Kobold Trapper

T.A.U.'s page

489 posts (1,833 including aliases). No reviews. No lists. No wishlists. 2 aliases.


1 to 50 of 74 << first < prev | 1 | 2 | next > last >>

2 people marked this as a favorite.

KINETICIST
Kineticists are living channels for elemental matter and energy, manipulating the world around them by drawing upon inner reserves from their own bodies.

Place your best score in Constitution; place your next best score in Dexterity.

1ST Level Class Name Class Features

F Write these numbers in the Class boxes of Section F:
Fortitude Save +2
Reflex Save +2
Will Save +0

Hit Points 8 + CON
Attack Bonus +0
Skill Ranks 4 + INT

D Mark these class skills in Section D of your character sheet: Acrobatic, Heal, Perception and Stealth

E ARMOR AND WEAPONS
In Section E of your character sheet, check off simple weapon and light armor.

F CHOOSE YOUR ELEMENT
Select one of the five following elements and write it down in Section F of your character sheet. Note that this choice cannot be
changed later. Your element grants you additional skills and other abilities; record all these in the appropriate sections of your character sheet.
The elements are aether, air, earth, fire or water.

AETHER:

AETHER
Kineticists who focus on the element of aether are called telekineticists. Telekineticists use strands of aether to move objects with their minds.

D Class Skill: Mark Disable Device in Section D of your character sheet.

F BASE TELEKINESIS
While concentrating you can lift and move an object from a distance up to 30 feet. You can move the object 15 feet as a move action. If you move it out of range, the effect ends. You cannot use this power to move an item held or worn by another creature. Additionally, you can create a container of entwined strands of aether in order to hold liquids. You can dip the container to pick up or drop a liquid as a move action. You can also use Disable Device to remotely disarm trap, open or close locks and simple mechanical devices.

F TELEKINETIC BLAST
As a standard action, you can throw a nearby unattended object at a single target up to a range of 30 feet. If you hit, you inflict 1d6+1+CON points of damage.

J STARTING WEALTH
Kineticists start with 35 GP to purchase initial armor, weapons and equipment.

You are done with 1st-Level Class Name. Turn to Page 32 of the Hero’s Handbook.


1 person marked this as a favorite.

Hello pathfinders,

After a long time, I'm starting a new group, this time where they are all new players that never played any RPG before.
So I choosed to start playing using Beginner Box.

One of players want to be a "Jedi-like" character. I told him this is not so easy to achieve, but I want to try to convert a telekineticist class for beginner box for him.

Can you help me with this conversion? Thanks


2 people marked this as a favorite.

I'll be very interested in something like that, remembering the old time playing Council of Wyrms.


1 person marked this as a favorite.

Hello everypony,
I'm opening this topic as a brainstorming for my future campaign settled in MLP:FIM Equestria setting.
I'll welcome any aid or ideas you could give me.

About our game:
It will be an E6 (well, P6) campaign.
I'll adjust some main characters of the show as deity... well, they will be level 6 plus Mythic NPCs able to provide divine spells, not Gods in the Golarion's term. [soon on this board]
Playing style: a relaxed one, full of jokes with the goal of playing in a cartoon atmosphere.
Players: my wife, my sister in law and her child (8 yrs old) and maybe some school friends.

Our setting: Lunnova and the surroundings.
In the Luna Bay is rising a new settlement, Lunnova, a village dedicated to Princess Luna.

[The pun:
The name of the village is a crasis of the words "Lunn-a" and "Genova", Genoa in Italy where we live.
“Lunn-a“ it's the genoese word for Moon.
I was delighted of making it since the form of Luna Bay it's very similar to the Ligurian riviera too.]

Location of Lunnova

[Soon I'll update a map of the village too, it's shape being the same of the ancient shape of Genova]

(Population)
This coastal small village is rising is population. A second wave of settlers is coming at the beginning of the campaign. [about 10 years after the current season 7 in the tv show.]
Settlers are mainly ponies of the main 3 sub-races (earth pony, pegasi and unicorns), but in the last years a few number of the other races have moved too (crystal ponies, reformed changelings, unconventional griffons, zebras...)

(Connection to the rest of the world)
Cut away from Equestria's rail-lines, to reach it “on hoof” you need to start from Vannhoover and face the coast and it's Arctic clime, so Lunnova's primary access and only commercial way if through the sea.

(Protection from cold)
The Dreaming Sphere is an artifact created by Princess Luna using her domain of dreams.
The sphere is able to maintain a mild climate in the surrounding area.
Unlike the most powerful and famous Crystal Heart, the Sphere is fueled by the power of good dreams, night after night (Luna crafted it with a small emergency stock), but it's power only keeps out the Frozen North and Windigos not other enemies.

