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I've been running Kingmaker for about a year now, and we're finally at the point where we can establish our Kingdom. After a disastrous dry run of a first Kingdom turn, my players have decided they don't want to participate in the Kingdom turns at all.

There are mentions of "Automatic" and "Milestone levelling" for Kingdoms in the book, and it states that if players don't want to manage the Kingdom they don't have to, yet I can't find any details of what actually happens in this instance for the GM. I can't find details of what these Kingdoms look like, or how that affects the adventure going forward.

Am I reading this incorrectly? Misunderstanding? Or am I clinging to a false hope that I don't have to manage the Kingdom on my own in the background while the players move on blissfully unaware that I'm doing all the Kingdom turns behind the scenes?


I don't even know if a repository for Starfinder mini stl's exist (I've not looked), but I do think it would be cool if there was some way of buying models for the purpose of printing miniatures for the use of playing Starfinder.


Starfinder has an abundance of playable races, and monsters that don't yet exist in a purchaseable tabletop miniature form, not just monsters from the many Alien Archives, but also the 100+ playable races.

Would it therefor be a worthwhile effort for Paizo to create and sell packs of 3D printable miniatures for people to download and print at home on FDM and/or resin printers?

If anyone knows of any online repositories of Starfinder creature stl files, please share below if you like.


I ordered all 6 parts of the Second Darkness Adventure Path during Paizocon Online this year, but they were not added to be shipped with my regular subscription orders. When clicking on the “Ship with my Subscriptions” button on the order the website reports it as unable to ship, and to contact customer services, so I am writing to inquire how I might be able to continue with this order, or if some other means of resolving this issue can be found.

Thanks.


These are awesome, but is there any chance of official art for Hero Points and Resolve Points for these overlays?


Is it stated anywhere whether Secrets of Magic will include updated rules for Thassilonian Specialist Wizard thesis, Cyphermage, Bloatmage and other lore specific magic casting archetypes? Or would they be in a future Lost Omens book instead?


Thanks Sporkedup, I asked the question during the stream, I guess I missed the reply :( ...but I'd still happily pay for errata stickers. ;)


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Is there any chance of Paizo producing and selling Core Rulebook errata stickers so we may replace the existing text in our physical books with the official rules post-errata?

I have ammended the text in my physical book by printing the errata, cutting and pasting it into my core rulebook with restickable glue, but I feel a much better option would be officially produced errata stickers that can be stuck in the book over the incorrect text to correct it, while also preserving the original text font and background art.


I had a great week during PaizoCon 2020, had booked that week off work anyway, won a Starfinder bundle for Fantasy Grounds, and Kingmaker CRPG for PC, enjoyed as many seminars as I could stay awake for, played 6 PSF 2e games and won the gift certificate at the end of the game twice... does anyone know when those gift certificates might be handed out to the winners?

I hope this online convention becomes an annual event in future.


I just got done adding the Core Rulebook errata to my copy of the book - it now has the errara editions, corrections and additions stuck onto the pages inside with restickable glue (and looks like a newspaper clipping collage style ransom note on more than a few heavily edited pages).

Is the errata presented here only for PFS? Or is it all for home games as well? Should I start working on doing the same (literal) cut and paste job on my other books now? Or wait until the "upcoming errata" for those books is officially released?


Well my party died in Runeforge, and all the players now have new 14th level characters, one of which is now playing a Gnome Paladin of Erastil who gains a Holy Mount. All good so far, except she wants it to be a Celestial Dire Chicken that she can ride, and I'm not sure that I'm building it correctly.

My understanding is that I take the base stats of a Chicken animal Companion for a 14th level Druid, add the Dire Template and add Celestial template.

Is that right? Or am I doing it wrong? Does adding the Dire template mean I should be lowering it's HD to compensate for the increase in CR from adding Dire?

Help please?


Unrelated to the OP's original question, but related to the official errata...

I've been updating my physical book with the official errata using a Scotch Restickable Glue Stick, I'm about half way through so far, I was unsure exactly what to do for the 4 spellcaster dedication feats, I think I understand the gist of it, but am unsure how to edit the text to incorporate the errata.

