Moochiepoochies's page

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Hi There,

My group are running the 5E version of Kingmaker 2E.

From reports on this forum and elsewhere, there appears to definitely be issues with Kingdom Management, however I haven't seen too much commentary on the Mass Combat / Warfare rules.

For those that have used these rules before, would I be better to run the Legendary Games Ultimate Kingdom rules (5E) instead of those that come with Kingmaker 2E? Do they also suffer from similar issues?

Additionally, are the Legendary Games Stronghold rules solid as well?

I hope this is the appropriate forum to post this - I couldn't see a Kingmaker 2E 5E forum.

Thanks in advance.


1 person marked this as a favorite.

Hi There,

My group are running the 5E version of Kingmaker 2E.

From reports on this forum and elsewhere, there appears to definitely be issues with Kingdom Management, however I haven't seen too much commentary on the Mass Combat / Warfare rules.

For those that have used these rules before, would I be better to run the Legendary Games Ultimate Kingdom rules (5E) instead of those that come with Kingmaker 2E? Do they also suffer from similar issues?

Additionally, are the Legendary Games Stronghold rules solid as well?

I hope this is the appropriate forum to post this - I couldn't see a Kingmaker 2E 5E forum.

Thanks in advance.


2 people marked this as a favorite.

Hi There - we have only just started Kingmaker, actually doing a prelude module now, however I would be removing the ability to purchase magic items.

All of that said I haven't got to the kingdom building rules yet so not sure how integral purchasing of magic items are to this function.


1 person marked this as a favorite.

Hi There,

The Hex map for Kingmaker has the area broken into distinct regions, such as the Greenbelt for example, and is labelled with the region name.

Is this something the characters should already know?

In fact, when playing this how do you handle the Hex map? Completely reveal to the party or reveal only the hexes they have explored? I don't mean the specific encounters (e.g. GB16) but just the whole map and the regional divisions?

Thanks for your advice.

Bryan


Hi There,

Not sure if this is the right spot to post this but I am wondering about how compatible both the Kingdom Management AND Army Building/Fighting subsystems are with D&D 5E?

My understanding is that the 5E Bestiary includes monster and companion conversions but I haven't seen anything that details if these additional systems are, or need to be, converted.

Do any modifications need to me or can they be played as is?

Thanks


Hi All,

Sorry to necro this thread but...does anyone have the files that Mortagon had provided?

I am looking at running this soon and these mods are supposed to be excellent.

Thanks
Moochiepoochies


As one of the playtesters I want to congratulate the two members of Pyromaniac Press for achieving 25% of their Kickstarter in one day.

While they still have some ways to go (for everyone else - Back this please!) having played the playtest it certainly is engaging and offers a great variety of player opportunities...

So again I encourage everyone who is looking for a great adventure with some talented artwork...back this project!


Hi there,

I am playing in a WotW campaign and have started as a cleric with levels of the "agent of the graves" prestige class. The idea is to head down the path of lichdom which has been ok'ed by my GM.

Given the above I wanted some advice around the "secrets of death" ability...which necromantic wizard spells would be the best to chose? Looking for both versatility and effectiveness.

Currently I am playing the role of second line fighter as well as support/troop creation...about of a mixed bag I know.

All advice is appreciated!

Thanks


Hi There,

Just wanted to get clarification around the Negative Energy Conduit power of the Agent of the Grave PrC...currently it reads:

As a standard action, an Agent of the Grave manifests an aura identical to the desecrate spell, except this foul aura has a duration of 10 minutes per level. An Agent of the Grave can use this ability once per day. In addition, any undead the Agent of the Grave creates is treated as having been created within the area of a desecrate spell.

The question I have is regarding the last sentence and the creating of undead as if in a desecrate spell - is this only while the power is active or does it apply all the time?

The wording just confuses me a little as it has already established that the aura acts as a desecrate spell...

Appreciate everyone's time in clarifying this.


Hi There,

I got a little over enthusiastic and clicked the submit button...would I be able to add the item below to the order please?

Pathfinder Roleplaying Game GM Screen—Alternate Cover (OGL) Print Edition - ISBN 13: 978-1-60125-518-1

(the blue one)

Thanks
Bryan!!!


Hi There,

I understand that there is a delay in orders as a result of the sale.

The status of the order above has an item on back order - looking through I believe it is the module "Crypt of the Everflame".

I just wanted to know if there is a chance that this module will be available for the order to be back filled? If so - great. If not (as in it is highly unlikely that a copy will be available) is it possible to remove this item, as well as the related products (Masks of the Living God and City of Golden Death) from the order so it can be processed?

