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Goblin Squad Member. Organized Play Member. 30 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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i am running kingmaker and the PC's / NPC ruling party is made of Bugbear (general), Human (spy, councillor, high priest, marshall), Drow (assassin, queen), goblin as the money grubber, kobald as the arcane college leader, and a Dwarf as the sherrif.

you can make this campaign work however you want!


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OldManJim wrote:

Thanks Philip!

Later I'll post a version with the hex grid, and without the symbols or borders. Hopefully others can use it then as well.

That would be awesome!!!

Something many have been piecing together, but this one looks great.
mark


DM_aka_Dudemeister wrote:
I doubled the downtime, my players had 2 years of kingdom building before I started on the troll attacks.

2 year gap is what I did here as well. I am beefing up the 'downtime' between modules or between segments of modules...especially once they are past book 6 (am taking the group to level 20) will go much longer. I think that it adds to the whole development theme to the module. It doesn't hurt that the party is made up of 2 elves (one drow one traditional), a dwarf, druid (timeless body will kick in eventually), death cleric (so I've already planned on him gaining exceptionally long life). my one character that I have not figured out what to do exactly is a bugbear. I am thinking that when he dies, I will have him play one of his bugbear children or grandchildren (he has 2 kids right now, not quite mature enough for a family of his own...but getting there).


so I was curious...if you took the life arcane specialization school as a wizard and also had class levels in cleric as a follower of pharasma, would you gain the benefit from the life domain when you cast your cleric spells? It is not an awesome combo, just one that will come into play once in a while for a mystic theurge character that is going to be played in my home game.

I cannot see why it doesn't work...any insights from you guys???

mark


in the group i'm running, they have adopted the magister as the person in charge of higher learning and magical regulation / development.

works for me!


Super thank you jason - in advance.

address:
bmc_mkelly at yahoo dot com


I have been granting my council members and NPC's 1 build point every 6 months for use however they want. This gives them an opportunity to fund mansions, taverns, shrines or whatever their characters would want. I have one PC who funded a brewery, one a map-maker tradesman shop. these are things they wanted and they don't have to come out of the their gear wealth per level so it works out nicely. I do not penalize the nation...actually gives the nation more build points. I will give them a raise within a year or two game time...haven't figured out when yet.


Hello, hoping someone can help. realize this is an old module, but I ran this for a group of friends and was looking to give them chronicles for this module. the rules file on the product page is corrupted. does anyone have the non-corrupted rules for this module, identifying how much experience would be applied for each character?

Thanks so much for your help.

mark Kelly - hwkies


Creighton,

Do you have any sort of guidance for how much the hobgoblin mercenaries would charge for their services? I am having a bit of trouble with this.

Thanks for any help you could offer.


This is all gold guys. My conclusion was that reach with the bite for a medium was appropriate...same as no reach for a large horse.

Thank you all for your insight and efforts. I love the Paizo Community!!!

mark kelly - hwkies


1 person marked this as FAQ candidate.

the spell description for form of the dragon lists pretty specific benefits gained by the spell. it does not identify whether on not the caster would gain the extended reach a dragon would normally gain with its bite attack.

Not sure on how it has been ruled yet...didn't read any similar questions through the search interface.

thanks for your help folks.


Payne Mykonos wrote:

ha!, yeah thread necromancy. I know.

Any suggestion on how to increase the # of undead controlled by a caster?

The leader doesn't need to control all of the undead himself...haven't seen good rules for such a build. She could be the master of a few intelligent undead, who would then control the lesser undead. You could also have a few living followers to do the same. The undead horde pyramid.


Ooh, this looks awesome. Could I please get a copy too?

Bmc_mkelly at yahoo dot com

The kids will love this one soooooo much


Hey 'Celt. I found a map some time back someone had done in hex format for the stolen lands. it also had some of the areas of southern Brevoy and northen Mivon. i can't host it, but can send it to you.

email me at bmc_mkelly [at] yahoo [dot] com and i'd be glad to send you what i have to see if is what you're looking for. I think i found it in a picture search for river nations maps on the net.

redcelt32 wrote:
I took the map of Brevoy from the Inner Sea Guide and blew it up trying to match it with the scale of the AP maps of the Stolen Lands. Has anyone else done this and have any advice about what scale to make it or how to lay out the hexes so they mesh with the AP maps? Most specifically, I am trying to create maps of Rogarvian and Lebeda lands in Southern Brevoy since I suspect my players may soon be riding against some particularly offensive nobles there, assuming I can insult them worse than their patience level can stand :)


i am planning on introducing some portals to different choatic planes into my game...caused by the main bad-guy in our campaign. i cannot find any rules for closing of magical portals to other planes. I am sure there are specific rituals for this, but i can't seem to locate the spells or rituals descriptions.

any help with location of these rules would be awesome!
thanks in advance.


Thanks for the feedback guys. I honestly wasn't even looking at this guy as a ranged behemouth...so could eliminate ranged weapon style. My PC was really looking at a sword and board ranger or 2-handed weapon fighter. should have looked at all of the options available.