(Neighbours)
Bat-pony: the indigenous population, lives in a series of caves in the mountains since the times of Nightmare Moon banishment. Some of them could be enemies, or at least rivals of the settlers, all will not like the newcomers, at least in the beginning.
Sea-pony: the sea is their territory, but the could be befriended too.
Pirate ponies: the main threat to the commercial and supply way through the sea.
Other creatures in the mountains: yetis, arctic animals and magical beasts, etc...


1 person marked this as a favorite.

This reminds me about the D&D 3.5 Empyrea planar setting published by Asterion Press in Italy.
One of the external planes, Aedea, was basically an Undead Kingdom. Although I'm not sure if it was ever translated in english (as Mongoose Publishing did for their other setting, Neaphandum).


1 person marked this as a favorite.

In a campaign I had a player whose family ran a restaurant.
She was playing a dwarf cleric and during an adventure they found a dwarf Inn inspired by her's family restaurant. She didn't realised that until 1 month later, so during another visit to the inn she started yelling:
"So she is mine Grandma! And the waitress it's me!"

That became the party's motto, and all the other players started yelling it in every inn they met.


1 person marked this as a favorite.

Land of The Linnorm "Kingmakers"!

Golarion version of Council of Wyrms

Game of Thorones in the Brevoy civil war


1 person marked this as a favorite.
Tarondor wrote:
I recall a thread somewhere on this forum where they discussed what amounts to a kaiju owlbear, something so big the PC's had to climb it to fight it. :-)

Yes, I remember it too.

Here it is!


2 people marked this as a favorite.
Tim Statler wrote:

As to Andoran, I have to fight not to say Andorian. Star Trek nerd I am.

+1


6 people marked this as a favorite.

Pronouncing Kingmaker's names in Italy could be hard too. Especially because Castruccio is a very funny name for Italian speakers since it could literally means "castrated honey boy".

I had a very hard time as GM trying to make him appears as a threatening and powerful enemy to mine players.


1 person marked this as a favorite.

I've asked Mr Jacobs about Anubis's clergy using death domain, and he replied here

This reopens the possibility for an Anubian Paladin side by side with an Anubian LE Cleric.


1 person marked this as a favorite.

Players dealing with 2 Surtova's delegations (one from the King, the other from his sister) about Lady Donatra Kerelov's pregnancy (she is baring a potential heir of Brevoy is able to marry the king)

Tiefling Alchemist / Treasurer:
"I knew it was going to happend, bigger is the kingdom biggers are the political headaches!"

After a few minutes of discussion:
"You know, we have enough resources in the treasury to restart our kingdom elsewhere... away from those noble petty politician!"


5 people marked this as a favorite.

Players are leveling up to level 5:

Baroness Oracle of Nature player said: "I take Spirit's Gift as a new Feat."
GM: "Fine, what do you intend to do with it?"
Baroness: "Well, Maximus (her's horse animal companion) can now speak 6 Languages (her's Cha bonus), and with his 18 in Strength, I think we have found our new Royal Executioner!"


1 person marked this as a favorite.

What's your party current level and composition? Can you give us more information about them, so we could figure out a way to avoid TPK?


2 people marked this as a favorite.
Rynjin wrote:
T.A.U. wrote:
Charon's Little Helper wrote:
T.A.U. wrote:
Lesson learned.
You learned that your GM liked to screw with you?

Never attack a lonely and apparently inoffensive creature... we are Role-Playing not Roll-Playing.

We were supposed to talk to him in a social encounter and so learn some useful information of why the tribe was constantly attacking us.
But we were too young and eager of killing and farming XP at that age.

Sounds like you were roleplaying perfectly.

As people who were being CONSTANTLY ATTACKED by Kobolds.

Your first thought SHOULD have been "This is an enemy" not "Let's parlay here. I totally trust this guy after his friends all tried to murder me repeatedly!"

Your GM just had a story in mind he hadn't fully thought through and tried to railroad you.

You are right, but we at least have to suspect it was some kind of bait for another ambush before attacking him.

But we didn't. We were 12 years old...
Yes, our GM was only 2 years older and inexperienced, and sometimes railroading the story, but then we grow up and even our playing style with us.


1 person marked this as a favorite.

Have a look at Secret Wizard's Amateur Night - A Guide to Variant Multiclassing, there are a lot of builds and combinations not needing to be spellcasters.


1 person marked this as a favorite.

"Nobody expects the Paladins of Asmodeus! Our chief weapon is surprise...surprise and fear...fear and surprise.... Our two weapons are fear and surprise...and ruthless efficiency.... Our *three* weapons are fear, surprise, and ruthless efficiency...and an almost fanatical devotion to the Law.... Our *four*...no... *Amongst* our weapons.... Amongst our weaponry...are such elements as fear, surprise.... I'll come in again."


2 people marked this as a favorite.

Working on another Mesmerist build gave me the idea of leveling up our favorite Boggard.

