Erastil

Orion Paxis's page

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My PC's just took down the Stag Lord and next month will be founding their kingdom. I found the Kingdom management rules overwhelming the first couple times I read through them so I wanted to make a cheat sheet for Players. I'd love to hear your feedback on the Kingdom Turn Cheat Sheet I made and of course maybe it can help in your campaign.

Kingdom Turn Cheat Sheet

Notes:
* This doesn't cover the War Rules.
* I'm trying to balance too little and too much detail. The goals is to have a one page document that tells the players which activities they may want to take. Then they can either read that section of rules or just declare they are taking that action and let the GM walk them the roll/action.
* I plan to add the activities from Vance and Kerenshara Rule changes but haven't gotten to that yet.

Thanks and Cheers!

PS. I'm not a copyright lawyers so if sharing this is violating Paizo's license in some way I can remove it.


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One of my PC's wants to play a noble who spent some time at a college or university. We are playing the KingMaker adventure path so somewhere near the Stolen Lands would be good but the PC is NOT interested in the arts so the Art College in Pitax is not a good fit.

Would love any input!


I am using the Pathfinder Kingmaker Bestiary (5E) to run the module in 5E. The book does a great job with the monsters, NPC and traps but advice on converting the skills to use with 5E. It leaves me with two questions. How do I adjust DC and do Critical Success/Failure need to be adjusted?

I founds this blog post which gives the suggesion below for adjusting DCs.

Pathfinder DC -> 5e DC
10 -> 8
15 -> 12
20 -> 17
25 -> 20
30 -> 22
35 -> 24
40 -> 27
45 -> 29
50 -> 32
55 -> 34
60 -> 36

For DCs under 20, just take off 2-3 points of DC. For DCs of 20+, half + 7 gets you really close to the curve.

For Critical Success and Failure which I would like to use with Skill Checks since the module often gives advice on how to handle them I've seen two suggestions. One is to use the Pathfinder 2e rule as written. The other is do adjust a Critical Success to be DC +5 and Critical Failure to be DC -5.

Has anyone else played around with this yet? I don't have a good sense of the range of bonus's Pathfinder 2e characters get to checks so its hard for me to compare the two systems.

* Disclaimer: I'll just include this one time. I hope this is a forum friendly to 5E questions given Paizo's publishing of the 5E Bestiary. Pathfinder 2E looks like a great system but I know it would alienate my group. However, Paizo has such great well written content I'm excited to take advantage of their adaptation.


Throughout the book, especially Chapter 2, their are references to rivers and lakes by name. Is there a map that exists with these labeled already?

I found this one from the wiki for the computer game of Kingmaker that looks pretty good but I haven't cross referenced it with the book to make sure the names are correct.


I am GMing Curse of the Crimson Throne. I've a group of three players who have just hit 4th level and I'm looking for ideas for loot to drop in their way.

The characters are:
Shoanti Barbarian (fights with an Earthbreaker)
Fighter (fights with a two-handed sword, uses intimidate skill often)
Monk

I'm planning for the gear to appear as treasure, gifts from NPCs, and marketplace for purchase. If anyone has ideas for good magic gear for such characters I'd love to hear them.


As a GM I find the charging rules a bit restrictive. I'm thinking of making it a standard action by removing the restriction that says you can only use it as a standard action when you are only allowed a single action. I'd keep everything else the same.

Anyone see any quagmires or unforeseen power shifts I might be creating?


One of my players want to play a boxer (Barbarian) who uses performance enhancing drugs. I'm looking for suggestions on appropriate benefits and drawbacks from this behavior.

The player found Shoanti Barbarian Chew but he "was hoping for something a little more dangerous"

Ideas?

For references the story is set in Korvosa, so I'm planning for the drug to be made from an alchemical blend of Shoanti Barbarian Chew, qat and pesh.


One of my players would like to play a Lawful Evil wizard who worships Asmodeus. I think this idea could work but I could use some advice on how to keep him hooked into the story.

The player is someone I've played with for a while so I'm not worried about him trying to de-rail the campaign or backstabbing the party. He's generally just interested in the character concept and role-playing someone following the Chelaxian/Asmodeus philosophy. The character would have be a Korvosan patriot with family ties in the city.

Lots of plots spoilers:

So I think it should be straight forward to keep this character motivated in the first couple books as book one has the PCs getting paid to assist the Law. That's mostly true in Book 2 as well. But by Book 3 & Book 4 things get tricky. And by Book 6 the church has sided with the queen.

Here's what I'm thinking.
-- Threats to his family are one source of motivation, but that's only going to help so far and if I use it constantly will get tiresome.
-- Some faction with the Church of Asmodeus or the Acdemy sees him as a pawn to he used to further their agenda and becomes his patron. First using him as an agent to pursue the question of the legitimacy of Ileasa's reign. At the end of Book 3 when her criminal actions become clear they push him to take action to depose her in hopes of moving their pawns closer to the throne.

Who to use? Other ideas? Anyone else have some evil party members?


I am preparing to run CotCT and I'd like to paint some minis for it. I know there's no way I'm going to paint a mini for every npc in the story but I'd like to compile a list of all mini's made by paizo for the adventure path anyways. I mostly interested in official minis, but suggestions for substitutions are welcome as well.

I've just started reading Escape from Old Korvosa so you may notice a lack of suggestions for the later modules.


This is Yet Another Which AP thread. I've read most the other threads and from them I've narrowed my choices to RotRL and CotCT. I like a mix of action settings: urban, wilderness and dungeon. I like that CotCT is an urban adventure involving intrigue and RotRL seems to have a lot of positive reviews.

Having read the start of CotCT I get why everyone likes it so much. In particular I liked...

Spoiler for Curse of the Crimson Throne Chapter 1: Edge of Anarchy:
... the Shingle's Chase especially the incorporation of skills in the pseudo-combat encounter. Are there similar cool bits in Runelords?
... the introduction of a number of NPCs who seem like they will play larger roles later in the story.
... the level of details given to the NPCs, even minor ones.

Since I haven't read Runelords, I don't have as much of a sense as to why it is so popular. I'd love to hear more about why you liked the AP so much. Spoilers welcome as I always end up GMing in my groups.

If you've played both could you contrast them for me?

Thanks!

PS Please don't suggest a different AP...it's taken me too long to narrow it done this far!! My brain might pop.