Paladin of Iomedae

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Coming online with this primarily because I have a bad habit of fearing overpowered shenanigans and preemptively nerfing to where I get encouraged to un-nerf by the players of my games. Fortunately everyone is having fun with the worlds I've built, the characters, music borrowed for backgrounds, etc. What I'd appreciate help with is giving concerns on where this could go awry with the goals in mind. I know one of my players had a significantly overpowered cleric, though

Overall context: 4 players anticipated for Wrath, semi-modifying the book versions to include some of owlcat's shenanigans (and I'm not averse to coming up with scenarios and maps to match), trying to balance things for 5-6 characters so they can bring an NPC or two to cover for their weaknesses. I already have permission from the group to include a DM-NPC since I demonstrated they only support the group and only suggest, not decide, and a heavier weighting of story decisions and player control/agency over power-play.

DM Experience: moderate, about 5 years of DM'ing off and on across skulls and shackles, kingmaker, and custom power-rangers-themed game. Only played in 2 campaigns, both kingmaker (different dms). decent knowledge of common races, feats, and skill uses, less so for extended/3rd party. Comfortable with homebrew/houserules to empower a character vision or negotiating to prevent overshadowing.

Party so far: elf ranger, elf wizard, half-elf bard (mute musician), and half-elf magus.
Party stats: Dice rolled, 1s re-rolled up to 3 times, get six iterations of 'hear the array and keep or drop+reroll', no party member rolled below 38 point buy equivalent.

NPCs being available: Seelah, Lann, Ember, later will likely include sosiel and regil (still have to check the 2nd/3rd books to see how it's handled there)

custom NPC in question: 20 point buy, obligatory low (4-7) dex because of jokes of my own clumsiness and a new challenge. Deity followed is Cihua Coatl

NPC goal: acceptable support, primary or secondary healer, possible 'off-tank', will be lighthearted and cheerful where able and likely start struggling with that effort during act/book 2 on the way to Drezen and be open to party influence to change who they are going into act/book 3.

Class: 3/4 BAB, charisma based spontaneous caster with full spell progression to level 7 (paladin/cleric spell lists), martial weapon heavy armor and shield proficiencies, 4+int skill progression.
lvl 1: 30 ft aura, +1 morale to saving throws, +2 at lvl 8, +3 at level 15. Wizard-esque familiar (if familiar dies, no spellcasting until quest/spell/process restores). Optional 'feature' to increase base scores over course of game to catch up to lowest player's roll equivalent. mythic will 'upgrade' familiar to an animal companion but spellcasting limitations still apply
lvl 2: lay on hands as paladin, +2 diplomacy/bluff to have others follow a plan, and ACP reduction ability (reduces ACP by 4 to maximum of -2 or armor's own, whichever is better)
lvl 4: Channel positive energy as hospitalier paladin
lvl 10: single wild shape available for minutes equal to level per day, weapons or weapon and shield merges with 2 claws and gains 1 bite attack, 40ft fly (clumsy), resistance 10 vs 1 chosen element (chosen at ability gain and not changeable), also counts as having teamwork feats for any that the familiar/companion may have
lvl 20: inspired by summoner, merges with familiar/companion to become a two-neck/headed dragon, gains additional standard action (limited to 1 set of attacks, may cast two spells with 2 standard actions, one for each head), requires an additional enemy positioned next to them to permit flanking (other requirements still apply for bonus), additional DR5/- with any other sources, all healing cast is maximized for the duration. duration is 10 rounds +2/mythic-point-expended. ability requires 1 week to recharge (unless plot demands otherwise).

As far as my own self assessment, I keep wobbling between overpowered because cleric spellcasting can be broken even if i intend to just focus on healing and support spells, and BAB/Spells are as good as the druid (who I've heard is able to be very broken easily). Then some days I see how few abilities there are and also see how it ends up being a Paladin+Druid hybrid class that can't do as much as either.


So, my party/dm has had trouble finding a good solution for the Kingmaker 1st edition campaign. An HTML based one from years ago won't save progress without exporting the settings to a file, which you then import to otherwise share the sheet. Not perfect. Another option was using a PDF that supposedly helped put all the details in, but it was too easy to get things wrong, have people mistype and make a bad entry, and didn't have enough room for other effects.

Due to my work giving me the skills, I decided to ply some of my intermediate excel-fu and made a google sheets sharable/copiable file that I hope will help any others who are still going through Pathfinder 1e kingmaker. It should be fairly straightforward to change the buildings to match or tweak for house-rules, adaptations from pf2e, and so on.

The Link: https://docs.google.com/spreadsheets/d/1CxHGwSgAN12f6yef6KovqgFoRh7PyIAwgNb LgkKtBLA/edit?usp=sharing

How to use:

Rule of thumb: if its a light gray backfill and google sans font, it's an automatic calculation and shouldn't be changed

First, go to the Leadership tab and put in your player characters and NPCs and their core/base stats from Str-Cha. It will automatically calculate the bonus and highlight which role that character would have the best bonus for (but feel free to ignore for roleplaying). The "council" entry at the bottom is for our game where we are all sharing the 'ruler' slot and play our best stat across everyone in that spot. feel free to change that from the large function to average or just don't use it. Put in the rank of the skill associated with the position from the character (names of the usable skills per position to be added soonTM) in the appropriate column and update when it changes.

Second, use the dropdowns on the kingdom sheet to assign your edicts and leaders to their prospective roles. It will show you what the penalty is when it's empty or the bonus when it's filled automatically.

Third, Rename your CityName sheet to whatever your capital is, then rename the city "CityName" to match. It should automatically pull everything from there. Any future cities you found, copy/duplicate the city template tab, rename it to your new city name, and add that name to the list of towns/names.

Fourth, fill in the kingdom development spots accordingly along the top.

Fifth, profit! Hopefully.

The coloring for the sheet was purely based on what my group prefers, but is able to be adjusted. There's several automated or convenience things, such as changing bp consumption to bp production if you have a surplus of things (we export food in our run, just treat as 0 if you don't run that way) and changes the background from deep red to green to show profit.
I'm open to feedback if there's any suggestions or things needing fixed. Mostly wanted to help anyone who might be looking for some option we couldn't find and be that possible solution.