Malatrothe

Dela's page

Goblin Squad Member. Organized Play Member. 114 posts (188 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters.



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@Andy
Your mail didn't work? Send me a pm with the right one and I'll try again ;)


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I secound the one-shot. Learing the game at a higher level is a lot harder, because you don't even know the basics. Just play a "learning session", where she can ask all the questions. After this, if there are questions in your real campaign, don't explain everything in the session, but afterwards. Just tell her quickly what she can do and let her decide, then tell her what to roll. True, it will confuse her sometimes, but I think thats better then keeping everyone waiting to explain every detail.


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Hi,

one of my players is playing a very tech oriented character. She asked me to include the possibilty to upgrade the city with different technologies. So I tried to create rules for her ideas. But as we just started the whole kingdom building some sessions ago, I´m not that sure about my balancing. So I would appreciate any input a lot!

So, here are the rules:

Each month, you may make a Knowledge(Engineering) (or similiar check) check to gain technology points (TP). The amount is equal to the result of you check divided by 5 (round down). You may add your settlements lore bonus to this check and can be aided by up to 2 others.

You may spend your technology points to research new technologies, resulting in new buildings or upgrades to your city and buildings.

You may use one upgrade in step 5 of the edict phase. As those technologies are very new and people are sceptical about them, you must succeed on a loyalty check modified by the technology (see each entry). Failure results in 1d4 unrest. If you suceed, you may apply the technology for the listed BP cost, immediately gaining its benefits.

Automatic Gate Closing Mechanism:
Upgrade, needs Citywall,
Cost 8 TP/ 2 BP, DC +2
-1 Unrest, +1 Defense, +1 Society
Your gates close have an mechanism, enabling them to close in a short amount of time.

Burning Oil Traps:
Upgrade, needs Citywall,
Cost 10 TP/ 6 BP, DC 0
+2 Defense, +1 Stability
Your walls gain an mechanism to fast boil oil to use against your enemies.

Torch und Cooking Fire Extinguisher
Upgrade,
Cost 12 TP/ 8 BP, DC +10
+1 Stability, +1 Loyalty, +1 Society
All larger fires in your city are equiped with an automatic fire extinguisher, which is used automaticly if the fire is no longer acitvely used.

Fire Alarm
Upgrade,
Cost 15 TP/ 6 BP, DC +0
+1 Stability, +1 Loyalty, +1 Society
All your buildings are equipped with an fire alarm.

Alarm
Upgrade,
Cost 10 TP/ 10 BP, DC +0
+1 Stability, +1 Society, -1 Crime, +1 Law, +1 Corruption
All your buildings are equipped with an alarm bell, which rings if someone opens a door or window after the alarm mechanism is activated.

Trapped Houses
Upgrade, needs Alarm,
Cost 18 TP/ 10 BP, DC +10
+1 Stability, -2 Crime, +1 Law, +1 Corruption
If the alarm goes of, a crossbow bolt shoots at the would be intruder.

Automatic Crossbow Turrets
Upgrade, needs Citywall,
Cost 25 TP/ 15 BP, DC +5
+3 Defense, +1 Society
Your walls are equipped with automatically shooting crossbow turrets.

Washhouse
New Building,
Cost 15 TP, DC +7
You may build a washhouse, which has automatic washing machines and a dry chamber.
Washhouse: 10 BP, +1 Stability, +1 Loyalty, +1 Economy, +2 Society

Ferris Wheel
New Building,
Cost 30 TP, DC +15
You may build a ferris wheel.
Ferris Wheel: 15 BP, -1 Stability, +2 Loyalty, +1 Economy, +2 Society, +1 Unrest

Merry-go-round
New Building,
Cost 25 TP, DC +15
You may build a merry-go-round
Merry-go-round: 10 BP, -1 Stability, +2 Loyalty, +1 Economy, +1 Society, +1 Unrest


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Hi all,

after finishing Jade Regent in some weeks, my group and I would like to play Kingmaker, but with a twist. We would like to play "Shahmaker" -> Kingmaker, but in the desert with an arabian style.

Having played part 1 and some of 2, I think at least for those parts it shouldn´t be too hard to change most of the fluff.

But what about the rest? Do you think this could work?

Thanks in advance for your replies!


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I´m currently playing a pfs melee summoner (just lvl 3 at the moment) based around reach, the helpful trait and bodyguard on both the summoner and the eidolon. This build is more of a support character, where you are more active giving out buffs via Aid Another.

Human, Str 17, Dex 14, Con 14, Int 10, Wis 8, Cha 14

Feats: Combat Reflexes, Bodyguard, Improved Initiative

Eidolon Feats: Additional Traits (Heirloom Weapon:Lucern Hammer (Lead Blades Wand+Enlarge for 4d6 base damage), Adopted:Helpful), Combat Reflexes

Evolutions: Skilled(Perception),Skilled(UMD),Skilled(Stealth), Climb, Scent

So far it worked at pretty good, even as I didn´t use any combat evolutions on the eidolon. Having two reach characters who you play alone is a tremendous advantage. The positioning is important, to get the maximum possible AoO´s and being able to use bodyguard on allies.

I´m not doing the best damage in the group, but it is still useful. And giving someone +8 on one attack makes people happy.

When the fight moved to the "full attack until dead" stage and the area is limited, so you can´t really use the reach anyway, you can switch to an melee weapon, stand next to the fighter, giving him +4 (later, when the eidolon has it as well +8) AC against most attacks via bodyguard.

