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Player is using a Gestalt Paladin//Inquisitor til 5 I think, then switching to Druid (the animal companion is pretty useful). Also allowing Leadership at L7. Using UC rules, including the "Starting from Scratch" rules for lower BP gp costs. I will also allow a donation or loan (depending on desired amount) from Restov if player can be convincing enough (trade, security, etc).

There will be a lot of empty roles at the beginning, forcing slow growth. But I will add/change NPCs as necessary to fill them out over time.

For example:
If the PC creates a treaty with the Sootscales, then Chief will ask PC to bring Nakpik along to teach him. Nakpik could fill a kingdom role (such as Enforcer) or return to the Sootscales and take over as chief, creating a vassal kingdom.

Adjusting the encounters hasn't been to difficult yet, no more than necessary to fix them for any size group. I think the one encounter a day setup for Kingmaker makes it the best suited for solo play. Her 1/day abilities effectively become 1/encounter that way. I make exploration/mapping take 2.5x as long.

Overall, the Azlanti Gestalt with an Animal Companion combo is pretty strong. I think a treaty or alliance with Restov/Brevoy is an important key. But giving that so many Book 1 & 2 NPCs are in some way connected to Brevoy, it will fall into place. If not, Book 3 gives a great opportunity for that to happen.


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So I've been playing Fallout 4. Then looking at Azlantis in Pathfinder. How do I reasonably get an Azlanti into a solo campaign, since they are extinct? Cryogenic freezing, of course, or the Pathfinder version (mysterious magic). I like the Pathfinder rule set, but prefer a post-apocalypse story. So with this background, I get both.

The legends say that when the ancient Azlanti grew too big for their britches, the Aboleths called down the Starstone to destroyed Thassilon and Azlant. But many Azlanti survived as they were traveling other continents. To protect themselves during Earthfall, they fled to caves and other underground complexes. There they used ancient magics to put themselves into hibernation until the world had rebuilt itself.

In reality (in this world anyway), the ancient Azlanti were modern humans living in a technological, magic-less world. But their hubris led a great cataclysm that changed the world. Continents moved and the very fabric of reality changed. Humans and other creatures were mutated and changed by radiation and other hazards. The mutations were both physical and mental, and magic was born. Over 9 millennia later, history has been rewritten by the "wise sages" based on rumor and superstition.

The gods are real, including the ascended gods. Among them, the immortal hero Aroden. For centuries, the surviving Azlanti and their descendants followed his teachings. But as with all human religions, they began to twist his church to suit their own wants. When Aroden no longer recognized his people, he stepped away from the world. He took with magic gifts with him. Humans, their brains too small to comprehend the thoughts of gods, decided he must be dead. But he was merely waiting, with the infinite patients of someone who cannot feel the passage of time.

Aroden waits and searches. From time-to-time he discovers his lost Azlantis, hiding in underground vaults, waiting. When he finds them, Aroden wakes his countrymen and tasks them with bringing back the glory of Azlant and spread his teachings once again. Each has failed. And now Aroden has discovered a new hope. A single survivor, who will emerge from his underground nest into a world he grew up in but cannot recognize. Will he bring back glory and humanity to the world, or will his gnawed bones fade into dust like his beloved ancient kingdom?


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Rynjin wrote:
The Fox wrote:
Rynjin wrote:

You might want to back up a second and recognize that you are essentially saying we should outlaw people being wrong.

Think about that for a second.

Nope. People can be wrong all they want...until that wrongness impacts someone else.

More to the point, who decides who is "wrong" on these matters? From an objective standpoint.

"I hate black people" is an opinion. It is a bigoted opinion, but it isn't "wrong". You can't prove to the man that he does not, in fact, hate black people.

Perhaps it is morally wrong, but I doubt anyone here wants to see the world after it has been taken over by the morality police (I imagine if would look a lot like Australia will in 20 years, if you pay attention to what's going on over there).

Thoughts are not being regulated by law, actions are. One is free to think whatever bigoted thoughts they want. One is free to share and express those bigoted thoughts as well. The legal line is acting on those thoughts in such a way as to limit the rights, freedoms and activities of others; or calling other people to actions that limit the rights, freedoms and activities of others. And that is where this poorly written legislation fails. The courts may one day determine its limits or fully strike it down. But before that can happen, a lot of good people will be discriminated against for no reasons other than ignorance and unsubstantial fears.

It was irresponsible of the Indiana Congress to pass this as written, and it is for this reason I believe the governor should veto it and send it back to be tightened up. There are certain uses of this legislation that can be tolerable, if better defined. For example: not forcing a medical professional to participate in an elective abortion if he/she has a religious objection to doing so. But a man holding hands with another man entering a bookstore certainly would not qualify. Unless they start fornicating, which is the only part clearly spelled out in both Judaism and Christianity (though I'm pretty sure public fornication of any description is well covered by other laws).


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Silver Surfer wrote:

The arcanist took a real bite out of the wizard and IMO virtually puts the Sorceror into retirement.

Bloodrager puts Barbarian in the shade

The Shaman... a complete farce IMO.... just when I thought the Oracle was OP with Divine Protection and add to Charisma to everything.... then along comes the Shaman! Single handedly it has almost put the Oracle, Witch, Cleric and Druid out of business entirely!! What is a real joke was that the Druid had a whole load of Shaman archetypes years before the ACG!!!! I mean... why even bother?!?!!?

The group we started a couple of weeks ago involves a Witch, a Barbarian (Titan Mauler), a Fighter and a ranged Fighter. Half of these are classes you claim the ACG put "out of business entirely!!" Of course, we are about building the characters we want to play, not just min-maxing. Sounds more like you are having local issues with your game. I wish people would quit trying to force their problems on the entire game and the company.


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Due to the one-easy-encounter-a-day environment in KM, I use a different system for large groups. We are in Blood For Blood and have 6 PCs (including stone giant warrior and owlbear barbarian), 2 Cohorts, a shadow companion and an animal companion (bear). For APL, I add up all character levels for the PCs (not including cohorts and companions), then divide by four and subtract 1 to get CR for the encounter. We have level 13, 12, 11, 9, 13 & 11. Standard rules gives a APL of 12, too easy. My method gives APL 17-1 = 16.

Blood For Blood:
Area Q. The Swamp Scar has just a Spirit Naga Sorcerer 3 (CR 12, XP 19,200). Very easy encounter for 6 mid-levels. I added 2 levels of Sorcerer + 2 HD (CR 15, XP 51,200). Then added 3 Mobogos (CR 10, XP 9600 each) and 3 Boggard Fighter 8 (CR 6, XP 2400 each). It still only took 7 rounds for them to complete, though it used up about half of their combat spells and abilities and got a bit hairy for the owlbear barbarian at one point.

If its a single creature encounter, I up CR with either class levels or additional HD; then multiple weaker creatures to fill out the XP budget. Any group can quickly annihilate a single creature of appropriate CR, so multiple creatures is critical to making an interesting encounter.

I've been doing this since late in The Varnhold Vanishing. Its not appropriate for low-level groups, but works out fairly well for mid-level.