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Hello! I have four 9th level characters in the Kingmaker Game I'm DMing right now. The group consists of a Human Tetori Monk, an Oread Cleric, a Goblin Ranger (bow), and a Ratfolk Oracle. Im just having an issue with them easily taking care of the final boss... Final Battle Spoiler:
They have arrived into Vordekai's throne room together and just had it off with him in serious of verbal diplomacy checks to try and get him to "surrender" (hah). The cleric and oracle are basically out of spells and the monk is at a 7 Wisdom (from the Soul Eaters), but I still think they could easily take out Vordekai (even with the Greater Water Elemental, which I moved back into the throne room as his minion for the final battle). The Tetori Monk's CMB bonus to grapple is +17 (CMD is 35), and he has all the grappling feats (greater grapple, rapid grappler, etc) and all the Snapping Turtle Style Feats which makes him very dangerous. At 9th, he can now counter freedom of movement and magical bonuses to escape grapples with but a single Ki Point. How can Vordekai deal with him in combat to prevent being grappled, or better yet, what can Vordekai do to survive the grapple? With only the 2 Dimension Doors Prepared (for healing and coming back) its gonna be tough for him to continually avoid getting grappled. I know Vordekai's CMD is strong, but his CMB isn't high enough to break the grapple. Are there some grapple rules for being large sized that I'm missing? Im totally open to changing spells around etc, and he has played with them significantly from far distances and should know their strengths and weaknesses. Any ideas? Thanks for the help in Advance!
My players are all 7th level right now and have finished up the 2nd Adventure (Rivers Run Red). They are: An Oread Cleric of Torag, Vow of Poverty Human Monk, Goblin Ranger, a female Sylph Rogue, a Ratfolk Oracle, and a Female Half-Elf Paladin. (I encouraged them to try out different races!) The Oread Cleric (the General) wants a salary for all the council members...1,000 gold pieces per month. Now we are in the 7th year of the kingdom at this point. They have 4 settlements, but only have about 12 hexes under the command (they haven’t gotten to Oleg’s Trading Post yet). I have read the rules about withdrawing money out, which causes unrest and loyalty loss.
I don’t want to give them this much money because it will totally mess up wealth per level of the characters. Also, they would just spend this money on magic items to benefit their character. Does anyone here on the boards have any suggestions for this situation? Maybe reduce the money per month? If you have any other questions about the game, go ahead. Thanks for the input in advance!
I'm getting close to finishing the first book of the Kingmaker Adventure Path and my characters are leveling up to level 4. Question: There is a Sylph Rogue in the party who is wielding an Aldori Dueling Sword (which i gave her proficiency with after she took the Sword Scion Trait). She has three levels in Rogue and is wanting to take the Aldori Swordlord Prestige Class. What would be the best build for entry into the Prestige Class? (She wants to play a duelist character, dex based, and having dueling sword in primary hand and nothing in the other) Maybe start taking levels in Fighter? Her stats are 12 Str, 16 Dex, 11 Con, 16 Int, 12 Wis, 14 Cha She has already taken Weapon Finesse and Weapon Focus (Aldori Dueling Sword). Any ideas? Thanks in Advance!
I'm about half-way through GMing this adventure (they are about to hit the Cannibals, they have been exploring almost all of the island before going to the camp), and I was wondering how did your NPCs fare during the later part of the adventure? Did Gelik, Jask, Aerys, Ishirou, and Sasha go with the PC's during the "dungeon crawl" combat portions of the adventure? Did they stay at camp and not travel with the group? How many of them survived to the end? Follow up: My group is a Order of the Dragon Human Cavalier, Elven Rogue, Dwarven Ninja, Half-Elf Wizard, and Half-Elf Druid and it seems like they have had issues with a lack of Hit Points and healing so far. Do you think Jask would almost be necessary for them to survive? Thanks in advance!
I recently started running Serpent's Skull and introduced the Hero Point system into the game. I wanted to hear people's experiences with Hero Points: how they affected your game (are they too powerful?), and if you like them! Also: It seems like using two hero points to stop death is pretty powerful...too powerful? What are people experiences with it?
So I'll probably spoiler something about the adventure below...if that worries you. I'm having a great time DMing the Masks of the Living God adventure (enjoying my first use of the Game Mastery Item cards!) so far for my two younger cousins, and we are approaching the part where the group is deciding to infiltrate the cult (as the players quickly realized that there characters might not survive a direct attack on the church). However, as I'm scanning through the treasure for the encounters, I didnt' really find anything spectacular that calls out to me as "Exciting" and different treasure, something my players would remember and enjoy instead of selling it at the next magic item shop for a magic weapon or armor that fit their character. Does anyone have any ideas for some extra treasure (similar in level) that would make sense to be in the church and that would be something remembered and kept when faced with the choice of selling it? It might not have the most powerful ability in the game, but maybe something interesting, fun, or just plain useful that they will love to have it. (This is my first time for my younger cousins so its not too hard pleasing them). I've loved the idea of the adventure so far, and if anyone has any suggestions I would be grateful for them! Ps. Any suggestions revolving personal experiences running the infiltration part of the adventure would be great as well! Thanks in Advance!
Hey guys, im new to the message boards and im running a Core Game following the Savage Tide Adventure Path. My 3 players and I are having tons of fun! We are in the middle of the adventure titled Tides of Dread just about to enter the shrine of Demogorgon. The characters are 7th lvl at the moment almost reaching 8th level. My group includes a Halfing dual-wielding dagger rogue, a Human Cleric of Pelor, and a Human Sorcerer. To round out a group there is an NPC Barbarian named Trojar that has been traveling with them since the beginning. But im not sure if im going to keep him around for the long run, as his personality isnt really what the characters have liked :) The one thing that im having problems with is dealing with the arcane spellcaster aka the sorcerer. He just got fly at 7th lvl and he has fireball as his other 3rd lvl spell. So now those poor dinosaurs and terror birds have no chance vs. the party! Does anyone have any advice on how to DM a caster? My entire group and I are new to D&D so i apologize in advance for not knowing all the rules of the game completely. It seems as if this adventure is supposed to be one of isolation, and i also dont know what to do when he get teleport! Ahh! Can anyone give any suggestions to me? Thanks for any help in advance! |