Chelish Flesh Golem

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Organized Play Member. 105 posts (9,451 including aliases). 1 review. 1 list. No wishlists. 20 Organized Play characters. 77 aliases.



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Male Gnome Bard/ 3rd AC: 15 (T 12, FF 14), HP 20/20 5NL, Fort +2, Ref +6, Will +1; +2 Enchantment | CMB +1, CMD 14 | Init +3 | Perc +4

Go. Hunt. Kill skulls.

Sovereign Court

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Male Human Bard (Arcane Duelist)/4th AC: 20 (T 15, FF 16), HP 19/30, Fort +3, Ref +9, Will +3 | CMB +4, CMD 19 | Init +4 | Perc -2

Victory! We have Victory!

Sovereign Court

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Male Human Bard (Arcane Duelist)/4th AC: 20 (T 15, FF 16), HP 19/30, Fort +3, Ref +9, Will +3 | CMB +4, CMD 19 | Init +4 | Perc -2

Perception: 1d20 - 2 ⇒ (1) - 2 = -1

Oh wow! Ting, how long have you had that beak?!

Sovereign Court

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Male Human Bard (Arcane Duelist)/4th AC: 20 (T 15, FF 16), HP 19/30, Fort +3, Ref +9, Will +3 | CMB +4, CMD 19 | Init +4 | Perc -2
Brallenera Thalkham wrote:
If someone wanst to Gm the new CoCT, I got a character ready. ;-)

I am tempted. I've read thought it so far, but I'll need to re-read it in some detail and maybe after Christmas I'll hopefully have some more time.


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Male Gnome Bard/ 3rd AC: 15 (T 12, FF 14), HP 20/20 5NL, Fort +2, Ref +6, Will +1; +2 Enchantment | CMB +1, CMD 14 | Init +3 | Perc +4

Looks at DR, looks at GM, looks at damage, looks back at DR. Gives the GM the middle finger.

Sovereign Court

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Male Human Bard (Arcane Duelist)/4th AC: 20 (T 15, FF 16), HP 19/30, Fort +3, Ref +9, Will +3 | CMB +4, CMD 19 | Init +4 | Perc -2

After a discussion about the darkness it appears Joseph can NOT see bugger all, even if he's close enough to smell Brallenera he still can't see her and she's be created as concealed so I'm re-doing the action.

Joseph will attempt to feel across the walls to find his way towards the stairs.

hopefully NOT rubbing up against Las uncomfortably in this darkness since there is a good chance he might get stabbed...


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I'm so glad they did it!!!!

I actually feared they had done the Kick starter too early as many people are still recovering from Christmas, but that's just me I guess :p


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Male Gnome Bard/ 3rd AC: 15 (T 12, FF 14), HP 20/20 5NL, Fort +2, Ref +6, Will +1; +2 Enchantment | CMB +1, CMD 14 | Init +3 | Perc +4

Once you go Gnome, you feel like home.


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Male Gnome Bard/ 3rd AC: 15 (T 12, FF 14), HP 20/20 5NL, Fort +2, Ref +6, Will +1; +2 Enchantment | CMB +1, CMD 14 | Init +3 | Perc +4

Posh gives a reviled look when entering the sewers, but somehow manages to avoid looking too pale.

Fort: 1d20 + 1 ⇒ (19) + 1 = 20

This is a far, far place from those days in such noble accomendation. Heck, the dungeons are looking better now...

Posh looks up to Alia as she jumps across and he looks to Scarlet who almost seems at home here.

He decides to follow Alia's leave and attempts to leap over it...

If he failed, it'll be funny. If he gets by, it'll still be entertaining.

Acrobatics: 1d20 - 4 ⇒ (5) - 4 = 1

oops...

Posh lands straight into the sludge head first.

"Blub...blub..blub." he lifts his head out of the water grasping for air and feeling incredibly ill. "Oh gods! This is worse than when I had to share a room with foul, smelly, barbarian mercenaries...I'll never get that smell out..." he states as he makes his way to the group, looking much like a wet dog and just as sad.


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N'Neka Omenala wrote:
Still here. I'll be out over Labor Day weekend, though. (in nature, appropriately, and near large rocks)

So druid by game, druid in real life?


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Male Gnome Bard/ 3rd AC: 15 (T 12, FF 14), HP 20/20 5NL, Fort +2, Ref +6, Will +1; +2 Enchantment | CMB +1, CMD 14 | Init +3 | Perc +4
Cyrielle Rousseau wrote:
Cyrielle looks at the copse of trees. "Well, any port in a storm, no matter how temporary." Giving her horse just a touch of heel, she rides into the ominous-looking trees and down the road, trusting her new found friends to follow her.

Poshment chuckles at that statement.

"A friend of mine said that once when we were at a tavern where all the good girls were...preoccupied." he smiles as he remembers the good times.


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My Bard here was originally designed for Kingmaker. He even has a backstory where he irritated King Irovette in the River Kingdoms.


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@stroVal wrote:
Wintergreen wrote:
Zombieneighbours wrote:

Jemstone, i'll happily see anything you write :D

Wintergreen: If you can ever make it out to essex, I would love to play some CP with you :D

CP2013/2020 is one of my Favorite ever games.

So tempted... Essex ain't that far away from Cambridge.

Anything in the Swansea area?

All the big games are in London or other parts of the world..makes me sad I live in Wales at the moment

Southampton here. I find I pick up rules better if I play out the game in person with people than just reading. More of a audio-visual learner personally.


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Master of Gaming and Grognardia Current map

Just to Clarify, no I'm not giving up the game. When I said "end it this month" I meant the kingdom building, not the game. Apologies if anyone else misinterpreted that.


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Since my last post on here I have gained a wonderful boyfriend who means the world to me. In fact, the best relationship of all time and with everything going at a mature and wonderful pace as well as loving and appreciating myself even more.


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Female Aasimar Paladin/3rd) (HP 28/28, AC 19/10/19. F +8, R +4, W +7, P +3, Init +0

lol I have no religion, I just celebrate a day where everyone can just chill and relax. Of course the presants are a bonus. :D


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Indivar wrote:

Dont mean to hijack but...an undead that is dropped into negatives (say -3 hp), can it be healed back to positives with channel negative energy?

no, once a undead hits 0 it's light's out, I believe those are the rules.

