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I’m fond of an NPC. His name is Kah Blah. He’s a gremlin with the eternal template which means he can’t die or advance in levels. He is a 8th level Alchemist and can only say his name, usually with an exclamation point at the end, Kah Blah! He is chaotic neutral and revels in destruction, pranks, and chaos. He has the following mental disorders: Hypomania, Pyromania, Trichotillomania, Pica, Obsessive Compulsive Disorder, Chemical Inhalant Addiction, Amnesia, Tourette Syndrome, ADHD, Narcolepsy, Chronic Adrenaline Addiction.

Every time he dies, he rematerializes within 2d6 minutes. He is fearless and somewhat addicted to dying. He will jump into a dragon’s mouth, or into a lake of lava, or into a machine that grinds him to paste. He adds a certain humor to the game.


I was thinking about having the main villain in a high-level campaign be a 12th level bard / 10th level Chronicler

He is the leader in a guild of assassins and uses the Epic Tales ability to give his followers his performance buffs during combat without him actually having to be there.

The Deadly Performance ability kills someone through either joy or sorrow. One of his main ways to kill people involves using his Deadly Performance ability with his Greater Epic Tales to basically send a letter that kills whoever reads it. Basically, a short anecdote or profound truth that causes the reader to die of sorrow, kind of like the movie the Ring.

Is this use of Deadly Performance with Greater Epic Tales feasible? Also, would the letter radiate magic?


The concept of Revan basically ties an existing PC to the past and history of the campaign without him/her being aware of this.

There was a spell in the Forgotten Realms 2nd Edition called the Curse of Yondalla. Yondalla is the main god of Halflings. The spell was used against individuals that caused great harm to the Halflings. It caused the victim to turn into an infant and the baby would be brought up to respect halflings.

Your Revan could be a victim of this spell or similar curse modified to fit your campaign. Perhaps the path of good and evil could rest on whether the PC decides to kill the priest and remove the spell (maybe resulting in some past evil buffs Revan had), or embracing the goals of whatever good entity cursed them.

Maybe a psion split the consciousness of Revan into separate consciousnesses enabling every PC to be effectively Revan and be equally vested in the plot. Maybe this psion did not want to destroy the memories completely so it stored them in psi-crystals. The PCs could find various psi-crystals throughout your campaign and regain some memories that enable you to advance the plot along with some XP.
Maybe Revan was a mythic creature that could not be killed (see mythic rules), and thus was separated into separate entities. Maybe give the PCs a minor mythic ability after finding a psi-crystal or whatever Mcguffin you use.

The Starforge could be replaced with the artifact called Trueforge, basically a magic anvil that can produce magic weapons/armor cheaper and faster. It could rest inside an underground city overseen by clockwork creatures. Various clockwork creatures could serve as trigger points to advance the story line (Mcguffins) either by providing information, or perhaps the 5 mcguffins could be keys that unlock the city or certain areas in the city.

Or maybe ditch the Trueforge and instead make the main Mcguffin the city itself and whoever holds the command rod has power over all the clockwork creatures and their amazing production capabilities. The good path fights Malek and his clockwork creatures, the evil path commands the clockwork creatures and fights the Mage/Jedi order.


Yes to all of your questions, and very creative regarding ghost touch fabrication.

The language does state that an incorporeal creature can’t be grappled but I disagree. A corporeal creature cannot interact physically with an incorporeal creature. But an incorporeal creature should be able to interact with an incorporeal creature. Do the rules as they are written refute this? Yes. Was it intended to apply towards an incorporeal creature? No. One of many examples in which the rules don’t touch on every issue and require a common sense logical approach. I’m surprised this was disallowed.

The description of ectoplasmic spell states that an ectoplasmic spell has full effect against incorporeal or ethereal creatures. That’s pretty black and white to me. If Black tentacles grapple, and ectoplasmic spell states that it has full effects against incorporeal creatures then it should grapple a ghost. A ghost does have a CMD after all. And for +3 spell levels cost I do not see the ability to grapple a ghost unbalancing.


