations, and how far organizations at cross-purposes with the PCs will go to undermine them.
Individual Influence
The most common model for social encounters involves a single exchange involving a Bluff, Diplomacy, or Intimidate check. The following influence system serves as a more robust replacement for that basic system. It also encourages the entire party to participate in a social encounter, and can be used in encounters with multiple NPCs. In the individual influence system, participants try to change the targets’ opinions or court favor by succeeding at a variety of checks unique to each individual target. Known as influence checks, these are usually skill checks, though other types of checks may suffice, as an NPC may be especially impressed by other qualities, such as drinking ability or martial prowess.
In this system, a social encounter is divided into one or more phases. The length of a phase is flexible, and typically lasts 15 minutes to 1 hour—long enough for each PC to perform several minutes’ worth of actions per phase that are unrelated to influence checks (such as investigating a murder scene or surreptitiously defeating an assassin) without forgoing their chances to participate in the social encounter. GMs should determine beforehand how many phases a social encounter will last, thus determining how many chances the PCs will have to influence or learn about their targets—generally two to six. The GM should also determine whether the PCs’ actions can win them additional phases. For example, seducing a baroness or forestalling her carriage may both earn the PCs an extra phase in which to win her favor.
At the beginning of a phase, each PC selects an NPC.
During each phase, a PC can either try to directly influence the NPC via an influence check, or attempt to learn more about that NPC with a discovery check—a check to learn about an NPC that can help with future influence checks during the same social encounter. The kinds of checks required for an influence check or a discovery check, known as influence skills, are unique to each individual. The PCs can learn an NPC’s influence skills through successful discovery checks (see Discovery Checks); otherwise, they must guess.
Discovery and Influence Check DCs
The appropriate DC for an influence check depends upon several factors. The table of standard influence DCs listed below provides a baseline for DCs for each average party level (APL). These DCs should be relatively easy for the PCs as a group (particularly those with access to aid another and the benefits from discovery), and they are generally appropriate for the skill that is most effective at influencing an NPC. To generate a typical influence check DC, add 5 to the base DC; add 10 to generate a difficult influence check DC. The DCs for skills in which many PCs have extremely high bonuses, such as Diplomacy and Perception, should be increased further to compensate. An NPC who is hard to influence might use the typical and difficult DCs for her influence skills, or possibly even higher DCs.
If a major event takes place during the social encounter, consider whether any of the NPCs’ influence DCs should change in response to the event. For example, if someone breaks into a sealed vault containing priceless treasures during the social encounter, law-abiding NPCs who suspect the PCs committed that crime become harder to influence.
Each PC who attempts a discovery check rolls separately, even if multiple PCs attempt to discover information about the same NPC during the same phase. This represents the PCs forming their own separate opinions and analyses.
At the beginning of the social encounter, each PC can attempt a relevant Knowledge check to recognize particularly prominent NPCs (see the sidebar for DCs). If any PC succeeds at this check for an NPC, then all PCs gain a +4 bonus on their discovery checks involving that NPC. Before attempting a discovery check, a PC chooses whether to try to learn the NPC’s strengths, the NPC’s weaknesses, or the skills that can be used to influence him. Each type of discovery check has its own requisite skill and DC. Sense Motive often works as a discovery skill, but it may not be the best choice because it’s so general. When a PC chooses to attempt a discovery check, the GM should tell the player the possible types of skill checks for each kind of discovery check (though not the DCs), and let her pick which to attempt. If a discovery check relies on a Knowledge skill, it requires observation in the current moment, not static knowledge.
A PC who succeeds at a discovery check learns one of the skills that can influence the NPC (starting with the skill with the lowest DC), one of his strengths, or one of his weaknesses.
For every 5 by which the PC exceeds the DC, she learns an additional influence skill, strength, or weakness. Thus, a withdrawn but observant character can provide allies with a significant bonus (or help them avoid significant penalties) on future influence checks, making her as important to the group’s success as PCs who prefer the spotlight.
Without a successful discovery check, a PC attempting an influence check must guess what an NPC’s influence skills are. A PC generally gains no benefit or hindrance when using a skill that cannot influence the NPC, though the GM may rule that multiple fumblings annoy the target and impose penalties on future rolls. Guidelines for setting influence check DCs appear in the sidebar.
The PCs usually must succeed at more than one influence check to sway an NPC. No matter how many PCs speak to the same NPC, only one check to influence that NPC can be attempted during that phase. Additional checks serve as aid another attempts tied to the principal check. Succeeding at an influence check by a substantial margin provides additional benefits. Succeeding at an influence check by 5 or more counts as succeeding at an influence check and a discovery check (the PC chooses whether to learn one of the skills that influences the NPC, one of the NPC’s strengths, or one of the NPC’s weaknesses after the check is rolled instead of before the check, but the check otherwise functions as a successful discovery check). Succeeding at an influence check by 10 or more allows the PC to choose between gaining the benefit of succeeding at two influence checks or the benefits of an influence check and a discovery check (as if she had succeeded by only 5 or more).
