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Any other DM's out there that have run into their PC's kingdom being WAY to powerful? Currently we are making the transition from book 4 to book 5 and the PC's are building fourteen, yes FOURTEEN medium size (100 troops) armies. I still need to get what CR each army will be but I know for certain that it will be way over the proposed size of a CR 11 army overall.

Now. Some of this is my fault. I didn't keep tremendous tabs on what exactly happened each month during the kingdom stuff, but that is because I was concentrating on the story provided in the books and adding my own flair here and there.

I have a player who was and still is extremely excited about building the kingdom so he has pretty much done it on his own with minimal input from the other players. They have never shown much interest at all. Sure they will do some kingdom rolls now and then, talk about what buildings they would like to see, but that is it. Nothing to the extent of what this one player does.

In book four, part one, where Drelev attacks Tatzlford, I had to make a few things happen to make it so that the attack could even happen. First off, Tatzlford was already built out to a comprise a full district, which equates to a population of roughly nine THOUSAND people. For a reference, Pitax's population is just shy of six thousand per book five. This is just one of roughly 6-7 cities that are like this at that point in the game, with the capital being even larger. Gives you an idea of how crazy the kingdom is.

For a brief story about what happened to Tatzlford look here : http://paizo.com/threads/rzs2kfk2&page=4?Blood-for-Blood#196

I figured that having a city such as Tatzlford burn to the ground would mean the kingdom would have a terrible time doing anything for the next LONG while. Here is where another mistake comes in on my part, and the player who is controlling the kingdom either read something wrong, or just plain out cheating since he thought it was b*+~~$$+, or he didn't want his baby compromised, what have you. Having a city like Tatzlford burn to the ground at the size it was at equaled 184 unrest points, which according to the player meant that kingdom checks would just have -184 to each check, which is what was done, and the kingdom was STILL able to make checks and continue building things to deal with the unrest. According to the actual RULES, anything over 20 unrest means the kingdom devolves into anarchy, and the PC's have to do something or a string of somethings special to earn the trust of the kingdom back.

I wish this is what had happened. It makes the MOST sense to me. Why have a city like Tatzlford with a population of 9,000 people, and not REALLY protect it. There was no standing army there, and IIRC the only defensive buildings were city walls, and possibly a barracks. There was a custom story driven DM and player constructed militia there comprising of fifty or so NPC's with minimal skills, but that is hardly what a city like Tatzlford should have.

Essentially. They built way to quick, and built buildings and hex improvements that only helped with the kingdom roll checks, and nothing else. AKA power gaming the kingdom, which then bit them in the ass, or at least I wish it had if the rules had been followed...

So here we are, closing out book four, eight months have passed since Tatzlford burned to the ground and the kingdom according to my kingdom player has recovered. This is setting up any mass combat in book 5 to be a joke, roflstomping Pitax's standing army into the ground.

What suggestions do you have to fix this? I appreciate your input! My game is in a downward spiral from my perspective!


I'm currently playing a rogue, and I'm looking at multiclassing into wizard. There are a few questions I have that I couldn't find the answer to. First off the rogue talent "Resiliency":

Quote:

Resiliency (Ex): Once per day, a rogue with this ability

can gain a number of temporary hit points equal to the
rogue’s level. Activating this ability is an immediate
action that can only be performed when she is brought to
below 0 hit points. This ability can be used to prevent her
from dying. These temporary hit points last for 1 minute.
If the rogue’s hit points drop below 0 due to the loss of
these temporary hit points, she falls unconscious and is
dying as normal.

I put in bold the part that concerns me. Does this refer to how many levels in rogue you have? Or your total level? AKA Rogue3/Wizard4 would get 3 temporary hit points or 7 temporary hit points?

Secondly, wizard school specialties, example:

Quote:

Illusionists use magic to weave confounding images,

figments, and phantoms to baff le and vex their foes.
Extended Illusions (Su): Any illusion spell you cast with a
duration of “concentration” lasts a number of additional
rounds equal to 1/2 your wizard level after you stop
maintaining concentration (minimum +1 round). At 20th
level, you can make one illusion spell with a duration of
“concentration” become permanent. You can have no more
than one illusion made permanent in this way at one
time. If you designate another illusion as permanent, the
previous permanent illusion ends.
Blinding Ray (Sp): As a standard action you can fire a
shimmering ray at any foe within 30 feet as a ranged touch
attack. The ray causes creatures to be blinded for 1 round.
Creatures with more Hit Dice than your wizard level are
dazzled for 1 round instead. You can use this ability a number
of times per day equal to 3 + your Intelligence modifier.
Invisibility Field (Sp): At 8th level, you can make yourself
invisible as a swift action for a number of rounds per
day equal to your wizard level. These rounds do not
need to be consecutive. This otherwise functions as
greater invisibility.

Put in bold the part in question again. Would a Rogue3/Wizard5 get access to Invisibility Field? Or only a Rogue3/Wizard8 ?


I'm not understanding how the Half elf rogues favored class option is of any use whatsoever!

"Rogue: Add a +1/2 bonus on Bluff checks to feint and
Diplomacy checks to gather information."

Maybe I'm not understanding it correctly but to me it means that it would take TWO levels of taking this favored class option to get +1 on Bluff to feint and +1 on Diplomacy to gather information... Why not just get +1 Bluff on a level up and +1 Diplomacy on a level up to equal the same bonus but to the WHOLE skill not just specific parts of the skill. Not to mention spending an entire level with +1 to either skill instead of waiting for the second level for both to kick up from +1/2 to +1.