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Specific Rules, limitations and changes to the players guide

Introduction
This campaign will be an adaptation of the kingmaker adventure path, please avoid spoilers for the
adventure path. It is possible a lot of elements from the original path will likely be the same climatic
events as those in the series.

Scheduling
This campaign will plan to be able to meet 3 out of 4 weeks of every month.
We will follow the similar guideline as what we have did up until this point. Each week, on Tuesday or
Wednesday evening, I will make a post in the Facebook group listing potential times for the session.
Comment your available time and I will schedule accordingly. We will hold a session with a minimum of
4 people and a maximum of 5 people. Once the event has been created please confirm through the group
that you are able to make it to the session. Confirming your attendance and arriving to the session will be
rewarded with getting a hero point to use during the session. These are discussed below in the document.
If something happens and you are unable to attend after it has been planned please let me or someone else
know as soon as possible. I understand that different things can come up. If someone does cancel, if
enough time is given, I will invite a replacement for them. Otherwise if we will still have at least 4 people
attending, the session will still take place. If this puts us to 3 people or less and we are unable to have one
of our rotating players join in, the session will be cancelled and I will notify everyone as soon as possible.
Our group as a whole currently has 7 potential players in it and as such there will be the possibility that if
6 people are available, only 5 out of the 6 will be invited to the event. This is not to penalize anyone and
is only done to help give everyone the best possible experience while we play.

Character Creation
To create balanced gameplay and to ensure everyone is on board with the group, we will hold a character
creation session prior to the beginning of the campaign. This session will be the time for you to ask as
many questions as you need for anything involving the area. Also if you have a specific character in mind
then this will be the time to bring things up if you need to circumvent a rule laid out in the following
section. Most of the listed rules I am flexible on and we can find a middle ground for your character but
this will be on a character by character basis. The character creation session will be as short or as long as
we need for those who are able to attend to be able to create their character and any backstory to
accompany them. So without further ado, below are my preferred rules for creating your character.
1. 20 point Ability score buy. Refer to Core rulebook / a pathfinder point buy calculator to
determine your scores.
2. Core races preferred non-core races by approval only.
3. All characters get max HP at first level. After that, every level you get the choice to either
roll your HD or take the average. You must decide before you make the roll, and you must take
the final result, even if it's a 1. If you take the average, add the average of your HD to your HP
total rounded up (d6=4 d8=5, d10=6, d12=7).
4. Up to 2 entities may be controlled by a single player in combat scenarios. This is to help
keep combat flowing and to prevent one person from amassing a small army, and bogging us
down. For example if you are a druid with a bear companion and the leadership feat, you may
only bring yourself and your bear into combat (or yourself and a cohort). The only allowed
exception to this rule is when you use spells such as summon monster or summon natures ally,
these spells may bring you over the limit.