Anyway back on topic, channeling energy is far better than turning for many reasons as everyone has expressed. The problem is turning was that it was only useful when fighting undead, if there are rarely any undead in your campaign then you have this ability that you'll never use the majority of the time.

The healing from channel is something that can always be used, especialy with feats to either turn or damage outsiders if you wish. If anything you get far more from the channelling rarther than turning.


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Matthew Pemrich wrote:
Ragnarok Aeon wrote:

While I identify as straight, the truth is that I am attracted to people with a pretty face, silky hair, and soft skin regardless of sex. This is difficult to talk about, not because I'm afraid of people ostracizing me, but because I don't want people to misunderstand. I still prefer the feminine figure, I like cute and pretty people. I don't want macho gay guys going after me. I don't really want to and shop with the gay crowd and act like them, because that's not who I am. I'm not the hollywood bisexual stereotype who will bang anything. I still judge people by how pretty they are. I have always found muscles unattractive, so masculine figures definitely bother me. For me, I just don't talk about my interests out of convenience. Too much explaining, and it's not like my life is or ever will be in shambles because I don't talk about it. Sometimes I consider telling people about it, but it just seems like it would take too much work for me to not be misunderstood. Sometimes I hope that I'll meet a girl and be surprised. I really don't know how else to go about it because asking someone if they have a penis would just seem rude.

I find the terms straight or gay or even bisexual too limiting to properly describe my orientation. I have a gay friend who says I'm not gay, so what am I!?

(y*n*)y

You could consider the term "pansexual." Another friend of mine identifies as "non-binary."

I'd say Bi just to cover the term of men and women that have those certain qualities you are looking for, but also Pan covers those who have gone through sex change operations too.

I'm the same actually, I find muscles unattractive and I don't act like a sterotypical gay guy who wears pink and enjoys shopping for cloths, I hate shopping for cloths and pink.

Like you I have a type when it comes to guy, not liking muscles but loving slim and petite guys.

I'd personally say maybe you are bi, but you just have your own certain type like many people do.


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Master of Gaming and Grognardia Current map
The Hermit Ganit D'Artain wrote:

Aron, if it's no trouble than I would certainly love to see the Kingdom building rules. We're probably a ways away from doing it but it would be nice to have an idea of what mechanics we'll be working with.

kk well you asked for it. Incoming wall of spoilers!

First however, the picture for the chapter

Dunno why it just makes me laugh.

Paladin: What are you doing?

Rogue: Enjoying the sun, what does it look like?

Paladin: Don't you want to help us build?

Rogue: Nah, it's far too good a day.

Kingdom Sheet

Creating a Kingdom:

A major part of the Kingmaker Adventure Path is the PCs’ creation of a kingdom and the cities within its borders. This article presents rules for creating kingdoms and cities. Like characters, kingdoms use sheets to track their statistics. Use the following notes to fill in a kingdom’s initial values.

Alignment: A kingdom’s alignment affects its statistics, so choose your kingdom’s alignment carefully. Lawful kingdoms gain a +2 bonus on Economy checks. Chaotic kingdoms gain a +2 bonus on Loyalty checks. Good kingdoms gain a +2 bonus on Loyalty checks. Evil kingdoms gain a +2 bonus on Economy checks. Neutral kingdoms gain a +2 bonus on Stability checks (a truly neutral kingdom gains this bonus twice).

Size: Count the number of hexes your kingdom comprises and record that number here. This number affects a kingdom’s Consumption and its Control DC.

Control DC: A kingdom’s Control DC is 20 + its size; this value is the DC you’ll be rolling against most often with your kingdom’s Stability, Economy, and Loyalty checks.

Population: Actual population numbers do not factor into your kingdom’s statistics, but it can be fun to track the number anyway. A kingdom’s population is equal to its size × 250 + the total population of each of its cities.

Stability, Economy, and Loyalty: These three values are analogous to saving throws. You make Stability checks during a kingdom’s Upkeep phase to determine whether it remains secure. You make Economy checks during a kingdom’s Income phase to determine how much its treasury increases. You make Loyalty checks to keep the public peace. A kingdom’s initial scores in all three of these categories is 0 + the kingdom’s alignment modifiers. A natural 1 is always a failure for these checks, and a natural 20 is always a success.

Unrest: A kingdom’s Unrest value indicates how rebellious its people are. A kingdom’s Unrest score is applied as a penalty on all Stability, Economy, and Loyalty checks. If a kingdom’s Unrest is above 10, it begins to lose control of hexes it has claimed. If a kingdom’s Unrest score ever reaches 20, it falls into anarchy. While in anarchy, a kingdom can take no action and treats all Stability, Economy, and Loyalty check results as 0. Restoring order once a kingdom falls into anarchy typically requires a number of quests and lengthy adventures by the kingdom’s would-be leaders—if your PCs’ kingdom falls into anarchy, you can either assume the Kingmaker Adventure Path is over (as you might if all of the PCs were slain in an encounter), or you can simply let the PCs “restart” a new kingdom elsewhere in the Stolen Lands. Unrest can never go below 0—adjustments that would normally reduce Unrest lower than 0 are wasted.

Consumption: A kingdom’s prosperity is measured by the Build Points (abbreviated BP) in its treasury, and its Consumption indicates how many BP it costs to keep the kingdom functioning. If a kingdom is unable to pay its Consumption, its Unrest increases by 2. A kingdom’s Consumption is equal to its size plus the number of city districts it contains plus adjustments for Edicts minus 2 per farmland.

Treasury: As your kingdom earns money, favors, resources, and power, its Build Point total increases. In the Kingmaker Adventure Path, you begin with 50 BP in your kingdom’s treasury (this amount is bestowed upon you by the swordlords of Restov).

Special Resources: If your kingdom includes any special resources, record them here.

Leadership: Write in the names of the PCs or NPCs filling each of the 11 leadership roles here, along with their appropriate modifiers.

Edicts:

Edicts (promotions, taxes, and festivals) increase your kingdom’s Stability, Economy, and Loyalty scores. Promotions can include recruitments, advertisements, and even propaganda campaigns. Taxes are payments gathered from a kingdom’s citizens to help pay for Consumption. Festivals, which can also include parades and other public events, can increase the kingdom’s happiness and loyalty.

