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There shouldnt be any issue using a staff/wand to cast Dispel Magic as a standard counterspell action.

There may be some specific counterspell specific action/rule that allows for doing it as a different type of action, and unless you also have some commensurate ability that allows you activate a staff/wand as that same type of action, you may not be able to use those special abilities with a wand/staff.


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Simplify the question a bit.

What would happen to an inanimate object in the same extra-dimensional space?

Likely nothing would change, unless the item specifically has a way for things inside to get out. Any function like that would be made inoperable much like being able to add to and remove items from the outside would no longer work while polymorphed/shapechanged/etc.


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So my group recently finished up VV and it seems like the kingdom building stuff is starting to drag a bit. We lost a member of the group during VV who was very interested in it, and while the others are willing to do it...it's mostly just become a "what do we need to keep our rolls so we only fail on 1's while continuing to expand and then reach to events as the occur".

There's no real driving engagement in that aspect at this point and I dont want to damage the overall experience by forcing them to continue with the kingdom stuff if they dont really want to.

The books certainly have the "kingdom in the background" rules, but I'm more looking for any words of wisdom or simple observations from anyone who's run their whole campaign that way or perhaps even did a transition mid-game like I'm considering.

Thanks in advance.


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Arcane Sight would allow someone to make a Knowledge Arcana check for every active spell effect on an opponent to determine what school and strength they have.

The second part only applies to spells with a visible effect, like determining that the wall in front of you is the result of a Wall of Stone spell as opposed to simply part of the dungeon, or that the glowing blue nimbus around that person is a Fire Shield (Cold) spell.

Someone under the effects of something like Cat's Grace being observed by someone with Arcane Sight would only give them opportunity to detect that they are currently affected by a Transmutaion spell of Faint strength.


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The biggest problem with trying to build a "tank" is that the notion of threat/taunt/etc does not exist.

You can certainly make a PC that can sustain a lot of damage through a mixture of avoidance and mitigation, but unless you can actually present yourself as a threat to others, then intelligent enemies will simply go around you.

It might help if you give more context about what aspects of "tank" you're looking to incorporate and if you have any preferences with regards to classes, source material, and optimization level.


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My group did something very interesting in our last session.

One of the characters is a halfling druid who rides a wolf. The wolf has routinely outshined the Fighter types of the party (mostly due to complete lack of optimization by those other melee'ers). The wolf quickly became the mascot of the group and when they started their kingdom, they even put the wolf on their flag.

Fast forward to the end of book 2 and the group has leveled to 7. The druid's AC at 7 gets a size bump, and the halfling's player did think his character would want to ride around the large wolf. Rather than simply dismiss him, he wanted to "reward" his stalwart companion/partner and bought a scroll of Awaken.

Our last session was a bunch of kingdom turns to bring them up to the size VV suggests they be at. They've had an opening at the Royal Enforcer for quite a while and they rallied around the druid researching a version of Anthropomorphic Animal that he could cast on the now magical beast wolf and purchasing a scroll of permanency to make it last on the wolf.

They took out 1BP per turn, dealing with the resulting Unrest to help fund this, total expenditure ~15k gp.

They were totally cool with the wolf not really wanting to be their Royal Enforcer and instead preferring something more like the Marshal. They let him tag along with the Marshal for a few months and then made a nice pitch about Royal Enforcer spinning it as much more than "killing criminals" along with a decent Diplomacy roll to get the wolf to move from his "desired" role to the one the group preferred.

I realise the wolf has a very high Str and this is a decent benefit to the kingdom, but the way it came about organically it wasnt the driving motivation behind it. They came together in support of their mascot and devoted not insignificant time/resources and then ended up with a happy coincidence.

It was really cool to see something like that happen, especially when we were getting pretty deep into the kingdom turns which can get pretty stale and meta-gamey at times.


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Wands don't technically have command words. Wands are spell trigger items which is a separate category of magic item than "command word" items.


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So my group is rounding the bend on the second module and I think to keep things "fresh" and help speed things along they're going to be looking to utilize Exploration Edicts starting in book 3.

I'm not exactly clear on what you're sending these people out for. Do you only get to give them a single Hex to explore, or could you try and give them 3-4 to explore per edict? With the rules for mapping/exploring each hex is it assumed that you might tell them to spend multiple days per hex to check for hidden things? Also, it states that the explorers fully map each hex in a single day. This seems to contradict the Exploration Time detailed in the first module. Is this intended to streamline, or as the d20pfsrd rules are intended to be used anywhere should this be altered to fit in with the module's rules?

