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Pathfinder Kingmaker is bigger then Deadfire


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I really hate when crpgs have the option to use npc portraits for your character. It's really awkward to walk up to an important person and find out you're wearing their face.

There's a clunky portrait mod. I recommend it XD

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There's several portrait mods at Nexusmods now that add a huge amount to your choices of portrait.

 

I'd actually restarted a new game from the beginning to test out if all the patches had made anything smoother now, rather than just hoping they'd fix the bunch of glitches that had crashed my original playthrough to a halt.

 

Just gotten to the Season of Bloom again on Thursday, but then had life interupt. Meant to get back into it this weekend, but again, life kept distracting from gaming...

"Cuius testiculos habeas, habeas cardia et cerebellum."

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Hotfix 1.11:

"Hello everyone!
Please, be aware that there are plot spoilers in the description below (in the Quest, Areas and Kingdom sections)!

Quests
 

  • The Six Bears Camp was inaccessible during the "Reforged Blade" quest. Resolution: fixed.
  • The game could freeze or crash if the party came to the "A Feast of Feasts" quest area without Ekundayo and talked to Ntavi or Elina. Resolution: fixed.
  • The "Door to Nowhere" quest couldn't be completed under certain conditions. Resolution: fixed.
  • The "Varisian Caravan" area ("By Desna's Paths" quest) didn't appear on the Global Map. Resolution: fixed.
  • Irlene didn't start a conversation about her artisan quest. Resolution: fixed.
  • A dialogue with Tristian didn't work correctly in the Capital after completion of "Betrayer's Flight" quest. Resolution: fixed.
  • The players could get the reward for the quest at the "City of Hollow Eyes" area more than once. Resolution: fixed.

Areas
 

  • It was impossible to talk to Hassuf the vendor at the city-state Capital Square (Neutral Good alignment). Resolution: fixed.
  • The attempt to rest at Capital Square could cause the game to freeze if there were active events in the "Throne Room" area. Resolution: fixed.
  • Poor Bokken could die again after his artisan's quest if players came to the "Oleg's Trading Post" area. Resolution: fixed again.
  • Valerie's quest NPC didn't leave the "Throne Room" area. Resolution: fixed.

User Interfaces
 

  • To change their selected Deity, players had to start customizing a new character from the beginning. Resolution: fixed.

Kingdom
 

  • "Problem with Taxes" and "Letter from Brevoy" kingdom events couldn't be completed in some cases. Resolution: fixed. Specific choices are automatically selected to resolve these events for affected saves files (for characters with good alignment - taxes are not collected twice; project for the road construction is available. Neutral alignment - Oleg's Trading Post moved under the jurisdiction of Restov; project to improve diplomatic affairs with Restov is available. Evil alignment - baron's troops are sent to strengthen Oleg's Trading Post; project to improve fortification is available).
  • Upgrading an artisan's shop doesn't disable the artisan any longer.

Classes & Mechanics
 

  • Players could get two animal companions from different classes. Resolution: the animal companion players got later do not appear any longer. Its levels were added to the first animal companion.
  • Non-Aasimar characters could select Wings as a feat after 10th level. Resolution: only Aasimars can select the Wings feat now.
  • Clerics with Sun domain did not get any domain spells. Resolution: fixed.
  • There were issues with the visualization of critical threat range and critical multiplier bonuses for equipped weapons. Resolution: fixed.

Items
 

  • “Chilly Midnight” was not working correctly, dealing physical damage instead of dexterity damage. Resolution: fixed. The item has to be reequipped.
  • “Gear's Rule” didn't add 1d6 to alchemist bomb damage. Resolution: fixed. The item has to be reequipped.
  • The “Downfall” bow didn't work. Resolution: fixed.

Miscellaneous
 

  • New pack of typo and localization fixes.

System
 

  • Performance improvements for the Global Map with the area names turned on.

We know that a lot of players experience a bug with Linzi's "A Bard's Calling" quest - there are no characters near Pitax Academy. Our first attempt to fix the issue didn't work for all the cases, unfortunately. As soon as we find a general solution we will release a fix. Sorry for the inconvenience!"

 

Yay! My Sun domain Cleric (my 2nd character) will get her domain spells. Well, if that is fixed retroactively, that is.

*** "The words of someone who feels ever more the ent among saplings when playing CRPGs" ***

 

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The current state of the game?