Attack his pride. Introduce reputation and honor rules. He is known as a coward to the locales. Many players want to be a badass, not just in ability but in reputation. They want to cultivate an image. Perhaps he is thinking of himself as Stormcrow or Deathwing or some other vain title. Have the group come upon a wanted poster offering 500gp for the capture of the infamous “Chicken Witch” or the “Yellow Druid” or some name to illustrate his actions.

Building upon my first suggestion, have the locales perhaps launch an inquisition against “witches” (witches, druids, all the same to a peasant). They could use falconry (trained predator birds to attack). Have orcs train hawks, and giants train rocs.

Introduce a cult of druids of opposing alignments to basically employ a similar tactic.

The wingclipper feat would cause him to plummet down. As would a dispel magic, or an arrow imbued with dispel magic.

Rangers with species enemy “animals.” See the “Ranger Creature” template to give ranger qualities to monsters.

Start awarding bonus experience points to other players for creative tactics and their ability to handle monsters in unique ways. Then if he is discontent just shrug your shoulders and tell him that there isn’t anything creative about doing the same thing over and over again.

Since his spells come from nature or a being of some sort, perhaps such a being may not approve of its follower using its abilities to rain death at every encounter like an apache helicopter.

I’m not sure if you can adjust the XP for an easy encounter but if you can then go for it.

Introduce a much higher level NPC druid of similar alignment that could wipe the whole party out if he wanted but don’t. Just have him be a part of an adventure hook. Basically the embodiment of what your player wishes to be. Your player will expect a connection but perhaps this much older and wiser druid scoffs at the way your player carries himself. An old school playa disgusted with this generation of druids. “The gifts of mother nature are a shield, not a sword young druidling.”

As for his argument. As others have pointed out spellcasting is noticeable whether coming from a bird or human. Building upon this, if his logic is sound in that an animal wouldn’t be perceived as a threat then watch how he reacts when you introduce the same tactic. If you describe a bird flying overhead and he immediately casts a stoneskin before you are done reading the description then call him out on his hypocritical argument. Remind him he is roleplaying poorly.

I had a character act in this manner. As the DM you aren’t going to describe every scene in which the players encounter. They will see birds, they may even hear a noise that turns out to be just a mouse. Prepping for battle every time you open your mouth is poor role playing. The players may know that every time you describe something an encounter is likely to occur. But their characters do not and you cannot act on player knowledge if your character is ignorant. I had a player do something like this. Whether I was describing the winter chill before a frost giant emerged, or the smell of fungus and blood before a troll came out of hiding he would cast stoneskin before I could even finish the description. So I simply changed the encounter on the fly. I continued with my description which ended with nothing more than flavor text and him out 100gp material component. Do the same to him. Have him waste his wildshape abilities on minor encounters. And remind players what poor roleplaying entails.

Time to introduce a subterranean adventure. Or travel through a forest where he is forced to fly low in order to actually see the enemies.

My friend. I feel for you. Players like this take the charm out of the game. Druids are supposed to be mystical and mysterious. Not ultrapractical 100% efficient military scientists. This is a tricky issue to handle though. The rules are so robust that weaknesses exist and players love to exploit them. But they don’t look at it as exploitation. You don’t want to give him the impression you are waiving the DM wand. The trick is to slowly implement these changes so subtly that you don’t appear as though you’ve done your homework and plan to single him out. Try to have all these suggestions effect another player before him. Perhaps in 2 or 3 sessions the dynamics of your campaign will change such that your new implements won’t make you seem like an A-hole DM.


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New to this website. 4 questions.

1. Shadowdancer's at 10th level get a DR 10/- while in shadows or dim lighting. If a character is wearing shadow armor would you allow that alone to great him the bonus? A player's argument is that the armor creates shadows that "blur" his movement.

2. Would you allow a character to use magic to create his own dim lighting to benefit from this?

3. Would this work in complete darkness or just dim lighting and shadows?

4. Lastly, If a character is fighting a giant or creature that casts a large shadow. What kind of penalty, if any, would you impose if the shadowdancer is actively trying to stay within the creatures shadow to gain its special DR?