Out of combat your skills will also be quite good (using human favored class bonus for skillpoints on the eidolon). I´m having 8 skillpoints per lvl between the summoner and the eidolon, with a nice amount of classskills (you can choose with your eidolon which classskills you want) and +8 one the important skills. My eidolon also functions as a scout (+14 stealth and perception, darkvision, scent and climb at lvl 3). The summoner is the face (Extremely Fashionable (Diplomacy)), who gets a +4 bonus from the eidolon on his social skills about 70% of the time. Using aid another on skills, even if your bonus itself is small, can give allies +8 on their check.

TL:DR Support melee summoner has a lot of options and is very versatile in building and playing. I like it a lot, so give it a try.


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Hi,

if you take Eldritch Heritage(Arcana) and Improved Familiar with a class with arcane caster lvls, what is the minimum lvl für the lvl 7 familiars? EH says your sorcerer lvl is character lvl -2, but Improved Familiar just talks about your arcane caster lvl.
So is it possible to take for example an imp as a summoner at lvl 7?


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blue_the_wolf wrote:

good points.

do naturally hybrid classes like magus have an effective leg up over the other classes?

No. Full Bab classes still have the higher attack bonus, full casters still the higher DCs and spell lvl.

But as I said, you can constribute very well while being a lot more versatile then to other classes. If you play such a class

For example our groups battle cleric: He doesn´t have to use spells at all to fight alongside all the others.

My magus(hexcrafter) took the baseline ranged feats. So now he can fire at range, use hexes close up and kill stuff with shocking grasp spellstrikes.

I think its all in all very good balanced: because feats are something you will have quite a lot of, you can spend them on improving stuff you wouldn´t normally do (wizard with a bow can become quite useful) or you become more or less the ultimate master of your speciality. Both ways work perfectly well.


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Playing E6 since almost a year, I wouldn´t say that casters are underpowered. They won´t have as big an impact in the game then in the higher levels, but the spells can still turn many battles. Glitterdust, Web and other area control spells are still very good and being able to Fly or Spiderclimb when nobody else can (because they don´t have items for it) is good as well. You also can use all your spells, even level 1 with saves, because you often will fight against lvl 3-5 enemies, which don´t have all high saves. Also you could choose to take 1 level or some feats to make you able to fight with weapons when you don´t want to cast and still constribute with them.

But what I noticed is that classes that can fight and cast work a lot better. Magus, Cleric, Bard and so on are more capable without specialising a lot. As the ACs and Saves won´t be so high, you still can play a character with str 14-16/casterstat 14-16 and constribute a lot to combat. In high levels the magus I´ve seen struggled to land any spell with an save or hit something without major buffing or using arcanas, whereas the magus I play in E6 can use his spells, his meleeattacks and his ranged attacks almost seamlessly with good chances of success.


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2 more:

G1 Plaza of the People
Map

M The Ivory Gate
As I said my group is playing on Eberron. So there was no earthfall. Instead the dragons of Argonessen obliterated Saventh-Yhi. The main entrance was one of the places they attacked the hardest. The scorches are still there. The red fog in the north is all over the temple district due to corrupted magic (added this to make the district and its inhabitants (changed to lizardfolk) a bit different).
Map


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And more:

D2 Excavated Island
Map

D3 Plaza
Map


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Forgot to mention: For many of the water textures, I used this deviant art picture from AshenSorrow.

If a mod reads this, please edit it in the first post.


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Just did one map today so far. Took me about 5 hours ;)

D1 Charau-Ka Fortress
I found an almost perfect source: Just search für "Sigiriya"
Map


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Made some more maps today:

I Sunken Ruins
Its not just some random ruins, it´s Saventh-Yhi´s harbor. With smashed ships and the broken light house. The magical orb to create the lighthouse light is still functional (functions as daylight at will item, shrinks to prefered size of the user(for transport).
Map

N Trader´s Bowl
The black shadow at the top is the underground tunnel. The gibbering mouthers will emerge from the 3 holes in the ground.
Map

O Hidden Pool
Map


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Hi,

as my group will very soon be starting part 3, I´m currently making some maps to show/play with. I´m using Maptools to make the maps.

To get ideas for the maps I´m using Google to find some ruin pictures. I hope its not an legal problem posting them here. If it is, please contact me and I´ll remove them. The monster pics are also from google.

If someone has a good picture for one of the locations, I´d be happy to see them and maybe make a map.

I will be updating them as I make them.

So lets start, maybe someone can use them for their own campaign:

E1 Crocodile Island
Map
E2 Lair of the Ape-Eaters
Map
E3 Chimera Lair
Map
Monster: Chimera pic from AP

E5 Isle of Shadows
I ignored the discription here. In my version its an old tower which is completely flooded. It was once a kind of bank. On the inside are still some vaults, which are closed behind a giant sealed door and multiple forbiddance effects.
Map

F1 Shattered Bridges
Map F1a bridges
Map F1b bridges
Map F1b nord
Map F1b east
Monster = degenerated serpentfolk pic from AP

F2 Promanda of Law
(Ugimmo is currently in his lair, an old building, half sunken in the water)
Map
Monster: Ugimmo pic from AP

F4 Flooded Amphitheather
The thing to the right is a portal. This portals are all over the city and connect some buildings via dimension doors. Some of them are still working.
Map

F5 Den of the Rakshasa
Changed Crocodile to normal tiger because of the pic ;)
Map