Blue Dragon

KCWM's page

93 posts. No reviews. No lists. 1 wishlist. 1 alias.




My players have both a Bone Oracle who runs with a couple of fairly powerful bloody skeletons and a Cleric who likes to cast Bless. The Bloody skeleton is destroyed if killed within the area of a Bless spell, so this could present a potential, and thus far overlooked, issue.

So, let's say that the Cleric casts Bless. The area of effect is a 50' burst centered on the cleric. A Bloody Skeleton killed in the area of a Bless spell is permanently destroyed. This is where I'm getting confused.

Does the area where Bless spell was initially cast stay blessed as long as the spell lasts? Does the Bless spell stay centered on the Cleric as long as the effect lasts?

Otherwise, if the area of the Bless spell dissipates after the cast, the opportunity to destroy a bloody skeleton with a Bless spell becomes an extremely narrow window.

Or maybe I'm overthinking it.

I hope that made sense.


My players ended the third module of Kingmaker at 9th level, and a little more than a third of the way to 10th. We are going to be adding a 6th player, who's made a 10th level character in anticipation of starting the 4th KM module, but he can't make our next KM session.

Rather than just giving the players 2/3 of a level of XP and having our 6th come in during the middle of a module, I want to run an adventure of a different flavor from feel of Kingmaker.

I'm looking for a good adventure/module to run. Our sessions run pretty long, normally 12-14 hours, if that helps narrow it down. The characters that will be running this are:

Synthesist Summoner
Bone Oracle (currently commanding a huge skeletal chuul and bulette)
Ranger (ranged focused)
Rogue
Healbot Cleric

The group puts out a lot of damage, and are often up against the 6-man Kingmaker conversion available on the forums

Any Pathfinder or PFS suggestions are welcome!


Normally, ioun stones do not take up a slot, as they float around the head. A question has come up from a new player regarding implanting the stones in the body, as per the rules in Seekers of Secrets, regarding whether or not the implanted stones take up a slot.

I can see both sides of the coin and the rules don't state that they do. Is the fact that ioun stones are slotless an inherent characteristic of the stone itself or is it because it floats around the characters head?

I did a search and couldn't find anything, but I might have overlooked it.


Sorry for the novel.

I've been DMing for the past few months and my NPC design goes in a different direction than PC design does. Although I've come to some decisions already, I'd like to bounce some ideas off of you guys and see what you think. I'm going to be playing an Aasimar Paladin of Iomedae. I've decided on my stats, but there are so many traits and feats to decide between, I'm feeling a little indecisive.

Last I heard, our party will consist of a bard (whip/net/debuffer), ninja, fighter (2h), and an oracle of some sort a couple of weeks into the campaign.

I will be going with one of the two builds below:

Str 15, Con 14, Dex 12, Int 8, Wis 8 (10 racial), Cha 14 (16 racial) or
Str 16, Con 14, Dex 10, Int 8, Wis 10 (12 racial), Cha 12 (14 racial)

Traits

The Pathfinder's Exile: Fits the story I've come up with where the rich kid doesn't feel quite right in his surrounding and turns to "adventuring" around the city, which piques his interest about the closed up Pathfinder lodge there, and allows room for the trait to make sense.

Rich Parents: While useless past level 2, I've considered this because of the background story. Effectively, once the character realizes his call to be a paladin, he leaves Cheliax. He takes money that he feels that his parents won't miss (and frees their halfling slaves as well) and leaves. This would be a pure flavor choice, being used to allow for some different ideas I have for the character's background, generic as it may be at the moment.

Reactive: As I have a low Dexterity and I'm going to be a melee focused character, a small boost would be nice, but may ultimately end up being unnecessary. I could see the character being bullied (as the flavor description says) in spite of being well to do...bullied by those further up the "food chain" of his social circle, leading to his desire to get out and explore the city rather than playing with his "friends". This could actually provide a potential story hook/detail for my paladin to run across one or more of these people from his past gone truly bad and be tempted to take revenge.