Mine players decided in the last session to claim his hex and the other next one (Statue of Erastil), building roads to allow the erastilian pilgrims from the Temple of the Elk to visit also the Statue. Doing all of this even without talking to their long forgotten friend Garuum, who suddenly lives in his swamp with a lot of visitors coming and moving around.
So I decided to push the events a little bit. Some pilgrims have become "crazy", attacking the others for few seconds before returning to their normal mental sanity state. The news reached the capital right before the end of our game time and the party will move on into the next session to investigate.

Here is what they will found: an angry Garuum, who was evicted by his own house by some incautious pilgrims, and so decided to test his newly developed mental powers against them.
All glory to the Hypnotoad!

Gaarum Mesmerist 4:

Garuum the Hypnotoad - Boggard CR 5
XP: 1,600
Boggard Mesmerist 4
CE Medium humanoid (boggard)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +12

DEFENSE

AC 16, touch 11, flat-footed 15 (+2 armor, +1 Dex, +3 natural)
HP 59 (7d8+28)
Fort +7, Ref +6, Will +6
Defensive Abilities Towering Ego (+2 Will saves)

OFFENSE

Speed 20 ft., swim 30 ft.
Melee morningstar +7 (1d8+1), tongue +1 touch (sticky tongue)
Space 5 ft., Reach 5 ft.
Special Attacks bold stare (disorientation), hypnotic stare (–2), mesmerist tricks 4/day (compel alacrity 10 ft, psychosomatic surge 1d8+2, vanish arrow), terrifying croak (DC 15)
Spells Known (CL 4th; concentration +6)
2nd (2/day)-hypnotic pattern (DC 14), invisibility
1st (4/day)-charm person (DC 13), grease (DC 13), hypnotism (DC 13), paranoia (DC 13)
0th-daze (DC 12), detect magic, detect poison, haunted fey aspect, message, touch of fatigue (DC 12)

STATISTICS

Str 13, Dex 13, Con 16, Int 8, Wis 13, Cha 14
Base Atk +5; CMB +6; CMD 17
Feats Disengaging Feint, Improved Feint, Toughness, Weapon Focus (morningstar)
Skills Acrobatics +4, Bluff +11, Knowledge (local) +3, Knowledge (nobility) +6, Knowledge (religion) +3, Linguistics +3, Perception +12, Sense Motive +5, Stealth +8, Swim +9
Racial Modifiers +16 Acrobatics when jumping, +4 Perception, +8 Stealth in swamps
Languages Boggard, Common
SQ consummate liar, hold breath, swamp stride
Other Gear leather armor, morningstar

SPECIAL ABILITIES

Hold Breath (Ex) Garuum can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning or suffocating.
Sticky Tongue (Ex) A creature hit by Garuum's tongue attack cannot move more than 10 feet away from the boggard and takes a -2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by making an opposed Strength check as a standard action or by dealing 2 points of slashing damage to the tongue (AC 11, damage does not deplete the boggard's actual hit points). Garuum cannot move more than 10 feet away from the target, but he can release its tongue as a free action. Unlike a giant frog, Garuum cannot pull targets toward it with its tongue.
Swamp Stride (Ex) Garuum can move through any sort of natural difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a boggard normally.
Terrifying Croak (Su) Once per hour, Garuum can, as a standard action, emit a loud and horrifying croak. Any nonboggard creature within 30 feet of the boggard must make a DC 15 Will save or become shaken for 1d4 rounds. Creatures that succeed at this save cannot be affected again by the same boggard's croak for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. The save DC is Charisma-based and includes a +2 racial bonus.
Painful Stare (Su) Once per round, when an attack that deals damage hits the target of Garuum’s hypnotic stare, he can cause the creature to take 2 additional points of damage. If Garuum uses this ability to increase his own damage, it instead takes 1d6 extra points of damage.
Touch Treatment (Su) Five times per day as a standard action, Garuum can touch a creature and remove the fascinated or shaken condition. This ability is a swift action if he uses it on himself.


2 people marked this as a favorite.

Since I was already having Pylyp as ambassador for Restov, I had Craster serving as Varnhold ambassador. He is very hated by mine players too.
I really liked when one of them asked: "Why did Varn sent him to us? I thought we were friends with him" and another one replied: "Of course, he doesn't want him to be in his town. That's not a political move against us, it's merely survival!"


1 person marked this as a favorite.

IMC we decided to houserule that the exploration of plains and hills can be done on horseback, while forests, mountains and swamps must be done on foot.


1 person marked this as a favorite.

908. The first rule of "Aroden's death Club" is: You do not talk about Aroden's death Club.


2 people marked this as a favorite.

Kingmaker, updated with the Ultimate Campaign rules and maybe with some of the content from the numerous posts on this board.


1 person marked this as a favorite.

