
Mr_Shed |

are there just very few resource hex terrains? and it seems they are all mines
Yes, but what a Resource Terrain Feature does is double the amount of the stated commodity produced if you Establish a Work Site of the appropriate type in that hex. You can still produce commodities when you Establish Work Site in hexes that don't have the Resource Terrain Feature, they just produce a single commodity per turn rather than two.

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I concur that that is probably a mistake in Amiri's stat block, and the level 11 version should be AC 29.
It's a mistake, yup. These were all built as PCs, so they should follow those rules. That said, the difference of 1 point here probably won't make MUCH of a difference in play, especially if she's run as an NPC by the GM.

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Anyone know why there are two trolls named Kargadd? One in the fort with Hargulka, and one in the Companion Guide. Neither one references the other at all.
It's a coincidence. (More precisely, it's parallel design and a development mistake—normally it's best to avoid identical names in fiction or games alike because it gets confusing like this, even though in real life there's plenty of same name syndrome. We've always had multiple Jameses working at Paizo, for example.)

Tasfarel |

So, i´m a little bit late to the party and missed the backing phase of this ap.
We started playing in March this year (since i was expecting the AP out much earlier like a lot of you guys)
My party just defeated the stag lord (i freestyled the first part using the old AP) and they are now eager to build their kingdom.
Since i´m not owning a physical copy yet (preordered it and hopefully will get my hands on it soon) i´m struggeling with the kindom events.
I´m not sure if i could just use the onces in the old AP or if that would cause ballancing problems.
Is there a source where i could sneak peak at the new events?

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Quick question for hex exploration-- there was a chart in the 1E Kingmaker book that listed off how many days it takes to fully explore a hex (page 57). Is there a similar chart for the 2E system?
The basic rules for Hexploration in 2nd edition are in the Gamemastery Guide, pages 170–173.

Lost Ohioian |
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Area B2 of the sootscale caverns, it says medium creatures must squeeze through this area. Squeeze is trained acrobatics, so if a PC isn't trained they have to wait there or can't enter the caverns further. Is that intentional? On a side note if the kobolds are fighting the PC's and they wait for them to start squeezing (as it's normally 5 feet for every minute of squeezing) what's the conditions applied for the creature that is squeezing?

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Area B2 of the sootscale caverns, it says medium creatures must squeeze through this area. Squeeze is trained acrobatics, so if a PC isn't trained they have to wait there or can't enter the caverns further. Is that intentional? On a side note if the kobolds are fighting the PC's and they wait for them to start squeezing (as it's normally 5 feet for every minute of squeezing) what's the conditions applied for the creature that is squeezing?
That is not intentional. Treat those tunnels as difficult terrain rather than requiring the Squeeze action.

Omri Heffer |
Kind of a general question - I never ran a hexploration game before. How do you all go about using the map? Do you give the players the full map (no details, of course - just the general lay of the lands and major settlements) or do you let them discover it on their own? Like, see the hexes around them and maybe mountains?
Thanks.

Sibelius Eos Owm |

I want to try a trick where I give a map with only a few visual landmarks placed and then let the players draw their own map from my descriptions as they explore each hex. I don't know if it'll go over well, but it seems like a fun way to personalize the act of exploration to the players themselves rather than treating the map as if it were a birds eye view if the territory.
On the other hand, if they're not interested in that, I think it would be perfectly fine to give them the basic map and just let them mark in the locations they find there.

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If you have the Kingmaker GM screen, the map's on the player side of that screen... and the coating on the map SHOULD work more or less the same as the coating on our flip-mats. So you could track the party's progress directly on that screen with pens (although I'd suggest double checking in a corner first if sharpie comes off by going back over it with a dry-erase).

Alterangel |
In Chapter 1, Part 3, pg 32, it lists Ivenzi as a "human fighter 6" and his guards as "human fighter 3". But I can't find these statblocks anywhere. Are these PC levels and we just build a fighter we think would work for that level?
I've noticed things like this a few times. Jaethal is also listed as an "inquisitor", yet no such class exists in 2e.