The majority of people over at other forums seem to agree with this, a post, courtesy of PowerSworder:

"I love making new characters and min/maxing with the ruleset, but having to plod through that tutorial is a chore. 

 

I really enjoyed the combat... but some of the bugs have been very annoying, like finesse training stopping working for dual-wield.

 

But by far the most aggravating thing about the game is the kingdom management. Being forced to waste 2 weeks with your main character every time you want to level up an advisor is probably my biggest gripe. If they ditched that mechanic alone, most of my problems with the kingdom management would disappear.

 

1) Too strict time limits on... everything.

2) Being unable to deal with opportunities and problems because you're "trapped" training an advisor.

3) Not having enough time to train up all your advisors to the correct levels, which means the increasingly harder DC checks become impossible to meet.

 

I've NEVER savescummed a game as much as I have this one, just trying to deal with all the crap that gets thrown at you in kingdom management. It absolutely sucks all fun out of that part of the game.

 

As I progressed through the acts, it was quite clear how many gamebreaking bugs had slipped through. I don't necessarily blame the QA team for that, they probably reported all the bugs they encountered... "

I've mostly played other games after two restarts of this game, which I really love, Act 1, at least, but I'm literally scared of my taking on the rest, Act 2 and Kingdom management, will just slowly frustrate me and wring all the fun out of the game. Those nasty lime limits, and weeks spent on boring kingdom stuff, which in itself seems to be an RNG fiesta . I'd preferred a more lighthearted kingdom managing, and in the shape of something that  never interferes with my party's urge to adventure.

 

This is unfortunate. I haven't gotten to this point in the game due to other issues, but half the appeal of a new RPG is to take your time and explore everything. If a good chunk of the game is locked behind time limits and red tape...    Do the automatic kingdom management options eliminate these issues?

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This is unfortunate. I haven't gotten to this point in the game due to other issues, but half the appeal of a new RPG is to take your time and explore everything. If a good chunk of the game is locked behind time limits and red tape...    Do the automatic kingdom management options eliminate these issues?

 

The time limits on the main quests are more of an annoyance than a real problem. The fact that kingdom projects take an eternity is though. Due to the way it is set up you can barely get two 14 days stat or region upgrades done per month and you have to split your main quest downtime on kingdom management as well as companion and artisan quests. Which means in reality you'll be doing one upgrade project per month, at best.

 

And you can do these only at the beginning of the month, because if you cross months while doing the upgrading you will automatically fail all events that come up in that 14 days timespan. Because no matter WHEN they spawn, they fail on the first of the next month. And the game does enjoy throwing you a curveball on the last day.

 

These 14 day projects are actually by far and large govern your advisors ability to handle events. So if you don't do them enough you'll end up with unwinnable events.

 

That's not even touching the projects where you send your advisors away for 90 days. That means three months without that advisor, heaven forbid if problems come up that can only be solved by someone who's away. The more advisors you can use the less problematic this gets because for most issues you later have at least 2 advisors to go but it's an issue in the beginning of the game.

 

The final issue is the speed at which you travel the world map. It's slow. Really slow. And it slows down in woods and even worse in the mountains, or if you carry too much loot around. Granted, that last one you have a handle on yourself. The others make sense. But with an extra day or three to spare in between upgrade projects it puts a damper on the game when your companion quest is four days back and forth. At top speed. Sigh.

 

That said my Bokken is alive and well. Old bugger gave me some new potions the moment I loaded my game. Not bad for an old geezer who died twice so far. ;)

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No mind to think. No will to break. No voice to cry suffering.

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Mountain travel is pure torture. No doubt about.

 

Some of the issues I have with the kingdom: Forcing  the polayer to 'babysit' their advisors on way too many projects forcing him not to travel. Some projects being ridiculous long. I mean, projects that are months long. Issues that come up on the last day or two of the month that can seriously hurt the kingdom. The price of some are so high you will never see any beenfits for real in game time. Come on now.  Overall, thre is some benefit and some 'fun' that comes with it but it simply takes way from the truly best part of the game - adventuring. Why have coucnellors when you need to babysit them so much?

 

The game is huge. I'm starting to feel it is longer than BG2. definitely gives it a run for its money to be sure.

 

The ph@t lewt is super sweet though.

 

 

P.S. This game really needs  Teleport like spells, though. Dimension Door is a good start. :)

DWARVES IN PROJECT ETERNITY = VOLOURN HAS PLEDGED $250.