Also wondering how this may have happened as I thought the Paizo.com store kept track of stock?

Thanks for your time and effort.

Moochiepoochies


I was thinking of House Ruling this so that without the Trickshot ability disarm, feint, or sunder could be done with a -8 CMB penalty.

Then I was going to add in a feat that brought this back to the same penalty as Trickshot however you didn't get the additional combat maneuvers at 11th level...what does everyone think?

Also is there a reference/link to the "ranged weapons deal 1/2 damage to most objects" rule?

Thanks
Moochie


Daviot wrote:

H'okay, done, finally. I expanded my random notes to a semi-workable writeup, and included it, all my notes, my PSD map file, and three .jpg versions of the map (unkeyed, keyed with room numbers, keyed and monster-populated). The entire package is a 4.8 MB .zip file:

The Pit, Homebrew Edition

Enjoy and tell me what you think!

It took a while but we got there...and I can tell you my players loved it!

It was well balanced with regards to the encounters and they enjoyed fighting the BBEG at the start of the mini-adventure rather than the end!

Congrats - much appreciated!

Moochie


Hi Everyone,

I am trying to build up a bit of a reoccurring villain party to go against my players throughout the course of the AP (RotRL).

However I have a bit of an issue - one of the players in particular almost refuses to let a villain (any villain) get away. He gets the rest of the characters onboard and they hunt them down regardless what I do.

Now, keeping in mind I am not an expert GM by any means, what ideas do you use/have for letting your villains escape to fight another day? I know dimension door and fly (not so much now - the characters have this now) are good catalysts for an escape but what other means can a NPC use? How about martial characters?

You help with the above is greatly appreciated!


Lord Fyre wrote:
gonzosports wrote:
Even Xanesha in the clocktower was nothing more than a dispel fly spell away from a gory mess at the base of the clocktower.

Umm ... which ruleset are you using? (In PathfinderRPG p. 284, dispelling a Fly spell turns it into a feather fall.)

Well that will be the last time I rely on the players to read the spell descriptions...grr! Xanesha may have kicked their @$$! Luckily they struggled against the golem anyways so that was a challenge.

I might try increasing the mook number...and adding a few when fighting the solitary end bosses...


If possible could it also be sent to me?

Spoiler:

daznshaz (at) gmail (dot) com

Much appreciated!!!


Hey Gonzo,

I've had exactly the same experience however with 2 character deaths..

Spoiler:

- one was when they attacked Nualia leading a ceremony with all the goblins/bad guys available and the other was against the Golem in the Clocktower

...that said it was the same character and may just be how he is being played. Other than that they are breezing through. I also have 5 characters and am using the Pathfinderised version of the monsters. Xanesha, using the stats from the Anniversary HC coming out, was also taken out via a dispel on fly!

We are just starting HMM and I am hoping this proves more of a challenge...especially since (thanks to the ideas on the boards)...

Spoiler:

...I am having the characters first take the Fort and then have them defend it vs Barl and his cronies which include a zombified rune giant!

I am guessing it is partly my fault (I'm not the best GM especially when it comes to using spells and special abilities) but also because there are five of them. I'm trying to avoid a TPK so thought five characters would ensure that didn't happen but frankly these guys are clearing the floor with me!

Everyone seems to be having fun though which is the most important thing.

So sorry no real advice (I can let you know how I go with the last half of HMM but you'll be there before me) but I share your pain! :)


Rhys Grey wrote:

This is from Chapter 13 of the Core Rulebook, under "Marsh Terrain":

PRD wrote:

A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog.

The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a –10 penalty on attacks against creatures that aren't underwater.

Deep bog squares are usually clustered together and surrounded by an irregular ring of shallow bog squares.

Both shallow and deep bogs increase the DC of Stealth checks by 2.

Hope this helps! :)

Just to clarify the statement "Creatures with this improved cover take a –10 penalty on attacks against creatures that aren't underwater."

So those with this type of improved cover are penalised when attacking creatures above water...right? What about creatures underwater?

Thanks again for all the input and advice!


Hi There,

Characters are going to investigate a natural cavern flooded by four feet of water. Inside the cavern are a collection of creatures including some that can swim.

The adventure I am using mentions nothing about penalising the characters for having to wade through the water...does anyone have any ideas?

I was thinking a failed Athletics or Swim roll (DC10 for slow flowing water) would mean the characters suffer a portion of the off balance condition - loss of half their Dex bonus to AC and an additional +1 to monsters attacking them...thoughts? Is this too harsh? It seems to be a lot of water...

Thanks in advance for your advice.


Hey Everyone,

Just wondered if anyone would be able to assist by letting me know how much information regarding Thassilon/Runelords they passed on in each module?

