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Hello good folks! I'll be DM'ing the kingmaker campaign soon (we gave up waiting on the 11th anniversary edition) and I've been deep diving into the campaign and all the lore I could read and digest, plus I've digged the forums for all the help I could find and I'll be using some of the most popular mods around. I know that the topic at hand isn't exactly new, but maybe I missed something or maybe I hoped I could drawn from the updated collective mind of the community. Like many before me, I can't get myself around the fact that the political aspect of the campaign is really...downplayed, to say the least. That's ok though, I can and will buff it up on my own. What I can't understand - and i'm afraid that if I change something in that regard It might have repercussions down the path - is the legality of the charter that grants settling rights to the PCs and how the new settlement ties to brevoy. Dialing it back a little: The first charter has problems of its own. How rostland, through the agency of the swordlords (or so I get), sanctions an unknown, inexperienced group upon an extremely crucial political venture. Sure, ok, its not the only enterprise (drelev, varn), but its still important. Really, why wouldn't rostland send its own pro-rostland agents, or at least ensure that the pc's aren't anti-rostland, or who knows, maybe even remotely actually help them out and actually fulfill their planned agenda instead of gambling with their nation and resources. There's no mention of any background check, the campaign traits don't give any good political reasonability, they just entrust this super important task like they are the innkeeper of a rundown tavern... But sure, ok, let's turn off suspension of disbelief for a second and say its all in the name of good 'ol rpg adventuring, i can work around that with my PCs. Now, back in track. The group proved competent and now receives a colonization charter. Its ok because I worked with my pcs to make it believable they would (even if the book doesn't enforce that). Now that's what I don't get, and maybe I haven't read through well. They - or the ruler - becomes a baron. Which makes the newland a barony, which makes them subjected to brevoy's crown. Is that it? For the whole book I got the sense that the PCs would build this third-party sort of neutral land. Why would they be barons? Or is this just a mechanical subtitle (baron, duke, king) for the kingdom rules bearing no regards to the narrative whatsoever? There's some conundrum here the book raises but don't address:
Speaking of powers, there's also no mention of any factions that would be interested or caught amidst the formation of the new kingdom. How come for example, there's no mention of the Pathfinder Society? I reckon they would be interested in a new exploration and colonization of the stolen lands. I guess it's due to lack of space. So, has anyone worked up with success inserting faction's in their games? I'm not saying things like the noble houses and the religions, things like the aforementioned PFS. I used to play and gm 7th sea and factions and secret societies were a big thing there, wish I could work with something like that here. --------- So, to sum it up: - Any updated take on making the charters and the swordlord's interest in the pc's more believable? -What's the point and/or the legitimacy of the RRR charter and what are the legal ties that the pc's land will/should have to restov/rostland and the other houses, or more importantly, the regent of brevoy, if any at all? I think the intent is that there's none, but the book sure makes it confusing to understand it. -I can't seem to find it, but where in the book does it say restov cut ties to the pcs land? I see it allured in the books and here in the forums, but I can't find the exact text. -Has anyone worked on putting (non-houses/religions)factions in their games? Any good links? -How many expeditions set to the stolen lands? There's the pc's, drelev's and varn's that i know. I've seen mention of a fourth, but I can't remember if it was from someone else's campaign or if there's something in the books that slipped past me. ,
Hey! I've skimmed through the abilities and didn't find anything that could be overly abusive as most that are would be behind focus or spell slots paywall, but then again i'm no expert and that's why i'm here :) I thought it could improve the tactical aspect if you could convert 1 or 2 (but not 3) of your actions into reactions, so you can have 3-1, 2-2 or 1-3 depending on your strategy. Thoughts? ---- Since we're already here: a 2-action basic action (called dodge, evasive steps, footwork whatever; you gain a +1 circumstance bonus to your AC, and maybe Reflex saves? As long as you are not flat-footed? If you become flat-footed you lose it?
Hello all, Just a "bit" of background: We're running a highly customized pathfinder campaign using a custom world (made with dawn of worlds), low magic and custom classes. It's loosely based on iron kingdoms and the witchfire campaign, which went ridiculously off-tracked according to our DM. So, there's this big ass godzilla-sized black dragon backing Raelthorne, which was about 300m until I snapped so much that the DM and I settled for 150m size. We just recently found a huge rock of our world's own phlebonium, a meteorite we call mammonite which is one of the few sources of magic in the world (there's no casters). Besides that, Raelthrone is invading the city in a month with a huge army and a dragonzilla backing him up. Of course, since my character is an inventor and we are really not afraid of clichés, our big plan is, of course, to build a huge airship, put a huge-er canon on it (which we call The Anarak, after our own god of chaos and meteor pepperer),and revive a legion of dead dwarves to fight for us in the ground battle. Since we just recently came across airships (my genius character build upon his legendary grandfather lost designs), we didn't have any rules for it until then, and since it'll be a small (albeit important) part of our game, we've decided to use a streamlined vehicles "as characters" approach, with vehicles possessing stats (mobility, structure, etc), talents (improvements) and whatnot. Which i'm pretty sure has been used before, and i'd thank if i were to be pointed to such system. Anyway, since we're building one or more vehicles for our little fleet and they are based on character classes, i was thinking a caster class could fit nicely a glass-canon role so, without further ado, my question is: QUESTION:
I'm thinking raw kinetic and/or energy damage. No save or suck/die that the boss dragon is mostly likely to be immune.
I can work with a non-caster doing that, but the dragon is nasty so the idea is to keep him away. ..
Besides that, we're green for anything pathfinder and official, cheesy or not, at least class and feat-wise, but artifacts and magic equipment will be hard to use, because: 1) we don't use them 2) the world is low magic 3) it's an airship not a person. Not that it shouldn't be suggested, but it's what mostly likely to be ball-busted by the DM. Thanks for your time! P.S.: I'm not really worried with it being overly-optimized, as i'm the only one worried about optimization in the group, and then not by much. So anything we come up with will be faced with a similar challenge. A cheesy airship will be faced by a cheesy dragon and so on. So it's much more about having that cannon/spell/combo being massive and flavorful! |