Kingdom Edicts Sidebar

Special Resources:

Some hexes do more than just add size to a kingdom they also add resources and impact a kingdom’s Stability, Economy, Loyalty, and other elements.

Bridge: A bridge hex negates the cost increase of building a road that crosses a river.

Building: If you establish a city in a hex at a building location, you can incorporate the building into the city as a free building—the encounter indicates what type of building it counts as.

Cave: Caves can be used as defensive fallback points, storage, or even guard posts or prisons. A cave hex increases a kingdom’s Stability by 1.

Landmarks: Landmarks are sites of great pride, mystery, and wonder. They serve well to bolster a kingdom’s morale. A landmark hex increases a kingdom’s Loyalty by 1.

Road: A hex with a road in it allows for much easier travel. For every four road hexes your kingdom controls, the kingdom’s Economy increases by 1. For every eight road hexes your kingdom controls, its Stability increases by 1.

Ruins: A ruin can be incorporated into a city as a building—doing so halves the cost of the building, as the ruin only needs to be repaired rather than having to be built from the ground up. The encounter indicates what type of building a repaired ruin counts as.

Towns: A town consists of an established settlement claiming a town hex is an excellent way to add a fully functional city to a kingdom. In order to claim a town hex peacefully, the annexing kingdom must make a Stability check (DC = Command DC). Failure indicates that radicals and upstarts in the town increase your kingdom’s Unrest score by 2d4.

Resources: Resources include particularly valuable sources of lumber, metal, gems, food, or the like. A resource hex increases a kingdom’s Economy by 1.

Leadership Roles:

A healthy kingdom has leaders filling a number of different roles. Each leader grants the kingdom different benefits; leaving a role unfilled can penalize the kingdom.

In order for a Leadership role to grant its bonus, the character in that particular role must spend at least 1 week per month engaged in various leadership duties (during which time the PCs must be located within a hex that is part of their kingdom). For this campaign, it’s best to have the party pick the same week to dedicate to their administrative duties so that all of the PCs are all available for “adventuring duty” at the same time. A single character can only occupy one leadership role at a time.

Ruler
The ruler is the primary leader of the kingdom. Unlike the other leadership roles, a ruler uses one of three distinct titles, depending on the current size of the kingdom. For a kingdom of size 1–20, its ruler is known as a baron or baroness. For a kingdom of size 21–80, its ruler is known as a duke or duchess. A kingdom of size 81 or higher is ruled by a king or queen.

Benefit A baron or baroness chooses one of a nation’s statistics (Economy, Loyalty, or Stability) and modifies that score by a value equal to the character’s Charisma modifier. A duke or duchess chooses two of these values to modify. A king or queen modifies all three values.

Vacancy Penalty A kingdom without a ruler cannot claim new hexes, create farmlands, build roads, or purchase city districts. Increase Unrest by 4 during each Upkeep phase in which the kingdom has no ruler.

Special Two characters can fill this role if they become married, in which case the two rulers can jointly command the kingdom.
Both rulers apply their Charisma modifiers to the kingdom’s Stability, Economy, and Loyalty checks as appropriate for their rank, and as long as one of the two rulers is present for 1 week per month, they avoid the vacancy penalty.

Councilor
The councilor ensures that the will of the citizenry is represented.

Benefit Increase Loyalty by a value equal to the Councilor’s Wisdom or Charisma modifier.

Vacancy Penalty Decrease Loyalty by 2; the kingdom cannot gain benefits from festivals. Increase Unrest by 1 during each Upkeep phase in which the kingdom has no Councilor.

General
The General commands the kingdom’s armies and is a public hero.

Benefit Increase Stability by a value equal to the General’s Strength or Charisma modifier.

Vacancy Penalty Decrease Stability by 4.

Grand Diplomat
The Grand Diplomat oversees international relations.

Benefit Increase Stability by a value equal to the Grand Diplomat’s Intelligence or Charisma modifier.

Vacancy Penalty Decrease Stability by 2; the kingdom cannot
issue Promotion Edicts.

High Priest
The high priest guides the kingdom’s religious needs and growth.

Benefit Increase Stability by a value equal to the High Priest’s Wisdom or Charisma modifier.

Vacancy Penalty Decrease Stability and Loyalty by 2. Increase Unrest by 1 during each Upkeep phase in which the kingdom has no High Priest.

Magister
The Magister guides a kingdom’s higher learning and magic.

Benefit Increase Economy by a value equal to the Magister’s Intelligence or Charisma modifier.

Vacancy Penalty Decrease Economy by 4.

Marshal
The Marshal helps organize patrols and enforces justice in rural and wilderness regions.

Benefit Increase Economy by a value equal to the Marshal’s
Dexterity or Wisdom modifier.

Vacancy Penalty Decrease Economy by 4.

Royal Assassin
The Royal Assassin can serve as a public executioner, a headsman or a shadowy assassin.

Benefit Increase Loyalty by a value equal to the Royal Assassin’s Strength or Dexterity modifier. Fear inspired by the Royal Assassin reduces Unrest by 1 during each Upkeep phase.

Vacancy Penalty A kingdom without a Royal Assassin suffers no vacancy penalty.

Spymaster
The Spymaster observes the kingdom’s underworld and criminal elements and spies on other kingdoms.

Benefit Increase Loyalty, Economy, or Stability (Spymaster’s choice) by a value equal to the Spymaster’s Dexterity or Intelligence modifier. The Spymaster can change which value he modifies during the kingdom’s Improvement phase (but only once per phase).

Vacancy Penalty Reduce Economy by 4 because of out-of-control
crime. Increase Unrest by 1 during each Upkeep phase in which
the kingdom has no Spymaster.

Treasurer
The Treasurer organizes tax collection, and manages the treasury.

Benefit Increase Economy by a value equal to the Treasurer’s Intelligence or Wisdom modifier.

Vacancy Penalty Reduce Economy by 4; the kingdom cannot
collect taxes.

Warden
The Warden leads the kingdom’s defense and city guards.

Benefit[b/] Increase Loyalty by a value equal to the Warden’s Strength or Constitution modifier.