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This is unfortunate. I haven't gotten to this point in the game due to other issues, but half the appeal of a new RPG is to take your time and explore everything. If a good chunk of the game is locked behind time limits and red tape...    Do the automatic kingdom management options eliminate these issues?

Probably, but it might well be really boring as you'll miss half the game and there's not really much to it. The constant time pressure distracts you from the fact that it consists mostly of repetetive mini maps that contain nothing of note besides some junk that sells for 1 gold, but at least you get to see them. Most of the places on my map outside the core areas were unexplored. Especially if the game decides to dump your kingdom stability without telling you why, you'll spend every free moment fruitlessly trying to get it back to stable, and just b-line to whereever the game orders you to go asap, then b-line back in a cold sweat to do some more kingdom save scum binging. I don't get why people seem to like this game more than PoE 1 and 2. All it seems to do better is encourage addictive behaviour. PoE does not make you feel compelled to reload the same crap 20 + times instead of actually playing it. Along with all the "choices" that come back to haunt you, the game seems designed for OCD minmaxers that metagame and repeat it or parts of it over and over trying to get a perfect playthrough. I say this as someone who's sunk a lot of hours into it, including restarting after giving up on it a number of times, so I've given it a fair chance, and that's my ultimate conclusion.

 

Oh and enemies can teleport.

Edited by Slotharingia

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Some players have described Act 2 and onwards as an accurate description of their office work experiences with projects, meetings, and so forth! :facepalm:

And here's an illuminating post by telstar:

I've played enough (76h on game, 20% of which loading screens but still big) to have my say on this.

First, and foremost, is not clear that you can buy BP with GOLD from Hussuf. This costed kingdom progress at first (which I had to fix editing a savefile);

Second, but most important, the timeline is RUSHED until chapter 4. You cant do almost anything to improve your kingdom for the risk of losing game due to main quests not resolved in time (nowhere specified);

Third, TIME for all projects including events is too long, it should be all halved;

And last, the LOADING for the kingdom management cannot be so long. Look at Inquisition for a working kingdom management. 

Forgot this: The KM should be reachable ANTYTIME when you are questing, not just traveling. How dumb is that?

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*** "The words of someone who feels ever more the ent among saplings when playing CRPGs" ***

 

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And last, the LOADING for the kingdom management cannot be so long. Look at Inquisition for a working kingdom management. 

 

Forgot this: The KM should be reachable ANTYTIME when you are questing, not just traveling. How dumb is that?

@Gfted1 Except in the case above.

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*** "The words of someone who feels ever more the ent among saplings when playing CRPGs" ***

 

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For the kingdom management to be fun and not a chore, they have to balance the simulation with the whole "I got screwed because I wanted to play a CRPG and not a resource management game." Anyhow, I've liked the kingdom management so far except that while I'm working with one of my advisors to build up his or her scores, I get screwed by events that don't get any attention. That's not even simulationist. It's retarded.

 

Anyhow, My people are level 8 at this point. I looked and it turns out that with my many restarts to build the exact character I want, I left the difficulty at normal last time. So, that's why the game has been so easy. I kind of suspected something because my build has several combat oriented flaws (although it's great for getting all the RP results). There's only one fight that I just couldn't figure out how to win. There's this fey chick who torments a little dwarven paint trader and I killed her ent things. Then she pops out. I try the lawful good dialogue option and fail. Then she pulls out a can of whoopass and it's brutal. I tried maybe seven times to figure out how to approach the battle, but there are too many of those little red capped runts and my party gets swarmed. I finally decided to go for the chaotic good dialogue option and got the swine hearted biddy off my back.

χαίρετε

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I decided to have a bit of fun with the kingdom management (as far as that's possible) by putting advisors in charge that aren't exactly aligned with my kingdom's, uhm, alignment.

 

So while that's Neutral Good I've Tsanna as High Priest, Jaethal and Minister and Bartolomew as Grand Diplomat. It's hilarious, Jaethal's first idea was to torture everyone that might have been involved in a possible conspiracy.

No mind to think. No will to break. No voice to cry suffering.

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Any idea if they have addressed changing some of the mechanics with in the Kingdom Management?  Purchased the game and hope they get it all ironed out :)

“How do you 'accidentally' kill a nobleman in his own mansion?"

"With a knife in the chest. Or, rather, a pair of knives in the chest...”