Assault on the Faerie Nest worked very well for mine Party, combining a lot of aspects and thoughts I have for the next sessions:
a) The PCs were gifted of some kobold eggs to foster during the previous encounter (Troll Diplomacy). In the months those kobolds hatched. Mine players are still preparing their kobold's Mini-Me secondary PCs (next session will be the first of our "Koboldmaker" spin off, but I foreshadowed them as little kobolds wandering around the Castle and the capital...
b) I had them pick up some rumors (the troubles caused by Perlivash in all the farms and kingdom in general, the sightings of Worg and Wolf in the hills, the Old Badame is a hag... and so on)
c) During the investigation part (the party was disguised, not appearing as the lord founders) the old lady also said: "those monsters! (referrint to the kobolds) even the baroness guests them in her castle! And they goes around stealing and robbing a lot!" (one of the kobold PC is an Unchained Rogue)
d) They successfully rescued Tig, killing the stinky troll. Since they already had annexed the Nest's Hex to the kingdom I rewarded them with a +1 Stability instead of a free annexation. Now the good fairies of the northern Narmarches forest are a valuable aid to the Warden and the Spymaster (both Catfolks: one of the PCs and her NPC sister).
e) On their way back to the capital (at the former Staglord fort location), since it was also during the proper moon nights I introduced the Kundal event. They investigated it, tracked him and saved him from licantropy. But they decided to not have him affront a trial for the murders he committed. (The had created a constitution of their kingdom were a trail is mandatory... but wrongly presumed that a public trial could produce Unrest for them... who am I to said that NOT doing the trail is going to produce unrest... see point e)
f) Kundal was sent away to the kingdom's other city (former Temple of Elk), to serve with the Marshal's Blackfeathers'guards. They choose to mislead the capital's population by spreading the false rumors that "the Worg who lives near in the hills is responsible for the deaths". They used the same old lady of the investigation part to spread those lies around the capital.
They are now preparing for hunting Howl-of-the-North Wind, to bring him "justice" for the people of their kingdom...
e) Doing so they wrongly supposed none of the guards initially involved in keeping Kundal prisoner is going to talk... guess, when a certain bard will come into the capital a drunken castle's guard will speak a lot about this topic with him... *evil grin*


1 person marked this as a favorite.
blackbloodtroll wrote:

Challenge!

The new Mindblade Magus.

I don't care how you build it.

I just want to see someone build one.

Oh, by the way, if ever you want to build Bread Crumbs at different levels, and/or point buys, I will be, um, ecstatic.

Your build of Bread Crumbs has already been used, I believe, three times.

I second both the Mindblade and of course Bread Crumbs, mine players love Bread Crumbs (and I too)!


1 person marked this as a favorite.

In an homebrew campaign with a Roman-Fantasy setting we have a subrace of oversized Halflings (medium sized) who used to rule all the others halflings, and mine current backup PC is one of them (the GM agreed to use the same principle of Oversized Goblins as show in the Monster Codex).
Vexillium Brutus, is a 5ft tall Abyssal Untouchable Bloodrager , who becames 10ft tall green and Large sized when raging. In this form he is known an Gigantes.


1 person marked this as a favorite.

In mine campaign Anjeska Penya, currently 13 yrs, is being fostered by the Baroness who has decided to encourage her adventurous spirit but also educate her in the royal manners ed etiquette.
She participated at a grand ballet in the Restov's Embassy where she show a lot of interest for the Aldori sword of the Ambassador Pylyp Aldori, nearly causing a diplomatic accident...

Yesterday speaking with the Baroness'player he said "We should have a Spin-off party where Anjeska lead her friends to the Land of Linnorm Kings and reclaim the title of Queen of Linnorm for herself slaying a dragon"


1 person marked this as a favorite.

Next Saturday mine party will begin with the Assault on the Faerie Nest, since we spent the last sessions in kingdom building phase only, and I used the Troll's Diplomacy encounter as a Kingdom Event.

The Baroness's Diplomacy skill (Mythically enchanted with her Display of Charisma path ability) litterally humiliated King Hargulka, and left the Kobold Kingdom in a solid alliance with the PC's Kingdom. Hargulka left the Sootscales'lair without any fight with the Party, and so now it's time for them to face the consequence of their political exuberance... starting from their little friends Perlivash and Tyg.


2 people marked this as a favorite.

Your PCs agree to create a Vassal kingdom, the Free State and City of the Halflings, as en enclave (1 hex) of their own kingdom, financing them with 20 BP.
And doing so, a lot of crucial and major halfling servants of the Great Noble House moves away from their former masters to became the leadership of this new state.
The diplomatic attitude towards the PCs' kingdom of all the Great Noble House worsen by one step...


1 person marked this as a favorite.

I suggest you to surely use the Ultimate Campaign version of the kingdom building rules, those are better balanced then the original AP. UCam was published after the AP, so many troubles with the original rules were fixed in it.

