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I use them also as background action... like when they explored old sycamore, the companions stayed outside and made sure that no one would catch the PC from behind.

Or use them to add to the story, bring informations or when a friend wants to play a one-shot game, he plays a companion!:)


Great now it works!:)


And the 4 PC's choose a skill to be trained in... Npc's invvested as no effect on that right?


Quick question just to be sure... I Have 4 PC in my game that each take a leadership role. and then they added amiri as a warden, valerie as a general, linzi as a counselor and octavia as a magister.

so when we fill the character sheet, we invest all 8 roles? Am I wrong? and what is the purpose on an invested role?

thank!


valdis43 wrote:
The last two AP's I ran, I ran from PDF's. So I just printed out the handouts and gave them to the players. This time I'm going back to books. I can probably try to copy them from the book, but are the handouts for the AP available in a PDF other than the AP PDF (which at $50 is too much to justify)? Is there a map and handout PDF or something like that available?

You could simply take a picture with your phone and print out the image afterwards. Is it perfect maybe not but still better than having to pay for the PDF.


Nicolas Paradise wrote:


Definitely cumulative to the group not per player. The whole point of the influence system is to have the whole party play in social encounters instead of just the character with max Cha and Diplomacy.

With 6 rounds and 4 players(average) that is 24 rolls vs 7 npcs. With average DC's being close to 15 so players have at best a 50% chance that a roll gets them a point of influence and that is ignoring discovery. If it were per player you could be tracking up to 28 seperate pools of points it would be very unlikely in that case to get more than 1 or 2 points on even 2 or 3 npcs.

They just would have to focus on a specific NPC and don't spread their influence. One player could use his first turn to discover the easiest way and then spend the last 5 rounds to influence him. With a bit of luck they could get the highest reward. With 4 players, probably 4 NPC would be helpful with maybe 1 or 2 gifts. That's why I thought that it might not be cumulative as a group.

But if the players want to use discovery, this reduce the total number of roll as it replace one of the influence roll, right?


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Quick question about the feast at the beginning, I am not very familiar with the influence system and I just want to be sure about this. The points the Pcs are earning, is it cumulative per npc per character or as a group?

If I impress amiri with a normal success I get 1 point, then if another character impress amiri also are we at 2 points as a group or we are both at 1 individually? As a group it is not too difficult to receive some gift from 1 or 2 NPC but alone it is quite a hard task to achieve.

Thanks!
An excited Dm to finally run Kingmaker!:)


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I don't know if someone is allowed to speak about this but what about the CRPG prologue? Is it included in this campaign or does it start like the 1e kingmaker edition on the way to oleg's trading post?

Personnally I hope the prologue is included!

thanks!


Great thanks for all those insight! As a DM I haven’t looked at all the player’s option! Maybe I should have but it is a bit time consuming!:)


So it is pretty hard for 7-8th level character to expoit those kind of weakness.

Thanks for the answers!:)


What is the most common way to strike a monster with a « good » attack? When should I add the 10 hit points from a good weakness to the damage roll?

Tx!


What is the most common way to strike a monster with a « good » attack? When should I add the 10 hit points from a good weakness to the damage roll?

Tx!


Speaking of all the upcoming release, any news about the kingmaker 2nd edition? Hope it is not blasplhemy to talk about this!:)

Full Name

Secret

Race

Actually not a Lilitu

Classes/Levels

Gestalt Oracle 1/Dashing thief Swashbuckler 4

Gender

Female

Size

1m82

Age

ahahahah dont ask

Special Abilities

too many to list

Alignment

Chaotic fun clearly

Deity

Nocticula/Shamira/People who pay me sufficient money

Strength 13
Dexterity 17
Constitution 20
Intelligence 18
Wisdom 14
Charisma 30

About "Amber"

Defenses

AC 27, touch 20, flat-footed 17 (+10 CHA, +7 natural) +(armor she is wearing)
hp 135(12d10+1d8+65)
Fort +9, Ref +14, Will +14 +(cloak of resistances)
DR 10/cold iron or good; Immune electricity, fire, poison;
Resist acid 10, cold 10; SR 20
CMD: 32 + 2 vs deft maneuver things and grapple; +4 vs dirty tricks;
Panache pool 10/10

Equipment:
--Robe of endless silk, like robe of endless twine but for high class ladies (to always have fresh dueling cape stuff)
--Gauntlet of twisting vines
--Type 3 bag of holding
--whatever you want to add
--fun item: 2 potions labeled "Paladin juice" (potion of bestow grace that works on any alignment)
--1 potion of "Paladin juice greater" (potion of bestow grace of the champion, but which works on any alignment but the smite evil part stays as smite evil)

Paladin juice background:

Is actually produced ethically by a very unorthodox mythic Paladin of Callistria (beyond morality is a funny trip), who is actively tempting Demons with Paladin powers, as a very hilarious UNO reverse card. Callistria may or may not be plotting to go "East Indian trade company" on the Abyss.

Offense:
Bluff for feinting: +36
Suggestion DC (at will)23
Charm monster (at will) 24
Detect thoughts (at will) 22
Dominate monster (1 per day) 25
Vampiric touch is caster level 13, stays at 6d6
CMB for greater dirty trick:
+19
CMB for grapple/pin
+19 (due to gauntlets)

Melee:
2 claws +15 (1d6+1)

Tactics: If not in range, dominate person or suggestion to flee at least 6 kms away.
If in close combat, move action feint, is succesfull free action kiss via Dashing thief level 3 deed to plant suggestion to do nothing and accept the next act of passion, standard action dirty trick blindfold target. If target is isolated, put into bag of holding and teleport out the turn after that.

If attacked, use parry (claws are light weapons) but utilize dueling cape deed to entangle.
On her turn, use dirty trick master to upgrade the entangled condition. RAW dirty trick master only works on entangled from dirty trick, but how often does anyone even use combat maneuvers?

Skills:
Skills Bluff +32, Diplomacy +24, Disguise +24, Escape Artist +11, Fly +19, Intimidate +16, Knowledge (local) +15, Perception +21, Sense Motive +13, Stealth +19;

statblock explainer:

Succubus
Ability stat up to CHA

Oracle myster: Moon
Level 1 revelation: Prophetic armor (CHA instead of dex to AC)

Standard feats:
Agile Maneuvers, Combat Reflexes, Iron Will, Weapon Finesse
Of these, Agile maneuvers and weapon finesse are free in EITR.
One bonus feat from swash 4; 2 regular feats from hitdice.
Total of 5 feat; Improve grappled is included in improved unarmed strike in EITR.
Feats taken: Deft maneuvers; Greater Dirty Trick; Dueling Cape Deed; Greater Feint; Dirty Trick master