Also would also still be affective at 3/4 BAB in lieu of Full BAB, so i will drop down...that will match with the weapon feat progression better.

As for what i swapped out for what ability / balance-wise, i basically stripped the ranger down to bare bones and added intermittent rogue levels here and there to give me the ability progression....so effectively not a ranger, but a single ranger - rogue class. I know the class abilities don't match perfect to a 10/10 ranger rogue...i fudged on the side of useful. That is why i stopped in this thread to get better ideas than my-own...i DM most of time, so i want my players to have fun and really be able to handle the challenges that i provide them.

Thanks again, and any more feedback would be great!


One of my gamers wanted to play a ranger - rogue character so whipped this up...if you guys wouldn't mind looking at this to make it better, it would be appreciated. I have added restrictions on some of the rogue talents, just don't think they are of the right feel for this type...but there is a whole lot of customizing available for the PC's.

I will also use this as a striker type bad guy template for quick build NPC's.
Please let me know what you think...thanks!

Primary Class: Ranger. Secondary Class: Rogue.

Hit Dice: d10.

Table: Focused Hunter

Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special

1st +1 +2 +2 +0 1st Favored enemy, track, trapfinding
2nd +2 +3 +3 +0 Combat style feat 1
3rd +3 +3 +3 +1 Focused Strike +1d6
4th +4 +4 +4 +1 Hunter’s Knack
5th +5 +4 +4 +1 2nd Favored Enemy
6th +6/+1 +5 +5 +2 Focused Strike +2d6
7th +7/+2 +5 +5 +2 Evasion, Hunter’s Knack
8th +8/+3 +6 +6 +2 Combat style feat 2,
9th +9/+4 +6 +6 +3 Focused Strike +3d6
10th +10/+5 +7 +7 +3 Hunter’s Knack
11th +11/+6/+1 +7 +7 +3 3rd Favored Enemy
12th +12/+7/+2 +8 +8 +4 Focused Strike +4d6,
13th +13/+8/+3 +8 +8 +4 Hunter’s Knack
14th +14/+9/+4 +9 +9 +4 Combat style feat 3
15th +15/+10/+5 +9 +9 +5 Focused Strike +5d6
16th +16/+11/+7/+2 +10 +10 +5 Hunter’s Knack
17th +17/+12/+7/+2 +10 +10 +5 4th Favored Enemy
18th +18/+13/+8/+3 +11 +11 +6 Focused Strike +6d6
19th +19/+14/+9/+4 +11 +11 +6 Hunter’s Knack
20th +20/+15/+10/+5 +12 +12 +6 Supreme Hunter

Bonus Skills and Ranks: The Focused Hunter loses Handle Animal and Spellcraft, but may add Disable Device, Knowledge Local and Linguistics to his class skills in addition to the normal ranger class skills. The Focused Hunter gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The Focused Hunter is proficient with all simple and martial weapons, with light armor and shields (not including tower shield)

Track (EX): A Focused Hunter adds ½ his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Trapfinding (EX): A Focused Hunter adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Favored Enemy (Ex): At 1st level, a Focused Hunter selects a creature type from the ranger favored enemies table in the Core Rule Book. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A Focused Hunter may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th, 11th & 17th levels, the Focused Hunter may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

Combat Style Feats: This is exactly like the ranger ability of the same name. All are allowed from Core Rule Book, APG and Ultimate Combat. Combat Style Feat 1 can be chosen from the feats allowed at 2nd level Ranger. Combat Style Feat 2 can be feats allowed at 6th level ranger. Combat Style Feat 3 can be any of the feats allowed at 10th level ranger.

Focused Strike: If a Focused Hunter can catch an opponent when he is unable to defend himself effectively, she can strike a vital spot for extra damage. Same as Rogue Sneak Attack.

This extra damage is 1d6 at 3rd level, and increases by 1d6 every three Focused Hunter levels thereafter. Against the Focused Hunter’s Favored Enemy, Focused Strike damage is instead rolled as d8’s. can count as sneak attacks only if the target is within 30 feet.

Hunter’s Knack: As a Focused Hunter gains experience, she learns a number of talents that aid his and confound his foes. Starting at 4th level, a Focused Hunter Knack gains one Hunter’s Knack. She gains an additional Hunter’s Knack for every 3 levels of Focused Hunter attained after 4h level. A Focused Hunter cannot select an individual talent more than once, unless specifically noted below.