[b]Vacancy Penalty Reduce Loyalty by 4 and Stability by 2.

Building Cities:

The greatest asset of any kingdom are its cities, for it is here that the bulk of a kingdom’s citizens live, its armies train, its culture develops, and its future is forged. The rules presented here are designed to support the rules for kingdom building presented in the first portion of this article and to give players a visual representation of a city (the city grid) they helped to build up from scratch.

Reading the Grid The city grid consists of 36 city blocks, each arranged into nine larger squares. Each block is separated by alleys, while each square is separated by streets. The nine squares themselves are in turn bordered by four sides—each side represents a border to the entire city district. A district border can represent a city wall, a river, a lake or ocean shore, a cliff, or merely the transition from one city district into another. For larger cities, you can prepare multiple districts sharing common borders.

As the PCs build structures and locations, they can place cut-out representations of their buildings into these city blocks, eventually creating a visual representation of their completed city.

Preparing the Site
Once you select a location for your city (which must be in a hex you have explored and cleared), you must pay to have the site cleared and prepared to support the city’s roads and buildings. The cost and time required to clear space in various terrains is detailed on the table.

Once you finish preparing the site, decide which of the district’s borders are water (in the form of riverbanks, lakeshores, or seashores) or land. Record these choices at each border on your city grid. In addition, adding a city district to a kingdom increases its Consumption by 1.

The City Grid in Play
You can use your city grid to aid in resolving encounters or adjusting kingdom or city statistics.

Destroyed Blocks: If an event destroys one or more blocks, the devastation causes +1 Unrest per destroyed block. The cost to build the replacement structure is halved if the replacement is the same type of structure as the one that preceded the destruction.

City Grid Scale: Although combat encounters in a city should still be played out normally, you might need to determine how long it takes for someone to travel from one location to another in the city in the case of multiple encounters. In this case, treat each city block as if it were a 750-foot square—this means that an entire city district is about 1 square mile in size.

Base Value
When using these rules to build a settlement, the city’s base value (see Pathfinder RPG Core Rulebook, pages 460–461) starts at 200 gp. It increases as you construct certain buildings, like shops and marketplaces.

Building A City:

Once you’ve prepared your city district, you can start to build. The placement of buildings in your district is left to you, but two-block and four-block structures cannot be split up (although they can span streets). When you decide to place a building, you can use the cut-out icon for the appropriate type of structure and affix the building where you wish in your city grid. It takes 1 month to construct a building, no matter what size the building is—its benefits apply immediately.

Population: A city’s population is equal to the number of completed blocks within its districts × 250. A city grid that has all 36 blocks filled with buildings has a population of 9,000.

Defensive Modifier: A city’s Defensive Modifier can be increased by building certain structures (such as city walls) and has an impact on mass combat. Keep track of your city’s Defensive Modifier, but until the city is attacked by an invading army (something scheduled to occur later in the Kingmaker Adventure Path), this value is not used.

Base Value: The base value associated with a city built in this manner is tied not to its size but rather to the number of Economy-based buildings it has. Each such building, whether it’s a shop, tavern, or brothel, increases a city’s base value. Any magic item equal to or lower than this base value in cost is available for purchase 75% of the time—this check may be made again every month (as new stock comes and goes). Any nonmagical item from the equipment chapter in the Pathfinder RPG Core Rulebook is always available if its cost is lower than the city’s base value. Cities with multiple districts add the individual base values of each district together to determine the entire city’s base value, with an upper limit of 16,000 gp per city.

At the GM’s whim, using construction magic (such as a lyre of building or spells like fabricate or wall of stone) can reduce the cost of a building’s BP by 2 (minimum of 0 BP). This is a one-time reduction, regardless of the amount of magic used.

Magic Item Availability: A certain number of more powerful and valuable magic items are available for purchase in any city, although these items tend to be of a somewhat random nature as new items are found or created and enter the economy. As with base value, a community’s size does not influence the number of magic items above base value that are available for purchase. Instead, these items become available as certain buildings (like academies or magic shops) are added to a city. Whenever such a building is added to a city, place an “X” in one of the boxes next to the appropriate item category to indicate that the city has gained a “slot” in that category. During every Upkeep phase, randomly roll a magic item of the appropriate
category for each empty slot.

After it is generated, a magic item remains on the market until it is purchased. Alternatively, once per Income phase, a kingdom can make Economy checks to try to sell items; once the item is sold, its slot remains empty until the next Upkeep phase.

Building Types
Adding buildings to a city is one of the most efficient ways to enhance your kingdom’s statistics, as each block of buildings added to a city in your kingdom grants a specific bonus. Page 62 presents icons for 31 one-block buildings, eight two-block buildings, and four four-block buildings.You'll also see the pics of buildings and stuff in the player's guide Descriptions of each of these buildings, as well as the bonuses it provides once it’s added to a city, are listed below.

The building’s BP cost and any prerequisite buildings that must be built first are listed in parentheses after its name. The building’s benefit to the city and kingdom once it is constructed is listed last in italics. If a building affects Unrest, it does so only once, when it is first constructed. A fair amount of additional residential structures are common amid most one- and two-block structures.

Academy (52 BP): An institution of higher learning that can focus on any area of knowledge or education, including magic. Halves cost of Caster’s Tower, Library, and Magic Shop in same city; 3 minor items, 2 medium items; Economy +2, Loyalty +2.

Alchemist (18 BP; must be adjacent to 1 house): The laboratory and home of a creator of potions, poisons, and alchemical items. City base value +1,000 gp; 1 minor item; Economy +1.

Arena (40 BP): A large public structure for competitions, demonstrations, team sports, or bloodsports. Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts; Stability +4; limit one per city.

Barracks (12 BP): A building to house city guards, militia, and military forces. Defense Modifier +2; Unrest –1.

Black Market (50 BP; must be adjacent to 2 houses): A number of shops with secret and usually illegal or dangerous wares. City base value +2,000; 2 minor items, 1 medium item, 1 major item; Economy +2, Stability +1; Unrest +1.

Brewery (6 BP): A building for beermaking, winemaking, or similar use. Loyalty +1, Stability +1.

Brothel (4 BP; must be adjacent to 1 house): A place to pay for companionship of any sort. Economy +1, Loyalty +2; Unrest +1.