The Final Empire, Mistborn Trilogy

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I decided to have a bit of fun with the kingdom management (as far as that's possible) by putting advisors in charge that aren't exactly aligned with my kingdom's, uhm, alignment.

 

So while that's Neutral Good I've Tsanna as High Priest, Jaethal and Minister and Bartolomew as Grand Diplomat. It's hilarious, Jaethal's first idea was to torture everyone that might have been involved in a possible conspiracy.

 

Although I'm trying to avoid spoilers, this seems very interesting. Can you simply ignore their advice and do what you want? Or do they get pissed and resign?

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As for the combat side I'm having fun with the Flame Dancer archtype that really came into its own in an encounter against the

 

 

Were-rats.

 

 

The class basically allows you to laugh at enemy alchemists chucking fire bombs at you, and with its ability to cast fire-based spells later on and on top of me building up her AC (she stacks up reasonably well compared to Valerie's AC) she can throw a fireball at her feet and do a pretty good impersonation of Adam Jensen with his Typhoon augmentation:

 

https://www.youtube.com/watch?v=tEDVuQ6rh68

 

And of course Octavia is generally free to throw her own Fireballs with reckless abandon.

Edited by Agiel
Quote
“Political philosophers have often pointed out that in wartime, the citizen, the male citizen at least, loses one of his most basic rights, his right to life; and this has been true ever since the French Revolution and the invention of conscription, now an almost universally accepted principle. But these same philosophers have rarely noted that the citizen in question simultaneously loses another right, one just as basic and perhaps even more vital for his conception of himself as a civilized human being: the right not to kill.”
 
-Jonathan Littell <<Les Bienveillantes>>
Quote

"The chancellor, the late chancellor, was only partly correct. He was obsolete. But so is the State, the entity he worshipped. Any state, entity, or ideology becomes obsolete when it stockpiles the wrong weapons: when it captures territories, but not minds; when it enslaves millions, but convinces nobody. When it is naked, yet puts on armor and calls it faith, while in the Eyes of God it has no faith at all. Any state, any entity, any ideology that fails to recognize the worth, the dignity, the rights of Man...that state is obsolete."

-Rod Serling

 

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Patch 1.12:

"Hello everyone!

Please, be aware that there are plot spoilers in the description below (in the Quest, Areas and Kingdom sections)!

Quests
 

  • There were no characters near Pitax Academy during Linzi's "A Bard's Calling" quest. Resolution: fixed.
  • One of the choices could incorrectly interrupt the dialogue with Nyrissa in one of the later chapters. Resolution: fixed.
  • "The Lonely Hunter" quest didn’t complete correctly if the player picked an option to kill Ivar at "Silverstep Grove" area. Resolution: fixed.
  • The "Hand of the Technic League" quest wasn't marked as failed at the start of the second chapter. Resolution: fixed.

Areas
 

  • Interface to chose sub-location to enter was missing at Capital Square in some cases. Players could enter "village-state" Capital Square instead of the available "city-state" one. Resolution: fixed.
  • Dialogue with Stefano Moskoni didn't work correctly at "Rushlight Fields" area. Resolution: fixed.
  • Some characters could remain uncontrollable in some cases (for example, Amiri could be broken after Flintrock Grassland bugs). Resolution: fixed.
  • "Test of Loyalty" event could work incorrectly for Tristian and Jaethal under certain circumstances at the "House At The Edge Of Time" area. Resolution: fixed.
  • Puzzle with three chests didn't work at "Pitax Royal Palace" area. Resolution: fixed.
  • Trolls, goblins or other unintended creatures could appear at "city-state" Capital Square after Coronation event. Resolution: fixed.
  • The dead companions could be incorrectly resurrected with the "Raise Dead" spell during the "Test of Loyalty" event at the "House At The Edge Of Time" area. Resolution: fixed.

Kingdom
 

  • "Pitax wins" event will no longer appear in the finished events deck after players defeat Pitax.
  • Assassins, monsters and bards kingdom events could still be active after defeating Irovetti. Resolution: fixed.
  • Lander Lebeda, Shandra Mervey and Kassil Aldori could appear at the capital regardless of the players decisions. Kingdom events to rank up the "Population" stat could work incorrectly if Lander Lebeda was appointed. Resolution: fixed.
  • The kingdom rank up event to improve "Loyalty" stat up to X didn't finish correctly (related project couldn't start properly too). Resolution: fixed.
  • The Baron's animation could be broken after the "Pitaxian Crowd Awaits an Audience" event. Resolution: fixed.
  • The kingdom event could not be completed correctly if it happened at the same time when the related councilor left the post. This issue could concern Espionage, Military and Stability events if Ekundayo or Amiri took the posts. Resolution: fixed. Players have to re-enter the "Throne Room" area - the stuck event should start after players appoint an adviser to the position.
  • Kingdom project "Find Mention of Armag's Tomb" could not be available for the players in some cases. Resolution: fixed.