Also, I had to write out the section dealing with adding spell slots, and spell repertoire on my PC, and reprint it as there was no easy way to insert the text otherwise, which got me thinking...

It would be nice If Paizo wrote the errata in a way that you can just print/cut/paste the errata right into the book, I mean I've been doing it ok, but in some instances it's just really fiddly or nigh on impossible to add the extra lines of text because there is some overlap with next sentence.


I'm curious about the Dominant and Submissive prestige classes but can't find where they are detailed... can anyone point in in the right direction?


My players are about to enter Runeforge, they opened the door at the end of our last session. One of my players is planning to retire his 14th level Brass Dragon Bloodline Sorcerer and is planning to instead play an Eldritch Knight from the Wrath wing of Runeforge.

Instead of just having my players encounter him in the Iron Cages of Lust, or in the Goldfish pond in the Vaults of Greed, I am planning to play out the battle against the Abjurers 5 years earlier that resulted in the demise of their faction.

My other players will be provided character sheets and play as some of the other Eldritch Knights in the assault and accompanied by Sinspawn and yet more of their order including Athroxis and lead by the player who is introducing the new character.

My plan is to play as the Abjurers, and attempt to defend the Runeforge room against their assault, wait until they suffer some casualties, then bring in reinforcements from the Crypts of Gluttony, and Vault of Greed to finish the Abjurers off.

With any luck, the PC's temporary characters will be dead, and the other player's new character will be knocked unconscious.

Then we begin our regular session with the PC's entering Runeforge... and eventually find the player's new PC in one of the Iron Cages of Lust, alive but badly beaten.

I'm thinking of adapting the Dwarven Abjurer from the NPC codex to use as the Abjurers for this flashback one shot equipped with Rods of Cancellation as per the description, there will probably be 4 of them with slightly differing spell lists (traps and wards are the Abjurer's bread and butter afterall), I expect it to be a hard battle, but the involvement of the other 2 factions will turn the tide of battle.

How would you plan the defence of the Runeforge from the Abjurer's perspective to make the fight challenging (assuming all Abjuration spells are known)?


The original book had her listed as a level 5 Cleric, the AE version we're running lists her as a level 5 Oracle, but doesn't go into specific build details. By my count there are 34 Paizo official Oracle Mysteries, and 34 Curses of which the Oracle picks 1 of each at creation, Faerie Fire is granted by 3 of these - 2 Mysteries and 1 Curse. While it is true hand picking the most beneficial options for a single encounter would seem to be metagaming, my understanding of the Oracle Class is that they are either just born that way (like a Sorcerer's bloodline) or something unexpected happens to them that makes them become an Oracle, it's not something the individual can actively choose, therefore any option is a feasible possibility.

My method of identifying where to cast Faerie Fire or Glitterdust is likely going to be a factor also, my original plan was cast Detect Magic and concentrate till round 2, but if he stays outside the 60' range that's not going to help, I'm guessing Perception checks to ID the square he's in is going to have a high DC: 0 base score from spell casting, +20 from invisibility, +1 per 10' of distance, so it's likely it won't make a jot of difference in any case unless the Sorcerer comes in close.


Ok cool, so as long as my efforts to specifically engineer this vague encounter to the Giants advantage (within the listed parameters of the encounter) relies on poor tactics on the players part to actually work in any meaningful way, it won't come off as unfairly metagaming on my part right?


My (12th level) party ended last session on the brink of open warfare on the Giant Army at Jorgenfist.

After some scouting, and a discussion with Longtooth (who survived Sandpoint with 4HP but has recovered all his health with natural healing) which has lead to the Dragon (aided with an extended Greater Invisibility spell) creating a distraction, and basically wiping out the two closest Stone Giant camps to his cave before flying away.

The party are currently split (their idea) with 3 characters sneaking to take out the Watchtower, and the Greater Invisibile, flying Sorcerer taking on the smallest camp - Minderhall's Maidens, the leader of which is a level 5 Oracle with no officially listed stat block.

Am I being a terribly horrible GM by making the Oracle a Whimsy Oracle with the Pranked curse and is granted Faerie Fire and Glitterdust as bonus spells to counter the Invisible Spellslinger?