Caster’s Tower (30 BP): The home and laboratory for a spellcaster. 3 minor items, 2 medium items; Economy +1, Loyalty +1.

Castle (54 BP): The home of the city’s leader or the heart of its defenses. Halves cost of Noble Villa or Town Hall in same city; Economy +2, Loyalty +2, Stability +2; Defense Modifier +8; Unrest –4; limit one per city.

Cathedral (58 BP): The focal point of the city’s religion and spiritual leadership. Halves cost of Temple or Academy in same city; halves Consumption increase penalty for promotion edicts; 3 minor items, 2 medium items; Loyalty +4; Unrest –4; limit one per city.

City Wall (8 BP): City walls do not occupy a city block—rather, purchasing a city wall fortifies one of a district’s four outer borders. A city wall cannot be built on a water border. Defense Modifier +4; Unrest –2.

Dump (4 BP): A centralized place to dispose of refuse. Loyalty +1, Stability +1.

Exotic Craftsman (10 BP; must be adjacent to 1 house): The workshop and home of an exotic craftsman, such as a creator of magic items, a tinker, a fireworks maker, or a glassblower. 1 minor item; Loyalty +1, Stability +1.

Garrison (28 BP):[b/] A large building to house armies, train guards, and recruit militia. Halves cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2; Unrest –2.

[b]Granary (12 BP): A place to store grain and food. Loyalty +1, Stability +1.

Graveyard (4 BP): A plot of land to honor and bury the dead. Economy +1, Loyalty +1.

Guildhall (34 BP; must be adjacent to 1 house):[b/] A large building that serves as headquarters for a guild or similar organization. City base value +1,000 gp; halves cost of Pier, Stable, and Tradesman in same city; Economy +2, Loyalty +2.

[b]Herbalist (10 BP; must be adjacent to 1 house): The workshop and home of a gardener, healer, poisoner, or creator of potions. 1 minor item; Loyalty +1, Stability +1.

House (3 BP): A number of mid-sized houses for citizens. Houses serve as prerequisites for many other buildings. The first house you build during any Improvement Phase does not count against the total number of buildings you can build during the phase. Unrest –1.

Inn (10 BP; must be adjacent to 1 house): A place for visitors to spend the night. City base value +500 gp; Economy +1, Loyalty +1.

Jail (14 BP): A fortified structure for housing criminals. Loyalty +2, Stability +2; Unrest –2.

Library (6 BP): A large building containing books, often presided over by a sage or other scholar. Economy +1, Loyalty +1.

Luxury Store (28 BP; must be adjacent to 1 house): A shop that specializes in expensive wares and luxuries. City base value +2,000 gp; 2 minor items; Economy +1.

Magic Shop (68 BP; must be adjacent to 2 houses): A shop that specializes in magic items and spells. City base value +2,000 gp; 4 minor items, 2 medium items, 1 major item; Economy +1.

Mansion (10 BP): A single huge manor housing a rich family and its servants. Stability +1.

Market (48 BP; must be adjacent to 2 houses):[b/] An open area for mercantile pursuits, traveling merchants, and bargain hunters. City base value +2,000 gp; halves cost of Black Market, Inn, and Shop in same city; 2 minor items; Economy +2, Stability +2.

[b]Mill (6 BP; must be next to a water border): A building used to cut lumber or grind grain. Economy +1, Stability +1.

Monument (6 BP): A monument can be a statue of a city founder, a bell tower, a large tomb, or a public display of art. Loyalty +3; Unrest –1.

Noble Villa (24 BP): A sprawling manor with luxurious grounds that houses a noble. Halves cost of Exotic Craftsman, Luxury Store, and Mansion in same city; Economy +1, Loyalty +1, Stability +1.

Park (4 BP): A plot of land set aside for its natural beauty. Loyalty +1; Unrest –1.

Piers (16 BP; must be adjacent to a water border): Warehouses and workshops for docking ships and handling cargo and passengers. City base value +1,000 gp; +1 Economy, +1 Stability.

Shop (8 BP; must be adjacent to 1 house): A general store. City base value +500 gp; Economy +1.

Shrine (8 BP): A small shrine or similar holy site. 1 minor item; Loyalty +1; Unrest –1.

Smith (6 BP): An armor smith, blacksmith, or weapon smith. Economy +1, Stability +1.

Stable (10 BP; must be adjacent to 1 house): A structure for housing or selling horses and other mounts. City base value +500 gp; Economy +1, Loyalty +1.

Tannery (6 BP; cannot be adjacent to a house): A structure that prepares hides and leather. Economy +1, Stability +1.

Tavern (12 BP; must be adjacent to 1 house): An eatery or drinking establishment. City base value +500 gp; Economy +1, Loyalty +1.

Temple (32 BP): A large place of worship dedicated to a deity. Halves cost of Graveyard, Monument, and Shrine in same city; 2 minor items; Loyalty +2, Stability +2; Unrest –2.

Tenement (1 BP): A staggering number of low-rent, cheap housing units. Tenements count as houses for the purpose of fulfilling building requirements, but building too many tenements can increase a kingdom’s Unrest quickly. You can build a house over an existing tenement for 2 BP. Unrest +2.

Theater (24 BP): A venue for providing entertainment such as plays, operas, concerts, and the like. Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2.

Town Hall (22 BP): A public venue for town meetings and repository for town records. Halves cost of Barracks, Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.

Tradesman (10 BP; must be adjacent to 1 house): A shopfront for a tradesman, such as a baker, butcher, candle maker, cooper, or rope maker. City base value +500 gp; +1 Economy, +1 Stability.

Watchtower (6 BP): A tall structure that serves as a guard post and landmark. +1 Stability; +2 Defense Modifier; Unrest –1.

Waterfront (90 BP; must be adjacent to a water border): A port for arrival and departure when traveling by water, facilities for building ships, and a center of commerce. City base value +4,000 gp; 3 minor items, 2 medium items, 1 major item; halves cost of Guildhall and Market in same city, halves Loyalty penalty for tax edicts; Economy +4; limit one per city.

Gaining Experience
As their kingdom grows, the PCs gain experience points. Use the following guidelines to determine when and how much XP should be awarded. These XP awards should only be awarded the first time each event occurs.