We are looking for a replacement for our druid in our long running Kingmaker campaign. Any Paizo race and class will be considered.

Character Creation Guidelines:

- 4th level (9000 XP)
- 2000 gp starting wealth
- Standard 15 point buy
- No stats below 7
- In general, any Paizo reference material is fair game
- No third party material
- Two traits (a kingmaker campaign trait is not required)
- Please include a stat block, background, description and personality in your character’s profile

We are using a separate campaign page for the kingdom building game - located here.

Let me know if you have any questions.


Story Narrator

This is the discussion thread related to kingdom events. The first decision that will have to be made is what role each player will play in the kingdom. The second decision is which hex the capital city will be located. The third decision is what to name both the kingdom and the capital city.

Note that Restov will be providing you an initial shipment of gold, tools, craftsmen, laborers, and colonists to assist in starting the new nation - which amounts to 50 build points (BP).


Story Narrator

In this section we will manage the kingdom event turns. We will sequentially step through each step of each phase and will allow ~2 days to resolve each step. This thread will only be for kingdom events - all party level exploration will be managed on the other campaign thread.


Story Narrator

This is the discussion threat related to kingdom events. The first decision that have to be made is what role each player will play in the kingdom. The second decision is which hex you will locate your capital city and what you will name it. Note that Restov will be providing you will 50 BP to start your kingdom.


Story Narrator

Welcome to my Kingmaker PbP game! If you haven’t done so already, please familiarize yourself with the Kingmaker Player’s Guide.

Here are several notes on character creation, gameplay, etc.:

Character Creation Guidelines:

In general I would like to resist the temptation to power creep. The APs are designed for four players using the standard point buy. Increasing the player power beyond this point then requires that the AP encounters be modified. I would prefer to keep the AP as written with minimal modification. This will ensure balanced gameplay that is both challenging and fair.

I would like to place more emphasis on roleplaying and storytelling versus the mechanics of gameplay. This requires well thought out characters with established backgrounds, personalities, motivations, etc. The better you flesh out your character, the more fun the roleplaying will be. Also, I will try to connect the story to hooks in your background for deeper story immersion.

Guidelines:
- Standard 15 point buy
- Please no stats below 7
- All races and classes
- In general, any Paizo reference material is fair game
- I would prefer not to use third party material
- Average starting wealth
- Two traits (one should be a campaign trait)
- Please include a stat block, background, description and personality in your character’s profile
- Please connect your background to your trait and provide a rationale for why you've been trusted by Restov with the charter

Combat:

We will use Roll20 for the battle maps.

I will roll initiative for the group, but in general I will ask you to make most other rolls. To facilitate combat, I will have everyone post your actions for each round. I will then sort and arbitrate actions during the end-of-round narration. If there is a possibility that someone else’s actions may affect your move, please try to include contingencies.

For each post in battle, please try to post the round number and any effects that may be present for your character (e.g. bless, haste, etc.). Please try to include common information in the “class line” of your profile such that it is displayed for all your posts. This allows easy reference of your key information. Here is an example of what I typically include for my PCs:

Paladin (Oath Against Fiends) 10; AC 21, HP116/116, Fort +17, Ref +11, Will +14, Perception+10, Init +1, Greatsword +16/+1(2d6+7/19-20x2) [ spoiler=Tracked Resources]Spells 2/3 1/3 1/2; 1/4 smite evils (+7/+8/+7); 12/18 LoH(5d6), 1/2 DB (+2)[ /spoiler]

Game Rules:

To be as fair as possible, I will attempt to strictly follow the rules as written. I don’t plan to use any house rules, but I reserve the right to do so if the need arises. I will admit that I am not as strong on the rules as I could be. When I make mistakes (there will be plenty), let me know, and I will try to correct things as necessary.

Posting Guidelines:

I will make every effort to post at least once per day - please try to do likewise. As we’ve all experienced, slow posting kills PbP games. In general I will wait for a majority of the characters to weigh in on a decision before moving the game along.