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In Chapter 1, Part 3, pg 32, it lists Ivenzi as a "human fighter 6" and his guards as "human fighter 3". But I can't find these statblocks anywhere. Are these PC levels and we just build a fighter we think would work for that level?
Since Ivenzi and his guards don't actually fight in the adventure as written, we just list their short stat block info; enough for the GM to build the stats if they want, but since there are no scheduled uses for those stats in the adventure as written, we don't publish them and thus save a half page or so of text to devote to actual encounter text.
I've noticed things like this a few times. Jaethal is also listed as an "inquisitor", yet no such class exists in 2e.
Jaethal is an inquisitor, but since we didn't hit the crowdfunding goal to give full stats, we got to dodge that. Had we hit that goal I would have had to change that word to something else, probably just cleric. But we didn't so the name got to stay.

Alterangel |
Since Ivenzi and his guards don't actually fight in the adventure as written, we just list their short stat block info; enough for the GM to build the stats if they want, but since there are no scheduled uses for those stats in the adventure as written...
Ah,I see. So when those cases appear, it's mostly just a...descriptor with a level? Cause I've seen this a few times (e.g. aristocrat, swordlord, ect). All 1st Edition classes given to NPCs. That's just basically flavor?

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James Jacobs wrote:Ah,I see. So when those cases appear, it's mostly just a...descriptor with a level? Cause I've seen this a few times (e.g. aristocrat, swordlord, ect). All 1st Edition classes given to NPCs. That's just basically flavor?
Since Ivenzi and his guards don't actually fight in the adventure as written, we just list their short stat block info; enough for the GM to build the stats if they want, but since there are no scheduled uses for those stats in the adventure as written...
They're flavor, yes, but also keywords meant to let the reader/GM know what sort of NPC they should be should the GM wish to build their stats. In 2nd edition, all NPCs are bespoke statblocks, just like monsters, so one could build Jaethal as an inquisitor and give her abilities inspired by those possessed by the 1st edition PC class... or brand new abilities inspired by the definition of the word "inquisitor." Either works.

Alterangel |
Alterangel wrote:They're flavor, yes, but also keywords meant to let the reader/GM know what sort of NPC they should be should the GM wish to build their stats. In 2nd edition, all NPCs are bespoke statblocks, just like monsters, so one could build Jaethal as an inquisitor and give her abilities inspired by those possessed by the 1st edition PC class... or brand new abilities inspired by the definition of the word "inquisitor." Either works.James Jacobs wrote:Ah,I see. So when those cases appear, it's mostly just a...descriptor with a level? Cause I've seen this a few times (e.g. aristocrat, swordlord, ect). All 1st Edition classes given to NPCs. That's just basically flavor?
Since Ivenzi and his guards don't actually fight in the adventure as written, we just list their short stat block info; enough for the GM to build the stats if they want, but since there are no scheduled uses for those stats in the adventure as written...
That makes sense. Thank you!
Maybe you can answer another question I have: how can I tell which hex have which terrain type? I don't see a key or anything that let's me know what is a plain, forest, swamp, ect. Is there something I'm missing?

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James Jacobs wrote:Alterangel wrote:They're flavor, yes, but also keywords meant to let the reader/GM know what sort of NPC they should be should the GM wish to build their stats. In 2nd edition, all NPCs are bespoke statblocks, just like monsters, so one could build Jaethal as an inquisitor and give her abilities inspired by those possessed by the 1st edition PC class... or brand new abilities inspired by the definition of the word "inquisitor." Either works.James Jacobs wrote:Ah,I see. So when those cases appear, it's mostly just a...descriptor with a level? Cause I've seen this a few times (e.g. aristocrat, swordlord, ect). All 1st Edition classes given to NPCs. That's just basically flavor?
Since Ivenzi and his guards don't actually fight in the adventure as written, we just list their short stat block info; enough for the GM to build the stats if they want, but since there are no scheduled uses for those stats in the adventure as written...That makes sense. Thank you!
Maybe you can answer another question I have: how can I tell which hex have which terrain type? I don't see a key or anything that let's me know what is a plain, forest, swamp, ect. Is there something I'm missing?
The exact dominant terrain is left to the GM to determine, based on the imagery on the map and the description of any encounters, but if it's hard to tell, it's probably plains.