Longtooth was the only survivor from the assault on Sandpoint, where the Sorcerer employed the same Invis/Fly/Fireball rinse repeat tactic, but Longtooth isn't really on good terms with Mokmurian as per the module.


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There is another mod for ToEE that you guys may not be aware of that goes a long way towards fixing the many bugs ToEE has, Temple+ (Temple Plus) is a partial ToEE engine rewrite which hooks out hardcoded bugs and rewrites new code to make the game much more stable, it also adds a few racial subtypes (Drow Duargar) and new Prestige classes, skills and spells as well as many bug fixes.

It works independently of the Co8 patch, so you can use it without the Co8 patch, but it also works with the Co8 patch as well so you can get the benefit of both mods.

You can find both Temple+ and Co8 mods on ModDB.com


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IMO neither of the remaining sisters would be likely to return to that house of horror until at least 3 weeks after they hear about Aldern's passing, approx. 6 weeks after Aldern's passing is reported. At which point perhaps Zeeva might return to the house to clear out any family belongings.

Assuming the PC's report the Skinsaw man's identity to Lord Mayor Grobaras is the catalyst for Zeeva's return, the PC's should be at Sandpoint and about to face an attacking force of Stone Giants and Longtooth (I just checked my campaign calendar from the Misgivings to 6 weeks later to see what events they encountered at that time).

If the PC's are still in Sandpoint at this time, perhaps Sheriff Hemlock and the town constabulary will pay the PC's a visit about their thievery, and be ordered to repay the Foxglove family for their stolen goods. I doubt all the NPC's in Sandpoint could take the level 11 PC's in a fight at this point, but perhaps if they refuse to pay, a contingent of Hellknights could be hired to collect the funds from them as soon as they return to Sandpoint to face the Scribbler.


The Temple of Elemental Evil unofficial patch was made by Circle of Eight http://www.co8.org


The most experienced player in my group of 3 players has so far racked up the most sin points, mostly in greed, his self proclaimed true neutral alignment is about to shift towards the chaotic side for sure, whether he finds out because a passing Hell Knight tells him so, or he finds himself on the painful end of an Order's Wrath spell remains to be seen.


While intriguing, the whole arrested/sentanced/imprisoned/break out plot would involve a considerable length of time to roleplay for not much benefit, better to save it for a group who can't seem to stay on the right side of the law.

I prefer option 1 in the post above as a way to get the party back on track, Ironbriar would certainly have a seal for the Brothers of the Seven at his abode, and the journal could easilly be there too along with the Bo7's copy of the deeds for Foxglove Manor.

As for finding Xanesha, she has a habit of charming lovers around the city, using them then discarding them when she's done, a good Diplomacy check to gather info could find individuals who have seen her travelling to/from the Underbridge district, upon further investigation have them hear the rhyme about the Scarecrow from frightened local children, then perhaps the PC's spot the Scarecrow going to/from the Clock tower.


My group have just seen off the Stone Giants and the Red Dragon at the start of book 4, and visited Magnamar to sell off the loot Sandpoint couldn't afford to purchase from them, this is their second trip to Magnamar so far, and I've been dropping hints about an increase in the use of Midnight Milk among the populace, and some of the citizens are going missing.

The party investigated the Warehouse used by the Midnight Dawn as a Milk house, but lost interest on their first trip into the city. Now they have returned and investigated more thoroughly, intimidated rhe dealer in charge for info, then stuffed him into a safe and confiscated a good supply of the drugs, then the decided to go poking around in the sewers to see if they could find thee missing citizens.

After strolling through a few tunnels they found a secret door that opens into a Sewer Goblin nest, and that is where our last game ended.

Has anyone else run a scenario along these lines and have some encounter stat blocks they can share for a group of 4 11th level players to take on?

I'm thinking of a group of 12 Goblins led by an alchemist, the goblins will have some consumable magic items on each of them, Staunton Vhane "The Forever Man" and at least one of his cults of murderous followers, the lost rooms beneath the Golem works, and of course the Midnight Dawn's goons themselves.

Ang help would be appreciated.


