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We ended our game on Monday night just after an encounter with a nasty spellcasting clay golem. A couple of PCs had taken hefty damage from its slam attacks, and we were trying to figure out how to resolve healing their wounds. Clay golems in Pathfinder have an ability called Cursed Wounds (Ex): The damage a clay golem deals doesn't heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the healing has no effect on the injured creature. This is changed from 3.5, where it used to specify 'conjuration (healing)' instead of magical healing. The first problem that we have is that 'magical healing' is not actually a keyword that designates something specific in rule terms. This interacts ambiguously with better defined areas of the ruleset, which I'll get to in a moment. The second problem is identifying what damage effects this ability applies to, and the third problem is determining when the cursed wound power ends. Low-hanging fruit: Spells and spell-like abilities have to make the caster level check. That's fairly apparent, I think. We're also not worried about extraordinary healing. Questions:
2) If afflicted PCs now take damage from anything else (not clay golems) before the curse goes away, does the preexisting cursed wounds effect apply to the new damage?
3) If a spellcasting golem damages us with a spell, would that damage be a cursed wound? What if they do ability damage? 4) Is it possible to remove the cursed wound effect once it's in place?
Thanks for the help resolving this! :)
I'm currently expanding my kingdom events table, and I want to add a category of leadership events based on each of the roles. Feel free to contribute if you'd like! Good Events:
Minor Events:
Bad Events:
Welcome to The Price is Right! I'm contemplating putting a variant magic item in a treasure hoard, but I'm not sure how much it is worth. I'm soliciting your opinions, please! The item is a ring of wizardry 1 that imposes a -2 penalty on caster level. Come on down! You're the next contestant on The Price is Right.
My players are right outside the Stag Lord's Fort, and book one is about to come to a close. I've built a full 3D fort, painted the big boss as well as one player's mini, and prepped everything I need. There are many many pieces about to come to simultaneous fruition. Now I'm just excited! Spoiler, major info not for my players!:
1) During their wanderings, the PCs walked right into a shambling mound when they were still only level 1. To escape, they made a deal to leave all their horses for it to eat. Unbeknownst to them, it then used the carcasses to spawn a half-dozen baby shamblers. The Stag Lord has captured one of the young ones and fed Beaky, his feral owlbear, to the baby shambler. The plant will serve a comparable role to the owlbear. 2) More recently, they cut a similar TPK-avoiding deal with a pair of will-o-wisps to feed them the fear and pain of a whole nest of bandits. They'll wreak some havoc on both sides semi-randomly. 3) Tartuk, the kobold sorcerer, escaped from the Sootscale caverns. He has since insinuated himself into the bandit hierarchy. He will be a potent, if cowardly, adversary against the PCs. 4) There are currently five soldiers of Brevoy held prisoner inside the fort as a result of the backstory of one of the PCs. If armed and liberated, they can be a useful set of allies for the heroes. 5) Last but far from least, the party druid is actually a traitor working for our favourite green-haired person. Her player has been slated to leave the city since before the campaign started. The druid has already weakened the party by persuading them to forego a trip to Oleg's for important supplies and new equipment. Once battle is started inside the fort, she will turn on the group at an appropriately dramatic moment. I've asked the player to do everything she can to make sure the character survives so I can use her later. Just sixteen hours until we start. I can't go to sleep, I'm excited like a kid on Christmas Eve. :D
I thought you folks might be interested in the prop I've made for my next session of Kingmaker - the assault on the Stag Lord's Fort. Since it doesn't seem like it's possible to post images on these forums, I've posted them on ENWorld. If that site goes down, I've put the images on my own site as well:
One of my players is playing a diviner. The party was ambushed while resting at night by some wolves who succeeded on their Stealth checks. The diviner was asleep when the attack began. The player insisted that his Forewarned special ability would wake him up so he could take an action during the surprise round. Here's the relevant text:
It's clear that if he's awake, he gets to act in the surprise round. That's nice and easy (and really powerful!). However, I don't think that it wakes him up from sleep during an ambush. Here's my reasoning: if he was stunned or dazed when a surprise round started, he wouldn't be able to act because those status conditions preclude him taking any actions. While asleep, he has the unconscious condition, which prevents taking actions. So my spot ruling was that forewarning gives him a turn in the surprise round, but unconsciousness prevents him from taking any actions until he succeeds at a perception check to hear the fight. Did I rule that reasonably, or should forewarning cure unconsciousness?
My first level PCs got super unlucky with the random encounter rolls. While exploring a single hex, they got two random encounters: a shambling mound and a tatzlwyrm. The druid with the Plant domain managed to convince the mound to leave them alone by offering to leave all of their horses behind for it, then coming back with more food. While camping later that same night, the same druid was ambushed by the tatzlwyrm. It would have made off with her, but the barbarian luckily took the creature down before it escaped.
I have always hated grappling in 3.X, and I'm about to start a Kingmaker campaign. I wish to make grappling as complex as bull rush or overrun. I'd love to have some feedback on my first draft: Step 1 - Make a touch attack to grab. Provokes an AoO from your target.
The following extra options become available to a grappler during their turn. They require a standard action and a grapple check to execute. 1) Force your target to move with you, up to half your speed.
I think I'll include this classic poem early in the runs as an in game bardic oeuvre: http://www.jabberwocky.com/carroll/jabber/jabberwocky.html At the moment I'm thinking of having it recited either as a campfire horror story or at the party in Restov where they'll negotiate with venture capitalists for their starting BPs.