If you wish to use also some 3rd party, I'll suggest also the use of the Ultimate *** line of product from Legendary Games, especially Ultimate Rulership and Ultimate War are completely compatible with UCam.

I initially used BoTRN of the Jon Brazer Enterprises, before UCam was released. It still has some valuable additions to buildings, feat and so on, but I prefer focusing on UCam/URulership now for mine current campaigns as GM (an homebrew planar kingdom building, a mythic version of the Kingmaker AP, and a Mythic Kobold version of the Kingmaker AP)

Book of Friends and Foes: Assassins in the River Nations, from Jon Brazer Enterprises too, is very useful for planning the eventual Assassination Attempt events during the kingdom building.

An other personal suggestion, pre-roll at least 1 or 2 years of kingdom events before your kingdom building session, it will help a lot as a GM in those phases of the campaign.


1 person marked this as a favorite.

About the name, I was deliberately mixing the spanish and the greek sounds for the name. It was a hidden reference to the Archon and Lawgiver of Athens in the 7th century BC.

BTW I thought about the Warlock too, but since Wyrmlings or Very Young dragons (the small sized ones) doesn't have spell yet, I was thinking of an other specialization instead as a way to mimic and deceive.

Let's say for example: a Very Young Black Dragon is a CR 5 small sized creature able to fly/attack with bite and claws, breath acid and also very good at moving into swamp, swimming and breathing underwater.
I'm trying to have instead a way for a Black Kobold Vigilante (Avenger?) to mimic his draconic counterpart, to mislead his own tribe and also the fools adventurers venturing into his lair.


1 person marked this as a favorite.

I'm toying with the idea of a Kobold Vigilante NPC who in his Dual Identity appears like a Dragon Wyrmling, but a part from the obvious racial traits and feats (the Draconic Paragon chain), I don't know what Vigilante specializations and abilities could fit more the concept.
Any idea?


2 people marked this as a favorite.

I wish there will be a Mounted Vigilante Archetype usable for all the 4 specializations, something like the Mounted Fury Barbarian, but instead of sharing rage and rage powers you can share the Dual Identity and maybe some talents.

Basically something allowing to play Adam & Cringer turning to He-Man and Battle-cat.


1 person marked this as a favorite.

You know that a funny demented adventure is going to became unforgettable when one of your players come out with the idea of naming all the 4 Kobolds Mini-me PCs with popular Snacks names... All the others agree with her!

And the fun part of it is that they all ignore that their Snack-y Sneaky Party of Baby Kobolds is going to face the Healthy Nourishing Vegetables Enemies!

They are still building their mini-characters... but for now let me present you:
- Kitkat, the Red scaled (Unchained) Rogue
- Mikado, the Blue scaled (probably debuffer) Witch
- Mars, the Black scaled Brawler (Shield Champion archetype), who want to use a pot's lid as his shield.
- Galak, the white scaled (not sure about the class)


1 person marked this as a favorite.

So, let me present you some of the BBEG minions:

The Cannon fodders

Spud Trooper:

Spud Trooper CR 1/2
XP 200
CN Tiny* Plant
Init +1; Senses Low-Light Vision, Darkvision 60ft; Perception +5
------------------------------
DEFENSE
------------------------------
AC 14, touch 13, flat-footed 13 (+2 size, +1 Dex, +1 natural)
hp 6 (1d8+1)
Fort +3, Ref +1, Will +1
------------------------------
OFFENSE
------------------------------
Speed 35 ft.
Melee club +1 (1d3-2)
Space 2-1/2 ft.; Reach 5 ft.
------------------------------
STATISTICS
------------------------------
Str 6, Dex 12, Con 12, Int 1, Wis 12, Cha 10
Base Atk +0; CMB -4; CMD 7
Feats Weapon Focus (club)
Skills: Perception +5
Languages Common
SQ Plant Traits

The pernicious one

Carnivorous Capers:

Carnivorous Capers CR 1
XP 400
CN Tiny Plant (Swarm)
Init +6; Senses Low-Light Vision; Perception +4
------------------------------
DEFENSE
------------------------------
AC 14, touch 14, flat-footed 12 (+2 size, +2 Dex)
hp 6 (1d8+1)
Fort +3, Ref +2, Will +0
Defensive Abilities Swarming Mass, Half Damage from Piercing, Half Damage from Slashing
Immunities Critical Hit, Flanking
------------------------------
OFFENSE
------------------------------
Speed 10 ft.
Melee Swarm (1d6)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks Distraction (DC 11), Hinder Spellcasting
------------------------------
STATISTICS
------------------------------
Str 6, Dex 14, Con 12, Int 1, Wis 10, Cha 10
Base Atk +0; CMB -4; CMD 8
Feats Improved Initiative, Weapon Focus (bite)
Skills: Perception +4, Stealth +6
Languages Common
SQ Plant Traits