Graelsis wrote:
John Mechalas wrote:
Spires of Xin-Shalast wrote:
Immortal Secrets from ancient Thassilon and realms beyond have allowed Karzoug to sustain his life indefinitely. Unless slain by violent means, he is effectively immortal.
RotR Anniversary Edition wrote:
Immortal (Ex) Secrets from ancient Thassilon and the realm of Leng have allowed Karzoug to sustain his life indefinitely. Unless slain by violent means, he is immortal. He gains the +3 bonus to his Intelligence, Wisdom, and Charisma scores for having lived beyond venerable age, yet retains the youth of a young man and does not gain the penalties to Strength, Dexterity, or Constitution. This immortality also grants Karzoug complete immunity to disease and to all forms of madness (including confusion effects and feeblemind).

Thanks, i was just about to post this in order to show Allyx he's mistaken in this issue.

Or at least mistaken in terms of what the campaign book says, Allyx, remember you can allways make the world as you please if you are a DM ruling the Adventure Path.

I am a DM running this campaign, though this is my first time through it and we've only just got past Fort Rannick.

Kharzoug's Immortality ability had escaped my attention before I posted, but even the quoted descriptions imply his Immortality isn't natural, Azlanti people were mortals, Kharzoug's Immortality was gained though some ancient secret means.

What I meant to say was that Kharzoug and Lamashtu weren't rivals for worshippers, Kharzoug would allow his people to worship deities freely as long as his taxes were paid. And for as for Lamashtu, Kharzoug isn't even on the same playing field as her, as thus has nothing to fear from Kharzoug one way or the other.


The entire adventure path revolves around Karzoug's "reawakening". He is not immortal, he was put into a temporal stasis until his underlings could reawaken him after Earthfall.

For 10,000 years there were no surviving underlings with the knowledge, ability or compulsion to do so, only when Mokmurian went to Xin Shalast did Karzoug begin stirring, this was marked by the "recent unpleasantness" in Sandpoint. The Runewells sprung back to life as a result of Mokmurian's rituals or perhaps the awakened Runelord's presence.

Kharzoug was Azlanti in ethnic origin and probably very long lived compared to humans, and perhaps even longer than Elves, but still mortal.


I don't think the God Lamashtu minds that some of her followers were a part of Karzoug's kingdom, likewise Karzoug doesn't demand worship from his vassels, only their taxes.

Karzoug may have been dodging the grave for the last 10,000 years, but he's still mortal, Lamashtu however is a Godess who will endure long after the PC's kick Karzoug's ass.


I opted for Maptool instead of Roll20, I did try d20pro for a bit but struggled to get the fog of war working correctly.

The PC's decided to attack from multiple directions simultaneously which was a bit of a challenge, one I hope they don't repeat later when Sandpoint gets attacked by Giants, we struggled through it but I get the impression the battle may have run smoother had they opted to play on the paper map opened out onto the floor, there was some confusion over the vast distances between the entry points to the keep.


I saw on Youtube a gaming group called Dicestormers who project the maps onto a white sheet of paper on a table by bouncing the image off of a cieling mounted mirror fixed at a 45 degree angle that can be retracted when not in use.

I have a projector and laptop containing my pdf rulebooks etc... so I'm tempted to try rigging up a similar setup, I'm sure it will come in handy later on with the Sandpoint battle especially.

Thanks for your insights, I will probably use the paper map I've drawn this time and set up the projector for future sessions.

Which digital mapping systems are worth looking into? I have no experience with any of them currently, so I guess I'm looking for some informed recommendations.


Hi all, I've been having a blast GM'ing my first Pathfinder game with my family playing the PC's, the party are currently at the Graul farm, and rescued the Black Arrows before attempting the farmhouse interior.

My question is how to actually run the Fort Rannick seige, we use figures, so I have been preparing the maps on 1 inch squared paper, and drawing the map with pencil as close as I can, but it is truely huge, even splitting the outdoor map into 4 peices, each peice is larger than our table.

So how did you go about running this part of the adventure?


I have a similar problem with my group, I probably GM'ed the Walking Scarecrows chapter very wrong, but what I did was screenshot the farmlands map from the pdf, open the image in paint and removed the info detailing what is at each of the locations then printed it for the players. Then drew the paths onto a flip map for the players to follow.

The PC's systematically tackled each group of scarecrows outside the farm buildings first, mostly unmasking the ghouls before attacking them, most of the Ghouls failed the DC 15 strength checks to break free when the PC's approached, only 2 ghouls actually managed an attack on the PC's both missed badly.

