Valeros

Jason the Half-GM's page

Organized Play Member. 23 posts. No reviews. No lists. No wishlists.




1 person marked this as a favorite.

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?


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.


Good morning,

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.


Hi there!

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!

Barren Tears
Description: This clear vial contains a slightly bitter liquid which assists preventing unwanted pregnancy. Due to its price, it is only commonly consummed by well-off individuals, such as noblewomen or courtesans. It is occasionally involved in political intrigues relating to lines of succession.

Cost: 10gp
Craft (Alchemy) DC: 14
This alchemical concoction provides female humanoids a DC 14 Fortitude save to stave off pregnancy, as the concoction alters temporarily her body and makes conception difficult. It must be consumed with 12 hours of undergoing intimate relations. It can safely be mixed with a variety of beverages.

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.

Nature's Blessing
Description: This clear vial contains an overly sweet nectar that is used by women desperate to conceive. While expensive, there are some kind-hearted alchemists who will sell a single vial of the fluid to commonfolk for the cost of the ingredients (or less). As with Barren Tears, it is often involved in political intrigues.

Cost: 50gp
Craft (Alchemy) DC: 17
This alchemical concoction favors greatly conception (90% chance) if consumed by a female humanoid within 24 hours of the actual acts of intimate relations. It can safely be mixed with a variety of beverages.

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 would like to know if witches can do magical spell research like wizards to add to their spell list, somehow tinkering around with their familiar.

I am unsure if they can, since their spells seem to be granted via otherworldly powers. If this is covered in a specific book, please point to it :)