I've read horror stories here about the kingdom building rules being broken wide open once the PCs start selling magic items from shops during the income phase. Most folks suggest eliminating the option of selling store items for Build Points, but I'd kind of like to leave it in, albeit weakened. Here's my proposed fix - it incorporates a few ideas I've seen kicking around the internet. 1) Change the taxation edict:
2) Change the income phase:
Step 1 - Deposits: You can add funds to a kingdom’s treasury by donating coins, gems, jewelry, weapons, armor, magic items, and other valuables you find while adventuring. For every full 4,000 gp in value of the deposit, increase your kingdom’s BP by 1. Items that individually cost 4,000 gp or less can be deposited without a check. Items that individually cost more than 4,000 gp must make a successful Economy check to be deposited. You can attempt to make one such check per item over 4,000 gp per turn. The DC of this check is 10 + the gp value of the item divided by 1,000. For example, selling a pair of goggles of night – which have a market price of 12,000 gp – would require a DC 22 Economy check [10 + (12,000/1,000) = 22]. Successfully selling the goggles of night would increase your kingdom’s BP by 3.
I'm reworking the rules for building kingdoms and armies in Kingmaker right now. My players seem pretty stoked about using mass combat, so I want to make sure I'm providing a fairly robust system. I've been reading as much as I can in these messageboards to learn from your compiled wisdom and experience. As a result, I've picked up Warpath and I'm planning on using it as the engine for our battles. One of the things I want to change is the ability to field armies of almost arbitrary size and (more importantly) level. I did some research into the demographics of historical and modern populations and armies. I also took the demographics info from the 3.5 DMG into account, as well as Kingmaker's kingdom info. The end result is a chart that tells you how many soldiers you can hire based on the number of hexes you have claimed. This is further broken down by class and level. Here's the chart of maximum recruitable soldiers. Next step, recruitment! I came up with a set of fairly simply formulas to determine how much it costs to recruit and equip an army. Cost to recruit an army or maintain it for 1 week (active) or 1 month (inactive):
Cost to equip an army:
I've still got a few pieces to put together, but this is the core of it.
I'm looking at tweaking some of the kingdom building rules to achieve a few effects. 1) Selling magic items. It feels weird to me that the rulers can sell a shop owner's magic items at full value to raise BPs. I've been reading other DMs' advice that the math can get out of hand pretty quickly, so there's some rebalancing I'd like to do. 2) Taxation. The default implementation of taxation edicts leaves me feeling a bit underwhelmed. It also seems like that the heaviest tax brackets should cause some unrest. Proposal: In addition to the Economy/Loyalty effects of the various taxation levels, they also impose a sales tax on magic item sales. At the higher levels, it can be a monthly source of unrest. Here's a possible tax table to accomplish this. Taxation levels:
I'm interested in hearing your thoughts about this idea!
I'm preparing the Crimson Fleet invasion at the end of Tides of Dread, and trying to come up with descriptions of how the town's defenses affect the invaders. So far I've got phanatons doing strafing runs with alchemist's fire, fortifications for archers on the roofs of the warehouses, and some other fun stuff based on what the PCs achieved or failed to achieve in the run-up. But I can't for the life of me figure out how the Sea Wyvern could be 200 VP worth of useful all by her lonesome against five enemy ships. I suppose she could try to take out another ship with a kamikaze run, but is there anything else/better you can think of?
I played my fourth and fifth modules as a member of the Pathfinder Society today, and in both games players mentioned how they missed action points. One was to stave off a stabilization check while dying, and the others were for adding +1d6 to a roll that was really important to the character. Is there any chance they may be adopted for the Society or the RPG? Even having a single action point per session would be wonderful!
There's mention of a dragon eel in the Savage Tidings article that goes with Tides of Dread, so I ended up making this monster with a weakness for shark sashimi. A random encounter with 4 great whites en route from Farshore to Tanaroa inspired yon beastie. (The PCs witnessed it one-shotting and eating a huge shark right before it attacked their ship.) I ran this fight entirely underwater to great effect. For some additional scenery, I tossed in a couple of entangling kelp masses to get knocked into, as well as an abyss where dropped items (stunning!) can fall. Spoiler:
Mutant Dragon Eel, gargantuan aberration (aquatic), CR 13
Init +2; Senses Listen +26, Spot +26; DV 60’, blindsense 500’ AC 25, touch 11, ff 25 (-4 size, -2 Dex, +14 natural, +7 deflection)
Speed swim 50’, Burst (can charge 5x speed, or run 10x with no AoO and Backwash behind)
Str 28, Dex 7, Con 25, Int 14, Wis 13, Cha 18
-- Shark In Gullet, squeezing and can’t see in darkness
Melee bite +12 (2d6+7) and improved grab +20
It's essentially a regressed and modified neothelid from the XPH. With a little surprise for the eaten. :)
The group I'm running through Savage Tide doesn't have a single spellcaster. It's been a romping good swashbucklery campaign so far, but now that they're at Here There Be Monsters, I'm starting to see the writing on the wall. I just read the section on Fogmire, and it really assumes the presence of an arcane or divine caster. FWIW the group consists of a knight, a swordsage, and a fighter. Short of changing the party, what advice do you have? Are there any pitfalls I need to look out for or modify?
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