And the specialist

Ninja Leek:

Ninja Leek CR 2
XP 600
CE Small Plant
Init +7; Senses Low-Light Vision; Perception +0
------------------------------
DEFENSE
------------------------------
AC 15, touch 14, flat-footed 12 (+1 size, +3 Dex, +1 natural)
hp 17 (3d8+3)
Fort +4, Ref +4, Will +1
Defensive Abilities Evasion
------------------------------
OFFENSE
------------------------------
Speed 40 ft.
Melee dagger +6 (1d3-1/19-20,x2 plus 1d3 bleed)
Special Attacks Bleed (1d3)
------------------------------
STATISTICS
------------------------------
Str 8, Dex 16, Con 12, Int 1, Wis 10, Cha 10
Base Atk +2; CMB +0; CMD 13
Feats Improved Initiative, Weapon Finesse
Skills: Stealth +15; Racial Modifiers Stealth +6
Languages Common
SQ Plant Traits

And then it's the turn of the "rival band", the ones who doesn''t follow the Emperor Warlord Potato's rulership:
The savage cabbage(s)

Savage Cabbage:

Savage Cabbage CR 1
XP 400
CN Tiny Plant
Init +1; Senses Low-Light Vision, Darkvision 60ft; Perception +0
------------------------------
DEFENSE
------------------------------
AC 16, touch 13, flat-footed 15 (+2 size, +1 Dex, +3 natural)
hp 5 (1d8+0)
Fort +2, Ref +1, Will +0
------------------------------
OFFENSE
------------------------------
Speed 20 ft.
Melee 2 slams +4 (1d2+1)
Space 2-1/2 ft.; Reach 2-1/2 ft.
Special Attacks Trample (1d2+1, DC 11)
------------------------------
STATISTICS
------------------------------
Str 12, Dex 12, Con 10, Int 1, Wis 10, Cha 10
Base Atk +0; CMB -1; CMD 10
Feats Weapon Focus (slam)
Skills: Acrobatics +2
Languages Common
SQ Plant Traits

And their raging leader, the

Barbaric Broccoli:

Barbaric Broccoli CR 2
XP 600
CN Medium Plant
Init -1; Senses Low-Light Vision, Darkvision 60ft; Perception +0
------------------------------
DEFENSE
------------------------------
AC 14, touch 9, flat-footed 14 (-1 Dex, +5 natural)
hp 33 (5d8+10)
Fort +5, Ref +0, Will +1
Defensive Abilities Uncanny Dodge
------------------------------
OFFENSE
------------------------------
Speed 40 ft.
Melee club +6 (1d6+3)
Special Attacks Rage (13 rounds/ day)
------------------------------
STATISTICS
------------------------------
Str 16, Dex 8, Con 12, Int 1, Wis 10, Cha 10
Base Atk +3; CMB +6; CMD 15
Feats Intimidating Prowess, Power Attack, Toughness
Skills: Intimidate +8
Languages Common
SQ Plant Traits


1 person marked this as a favorite.

Hello everybody,
last session after a few "Troll Diplomacy" at the Sootscales lair (thanks to Dudemeister thread here!) the party gained few kobold eggs to foster.
So, mine players will gain a Spin-off secondary Kobold PCs (we already started calling them "the Mini-Me").
The problem with kobolds PC is that, even using rules for Young Characters, you will have to wait until the age of 3 for being small size. (Following the reference within Kobolds of Golarion).
But mine players don't want to wait so long before beginning playing with their new secondary characters, at least they want to do a first adventure.

So I remembered of this funny "Fight Foot!" adventure I once red; an adventure where the PCs were fighting oversized animated vegetables...

And finally I got the idea:
Instead of changing the rules for playing tiny sized kobolds, why don't change the perspective point of view?
Let's have, only for this first adventure, the baby kobold use the standard young characters rule (consider the squares as if they are of 2,5 ft instead of 5 ft length), and fight "normal-sized" animated vegetables. If an interaction with Small/Medium sized NPCs will be needed let's consider them as if they are all Large sized (4 mini-squares = 1 standard 5 ft square).

So, I'm now brainstorming how to connect this kind of adventure with the Kingmaker plot. Here is where I'll gladly welcome any of your ideas!

- I'm thinking of changing the cause of the "animation" from the legend of Chaos vs Elements (for those who are familiar the original adventure) to something related with Fey and First World. Maybe something that can give a small insignificant clue about the final BBEG.

- The location also will be in one of the farm near the Capital of mine players' kingdom (former Staglord fort hex).

- I'll skip the first part about the vegetables attacking the city.

- Probably having instead as a plot hook a small human child (the baby of the farm's owner) going to ask help at the Castle, but being ignored by the "big" city guards she find help only recruiting the baby kobolds.