Classes & Mechanics
 

  • Armor stats could have incorrect calculation when loading game saves or changing areas. Resolution: fixed.
  • Swarms and the other monsters of the similar types were incorrectly immune to some area effect spells like Blade Barrier. Resolution: fixed.
  • "Back to Back" feat applied bonuses multiple times. Resolution: fixed.
  • Protection Domain was not giving bonuses to saving throws. Resolution: fixed.
  • "Two Weapon Fighting" feat didn't work if base Dexterity value (without race and equipment modifications) was less than 15. Resolution: fixed.
  • Paladins that use "Lay on hands" charges for channel energy couldn't get "Selective Channeling" feat. Resolution: fixed.
  • Splash weapon (Alchemists Fire, Acid Flask, Alchemist's Bomb) could make sneak damage when missed. Resolution: fixed.
  • Madness Domain "Vision of Madness" ability was unusable. Resolution: fixed.
  • Mastery fauchard was dealing damage even on failed combat maneuvers and was not giving immunity to the forced movement of the spell Tsunami. Resolution: fixed.
  • Vicious weapon quality dealt non-magical slashing damage, causing it to be blocked by damage reduction. Resolution: It deals purely magical damage now that is not blocked by anything except qualities that reduce any type of damage.
  • "Royal Guardian" armor had more Maximum Dexterity Bonus than was mentioned in the description. Resolution: the maximum dexterity bonus was reduced to fit the description.
  • "Grandmaster's Rod" functioned as just "Greater Maximize Metamagic Rod". Resolution: It functions according to the description now.
  • "Great Dreamer's Smile" ring added the Spell Penetration bonus twice. Resolution: fixed.
  • "Mirror Bow" masterpiece second arrow ability did not work. Resolution: fixed.
  • "Undeath to Death" and "Circle of Death" did not work as well as in tabletop - as at the levels you got them you would not get many encounters with enemies that had less than 10 HD that would warrant the use of sixth level spell. They also did not require material components. Resolution: both spells inflict 100 damage on targets with HD higher than 9, but require 10 diamond dust to cast (similar to tabletop in terms of pricing).
  • Activatable abilities stopped working for not active companions (though they were kept visualized as active in the interface). Resolution: fixed.
  • "Weapon Focus" feat applied as bonus feat on the first level of Cleric Crusader didn't work. Resolution: fixed. "Weapon focus" feat will work correctly after the next cleric crusader level-up for the affected save files. (This also affected my 2nd playthrough I've begun)
  • Thassilonian Mage couldn't use scrolls and wands without "Use Magic Devices" skill. Resolution: fixed.
  • Skeletons summoned by Jaethal's camping ability didn't disappear after death. Resolution: fixed.

Items
 

  • One of the vendors at the "Rushlight Tournament" area was selling a unique armor "Ravena's Embrace". Resolution: fixed. For players, who have already bought it, it will remain in the inventory.
  • "Ravena's Oath" shield didn't actually provide some of the bonuses, listed in the description. Resolution: fixed.
  • "Mythslayer", "Perfection", "Sovereign" and "Great Dreamer's Smile" no longer grant Base Attack Bonus, but give Additional Attack Bonus instead.
  • There could be several Briars in Irovetti's inventory. Resolution: fixed.
  • "Acerbic Ring" didn't give 1d6 to alchemist bomb damage. Resolution: fixed. Players have to reequip it to apply the fix.
  • "Dwarven Urgrosh +4" and "Gnome Hooked Hammer +4" had incorrect names. Resolution: fixed.

Miscellaneous
 

  • There were issues with "Dreamscape" area lightening. Resolution: fixed.
  • New pack of typos and localization fixes.