My players are up to Hook Mountain Massacre and they have employed the efforts of the Sandpoint Sage Brodert Quink as a permanent researcher. So what can I tell them, at the end of each module, about the Thassilonian empire and the Runelords themselves? I also don't want them to get frustrated either...

All input appreciated!


Taffer wrote:

I am relatively new to Pathfinder (about 7 months now), and even more so to Golarion. However, I have been playing D&D in one form or another since about 1982, and I have a massive collection of old adventures.

I am very interested in converting some of these to Pathfinder and placing them in Golarion, but I'm clueless as to where they might fit. I was hoping others more knowledgeable than me might offer their advice.

In particular, I'm thinking of the generic, non-world-specific adventures, or ones that could easily fit in Golarion. The old Dragonlance and Dark Sun adventures are probably out, as they are very world-specific, but something like Mordenkainen's Fantastic Adventure could easily fit in Golarion with minor tweaking. Also, most Ravenloft adventures would seem to fit nicely into Ustalav.

I also have a large campaign I started working on, and I am definitely bringing that into Golarion once I've fit it. I was only a few adventures in, but these are the ones I had finished at the time:

N4 - Treasure Hunt
B9 - Castle Caldwell and Beyond
RQ1 - Night of the Walking Dead
UK2 - The Sentinel
UK3 - The Gauntlet
RA3 - Touch of Death
RA1 - Feast of Goblyns (work halted on this one atm)

The above list is just a small sampling of the many, many adventures that would be great to convert.

Some of them could probably fit just about anywhere (The Ghost Tower of Inverness and Tomb of Horrors come to mind), while others would have to be placed very carefully (such as the Slave Lord adventures).

So, does anyone have any idea where to place the older adventures in Golarion? Not just the ones mentioned above, but ANY of them?

If necessary, I could provide a list of adventures from the before-time....

Thanks in advance!

----
Taffer

I have a few of these myself...any chance that we can get a look at the conversions? Also where you plean on putting these in Golarion would be awesome!

Thanks in advance for your hard work!

Moochiepoochies


wattupnow wrote:
Once the Runelord is dealt with and the party is essentially done, I was going to bring in a high powered lamia cult, a group of Tatzlworms (D0: Hollow's last hope) led by a dragon, or even a Yuan-ti cult dedicated to either Lamashtu or one of her Marilith Leutenants (in keeping with the snake motif of the viperwall picture). Either way, the cults would be attacking, and in some cases destroying small fishing villiages along Ember Lake. I know this kind of feels like the whole "Nualia story" from burnt offerings, but it's what i've got started so far. Really, i've just got the map done, haven't even started describing the rooms yet, so the story could be left open for interpretation.

Just wondering if you got any further with this? I would love to use it...

Also noticed that the Google docs link is unavailable.

Thanks!


zerzix wrote:
Aktion, if you want I can send you what I have converted to pathfinder. I started with the Drow War book III so far.

Hey Zerzix - any chance of getting sent your conversion stuff as I am keen to give this one a go...

E-mail is daznshaz at gmail dot com

Thanks!


Hyla wrote:
Gelmir wrote:

Go try taking a lighter to a spider web. The stuff burns up just from too much heat being nearby.

I think that may be because of the super-thin strands. The specific surface of normal spiderwebs is very large. Very, very fine steel wool burns, too, for that same reason.

If thicker web fibres are generated by the spell (as can be assumed, because they hinder movement), they won't burn nearly as fast.

EDI:
Thatd said, such real world physics arguments generally aren't the best idea for deciding how a certain spells works....

So Hyla you are saying that the answer to all the above is yes...? Just trying to get a variety of opinions.


If I have one of the situations below when do the characters get a check to see if the figment is real or not?

1. A creature (major image) is conjured by an invisible, silenced caster (using silent spell) - do they get to check when they first see the creature or only after they have attacked it?

2. A wall has been created using major image before the characters enter the room - do they get to make a check to see something's wrong when they walk into the room or when they touch the wall?

3. Something (anything) is conjured via major image in fromt of the characters during combat - again do they check when it "appears" or after they have attacked/interacted with the item?

Your help is appreciated.

Thanks
Moochie


Hey Gelmir - thanks for the reply.

I forgot about the whole time zone thing - I'm in Australia so it isn't too late! :)

I certainly agree however others in my group have a different idea especially as the Web spell states that characters take damage from burning webs...

Any additional comments are welcome!


One last try...any help or constructive comments appreciated!


Any advice...anyone? :)


Hi There!