Conspiracy Hunter: I'd likely go with Perception as a class skill, as most of my fellow players are dumping Wisdom. As I will likely only have a 10 or 12 in Wisdom, it might not be as wise of a choice. I'm not really liking this one as much as some of the others.

Iomedaean Sword Oath: In light of some Developer posts regarding this in home games, my DM has ruled that I can take it as a Trait rather than a feat. This would limit me to longsword, so I'm not sure if it'd be worth spending a trait on. Weapon Specialization would be nice, but I'm not sure how it plays out since it would only apply for a longsword.

The bard is going to take Dazzling Display, so I'm thinking that bully wouldn't do me as much good as it might have. I was considering that before learning about his intention because it fits in with the way I intend to play the paladin.

I've looked at others, but these are the five that stick out.

Feats

I'm definitely going with Power Attack as my level one feat. As we are using Hero Points, I'm tempted enough to forgo them to pick up a bonus feat that I've worked it into my build plan. I'm looking at weapon focus: (insert weapon) or Quickdraw to make use of a Quickdraw Shield to either use a longsword two handed or a two handed weapon.

So far, I'm thinking of going with the following feats:

Anti Hero - Weapon Focus (longsword) or (falchion/greatsword)
1 - Power Attack
3 - Greater Mercy (we will be low on healing, so this could potentially be a nice bump)
5 - Extra Lay on Hands (going to be taking the Oath-Bound Paladin and going with the Oath of Vengeance on most occasions)

After reading through one of the other Paladin threads, I've considered Radiant Charge, Reward of Grace, and Ultimate Mercy will be somewhere down the line for me.

Quickdraw would be nice for the following reason. Let's say that I took the Iomedaean Sword Oath, I could use a Quickdraw shield. As our group plays that you can take more than one free action (within reason), I could quickdraw the shield off, attack two handed, and then quickdraw the shield on. Cheesy, but within the rules, unless I've missed an errata or developer post.

We considered me going down the Ranged Paladin route, but the bard designed his character with the idea of a melee heavy group in mind. I'm not sure how much of a role ranged will play in the AP we are going to be running, and I can only imagine that the immunities/auras of the Paladin will come in quite handy.

I've given some consideration to the Warrior of the Holy Light archetype. There are some nice spells to be had, especially some that can entice enemies to attack me.

I don't know...this has meandered on a bit. I've actually put some thought into this, so I have a direction in mind. Thanks for your advice and understanding!


Disclaimer: I know that the normal response is that every group is different, and every player of that group is different.

Our group recently hit 7th level and completed the second chapter of the Kingmaker AP. Because the AP is written for four players and I'm running five, everyone was behind WBL. I included a little bit of a windfall to put the players just ahead of WBL in anticipation of the same thing happened by the end of this next chapter.

One of my players is wanting to use his wealth to purchase an intelligent item. He came up with a passable, but not great, roleplay explanation for his obtaining it. He wanted to customize a Hand of the Mage and give it the ability to cast a 2nd or 3rd level spell three times a day.

At first, I thought the idea was cool, but as I started reading about the rules and here on the forums, I come to the decision that I believe that it's too powerful for a level 7 character to have, especially given the fact that he was considering any and all spells.

Of course, the rules in the CRB support introducing items into the game, but I'd argue that the pricing guidelines are for GMs to be able to design and provide a value for an intelligent item. From an action economy standpoint, and if my grasp of the rules is correct, the intelligent item would act on its own and use its effects on his turn.

He argues that the rules are there, he has the coin to pay for it, and it should be allowed. He said that characters at 7th level should start acquiring powerful items like that. One of the characters obtained the following:

Spoiler:
+2 Fey Bane weapon as part of the Kingmaker module
which does have a significant value for their level, although over 50% of the value is because of a rarely used function. But, IMO, a weapon that is limited to a characters action is entirely different than an item that can act independently of the character. If the item can cast Haste 3 times a day, then that is potentially equal to a wizard of 7th level casting the same spell (2 3rd level spells plus 1 for a high INT).

Am I wrong? Am I right?