1 person marked this as a favorite.
James Jacobs wrote:
T.A.U. wrote:

Will we ever see official stats for some God's servants (not the CR 15 Heralds)?

ie. Cobblehoof & The Ghost of Malthus for Abadar, Blackfeather & Scorchbark for Erastil, Blood Hands & Saint Fang for Gorum... and so on

Are those creatures below their respective Heralds in level of power/CR?

If it makes sense for an adventure, perhaps. Otherwise, probably not. The reason we cobble those things together with existing stats is BECAUSE we don't really intend to stat them up; we leave them for the GM. If we intended to stat them up, we wouldn't "fake" it. We'd just build them as unique creatures.

I really thank you for your answer!

I'm running, as GM, a Kingmaker campaign with additional Mythic tiers and for the kind of game mine players like, I really want to involve the Gods in more aspects of the campaign by sending their own servants to interact with the party (since some of them are taking the Divine Source path ability some Gods are interested in sending advisor, some others in sending rivals, and so on...)

Can you give me any suggestion for the building phase? Should be reasonable to have that unique creatures cover a different range of levels/CRs? Or should I refer only to the official Heralds and use them as paragon?


1 person marked this as a favorite.

Will we ever see official stats for some God's servants (not the CR 15 Heralds)?
ie. Cobblehoof & The Ghost of Malthus for Abadar, Blackfeather & Scorchbark for Erastil, Blood Hands & Saint Fang for Gorum... and so on

Are those creatures below their respective Heralds in level of power/CR?


1 person marked this as a favorite.

The Church of Pharasma claims that the last presumed sightings of Aroden are instead of the "Echo of Lost Divinity" servant of the Lady of Graves.
"His divine soul have been judged! It's over!" said the Bishop Keppira d’Bear during her last Sermon


6 people marked this as a favorite.

When Akiros (the Warden) reports the city guards having imprisoned a kobold rogue/spy while he was infiltrating into the Castle and that when he was arrested he pretended to be an ambassador...

... and when the Party realize that the kobold prisoner is Mikmek and that he IS the real Sootscales Ambassador!

... and when the Baroness decides to send into the prison (as an example, for 1 day) the "criminal" city guard who was responsible for arresting her own kobold friend!


1 person marked this as a favorite.

Firts, I'm being very busy on mine job at school in this weeks, due to some "back-office works and meeting" (I really don't know the proper English word for the "long and boring" meetings between teachers of the same school with a lot of bureaucracy inside those meetings)
Add this to mine Ph.D. thesis on development and you can surely understand why mine posting pace will be more slower than the usual slow rate. I apologize for this inconvenience to all of you!

To Szzlax's player I wish you all the best, and hopefully to see you come back in future. Doors are always opened for the Old Sharptooth's chosen Guardian!
So with the next one IC post I'll put Szzlax "in limbo", meaning an IC situation where he will not be with the party but also from where he could come back anytime in future whenever his player will be back with us again.

This opens another hard question for the remaining players:
leaving the "active" party into a number of 3 PCs, a number not usually sufficient for a normal campaign. What we can do now?
I thought about 3 possible solutions for this:
a) The first is not really a solution, but a consideration: You are a party of 3 active PCs of level 3 but with 1 mythic tier, so we can going on with the actual squad composition, considering the mythic tier as a compensation for the missing team member. (You already have a lot of action economy to fill the gap if I consider your APL properly for the CR of your encounters)
b) We can re-open the recruitment for another player and PC, but in this case it should be hard to define why and how he will be another chosen of Old Sharptooth too (btw, I'll invent something on it if needed)
c) Since Ooz has already said of being interested in having the human bandit as her cohort (via the Squire feat), and Yig said he is interested in taking leadership in future, and I'm waiting for the new Cohorts & Companions book, let's say all of your PCs can gain a cohort (via a free feat) so each of you will have a main PC with mythic tiers and a cohort with less level and not mythic powers.

So, Yig, Ryz and Ooz, what solution do you prefer? a, b, c? Or maybe you have another idea to submit. If so, feel free to post it here.


4 people marked this as a favorite.

I'm a Christian theologian, ad as GM I have no problem having multiple gods in mine campaign setting, because it's a game setting, made for us to play with imaginary characters in an imaginary world.
It doesn't matter if mine friends, playing with me at the table, are Christians, Atheists or Agnostics, we all enjoy playing the game together.
And the game has nothing to do with our personal and different beliefs.

The same assertions are valid when I'm into player guise at the table of mine Atheist GM friend.


1 person marked this as a favorite.

Of course!

As a kobold fan I can think of a scenario where a dragon is leading a tribe, and you know, living for so many centuries sometimes you became bored... Also the best Chief to lead your tribal underlings could be someone of your own legacy.


1 person marked this as a favorite.