Failing an influence check by a substantial margin makes it harder to influence the target in the future. If a PC fails an influence check by 5 or more, she cannot attempt to influence that NPC using the same skill for the remainder of that social encounter. A PC who fails an influence check by 10 or more cannot influence that NPC for the rest of the social encounter at all. For example, if the NPC’s influence skills are Diplomacy and Knowledge (arcana), a PC who fails a Diplomacy check against that NPC by 5 or more can still attempt to influence the NPC with Knowledge (arcana).
These restrictions also apply to aiding another—a PC who fails by 10 or more irritates the NPC to the point that the party can no longer take advantage of her assistance.
A PC doesn’t necessarily realize whether or not she has succeeded at an influence check unless she succeeds by at least 5, but a character always knows when she has achieved the maximum possible influence over an NPC. Some NPCs might act as if they were being influenced even if they have no intention of listening to the PCs.
The GM may wish to limit the number of PCs who can interact with a single NPC during a phase. After all, the NPC can hold a conversation with only so many people at once, and if six characters cluster around, the interaction may seem more ominous than intended. Limiting the number of PCs who can simultaneously interact with an NPC to two or three (with the other PCs attempting discovery checks or focusing on other NPCs), helps the encounter flow briskly and prevents a single PC from taking too much of the spotlight.
Once the PCs succeed at a certain number of influence checks, they gain sway over that NPC, changing his opinion on an issue, earning a favor, or otherwise gaining some benefit or removing an obstacle.
PCs can also use magic to assist in gaining influence over key NPCs. In most cases, casting mind-affecting or other intrusive spells is socially unacceptable or even criminal, so PCs who wish to use such magic should use discretion.
Whenever a PC (or NPC) casts a spell, NPCs with the Spellcraft skill attempt to identify that spell. Even NPCs unfamiliar with magic are likely to assume that spells are intended for mischief, unnatural control, or other selfish ends. The most common schools of magic used in social situations are divination, enchantment, and illusion.
Divination spells can assist the PCs in similar ways to a discovery check. Spells such as detect magic and identify reveal active spells and magic items. Spells and items far beyond the reasonable means of an NPC may indicate that NPC is hiding something, or is more than she seems. Alignment-detecting spells reveal whether someone has an unusually strong or unexpected aura. Other divination spells, such as detect thoughts, pry directly into a target’s mind, and can provide valuable clues at the GM’s discretion, most commonly replicating a successful discovery check.
Enchantment spells and effects are extremely effective tools for increasing influence, but their use is dangerous.
When cast during a social encounter, spells such as charm person grant a +5 circumstance bonus on influence checks in place of their normal spell effects, as long as the target fails the saving throw and remains unaware that she is under an enchantment effect. More powerful enchantments such as suggestion are unhelpful for gaining influence, since they compel limited actions for a time and then stop. Spells such as geas/quest or dominate person might obviate the need to sway an NPC, but the magical influence is obvious to many people interacting with the NPC. People typically react poorly to realizing that enchantment magic has been used on them. The consequences of getting caught range from the offending PC being unable to attempt further influence checks against that NPC at that social event, to the whole party being unable to attempt further influence checks against that NPC during that event, up to the party being kicked out of the event entirely or charged with a crime.
From innocuous glamers—such as magic that sustains illusory finery—to spells disguising an individual as a different person, illusion spells are versatile tools of deception. Many illusions that allow a saving throw require the viewers to study the illusion carefully or interact with it before they attempt a saving throw. In the context of the influence system, the first time a PC interacts with an NPC during a phase, the PC and the NPC each receive a saving throw against the other’s relevant illusions, as they are assumed to be studying each other carefully at some point during the first exchange. After that, participants generally become more complacent in the way they examine each other, so they receive saving throws against only illusions dealing with particularly specific aspects of their interaction. For example, a glamer to make a dress look nicer would grant a saving throw during the first phase of interaction, but it usually wouldn’t recur in later phases unless the topic of the dress came up in conversation.
| GM Wulfson |
Sorry everyone, I derailed my train of thought on Saturday. I wanted to get some posts up before I left to go visit my daughter in college for the weekend but, unfortunately, I ran out of time.
| GM Wulfson |
Discovery checks to discover possible Influence skills.
Amiri: Knowledge (history), Knowledge (local), Perception
Linzi: Knowledge (arcana), Knowledge (local), Perception
Maegar Varn: Knowledge (arcana), Knowledge (local), Perception
Tartuccio: Knowledge (local), Knowledge (nature), Perception
Valerie: Knowledge (history), Knowledge (local), Perception