Of the two still living but infected children only one was unmasked first, upon the discovery that the child was sick and close to death, and given the fact the party Cleric hadn't memorised Remove Disease that day, the Sorcerer decided the most humane course of action was the cast Burning Hands on her and move on, the second child didn't even see daylight before similarly being engulfed in flames.

They returned to Sandpoint to report the area was clensed and since they had already done the Misgivings chapter first (they passed the Knowledge Local check when Grayst Sevilla mentioned the Misgivings), they moved on to Magnamar.

I'm planning for the city guards and perhaps the Order of the Nail to pay the PC's a visit and demand they appear in court in front of the Justices to give testimonies in the case against Alden Foxglove for the murders in Sandpoint, and have the hearing adjourn for one week in the light of new evidence (Sheriff Hemlock would have had someone in Sandpoint cast Speak with Dead on the Child and she could describe the Sorcerer as the killer, it's 2 days travel to Magnamar from Sandpoint, and the spell requires a week before being cast again).

Any ideas on how I should proceed?


I ended up playing the Misgivings pretty much as written and it all seemed to go just fine, I guess I was overthinking afterall.

My party has completely skipped Walking scarecrows though, they got the note from Sheriff Hemlock to get in and see Grayst Sevilla at the Sanitorium, and passed the knowledge local check to realise the name Misgivings refered to the Foxglove Manor, went straight there, released Iesha, slew Aldern (mostly thanks to Iesha kicking his butt) and went back to Sandpoint.

They did fail the Diplomancy check against Habe to convince him they aren't going to report him for Grayst going postal on the party, and I'm tempted to have Habe escape to Magnamar, and Caizarlu investigate the southern farmlands recruiting the Ghouls, and Ghast there, and the Skaverling which they missed from the Manor before hunting down the PC's later, perhaps as they travel to Magnamar.


My party beat Malfeshnekor, but only just in time. They had cast Charm Person on Orik and appropriated his gear, instead fitting him with just a dagger and some inferior non magical armor, he was given the choice of being turned into the authhorities in Riddleport - one of the PC's was from Riddleport and recognised him from a wanted poster seen there before leaving town for Sandpoint - or redeeming himself by assisting the party to defeat Thistletop.

He survived the battle against Nualia, who had failed a save vs Hold Person, and charged Malfeshnekor in the first round to provide flanking bonuses to the party fighter. Malfeshnekor proceded to tear him limb from limb allowing the PC's enough time to land the killer blow.


I have reread the chapter and perhaps I am overthinking things, the fire itself only really affected the servant's outbuilding.

As for the haunts relating to the fire, perhaps I'll assign those to one of the other players, or omit them entirely.

I had also thought of using text messages to the affected players during play to relay the haunt information to them privately instead of vocalising what each player sees to the group, so the other players aren't aware of what the haunt is doing to them,


I'm running Rise of the Runelords for the first time for my players, we just finished the first chapter Burnt Offerings and are looking forward to the rest of the adventure path.

Two of my players lost their younger sibling in a housefire when they were young in real life, so I'm having misgivings about running the Misgivings chapter in it's entirety.

I plan instead to run the two sidetrek adventures in Wayfinder fanzine's #7 (The Lure of Greed) and #9 (The Gateway to Nar-Voth) both involving Brodart Quink and other local Thassilonian ruins and possibly the sidetrek exploring Chopper's Isle too, to keep the party levels up, and truncate the Misgivings chapter to offer the required info without the potentially damaging reminders of real life trauma.

Does anyone have some suggestions on how to go about this?


I'm running Rise of the Runelords for the first time for my players, we just finished the first chapter Burnt Offerings and are looking forward to the rest of the adventure path.

Two of my players lost their younger sibling in a housefire when they were young in real life, so I'm having misgivings about running the Misgivings chapter in it's entirety.

I plan instead to run the two sidetrek adventures in Wayfinder fanzine's #7 and #9 to keep the party levels up, and truncate the Misgivings chapter to offer the required info without the potentially damaging reminders of real life trauma.

Does anyone have some suggestions on how to go about this?