The one compromise that I've thought of is to have him create a customized, though non-intelligent, Hand of the Mage. I will allow it to increase in strength as he does, awakening as an intelligent item once I feel that it fits the character.

Thanks for the input. This forum is awesome, so I'm hoping for some good feedback.


1 person marked this as FAQ candidate.

I have a player that acquired an Efficient Quiver. As he's an archer, he was curious about using the larger sections to hold more arrows instead of the javelins and bows/etc in their respective containers. I did a quick search and didn't find any answers, so here goes.

If we were to treat the compartments as being similar to a bag of holding and look at the weight limits, the second compartment holds 18 javelins. Javelins weigh 2 lbs apiece, so the player would be able to hold 12 more stacks of 20 arrows, which weight 3 lbs according to the CRB.

The third compartment can hold 6 bows, staffs, spears or similar items. The weights on these range from 3 lbs to 9 lbs. I'd likely rule that we'd go with the middle of that range and use a 5 lb rule of thumb, equaling a 30 lbs, or 10 more stacks. This would be 500 arrows (200 in the third/staff compartment, 240 in the second/javelin compartment, and 60 in the normal arrow compartment.

How would you handle this? Would you consider it to be an abuse of the idea behind the quiver? Is it game-breaking? Do you limit how the arrows are stored or what kinds of arrows can be stored with each other? Or, do I require that it be a custom Efficient Quiver...one that has three compartments of arrows instead of the one of each size?

I'm leaning towards the last option, but I'm definitely open to suggestions.


I'm running Kingmaker and the party recently faced their first shambling mound. According to the stat block, it appears that the SM gets a bonus to their CMB when grappling.

The party magus was grappled (on a crit as well) and went to cast. Of course, with PF, it's much harder to do. Since he was grappling with the SM, and the concentration check factors in the CMB, I ruled that the +4 applied since it applies to grappling. He disagrees with me because it sounded wrong to him.

As this isn't likely their last random encounter with Shambling Mounds, I want to make sure we get this right.

Thoughts?


This seems like a simple question.

One of my players is playing a Human Ranger with the Infiltrator Archetype amd has taken Goblinoid as his favored enemy. He's considering taking "Goblin Fast" as his first adaption.

Our assumption is this would increase his base speed by 10 for the duration of the ability. He wears medium armor and, by our understanding, this would raise his movement to 30ft until he cancels the effect or it wears off.

Again, simple question, but I want to make sure we are doing things right.


I've been poking around this forum for the last couple of days to get some ideas about running this AP (the Obit and Fey/Grig prank thread have been my favorites). This is going to be the first module I've run, so I'm a bit nervous. I love the sandbox nature of the campaign and the last fantasy campaign I ran was similar, but I'm used to knowing the ins and outs of the world my players are taking part in, so I'm feeling a bit off-kilter.

So, I turn to you guys...the more experienced runners of this AP. Any suggestions for making the campaign as smooth as possible? Are there things specific to the AP to avoid that work well on paper but not really in practice? Are there traps and pitfalls to avoid that bog the campaign down? Player complaints to keep in mind, aside from the reward for rare radishes?

Maybe some of these questions are in the materials and I'll be rereading it over the next couple of days, but here goes:

1) When did you work in the wanted poster/side quests, such as the aforementioned radishes? Did you make the players aware of the "wanted posters" from the get go or did you stagger them as your sessions went on?

2) This one may be clarified as I reread the material. I know that the Stolen Lands is separated into six parts and the first couple of parts (Oleg's and the Bandit Camp) work well back to back. Did you push your players to the Kobold camp or Sycamore tree? I read that the the mites stole treasure that the kobolds stole from the bandits, so that could provide an in. How did you handle these transitions?

3) Outside of increased HP and numbers to account for higher point buys or larger groups, did you make any particular changes to the scripted encounters or locations that you felt made for a better player experience?

I'm running a group of 4 or 5 players, one of which is new to pen and paper RPGs. They all did a 15 point buy system and may or may not have a wizard/sorcerer, depending on whether or not the 5th player shows.

I'll continue digging around the forum, but it'd be nice to have suggestions and responses in one place.

Thanks in advance.