Just wanted to ask a few of questions regarding the web spell:

1. If I am caught in the web spell and I then get hit by a flaming sphere do I take the flaming sphere damage as well as the burning web damage?

2. Is the flaming sphere impeded by the web spell at all?

3. If I have been hit by the flaming sphere (it has "stopped" on me) and another web spell is cast will the flaming sphere burn the webs before they hit me? If so do I take damage? Am I entangled in the webs at any stage?

Apologies if these have been asked before - I did check but couldn't find any appropriate answers.

Thanks in advance for your comments.

Moochie


Daviot wrote:

H'okay, done, finally. I expanded my random notes to a semi-workable writeup, and included it, all my notes, my PSD map file, and three .jpg versions of the map (unkeyed, keyed with room numbers, keyed and monster-populated). The entire package is a 4.8 MB .zip file:

The Pit, Homebrew Edition

Enjoy and tell me what you think!

Awesome stuff - exactly what I was looking for with regards to the Sandpoint Devil encounter...

Very good work!

Thanks again.


Daviot wrote:
Moochiepoochies wrote:


Any chance of getting a look at your addon? My players are chomping at the bit (no pun intended) to take on the SD and sounds like you have done some great work at fleshing out the Pit...

Thanks

Since my group is sadly spread about the country, I drew the Pit and the Bugbear Lair by hand on grid paper, then used Photoshop for the battle maps, different text layers standing in for tokens/figs of the various characters and such. I can see about working backwards to get to the starting point (since it was saved in the last round of combat), or I can just give you the map and my notes about what lurked in there. Thoughts/preferences?

I'm happy with whatever is easier for you - if it is easier the map and notes would be fine. if you want to e-mail them instead ofposting my address is daznshaz at gmail dot com.

Thanks in advance!


Daviot wrote:

My party fought a slightly-updated (i.e. PFRPG-ized) Sandpoint Devil in the interlude between the 2nd and 3rd books of Runelords.

** spoiler omitted **

All in, all, not a beast to be trifled with. The Sandpoint Devil is pretty much the Jersey Devil's jock older brother. >:3

Any chance of getting a look at your addon? My players are chomping at the bit (no pun intended) to take on the SD and sounds like you have done some great work at fleshing out the Pit...

Thanks


Jeremy Mac Donald wrote:
Moochiepoochies wrote:

Hi There,

Just wondering if anyone has seen a sequel (official or not) to the adventure Salvage Operation in Dungeon Mag #123?

I know they find a map in the module to the original shipwrecked island...has anyone continued this so the characters can investigate?

Thanks

A lot of people used Salvage Operation as the the opening adventure for the Savage Tide AP.

Thanks for the advice. I was wondering what people did with regards to:

Spoiler:
The island the Orcs came from - ruled by a lich. The characters find a map to it...

I was wondering someone had adapted an existing module or written their own addon...


Hi There,

Just wondering if anyone has seen a sequel (official or not) to the adventure Salvage Operation in Dungeon Mag #123?

I know they find a map in the module to the original shipwrecked island...has anyone continued this so the characters can investigate?

Thanks


Hi There,

Just a quick question - if Elysium(sp?) is prepared for the characters when they enter the cathedral she is invisible and has cast "Shield of Faith".

As per the invisibility spell light is always visible - so would the aura from the aforementioned spell be visible for the characters to see? Or is the aura hidden (and if so why)?

Thanks
Moochiepoochies


Hi There,

Just wanted to clarify - if a creature is invisible (via the spell or spell-like ability) and they cast a spell on themselves which has a visible effect (such as Shield of Faith) is that aura visible?

I know the rules state:

"Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible ource)."

But I am not sure that this applies to spell effects which produce light or just the ligt spell?

Thanks in advance for your advice/help...


Cainus wrote:

I'm most of the way through converting the Major NPC's from Spire to Pathfinder.

If anyone wants a copy of the word file post an email address here and I'll send it out when I'm done.

Count me in!

daznshaz @ gmail dot com

Thanks!!!


Hi there,

Great sheet by the way!

Every time I select "Half-Elf" and tehn change any stat it comes with a "Run-time Error 13 - type mismatch".

Debugging brings up the below:

rivate Sub Worksheet_Calculate()
If Range("FV12").Value = 0 And Not IsEmpty(Range("FV12")) Then
ThisWorkbook.Worksheets("Page2+").Visible = xlSheetHidden
Else
ThisWorkbook.Worksheets("Page2+").Visible = xlSheetVisible
End If
End Sub

(the ifRange line is highlighted)

Also I noticed that the feat "Arcane Strike" is not available in the "Arms" tab to select as a "Special feat" option...

Thanks again.