System
 

  • The Unity could chose to use OpenGL API instead of Metal on Mac platform in some cases which could cause a crash on game start. Resolution: we still couldn't reproduce this case locally but potential fix for this issue was implemented.
  • Other players autosaves can no longer overwrite "Last Azlanti" mode saves. Please, load your old "Last Azlanti" saves at least once to ensure this fix is applied to them.
  • Loading an autosave made while creating a mercenary could break the game. Resolution: the game doesn't make autosaves in this case any longer. Affected saves should be also corrected.
  • There could be issues with cloaks physics simulations on some computers. "Clothdisabled" command line switch was added to help with related game crashes.

Some of the players encountered a bug, which made their alchemist characters to lose the Bomb ability. We are going to fix this issue in the nearest hotfix (1.0.13).
Update: we've just found the nature of issue, which leads to alchemists losing bombs. We are on it right now and the fix should be available tomorrow, but for now, please, refrain from using Acerbic Ring and Gear's Rule items. Moreover, de-equip them from your alchemist characters to avoid losing bombs."

*** "The words of someone who feels ever more the ent among saplings when playing CRPGs" ***

 

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Does anyone else have what seems to be a buggy ring of circumstances? I paid almost 400k for this thing and it doesn't seem to work. I can't choose the aspects I want to use. L0L

 

 

Bugs and all, this is clearly one of the best D&D games ever. Not perfect but the feelz of it is in the sweet zone.

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DWARVES IN PROJECT ETERNITY = VOLOURN HAS PLEDGED $250.

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Patch 1.12:

 

 

one step forward. two steps back...

 

we got six characters past the stag lord confrontation, and we has had to quit on 'em all for various bug and mechanics issues.  the feyspeaker "fix" we mentioned earlier in the thread.  we mistaken level'd a character with the two-weapon fighting feat while he were fatigued and so we lost the benefits of  two-weapon fighting... permanent.  the two-weapon bug is fixed with 1.12?  will need check and see if it fixes retroactive. ecclesitheurge still is not able to memorize domain spells in non-domain slots. oops. touch of glory is not affecting cutscene diplomacy or intimidation checks, nor does it modify the dazzling display, cornugon smash, and dreadful carnage feats, so our half-orc melee intimidator got put on hold. is a number o' teamwork feats not being appropriate applied party-wide by swift tactician. so our ranged inquisitor is on hold. etc.

 

only good thing 'bout having quit short after stag lord so many times is we have had fewer kingdom building frustrations than most folks, though such is not to say we has had no such issues. address advisor concerns... advisor project automatic advances calendar two weeks and so multiple events and maybe a plot essential quest auto fails.  what? the predictable end o' the month events is a perpetual headache as they need be resolved by month's end and so we need keep advisors sidelined from other tasks 'til am knowing there won't be an end o' month essential events. etc.

 

is probable too long ago for folks to recall, but p:km is reminding us much o' bg1 initial release.  bg were big and buggy and seeming every other spell or ability weren't working as intended or designed.  many busted quests. endemic mindless enemy ai. familiar. 'course bg had fewer class leveling opportunities than p:km and bg were having fewer abilities and spells overall.  were less stuff to break in bg.  no kingdom building for bg either. 

 

am gonna put this game aside.  p:km predictable needs to have many bugs resolved as is typical the case for complex crpgs when first released.  am also hopeful a few kingdom building aspects is addressed as such features add little save annoyance to the game in their current state. game is more frustrating than fun for us at the moment.  

 

HA! Good Fun!

 

ps is a minor quibble as we can recruit, but why not provide one vanilla wizard or sorcerer companion?  unlike the pnp adventure path, in p:km you is gonna have a possible party o' six (compared to four in pnp).  how many people don't want a wizard or sorc when rolling with six? octavia is clear intended as an arcane trickster, though why transmuter o' all specializations? would it have been so terrible to add the ezren iconic?

 

http://www.pathfindercommunity.net/iconic-characters/ezren---iconic-wizard/ezren-iconic-wizard-1

 

is another reminder o' bg... if you played non-evil and didn't want to recruit edwin... 'cause periodic and intentional unsuccessful robberies to keep reputation low enough to keep edwin 'round were perhaps too meta?

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"If there be time to expose through discussion the falsehood and fallacies, to avert the evil by the processes of education, the remedy to be applied is more speech, not enforced silence."Justice Louis Brandeis, Concurring, Whitney v. California, 274 U.S. 357 (1927)

"Im indifferent to almost any murder as long as it doesn't affect me or mine."--Gfted1 (September 30, 2019)

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