Founding a kingdom: 2,400 XP
Establishing a capital city: 1,200 XP
Reaching a kingdom size of 5: 1,600 XP
Reaching a kingdom size of 10: 2,400 XP
Reaching a kingdom size of 25: 3,200 XP
Reaching a kingdom size of 50: 4,800 XP
Reaching a kingdom size of 75: 6,400 XP
Reaching a kingdom size of 100: 12,800 XP
Reaching a kingdom size of 150: 25,600 XP
Reaching a kingdom size of 200: 76,800 XP
Filling a square with four blocks of buildings: 1,600 XP
Filling three city squares with buildings: 4,800 XP
Filling an entire city grid with buildings: 12,800 XP

Ruling a Kingdom:

Like a player character’s stat block, a kingdom’s stat block continues to evolve and grow as the kingdom expands, gathers more resources, purchases upgrades, and suffers defeats and setbacks. As the kingdom grows, the PCs will need to deal with a host of situations, all of which can further influence the kingdom’s stat block.

A kingdom’s growth occurs during four phases, which represent a month in total. When the PCs establish a kingdom, you should pick a day of each month to resolve that kingdom’s growth and fortunes—it’s best to set this as the last day of each month, so that any accomplishments
the PCs have made during that month can impact that month’s growth.

One thing to decide early on is who makes kingdom rolls. The obvious choice is for the Ruler to roll the dice, as this adds a feeling of command to that player’s role. You can also assign each roll to a specific leader for example, the Treasurer might make Economy checks and
the Warden may wish to make all checks having to do with events under her command. Ultimately, since a kingdom is shared by all the players, it doesn’t matter who makes the kingdom’s Economy, Loyalty, and Stability checks, but assigning them can be fun nonetheless.

Upkeep Phase
During a kingdom’s Upkeep phase, take the following actions. If your kingdom currently controls 0 hexes, skip this phase and proceed to the Improvement phase.

Step 1—Determine Kingdom Stability: Make a Stability check against your Command DC to determine your kingdom’s level of security for the month. If you make the check, reduce your kingdom’s Unrest by 1 (if your Unrest is at 0, gain 1 BP as a result of surplus goods and services). If you fail this check by 5 or more, increase Unrest by 2.

Step 2—Pay Consumption: Deduct your kingdom’s Consumption from the kingdom’s Treasury BP. If you aren’t able to pay for the month’s Consumption, your kingdom’s BP drops into the negative. Every time you end an Upkeep phase with negative BP in your Treasury, your kingdom’s Unrest increases by 2.

Step 3—Fill Vacant Magic Item Slots: If there are any vacant magic item slots in any cities, randomly roll new items to fill these slots.

Step 4—Unrest: If the kingdom’s Unrest is 11 or higher, it loses one hex chosen by the kingdom’s leaders. Any improvements in that hex (farmlands and roads) are lost and must be rebuilt after the hex is reclaimed. Any settlements in that hex become towns that must be annexed if they are to be reclaimed into the kingdom. Finally, if the kingdom employs a Royal Assassin, reduce your total Unrest by 1 at the end of this phase.

Improvement Phase
During a kingdom’s Improvement phase, take the following actions. The number of improvements you can make during a single phase is limited by your kingdom’s size; see the Improvements per Month table for these limits.

Step 1—Select Leadership: Assign leaders to any vacant leadership roles. Leaders must be PCs or closely allied NPCs. You can change leaders as often as you want with no impact on your nation’s statistics (apart from changing what bonuses apply, as the ability scores of leaders differ); reallocating roles allows you to give every player a chance to play the role of ruler if you wish.

Step 2—Claim Hexes: Each hex on the maps of the Stolen Lands measures 12 miles across, and the PCs’ kingdom must be built hex by hex. To claim a hex, you must explore it and clear it of monsters or dangerous hazards; the hex must also be adjacent to a hex that is already part of the kingdom (with the exception of the first hex, which can be anywhere). At this point, you can claim the hex as part of the kingdom by spending 1 BP. Increase your kingdom’s size (and thus its Consumption) by 1 for each hex you claim. You can abandon a hex to reduce your kingdom’s Size. Doing so increases Unrest by 1 (or by 4, if the abandoned hex contained a city).

Step 3—Establish and Improve Cities: Prepare land for city districts and then purchase new buildings for your kingdom’s cities. The building’s adjustments to your nation apply immediately. You can also destroy buildings at this time in order to clear a space to build something new; if you destroy a building, don’t forget to remove its benefits from your kingdom’s statistics!

Step 4—Build Roads: Roads have an immediate initial cost but over the long term can pay for the investment handsomely. It costs 1 BP to build a road though a hex. This cost increases to 2 BP in forests and to 4 BP in swamps and mountains. If the road crosses a river, a bridge must be built—this doubles the road’s cost.

Step 5: Establish Farmlands: You can develop any grassland or hill hex that contains roads into farmlands to help sustain your kingdom’s Consumption. It costs 2 BP to designate a grassland hex as farmland and 4 BP to designate a hill hex as farmland. You cannot build a city on a farmland hex. Every farmland hex in your kingdom reduces your Consumption by 2 BP.

Step 6: Edicts: Pick or adjust your edict levels as you wish.

Income Phase
During a kingdom’s Income phase, take the following actions.

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 more than 4,000 gp must be sold as detailed under Step 3 below.

Step 2—Withdrawals: You can also withdraw funds from the kingdom’s treasury, but doing so runs the risk of annoying the citizens. Each time you withdraw funds, the kingdom’s Unrest increases by 1. In addition, you must make a Loyalty check (DC = Command DC + number of BP being withdrawn); a failure causes your kingdom to gain Unrest equal to the total BP withdrawn. Each BP withdrawn in this manner converts into 2,000 gp.

Step 3—Sell Valuable Items: You can attempt to sell items that cost more than 4,000 gp through your city’s markets to bolster your kingdom’s Treasury; these can be items you recover during an adventure or they can be magic items currently held by any of your cities. To sell these items, make an Economy check (DC 20 for minor items, DC 35 for moderate items, and DC 50 for major items). A failed check indicates the item doesn’t sell. Success indicates that the item sells and you can increase your kingdom’s treasury by 2 BP (for minor items), 8 BP (for moderate items), or 15 BP (for major items). You can make one Economy check per city district during each Income phase.