In general, try to follow the usual PbP conventions (bold text for dialogue, italics for thought, etc.). Please try to move the story along with every post. Please consider using dialogue, versus exposition, where possible. Please avoid meta-game comments in the game play thread (please keep those to the discussion tab where possible).

Kingdom Building:

A unique aspect of the Kingmaker AP is the kingdom building portion of the game. Per recommendations in the forums, I will likely set up a separate campaign page for the kingdom game play, versus the normal adventuring game play. We will use the Ultimate Campaign rules, since they are more recent than the AP rules.

Please go ahead and begin the discussion on what characters you plan to create, party roles, etc. Once your profile is ready, go ahead and post in game play. You will find the wilderness map on the Roll20 site.

Thanks again for joining the game. I'm excited to run one of the best APs created to date. I'm looking forward to playing this AP to completion.


Story Narrator

Welcome to my Kingmaker PbP game! If you haven’t done so already, please familiarize yourself with the Kingmaker Player’s Guide.

Here are several notes on character creation, gameplay, etc.:

Character Creation Guidelines:

In general I would like to resist the temptation to power creep. The APs are designed for four players using the standard point buy. Increasing the player power beyond this point then requires that the AP encounters be modified. I would prefer to keep the AP as written with minimal modification. This will ensure balanced gameplay that is both challenging and fair.

I would like to place more emphasis on roleplaying and storytelling versus the mechanics of gameplay. This requires well thought out characters with established backgrounds, personalities, motivations, etc. The better you flesh out your character, the more fun the roleplaying will be. Also, I will try to connect the story to hooks in your background for deeper story immersion.

Guidelines:
- Standard 15 point buy
- Please no stats below 7
- All races and classes
- In general, any Paizo reference material is fair game
- I would prefer not to use third party material
- Average starting wealth
- Two traits (one should be a campaign trait)
- Please include a stat block, background, description and personality in your character’s profile
- Please connect your background to your trait and provide a rationale for why you've been trusted by Restov with the charter

Combat:

We will use Roll20 for the battle maps.

I will roll initiative for the group, but in general I will ask you to make most other rolls. To facilitate combat, I will have everyone post your actions for each round. I will then sort and arbitrate actions during the end-of-round narration. If there is a possibility that someone else’s actions may affect your move, please try to include contingencies.

For each post in battle, please try to post the round number and any effects that may be present for your character (e.g. bless, haste, etc.). Please try to include common information in the “class line” of your profile such that it is displayed for all your posts. This allows easy reference of your key information. Here is an example of what I typically include for my PCs:

Paladin (Oath Against Fiends) 10; AC 21, HP116/116, Fort +17, Ref +11, Will +14, Perception+10, Init +1, Greatsword +16/+1(2d6+7/19-20x2) [ spoiler=Tracked Resources]Spells 2/3 1/3 1/2; 1/4 smite evils (+7/+8/+7); 12/18 LoH(5d6), 1/2 DB (+2)[ /spoiler]

Game Rules:

To be as fair as possible, I will attempt to strictly follow the rules as written. I don’t plan to use any house rules, but I reserve the right to do so if the need arises. I will admit that I am not as strong on the rules as I could be. When I make mistakes (there will be plenty), let me know, and I will try to correct things as necessary.

Posting Guidelines:

I will make every effort to post at least once per day - please try to do likewise. As we’ve all experienced, slow posting kills PbP games. In general I will wait for a majority of the characters to weigh in on a decision before moving the game along.

In general, try to follow the usual PbP conventions (bold text for dialogue, italics for thought, etc.). Please try to move the story along with every post. Please consider using dialogue, versus exposition, where possible. Please avoid meta-game comments in the game play thread (please keep those to the discussion tab where possible).

Kingdom Building:

A unique aspect of the Kingmaker AP is the kingdom building portion of the game. Per recommendations in the forums, I will likely set up a separate campaign page for the kingdom game play, versus the normal adventuring game play. We will use the Ultimate Campaign rules, since they are more recent than the AP rules.