Hunter’s Knack may be chosen from the following lists:
• Any Favored Terrain (as the Ranger Ability)
• Swift Tracker (7th level minimum), Quarry (10th level minimum) as the Ranger Class Ability from the Core Rulebook.
• Extra Favored Enemy: add new Favored Enemy and add +2 bonus to existing Favored Enemy, or add +2 to two existing Favored Enemies. This Knack can be chosen multiple times, however the bonus may not apply more than once to a single ‘existing’ Favored Enemy.
• Core – Combat Trick, Finesse Rogue, Major Magic, Minor Magic, Weapon Training
• APG – Combat Swipe, Strong Impression
• Ultimate Combat – Black Market Connections, Convincing Lie, Esoteric Scholar, Firearm Training, Grit, Ki Pool, Ninja Trick, Terrain Mastery

At 13th level, and every three levels thereafter, a Focused Hunter can choose an advanced talent from the Core Rulebook, APG, Ultimate Combat or Ultimate Magic in place of a Hunter’s Knack, with the following exceptions:
• Camoflage, Greater Improved Quarry (19th level minimum, must have taken Quarry Hunter’s Knack), Hide in Plain Site (16th level minimum) as the Ranger Class abilities from Core Rulebook.
• Core – Dispelling attack, Slippery Mind, Feat
• APG: none
• Ultimate Combat – Familiar, Hard to Fool, Hide in Plain Site, Rumormonger.

Supreme Hunter (Ex): A Focused Hunter of 20th level becomes a Supreme hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally with the addition of the attackers Focused Strike damage, and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the Focused Hunter level + the Focused Hunter 's Wisdom modifier. A Focused Hunter can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. Focused Hunter can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.


Spanky the Leprechaun wrote:
dread ghoul template from the Advanced Bestiary

ahh advanced bestiary. I will try with the dread ghast template, so he will be a Dread Ghast Troll Ftr 1. I am figuring this will put him in the CR7 catagory (a strong CR7 at that) and can add treasure as such.

Last question, does this guy keep his regeneration 5 as undead...think he does, but just want to make sure.

thanks a bunch!!!


I need some help on this one. I am planning on using a troll who was infected and succumbed to ghoul fever. this guy will basically lead a sizable force of ghouls agains my PC's and i'm having trouble statting him up.....any help would be greatly appreciated


I think some kind of gaming kit would bepretty cool. It can be expanded on with an exotic kit or even a cheaterskit to aid slieght of hand.

There are some prety good suggestions here.


I have added minions to my PF game to speed up some of the low level combats and bolster bosses at higher levels without adding really tough baddies. It has been recieved pretty well.

Skill Athletics to use for swimming, climbing and running long distance - endurance checks would go under athletics.

I have always used a form of skill challanege in my games - still haven't come up with a great system. The 4E system comes closer to what I have envisioned but had not been able to completly put my finger on.

One shot items vs. constant abilities, this helps keep power creep down while adding some flare to a character.

My two cents.

Hwkies


I have decided to give the crew the option to play goblinoid characters if the entire party agrees to it. I know i will have some balancing issues for encounter creation, especially with a couple of them as Bugbears.

The question i have for you fine folks is, "is there a really good reason, from the module design, that will prevent this concept from working."
I am sure a goblin orineted kingdom will be pretty scary for neighboring communites which will force them into conflict, i don't see that as an issue...any comments, ideas...thanks.

I have still some time before we start playing, we're finishing a different campaign right now, so i can make adjustments still.

I appreciate your help

Hwkies


I am setting up a creation document for my players for the upcomming Kingmaker campaign i will run this fall. THey are likely going to get a 20-point buy. One thing i was kicking around is allowing the players to buy feats with points, like 3 points gets you a feat.

Has anyone tried this...is it unbalancing...i want the players to have more flexibility and play WHATEVER type of character they want. In turn, with fewer points to stat out the characters, it will somewhat reduce thier overall power level - or am i just dreaming.

Thanks for your help.


The change to the rogue talent, 'offensive defense' looks pretty sweet...+1 dodge bonus to AC per sneak die rolled. Hard to pass that one up for the front line rogies.


Our home game my wife ate the leadership feat. We are a party of 4 so we needed a bit of versatility (cleric, wizard, rogue & paladin). She took a bard as the fifth member of the group as the cohort.

We have agreed to let the cohort get 1/2 of a share of treasure...we certainly don't want the paladin to have to water her treasure allotment down to feed the bard...that would be bad for everyone. Besides we are still getting more treasure than we would if there were 5 real PC's.

mark


i wonder, does twilight knive actually provide flank for the wizard / rogue casting the spell, or does it only flank with the caster for the benefit of the knife only? This is a minor distinction, but one which would either allow the rogue to gain sneak damage or not.

mark


Is there anything in the APG besides the better ranged sneak attack that would help this class (feats, rog. talents, favored class bonus' or equipment).
I loved the class back in 3.0 with the Living City campaign, but haven't played an AT since...usually couldn't afford to be that far behind in both 'to hit' and 'spell casting ability' to make a difference in party less than 12-13th level (am running a rog with wiz splash now in home game, but we needed a real rog so had to abandon AT aspirations after 1 level of wizard).


Wow there are some really good ideas in here!
I personnaly think warmage when mentally naming a fighter/mage but that is not the task, all i could come up with....

Transcendant (transcendent)

Waiting to see what this will all lead to...as far as an actual baseclass perhaps :)


For Defensive concerns the rules for concealment are very clear...miss chance and with total conceament, you can't be targeted visually.

Is there any effect on an attack for a creater attacking WITH concealment less than total concealment.
For this scenario, lets assume the target has no concealment or means of bypassing the attackers advantage.

Thanks,

mark