Step 4—Generate Income: Make an Economy check against your Command DC at the end of your Income phase. If you’re successful, divide your result by 5 (dropping any fractions) and increase your Treasury’s BP by that amount.

Event Phase
During a kingdom’s Event phase, roll once on the Kingdom Events table to determine if an event occurs. Adventure specific kingdom events occur during this phase. Once you’ve determined what kind of event occurs (if any), simply follow the rules for each event to determine how
the event impacts the PCs’ kingdom or cities.

Chance of an Event: There’s a 25% chance that a random event occurs during an Event phase. This chance increases to 75% if no event occurred in the previous Event phase.

Kingdom Events
Listed below are numerous events that can occur during an Event phase. Some events are listed as “continuous” events—their effects continue through every Event phase until the events are resolved by making the appropriate check during an Event phase.

Harmful events can be lessened or negated with a successful Economy, Loyalty, or Stability check, as indicated by the event. The DC of these checks is equal to the kingdom Command DC (20 + kingdom size).

Assassination Attempt: One of your leaders (determined randomly) is the target of an assassination attempt. If the target is a PC, you should play out the attempt, using an assassin of a CR equal to the targeted PC’s level + 1. If the target is an NPC, you can simply make a Stability check to negate the attempt. If the leader is assassinated, the nation gains 1d6 Unrest points and immediately suffers the penalties for not having a leader in that role until the role is filled during a subsequent Improvement phase.

Bandit Activity (continuous): Bandits are preying upon those who travel through your kingdom. Make a Stability check. If you succeed, your kingdom’s defenses stop the banditry before it causes problems. If you fail, the bandits reduce your kingdom’s Treasury total by 1d6 BP (each time you roll a 6, reroll that die and add the result to the total).

Disaster: A fire, storm, earthquake, flood, sabotage, or other disaster strikes! Roll 1d6—on a result of 1–5, the disaster is localized and affects only 1d4 city blocks in one city. On a 6, the disaster is widespread and affects 1d6 city blocks in each of your kingdom’s cities. Make a Stability check for each affected city block—every failure results in that city block’s destruction (this Stability check represents your kingdom’s ability to prepare for or react to the disaster as much as it represents the structure’s ability
to withstand damage).

Economic Boom: Trade is booming in your kingdom! Increase your Treasury by 1d6 BP (each time you roll a 6, reroll that die and add the result to the total).

Feud: Nobles in your cities are bickering. Unless you can smooth over ruffled feathers with a Loyalty check, the feud increases Unrest by 1d6.

Food Shortage: Spoilage, treachery, or simple bad luck have resulted in a food shortage this month. If you fail a Stability check, your Consumption is doubled during the next Upkeep phase.

Food Surplus: Farmers produce an unexpected windfall! Your Consumption is halved during the next Upkeep phase.

Good Weather: Good weather raises spirits and productivity. You gain a +4 bonus on Loyalty checks until your next Event phase.

Monster Attack (continuous): A monster (or group of monsters) attacks the kingdom—pick a hex the PCs have claimed to determine which hex the monster is active in. You can determine the type of monster by rolling on a wandering monster table until you get a result of CR 7 or higher. If the PCs don’t set out to defeat the monster or monsters, a Stability check removes the threat. If the monster is not defeated, Unrest increases by 4. If your kingdom’s Unrest is 5 or higher, the hex the monster dwells in becomes unclaimed at this time (this is in addition to losing control of hexes during Upkeep due to high Unrest).

Natural Blessing: A natural event, such as a bloom of rare and beautiful wildflowers or good omens in the stars, raises your kingdom’s morale. You gain a +4 bonus on Stability checks until your next Event phase.

Outstanding Success: One of your kingdom’s citizens creates an artistic masterpiece, constructs a particularly impressive building, or otherwise brings fame to your kingdom. You gain 1d6 BP and a +4 bonus on Economy checks until your next Event phase. Reduce Unrest by 2.

Plague (continuous): A deadly contagion strikes your kingdom! Choose a hex containing a city in your kingdom—this is where the plague strikes. If you control no cities, treat this as if no event had been rolled. Otherwise, make a Stability check to curtail the plague’s spread. If you fail, increase Unrest by 1d6 and reduce your treasury by 1d6 BP. A plague-stricken city cannot build new structures.

Political Calm: A sudden absence of political machinations coincides with an increase in public approval. Reduce Unrest by 6.

Public Scandal: One of your leaders is implicated in a crime or an embarrassing situation, such as an affair with another leader’s spouse. If you fail a Loyalty check, increase Unrest by 2 and suffer a –4 penalty on all Loyalty checks until your next Event phase.

Sensational Crime (continuous): A serial killer, arsonist, flamboyant thief, or daring bandit plagues your kingdom. Make a Stability check to catch the criminal; otherwise increase Unrest by 2.

New Vassals: A small group of indigenous creatures joins your kingdom and submits to your rule. Reduce Unrest by 2 and gain 1d6 BP (each time you roll a 6, reroll that die and add the result to the total).

Visiting Celebrity: A celebrity from elsewhere on Golarion visits your kingdom, causing a sudden influx of visitors and spending. Increase the Treasury by 2d6 BP (each time you roll a 6, reroll that die and add its results to the total).

Improvements and Events sidebar

Phew, boy that took me HOURS to copy and past and foremat. Hope you enjoy reading it Ganit :p. Also you then may understand the need for the homebrew rules that Alex has due to how easily those rules can be exploited for you guys to start walking around with +3 armour or something in part 2.


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Master of Gaming and Grognardia Current map
DM Alexander Kilcoyne wrote:
I didn't say it made it any harder, I like it. Just explaining why I needed my dots before it (and still do as some of my games don't have 'campaigns' yet).

was just trying in vail to try and not be called a grognard, lol


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wraithstrike wrote:
In 3.5 it was an autopass. There was the XP penalty but it never really stopped anyone that wanted to craft,

Stopped me from crafting because of the xp pentalty.

Oops, you spent xp on the item and now you forget about the troll you fought and are now down to 4th level.