Alterangel |
Akiros: does he join the party or fight them to the death? When it first describes Akiros, it states that he turns on the bandits and fights with the PCs, but later in the book it states "Akiros fights with the ferocity of one who doesn’t care if he lives or dies; he rages on the first round of combat, and focuses his attacks first on healers, then other spellcasters, and finally on non-spellcasters. He fights to the death."
So which is it?

Allyx |
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TLDR: With the Skirmish warfare rules presented in Battlecry! now out in the wild, has anyone posted a method to use the Skirmish warfare rules in Kingmaker yet? If so could I take a look at what you have?
I'm running a Kingmaker Campaign in PF2e at a local social center and so far it's going ok, the party of 6 players is 8th level, and looking to root out the Cult of the Bloom currently. I'm all too aware that in a couple of levels time the War of the River Kings is due to start and continue thoughout the rest of the campaign.
Now while the Army Combat rules in Kingmaker seem somewhat functional as written, the idea that the PC's can't get involved in the mass combat system directly seems unrealistic. I had hoped that Battlecry! and it's Skirmish warfare rules would help bridge the gap and allow the PC's to directly affect the war that is to follow.
The two mass combat systems are different from eachother, but I'm wondering if they could be merged into one somehow? I like aspects of both systems and dislike other aspects in each system also so some conversion work is going to have to be made to get the best of both systems.
Obviously the method Kingmaker uses to recruit Armies works just fine for gaining troops in the first place, and also provides the melee/ranged attack bonuses and AC for the units, and a method of increasing those stats as the Kingdom level increases over the course of the adventure, however the damage and hitpoints in this system are incompatible with a PC leading them as the Armies have only a handful of Hit Points, and deal a couple of points of damage at best.
Battlecry! gives the Skirmish Troops a more usable Hit Point pool, and damage for 1, 2 and 3 action attacks and the combat rules themselves which for the most part I like, except for the fact that the damage is an emanation AoE That always hits within the 5' range of the troop, obviously shots with ranged weapons have a longer range.
I need to work out appropriate damage for the weapons used by armies, happily Kingmaker lists what weapons they are equipped with, so I can start with that as a base amount, add x for strength bonus and work from there, perhaps each base in the troop rolls to hit and damage individually, so troops at full strength get 4 attacks and the number of attacks degrades by 1 for each Rout Threshold they have passed - 3 attacks at <3/4 HP, 2 attack at <1/2 HP, 1 attack when "defeated" <1/4 HP.

Allyx |
Here's mine (though untested) https://github.com/BernhardPosselt/pf2e-kingmaker-tools/blob/master/docs/ho use-rules.md#battlecry-skirmish-rules
Thanks dude, that is helpful. I am tempted (probably foolishly) to increase the number of Skirmish Troops that form an Army by a factor of 4 to better replicate the scale of Army sized conflicts better on the tabletop, it still doesn't quite match the numbers suggested in the Trouble in Tatzleford's descriptions of the number of aggressors in their Army types (the "dozen immense Trolls" would be 16 Trolls in total, and "50 Tiger Lords armed with Axes" would be 64 imdividuals strong which sounds about right, but the 100 Drelev Irregulars mercenaries with Longswords and Composite Bows" would be more like 6.25 Skirmish Troops instead of 4... maybe they're just terrible and need the extra numbers it just doesn't quite add up.