I'm playing both Sootscale and his kingdom as lawful evil, but not EEEEEEVIL. They're weaker than the humans and they know it, so they're not likely to try anything direct. But at the same time, they're opportunistic little buggers. And Sootscale does genuinely care about his people's welfare.
I play them the same way, with the exception of Mikmek who has been studying the humans and been influenced by their ways, including the worship of Iomadae (the group's patron deity).
I want to say thank you to everyone. I think part of my issue was due to my understanding that Restov, being a free state, was not directly part of Brevoy, even if they were closely allied/related. So I was separating them. I will give them a few hexes, of farmland and when they want to initiate trade with the rest of Brevoy, I will deduce those hexes from the grand total.
Philip Knowsley wrote:
There are posts in this forum which will tell you exactly that.
Can you help a fellow gamer out and point to one of these threads? Did a search for +Restov +hex and I got 5 pages of results which don't seem to contain the information I want. However, I did find someone said that Iobaria was around 324 hexes.
As for making it with Brevoy, the players wanted to start with Brevoy. They have plans to get other places afterwards.
My players have decided to use the Ultimate Campaign Edict rules to establish relations with Restov.
Does anyone have a decent estimate of how many hexes is controlled by Restov? That information would be useful to determine the necessary DC. The player capital is nearly the same size as Restov, so I could base myself on that, however the economy bonus of Restov (based on AP#33) suggest it does not control that much.
Also, is Restov described in details in other products that AP#31 and AP#33?
In my KM campaign, the players have managed to make allies out of the Kobolds, by being exceptionally good to them on many levels. They work the mines, have their own settlement called Scaleborough not too far from the sycamore tree that was owned by the mites (the kobolds final victory over the little despicable fey) and Sootscale is now a lord on the council. I do remind the players that they are Lawful Evil but funnily enough the laws work in THEIR favor, including the fact that Scaleborough and the mines are "guarded" by human militia. Secretly, any kobold that risks Sootscale's position on the council is likely severely punished by Sootscale himself.
I am looking for recommendations for a sorcerer spell list aimed at battling outsiders at higher levels. The core concept is an infernal bloodline tiefling sorcerer. With outsiders being very resistant to the usual fire, cold, electricity types of damage, as well as that pesky spell resistance, one has to pick their spells carefully.
Okay, thank you all for your advice. I will offer him the chance to use this archetype until the end of level 5 and see how it goes, with the understanding that if it does not work out, he needs to revert back to the normal template (I will chalk up his reversal to a temporary magical effect that now expired).
I am facing a bit of a conundrum, where a player wants to play a Monks of the Four Winds archetype. Now, we had a single session of a brand new Kingmaker campaign, and the players were a bit rushed to create their characters (we were supposed to play something else that day, but other key players could not make it). Since we only had 1 session and the characters are all still level 1, I agreed to consider the request.
I have read and re-read the Four Winds archetype and I feel uncomfortable with it as I find it does not give up enough for a large boost in power from very early on. I expect to have lots of trouble starting around level 4 or 5, where i believe he will simply destroy everything.
I read a lot of people saying that monks are underpowered, don't have enough, etc etc etc. Personally, I have never found it to be so.
Now, it is important to note that his stats are already incredible (yes, I have seen the dice rolls for them). He is also an min-max optimizer and finally, he tends to misinterpret some of the rules, which I have to often correct for him (either during the game, or afterwards when I re-read everything to understand what went wrong with the encounters). The last part is semi-excusable as the books I have are in English and his first language is French (rules/laws can be a bit trickier when they are not in your native language). But I don't necessarily have the time to optimize encounters, or double-check he would do (I am familiar enough with the core classes, but memorizing the additional archetypes would be a bit too much). I also don't want the other players to feel like they are deadweight.
Now, I do not have any issues with Monks taking Elemental Fist when their BAB reaches +8.
Yes, I do realize that what the GM says goes, but I would like to also explain the WHY behind it. I have seen rules being abused in the past and I just don't want something like that to happen again.
If anyone of you have experience something like this situation, please feel free to advise me.
I also highly doubt this is a mechanic in many games, if any. Can't say I've ever thought of pregnancy in a game where I sling spells to kill demons.
Indeed, there is a lot of people who would not need such items in their games. Individuals who have more social/intrigue in their games may be interested by it. I would envision a character, such as an alchemist or a witch, making these potions for those who could afford them to earn their keep. I am trying to keep the items useful and logical as well.
Kevin Andrew Murphy wrote:
This all looks good, though I think I remember alchemical contraceptives in one of the books. You might want to check that for relative price.
Thank you for the tip. I will see if I can't spot it in the books I already own from Paizo.
So I was seeking your opinion (and item balancing tips) for 2 alchemical creations, that I believe could make for part of the business basis of an "potion maker". If you also have your own homebrewed alchemical concoctions that you would like to share, please feel free to show them!
If the concoction is consumed twice within a 24 hour period, or for more than 4 consecutive days, the character is poisoned, and needs to do a DC 13 Fortitude save or suffer 1d2 Constitution damage, with an additional save each time the conconction is consumed over the next week. Neutralize poison removes the poisoned status (as well as any beneficial effects), but does not heal any of the constitution damage that has already occurred.
Has no beneficial effect if conception has already occurred (as determined by the GM), one of the partners is an outsider, or if consumed by a male.
The concoction loses potency if it is exposed to sunlight for more than 2 hours, with its effectiveness reduced by 10% for every additional hour of exposure.
Has no effect if either party is completely sterile, is under the effects of Barren Tears, consumed by a male, or both parties are otherwise incapable of producing offspring together.
I once had to stop a paladin, in a game I played a long time ago, from dealing a death blow to an Erinyes while we were storming an enemy stronghold. Why? She said one word: Mercy. We had just made it to the room that had the main villain and some of his henchmen and her. the bad guy commanded her to attack us, while we did our best to attack them. As we basically defeated all but her (though she was nearly dead), she begged for mercy.
Now, at the time, it was likely an act but to me, she genuinely looked scared, so as the paladin went for her, regardless of her plea, I found myself defending her. I told her to get out of here and that she owed me one. Needless to say I got into an argument about ethics with the paladin (which I have to admit, was one of the finest role-playing moments I ever had the pleasure to partake in). All but the wizard of the group claimed I was played for an idiot (even the GM hinted I may have been a bit foolish to do so, but not necessarily wrong either).
A few months later, in a fight that went horribly wrong (I have never seen every single PC being completely disabled by a single spell via bad saving throw rolls), we end up prisoners. The GM took a moment to contemplate the situation and then you could see he was thinking up something and said we woke up in cells. Now we are all getting ready for our *obvious* torture sessions, but behold a guard comes, relieves the current guard and then opens my cell once the other one is gone. "My debt has been paid." It did took me a moment to click it was "her". Ultimately, one act of compassion sorta led to another one, even if it was performed by a devil. The whole thing also lead to a whole new slew of adventures, involving her.
- - -
As for advice, you can't retroactively punish the player. However, you can mention his character is having afterthoughts regarding the situation. Give him a nightmare or two. Make him feel compelled to review his actions and present him at a later time with a similar situation where he will need to make a hard choice. Warn him more that small acts like these can definitely lead to darker deeds in the future.