I've not read the errata but I don't believe in there being no restriction for CL as the info on Golem manuels increases your CL slightly to get you closer to the required CL for crafting golems. I'd keep the you can only craft the item if you are of the required CL otherwise you get the problem like that you've mentioned above.

Edit: Of course, the feats restrict the player from going insane. Aferall, my Gnome has to spend feats on Craft Wonderous Item, Craft Magic Arms and Armour before getting Craft Construct and even then the constructs have their own skills like many of them based on a DC for Craft: Sculpture.

Feats are the best restriction really and spells. Anyway, I'm not going to tell you how to run your game, it's a nice idea if you feel it's too powerful for your players. Personally I like making my players powerful, atleast for now until I can gauge CR correctly and not accidently kill someone, which is pretty easy but still a worry as I don't like killing PCs.


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"Jolistina Superio, elf and aspiring undead." she smirks and laughs as she mentions this "Oh? Well Rolthy sent me here to kill several of the rich bastards who were scheduled to attend the party here, but everyone else were just bonus points!" she again giggles as she says this. "I dressed up and snuck in here, shooting my disease infected bolts at the bastards, watching them run and scream, oh it was so fun! Rolthy's new employer wanted them dead, but I don't know who or why, before you ask, silly rabbit."

At the question about where Rolth is she tilts her hear.
"Rolthy has been pushed around by this new employer. He, or she..." she grits her teeth as the possibility of it being a woman unfuriates her "Has kept him locked up in the some hidden laboratory in the city. Keeping him locked up my poor Rolthy has barely been able to speak to me, so I stole one of his spell books to keep for a keepsake after he came and visited me the day after everyone died."

"Ocarina?" she seems confused into you explain it to her "Oh! The handsome Varisian with the weird wind instrument! Rolthy was so happy when I gave him the wrapped up Varisian to experiment on. He was so happy we got to use the main bedroom and he gave me two scrolls of animate dead, which I used to make this beautiful display" she seems really happy when talking about Rolth in this light, but then the smile fades "He had to leave as he had two women with him. They were heavily armoured and carried the young man off to somewhere. These woman had red-plumed helms" You recognise these helms and description as being that of the Gray Maidens.


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James Jacobs wrote:

My general assumption is that PCs won't be Azlantis, because of the fact that they're more or less extinct. The reason we put them in the book at all is because there ARE some Azlantis still out there... mostly in the form of ancient undead remnants from Azlant or Thassilon, but they still count!

The possibility of modern Azlantis still surviving into this day is certainly out there, but such an event would likely be played up as a key event or surprise in an adventure in print rather than us ever saying "go ahead and play Azlanti humans as PCs with Paizo's blessing."

or as the book says: "Ancient Azlanti could be introduced into a game via a number of different methods, such as by released from a temporal stasis effect, restored to freedom from an imprisonment, or even resurrected by powerful artifacts or ancient magic capable of restoring life to someone thousands of years dead. There could even be pockets of pureblooded Azlanti dwelling still in remote and well-hidden locations."

Also Rise of the Runelords had Thessalonians still alive and kicking after all those years (admittedly only skimmed over the pages of the AP whilst posting up conversions online.) so there could indeed be some secret city hidden inside a mountain of somekind, using powerful illusion magic to block any and all entrances or even might have fled to another dimension like the Elves did during the age of darkness.


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Dempthal wrote:
overfiend_87 wrote:

Atlanti, pureblood are a powerful race where they add +2 to all ability scores.

What I'm curious about is would you allow one if you allowed all core and other slightly powerful races like Tiefling, Aasimar, Tengu and ect?

I'm just asking about a balance issue not if you'd allow it due to them all supposidly being dead when Aroden fell.

Personally, I have no problem at all with the PC playing that race. As it stands they are above average race than most humans. The average human being a 10 stat, so I have told those in my group that they must keep a 10 in all the stats leaving them all at 12 with the race bonus. It would not make sense to me to let them lower any score in order to get more points for other stats since they are an older human race. I also do not let them put the additional +2 stat of humans in a stat that would let it go over level 20. All in all, they never end up overpowered because most classes only use 2 main stats. The rest of the stats only help with save and skills which don't help tons.

I'm pretty sure +2 on every stat removes the normal human's +2 to any stat. Also that's a very good point as the other stats don't help a ton. Probably could mage a mystic thurger if allowed to lower scored but as you said, you don't let your players lower any scores.


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Arianna Rothschild wrote:
** spoiler omitted **

Meanwhile back at the Citadel:

"This is double the ammount I only need 150, but if you wish to pay me this sum I will still be glad to head over to see to the tavern mistress." he smiles as he then remembers something. "I have been speaking with the guards and they have told me of your group's exploits before I met you all and what you have done averting a wererat attack from the sewers which could've claimed the lives of many innocents. I am glad to have come across such great heroes whom I will tell my children and grand-children that I have met the legendary heroes of Korvosa." and with that he leaves, heading off to the Three Rings you can assume by the direction he takes.


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I've been thinking of this for quite a while. I was wondering if I ever got the chance to do this in my course I would suggest making this game, but there is the licencing involved.

I would personally like the battle system to be similar to games like Final Fantasy Tactics, but only for movement and range of abilities, ect. A squared grid where you could turn the grids on and off. Perhaps like some pathfinder offical stuff like Hero Lab there could be free DLC for it or if they want to cash in like all video game companies then it could be all the core races and classes, paying DLC for APG classes and other races.

I'm just thinking on the scale of console/PC game, not a MMO like DDO.

There would have to be a solid story though, something like either based on a Adventure Path or something unique like Baldur's Gate, Dark Alliance 1 & 2, Forgotten Realms: Demon Stone, Neverwinter Nights and the list goes on.

I could see Kingmaker being a succesful RPG, problem is the amount of solutions that can be done pen and paper cannot be programmed into a game. My experience is there is always someone a player will think up that the DM will never expect. Mechanically it would be very successful, especially if it was eposodic. The Kingdom building rules might be easy enough to impliment too.

Having said about the roleplay perspective the game "The Temple of Elemental Evil" had very complex programming in that reguard and in spells, though that game was incredibly buggy, yet I did end up with a hill giant joining me because he begged for his life yet no one in the shops would do business in here because of him...