Please go ahead and begin the discussion on what characters you plan to create, party roles, etc. Once your profile is ready, go ahead and post in game play. You will find the wilderness map on the Roll20 site.

Thanks again for joining the game. I'm excited to run one of the best APs created to date. I'm looking forward to playing this AP to completion.


1 person marked this as a favorite.
Story Narrator

Be it so known that the bearer of this charter has been charged by the Swordlords of Restov, acting upon the greater good and authority vested within them by the office of the Regent of the Dragonscale Throne, has granted the right of exploration and travel within the wilderness region known as the Greenbelt. Exploration should be limited to an area no further than thirty-six miles east and west and sixty miles south of Oleg’s Trading Post. The carrier of this charter should also strive against banditry and other unlawful behavior to be encountered. The punishment for unrepentant banditry remains, as always, execution by sword or rope. So witnessed on this 24th day of Calistril, under watchful eye of the Lordship of Restov and authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne.

Thus begins your expedition to the Stolen Lands. As you travel the forlorn miles of the South Rostland Road, you consider the political events that have led to your group's charter. Tension amongst the Brevoy noble houses has been rising inexorably and the scourge of civil war now seems inevitable. As a prelude to the approaching conflict, Restov has sent intrepid groups of explorers south to colonize the greenbelt with the hope of both securing its southern flank and possibly seeding a future client state. Without such an alliance, Rostland stands little hope of withstanding Issian aggression. Perhaps your status as free agents will delay a response by House Sutova, but with the aid of the notoriously insidious Issian intelligence networks, such ruses cannot long remain undetected. Furthermore, as you gaze upon the trackless wilderness of the Rostland frontier, you wonder on the viability of any form of civilization rising from this bleak landscape. Many would be conquerors, from the Taldans to the River Kings, have tried and failed to tame this land. Perhaps, by divine providence, your fate will be different.

Despite the grand strategic machinations swirling in Restov, your immediate objectives are clear - explore the Greenbelt and defeat the bandits whom use it as a safe haven. The bandits of the Stolen Lands have developed a well-earned reputation for depredation and cruelty. A mysterious leader has risen amongst their ranks to consolidate the disparate factions. Now, the bandits routinely strike north into the Rostland frontier, razing and pillaging all those who would stand in their way. Such attacks threaten to disrupt the southern Rostland trade routes and to undermine the lucrative mercantile exchanges that underpin the Rostland economy. The attacks use extreme violence and nefarious tactics to incite fear within the populace - cowering those who may otherwise resist. The brutality of the banditry is further aggravated by the apocalyptic warnings spouted by many of the brigands to their victims – dark prophecy reminiscent of the insane ravings of Groteus. There is no doubt in your mind that these brigands must be put to the sword.

You attempt to shake your dark thoughts by studying the gnarled, moss laden trees that densely crowd both edges of the road. The branches of the ancient cypress and junipers interlock to form an impenetrable canopy of creepers and dead leaves. Black, inky shadows hide all manner of beasts - many of them small and harmless, but not all. Among the trees, the melting snows give proof that the frozen grip of winter is slowly releasing its cold embrace. The biting northeasterly wind that stiffly bends the tree boughs reminds you that even though summer has now arrived in the southern climes, at these far northern latitudes, winter is never far away. You remind yourself once again to be weary of both nature and its denizens - there are many ways to die in this unforgiving land.

Ahead, the crumbling battlements of a weathered fort can be seen. Finally, this must be Oleg's Trading Post. In the hundred miles that you have traveled since leaving Restov, this is the first sign of humanity that you have encountered. The rutted South Rostland Road meanders up to the old fort before turning east and becoming little more than a trail. Atop the battlements of the fort, rotted catapults stand watch - once proud sentinels now hobbled by the ravages of time. Beyond the catapults a thin, black column of smoke from a cooking fire contrasts sharply against the backdrop of the sapphire blue sky. The acrid smell of burning wood, laced with the tantalizing smells of roasted venison, fill the air. The open gates of the fort beckon you forward into the courtyard beyond.