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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. ![]()
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 ![]()
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 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
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Daviot wrote:
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:
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... ![]()
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:
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 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! ![]()
Hyla wrote:
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
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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! ![]()
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:
Awesome stuff - exactly what I was looking for with regards to the Sandpoint Devil encounter... Very good work! Thanks again. ![]()
Daviot wrote:
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:
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:
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 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
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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... ![]()
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()
(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. |