Beltias Kreun

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Hey guys! So my players and I decided to start playing Kingmaker this week, I mostly DM with my laptop with Combat Manager and I from what I've read, Kingmaker is a bit harder to run due to it's higher complexity than most AP, so I'm wondering if there are any other assist tool/program/apps that I should look into for this AP?


So the pistollero gunslinger in my group is about to hit 6 which means his BAB will be at +6/+1, he also have the rapid reload and rapid shot feat. So from what I understand from these feats, it means he can now shoot 3 times in a round if he uses 3 alchemical cartridge as a full round action at +4/-1/-2 + whatever is left for his range attack bonus after bab, is that correct or if I'm missing something?


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Hello, first of all, my apologies for grammatical or syntax errors, English being my third language I am bound to make a couples of mistakes here and there. So, my group is going through Rise of the Runelord at the moment and the gunslinger had the brilliant idea of stealing a potion of remove disease from a merchant in Sandpoint after being bit by a ghast, motivated by the fear of becoming a ghoul himself (even though he didn't even caught the damn disease, all hail fail heal check)...

Now he got caught, more like he didn't even try to hide it, he literally grabbed the damn thing from the hands of the merchant and gulped it in front of him and sat his ass down on a chair to wait for the town guard to arrest him, which they pretty much had to of course. So now he's in a cell with a very disappointed Sheriff Hemlock yelling at him for his indecent behavior unfits for one of the "hero of Sandpoint" and that's where thankfully I had to end the session because it was getting late... Now, what the hell am I supposed to do? Normally I would encourage the rest of the party to break him out of there somehow but... this is Rise of the Runelord and this is Sandpoint, I can't exactly make them fugitive from Sandpoint now can I! They're supposed to grow to love the darn place so that the story may progress and that they care about protecting the city in the future chapters, they even bought a house here, they're already thinking of retro fitting it into a shop for their retirement for Aroden's sake!

So how can I deal with this? There are no rules about "fines" or "jail time" that I found, and this isn't a crime foul enough to justify an execution or a lifelong sentence or anything like this so... I have a couples of ideas on how to resolve this but I'd like to have the input of more experienced GM than I on the subject.

First, Remove disease being a level 3 cleric/druid/range spell means a potion for it should cost 750g, not cheap but not completely impossible to pay off for a team of level 5-6 PC. So making them promise to pay off the merchant once they have enough gold stashed up with whatever extra charge on their "good words as the heroes of Sandpoint" is a possibility, albeit I find it a bit boorish myself, I also wouldn't want them to think they can get off easy after stealing from merchants when they can't afford to pay right away for that enchant and stuff like that.

Second would be to make the gunslinger pay for it with time spent in jail, the amount of time I am not sure, I would like to have opinions on that. There is the issue of time though, they just survived burning down half the farmland while running away from a horde of ghoul after finding out who the "Lordship" was and I expected them to start gathering infos about the whereabouts of the Foxglove Manor and whatnot after a night of rest, that was of course before our adventurous gunslinger decided to break the law of course. So I can't really make them sit around Sandpoint for weeks while the ghoul infestation grow out of control nor do I think it would be a good idea to break up the party and let the gunslinger rot in jail and then ask the player to stay out of the next couples of sessions while the rest go through the manor, so again, that path would bring me back to a sort of "honor based" deal where the gunslinger would be left out of the jail time for the duration of the crisis and would voluntarily submit to jail time after said crisis was solved once this chapter end...

A third option would be to somehow use the “Night of the Ghouls” optional event to sort of solve the issue where the jail get damaged somehow and the gunslinger can break out while the guards are busy with the invading ghouls, making him the only fugitive which is a bit easier to handle than a full party I guess… Or have the merchant get killed by the ghoul invasion and make it so the Sheriff has to release him because the plaintiff is no longer able to make his claim and Hemlocks liking the PC and knowing how important they currently are for the protection of the city would be ready to let him go with basically a slap on the wrist or something similar.

My last option is a bit more cruel, I don’t want to kill the PC for this, it’s theft after all and not murder, however, he is a Pistolero gunslinger, and he has been doing ridiculously high amount of damage (like I’ve seen some 40-50 damage in a single round if he use 2 grit for a Up Close And Deadly on his two pistols, at level 5 that is) soooo… I guess I could go medieval on him and make him lose the fingers of the offending hand, or straight up maim him out of one of his hand for the crime of thievery, it makes senses wouldn’t it? It would solve my fear of seeing him one shot every challenge in the future I guess…
What do you guys think? How did you handle minor crimes in your games?


Hello! So my group and I recently started playing Pathfinder and everyone seems to really enjoy it. I'm currently running the Crown of the Kobold King adventure module and they came across a "random encounter" item, a " +2 shocking adamantine arrow".

Now the thing is, I'm not sure what a +2 shocking adamantine arrow is supposed to deal for damage, a +1 shock enchant would be + 1D6 electricity damage right? But the +2 equivalent of shock would be Shocking Burst, which add 1d10 points of electricity damage on a successful critical hit. So when it says, +2 shocking adamantine arrow, does it mean the arrow is enchanted with Shocking Burst? Or if it's +2D6 electricity damage? Or if I'm way out of it and it's just a static +2 electricity damage buff or something like that?

Also, being made of adamantine, does it mean that this arrow could be used to destroy an item or if only melee weapons can sunder items?

So yeah I'm a bit lost, I hope someone can help clear that up for me! Thank you!

ps: Oh yeah, could someone suggest a good adventure module I could use to follow up this one, they're level 2 and I don't think they'll be level 3 by the end, not too far off though, well, if they survive this one that is!