In looking further at the rules for these, there are no ways to account for the quality of the explorers being sent out. I'm imagining that in any group of people, someone is going to have a +0 Stealth mod so avoiding encounters will be very difficult. On the other hand, the Stability Check of 2*CR is a pittance for my group to make with their current Stability Mod of 39.

I see this meaning that any time the explorers find an encounter, they're likely to get derailed for an entire month and it potentially getting very frustrating for my group to not get the results they're looking for.

Did anyone have problems using these rules within KM? Any changes/houserules to the exploration edict that people would recommend?


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Not to take anything away from the OP and what he/she t together, but Chemlak's sheet is absolutely outstanding.


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I've managed to at least tenuously link a couple of my PC's to the Surtova side of things in Brevoy, while linking another somewhat strongly to the Orlovsky/Medvyed/Garess faction. Another was strongly linked with the Aldori Swordlords, so would have leaned anti-Surtova, but he died fighting the Stag Lord.

The other 2 PC's are fairly neutral in their views.

The first PC linked with the current Regency is an ex-noble (Rich Parents trait) who renounced his claim/inheritance to go an spread the word of Iomedae. He's a Knight/Paladin (homebrewed feat like Daring Outlaw and the like allowing for easy multiclassing and some class ability level stacking) that was approached by an emmissary of the Regent at the party's "going away party" in Restov and asked to send messages with the group's progress via bird back to New Stetven. He somewhat grudgingly agreed, and sent a few messages back to the throne during their adventures in the Greenbelt. He's not too fond of nobility, but really has no reason not to take orders from the rightful ruler of his homeland.

The second PC kind of linked to the Dragonscale Throne is the replacement for the one that was connected to the Swordlords. He is a cleric of Sarenrae and his backstory is that the Dawnmother does not have a very strong presence in Brevoy, and that the church petitioned for permission to expand it's presence. The Regent gave them a mission to investigate "The Vanishing" and decreed a decision would be made depending on the success of this assignment. (I have decided to link Nyrissa's doings with The Vanishing for the time being so that the new character's goals would somewhat line up with the existing party's motivations.) He was found as a prisoner in the Stag Lord's fort and provided some very useful (to the DM and the players) background information on the SL and a small foreshadowing of Nyrissa's involvement and plans. He was included in the kingdom charter by the crown on the hopes that he would be an ally for them on their ruling council (He is a Rostlander by trait, so he is not terribly inclined that way, but I'm hoping pressure from the church to do right by the thronw will add some interesting politicking).

The character staunchly in the non-Surtova camp is a gnome from House Medvyed who was taken on as a Ward when a minor noble took a liking to him (Noble Born - Medvyed trait, but being a gnome not actually a "blood" noble). He's a worshiper of Erastil and I've determined the Medvyed's still hold to the "old ways" of Erastil, which I've established is less refined than most other "modern" religions. His patron has given him some insights into the Brevic political issues, explaining that the original plan for the exploration charter was for Brevoy to settle the lands, but that neighboring factions communicated this would be an act of war. He has also communicated that Garess is listening to what Orlovsky/Medvyed have to say about the Surtova's, but is not willing to make any public declarations of support.

Rather than deal with a a vacancy penalty for a Magister, they decided to hire out the job and received qualified offers from both Restov and Brevoy proper to fill the gap. They chose the representative from Restov via vote.

What I'd like to do is present some opportunities that are beneficial to their new kingdom as well as Brevoy and Restov, but with some personal motivations for the new nation's leaders, that perhaps might carry some small, difficult to see negatives for the other political body if accepted. I'd like for these decisions to have lasting impacts on their nation, both for the good and for the bad depending on what they choose.

We've just started RRR, only 3 turns into their initial year of kingdom building at this point. I've been reading through the next few modules trying to get more details on the growing issues between Issia and Rostland, but I havent really seen much yet. Does anyone have any ideas on some small things that I can present to the new kingdom along these lines?

Not sure if it matters/helps, but I'm going to be using Hargulka's Monster Kingdom in RRR as I really like the changes introduced there.

Thanks for the time.