1st I recommend: read all the AP books before starting planning anything.
2nd recommendation: Use the Ultimate Campaign rule sets for Kingdom and Mass Combats, not the standard AP ones.

I also second the recommendation for the "Ultimate" and "Kingbraker" Legendary Game series, they fit very well with the Ultimate Campaign rules since Jason Nelson wrote them too.

Jon Brazer Enterprises's stuffs are good, I especially liked the Assassin NPCs one.

Some Wayfinder numbers also have good additions to the kingdom building part I really enjoined. And they are free!

But the more precious resource is this dedicated forum.
Tons of good ideas are here, as Aestereal already suggested: Dudemeister threads are awesome, so is Redcelt's GoT if you want that style of Noble Houses politics game, and "A deal with the devil" too

Want to add Mythic Tiers to your kingmaker campaign or simply have Mythic foes to fight? Here is Dragonchess conversion for the AP to Mythic Adventures rules.
Also, have a look at Pennywit's threads about Mythic Kingmaker too, or mine "Ascension to the Temple of Elk" if you like that kind of game.


1 person marked this as a favorite.

843. The party's Bard can't play "Rains of Castamere" during a noble wedding in the Kingmaker AP


1 person marked this as a favorite.
eakratz wrote:
I plan on smashing Candlemere with the asteroid from Second Darkness, then run Children of the Void. Clegg's party is going to be from Pitax in order to introduce some early competition with them.

Mmm, that's interesting. I think I should have a look at this module on mine next trip to the local game store...


1 person marked this as a favorite.

From mine Kingmaker campaign:

Erastil:
a) The Old Hunter / The First Hunter (used by the catfolk tribe of one of mine PC)
b) The Old Farmer / The Watcher (used by Rostlandic and Medvyedvian farmers)

Pharasma:
a) The Gray Dame
b) The First Midwive
c) The Last Mortician
d) The Fate Weaver


3 people marked this as a favorite.

Tonight, after a lot of months, mine PCs finally build their kingdom, taking a lot of BP from their diplomatic arrangement, also gaining some powerful friends but also powerful enemies.

I added also 2 small organizations to the big scheme reported above

Children of the West
An Halfling organization, focused on freeing the slave Halflings from Cheliax and the others country, very infiltrated inside the servants of the major Houses.
An Halfling waiter approached the PCs during the dinner, proposing an agreement between their future kingdom and his organization.
Offer: 5 BP, half the cost of any kingdom building!
Stated: Forbid slavery in the kingdom, give asylum to all the escaping Halfing (no matter where they come from), have the kingdom's alignment be non-lawful and non-evil. Make a Vassalage Edict within one year to rise a Vassal Halfling State inside the boundaries of the PC's Kingdom.
Hidden: The Vassalage Edict will move one step down the attitude with all the big houses when a lot of their Halfling servants will depart their villas, castles and palaces, provoking a lot of technical troubles to their business for the first month..

The Illuminati
Vaylen Goldfield [NPC Guide]
Behind the face of this art merchants and historical/archeological business men philanthropic society lies the cultist sect of the Twilight Symphony.
Offer: 5 BP, half the cost of a Museum
Stated: Councilor, Magister or Treasurer must be a member of their society.
Hidden: Whenever there is the Archeological Found kingdom events, there is a cumulative 25% chance of it being a piece of the lost symphony. If so, the next month's Event will automatically became Cult Activity.

I knew mine players wouldn't have refused the halfling offer... and so they now are in mine net, playing a political game which is bigger then what they actually know.

They made agreement with the Medvyed and the Lebeda (both major offers), the Restov's church of Erastil, the Pharasmins's Order of Repose, the Arnovsky and the Child of the West.

So now they have an Unfriendly House Surtova whose attitude will move one step worst within one year... unless they will find a way to avoiding their involvement in the future Brevic Civil War.


2 people marked this as a favorite.

In mine Kingmaker campaign I had Brevic prisoner bandit NPCs swear upon their 3 major venerated gods (Abadar, Gorum and Pharasma) when asking mercy for their redemption:
"I swear it by the Gold, the Red and the Black"

Erastilian Ranger PC added: "now swear it by the Green too!"


1 person marked this as a favorite.

The party is currently involved in a formal reception in the House of the Lord Mayor of Restov.
They are looking for some sponsors, to gain some BP for their new Kingdom (we are at the beginning of RRR)

After meeting all the major Noble Houses of Brevoy and establishing some diplomatic negotiation, the players are looking for their neighbor kingdoms' representatives to see if they can do the same.

Oracle: "We can meet Lord Maegar Varn or the Baron Drelev"
Ranger: "Let's meet this Lord Megawatt!"


1 person marked this as a favorite.

Personally I'll let him use the ARG version for the Gillmen race without the Servitor.

PRD

1 to 50 of 74 << first < prev | 1 | 2 | next > last >>