Lamatar Bayden

HeteromorphPuhlayer's page

84 posts (255 including aliases). No reviews. No lists. No wishlists. 5 aliases.




I'm running Kingmaker in the 1e system but taking several elements from the 2e update like the companions and some story parts, including the Aldori feast. I let my players do gestalt and monster templates, their characters are evil and disguised as humanoids so people outside the party don't know that. This is important because during the feast my players met Hannis Drelev and they did not like the guy. Not. One. Bit.

Probably didn't help that I made Hannis even call them peasants at one point.

In some kingdom phases they even gathered info on where Drelev was and who the government members of fort Drelev were

Well, we reached book 2 and I know that they are an RP enjoyer group, I knew that it would be really annoying if I did not let them negotiate at all with Hargulka and just forced them into fighting him, like the books obviously pushes you to do. So I allowed them to do some RP, bring gifts and do diplomacy checks to try and earn the favor of the trolls as they met them trying to recruit the Sootscales for their cause. They passed the checks, the diplomat is really good at it, so they managed to secure an audience with Hargulka and through some successful bluffs and diplomacy checks managed to convince the troll king of something I did not expect: That Hannis Drelev is the real threat to the trolls ambitions. They sold him as some crazy anti-monster maniac, one even them can't reason with, which wasn't hard considering Drelev was fighting against the boggards and driving them out of Hooktongue. Hargulka wasn't fully convinced however, Drelev had never done anything to him after all. So afterwards the party even disguised themselves with magic to look like actual emissaries from Drelev and hired a group of mercenaries to scout troll territory, except the party also followed the mercenaries and used magic to expose them, causing the mercenaries to get caught, two of them alive, with a contract with Fort Drelev's symbol and revealed who sent them.

Hargulka is now pissed and the players promised to give him supplies if he goes to war, Hargulka (just like in the book) still did not compromise to leave the players in peace afterwards. I made sure to have Hargulka say that he considers all the territory his by right, so even if they help him get rid of Drelev he will not abandon his objectives of conquering the entire land, even the PCs kingdom. The players (bluffing ofc) said they understood, but to them, Drelev is a bigger threat, so they agreed on a temporary truce until Drelev is defeated. Hargulka and his monsters will march to Drelev and the PCs will provide them with provisions and weapons (under the table, they can't really let their population find out what they are doing)

Now Hargulka's army is marching to fight Drelev (who is supposed to currently be scuffling with the Tiger Lords) and honestly, it really surprised me they managed to pull it off.

Here's what will happen on the route they are going:

- Drelev and the Tiger Lords will be attacked by the monster army, Hargulka's troops will make no distinction and the players never mentioned the Tiger Lords to them.

- They both lose a lot of troops during this battle, forcing them into a truce, Armag is forced to call help from Pitax, Drelev calls reinforcements from his noble contacts.

- Maegar Varn will visit and talk with the PCs about Drelev calling for reinforcements from other nobles, so they have an idea of what is going on, maybe even ask them if he should try to help him

- The combined forces of Pitax's mercenaries, the tiger lords and Drelev manage to push Hargulka's army away

- Drelev is still significantly weakened, which Irovetti uses in order to take over Drelev (pretty much hastening the events of Blood for Blood, so Drelev gives the daughters and sons of his noble allies to the tiger lords)

- The players are successful in turning Drelev into a criminal who is now forced to obey Irovetti and Brevoy takes his titles due to his unhonorable behavior to fellow nobles. BUT now Irovetti has more influence than ever before.

- Hargulka lost many soldiers and he'll demand that the players actually join the war with troops and not only supplies. What will the players do is up to them, take advantage of the weakened troll nation to force them to bend the knee or just terminate Hargulka and his generals? Up to them.

Now I come to ask: Am I forgetting something? Is there a good idea here I'm not using?


So, I have a player at my table who is making a poisoner character and we were discussing the rules on crafting poison. But we ran into a problem: What about the poisons with no set price like brainrot and black adder venom? How do you set the price to craft them in these cases?


I'm used to playing Oracle for a necromancer, I like charisma characters and the fact they get more spell slots. Also my most recent GM allowed for the original Juju mystery and the Agent of the Grave prestige class. But I've been looking at the Devout Pilgrim and Idealist Cleric and the ability to cast Inflict Wounds at 30ft if I spend just one minute in prayer with my minions seems very appealing, also it seems Invoke Realm can be used for Desecrate? I'm not used to playing cleric so I don't know if I'm misunderstading. Suming it up I want to know if it's worth giving a try to cleric or if I should stick to Oracle.


I'm going to play a campaign that takes place in a magical college, the only restraint that the GM gave us is that we have to play classes that use magic in some way to fit the setting (doesn't need to be full caster and can be of any tradition). Third party is allowed if approved by him.

I usually play necromancer types but since the country we'll be in is not very friendly to undead and my character will have to return to the academy (since it's the main setting) I think walking around with a bunch of undead will be a little difficult, unless I hide them somewhere. So I thought about another type of character: A Void Cleric of the Dark Tapestry subdomain focused on summoning monsters into battle and perhaps taking the Master of Shrouds prestige class from 3.5 if the GM allows it so I can summon ghosts and still be a little bit of a necromancer.

Is cleric a good class for summoning? Or would a wizard be better? I just loved the flavour of the Void domain and since the campaign won't be too hardcore I'm not worried about power levels, so unless the wizard is A LOT better than the cleric for summons I think I'll just go with what I already want.


I wanted to try something new and since our party already has an Oracle for blasting power I wanted to try a debuff/buff character with a bit of musician necromancer flavor, I'll be playing on a Free Archetype game starting at level 14. I've been told that Maestro Bard with Hag Sorcerer Archetype is the way to go, though some people have said to me quite harshly that Curse Witch with Bard Archetype for Dirge of Doom would be better, although I'm not sold on the idea, since that would make my build very MAD. This is my first debuff/buff focused character


So, I'm looking for a necromancer build that helps me create undead creatures that are actually strong and will help the group, one of the things that bums me out on PF2 is how using undead creatures is usually not that good or strong.

I've heard that having a few strong undead works better than a bunch of fodder and I obviously want to keep quality, but I still want to maximize their numbers as much as possible without sacrificing quality and keeping action economy in mind

What I have in mind so far is a summoner of skeletal ancestry with an undead eidolon and the undead master or reanimator for the free archetype, though I don't know which would be better. For undead master I'm thinking of a zombie vulture for that constant bonus damage.

I've heard that bones oracle, cleric or wizard might work better for a necromancer build, but the summoner seems like a really interesting class that picked my interested as soon as I read about it mostly because I'm far more used to DnD and it's a class that doesn't really have a match there.

I'd like to hear some advice, what you think is more viable for a strong and fun build that also aids the party? Btw, the entire party is magic oriented (sorcerer, magus, cleric and psychic)