Specific Rules, limitations and changes to the players guide

5. Everyone will begin the game with 200 gold. In other words, no rolling for starting gold.
6. Everyone begins the game with two traits to help with the backstory of your character.
Refer to the advanced players guide, or the open reference website for rules on traits and how
they work. Note you can only have 1 trait of any type. So for example, though you have 2 traits
they both cannot be faith traits. Secondly, only the campaign traits described in the players guide
included with this may be chosen as a campaign trait. I.e. no campaign traits from Curse of the
Crimson Throne Adventure Path.
7. In addition to your normal skill points for first level, everyone receives either a free skill
rank in a Craft Skill, or a free skill rank in a Profession skill. This is a onetime bonus only for first
level. This is used to help build backstory about what your character did prior to forming an
adventuring party for Brevoy to map out the Green-Belt.
8. For those of you who have not yet read over any of the classes from the advanced class
guide, there is several additional classes compared to that which is on the free website provided
by paizo. The following link is another website that has these classes available.
http://www.d20pfsrd.com/classes They are the Hybrid Classes
9. I can provide a printed document of any section in the Advanced Class Guide book that
you all need this is the one core book that I cannot give out in digital format. I have most all other
books in pdf form for anyone who wishes to have any of them. Simply let me know and I can
give you a digital copy.
10. 3rd party books and feats/classes/etc. are disallowed. If it is not on the website
paizo.com/prd, or in the advanced class guide, more than likely it will be disallowed. Ask me if
you are curious of any specific information. The one exception to this is the pathfinder
technology guide, this book is likely to be added to the provided website soon but will not be
allowed in this campaign. (too futuristic/techy)
11. Always remember the 3 Rules of cool
a. Be prepared be prepared for the session before it starts, This helps us
all get started on time and utilize our time better. To a further extent, make sure you
understand any of your abilities you plan to use. I.e. If you plan to use summon monster
to summon an imp, have the stat block ready so we don't have to halt combat to generate
a stat block for you.
b. Be engaged We are meeting up to tell a story and enjoy playing our
characters in a fantasy world, staying engaged helps others get into the game and is just
the polite thing to do.
c. Be honest Dont lie about things on your character sheet, and dont
magically give your character bonuses they should not have. We all play by the same
rules to help our characters each have a fair share in the spotlight. If you feel your
character is underwhelming or having little to any spotlight time, talk to me. I can help
you better fill out your character and can help by adding things to the campaign that your
character will be better suited to than most other people would be.
Feats:
1. Weapon Focus/Specialization feats (including Greater) now apply to Fighter weapon
groups, rather than individual weapons.
2. Point Blank Shot is no longer a feat prerequisite for any feats. Any feat that required
Point Blank Shot requires Precise Shot instead. However, Point Blank Shot is still an available
standalone feat.

Specific Rules, limitations and changes to the players guide

3. All Improved Maneuver feats have been removed from the game, and have been
replaced with the following feats:
Deft Maneuvers (Combat):
You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint,
reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these
combat maneuvers. Replaces the "Improved" feat for the purpose of qualifying for
feats/classes/etc for the respective combat maneuvers.
Powerful Maneuvers (Combat):
You do not provoke an attack of opportunity when performing a bull rush, grapple, drag, overrun,
or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat
maneuvers. Replaces the "Improved" feat for the purpose of qualifying for feats/classes/etc for
the respective combat maneuvers.
4. Power Attack and Combat Expertise are no longer prerequisites for any of the Greater
(or other) maneuver feats. If a feat has an "Improved maneuver" feat as a prerequisite, it instead
requires Deft or Powerful maneuvers, as appropriate.

Hero Points
We will be using hero points in this campaign in much the same way as we had in the previous campaign.
You will start the session with one as long as you confirm your attendance online. This is the only way
that it is permitted to gain a hero point. This is not the same mechanic as what is in the book, and as such
any item spell or reference to a hero point is not valid and unusable. A hero point can be used in a number
of ways.
1. You can use it to re roll any dice you have rolled before the results are revealed.
2. You can add 8 to and d20 check before the roll is made.
3. You can use it to cast a spell. If you are a spell caster you may use it to cast a spell you do
not know but is of a spell level you can cast. If you are not a spellcaster you may call upon the
grace of your deity and cast any 1st level Divine spell.
4. You can use it to perform an otherwise impossible feat such as using diplomacy on a
raging dragon. (Assuming the dragon can otherwise see and hear you). This does not guarantee it
will work but gives you the chance for it to.
You may only use a hero point on an action you are doing and may use it as an immediate action.

Party Roles
I will be adding a few roles below that will have an impact both inside the game, and outside of it. These
are optional roles that provide minimum benefit at best but will help with making the game a bit easier on
my end. If you wish to take a role for the group discuss it at the character creation session so that we can
plan accordingly. If you do the role for a session and dont enjoy doing it, feel free to give up the role to
another character or back to me. To re-iterate, these are all completely optional.
1. Treasurer: Your character will be making sure everyone gets their fair share of the loot
and will keep inventory of your spoils. Anytime you, as a group, get an item, weapon, armor, etc.
It will be kept on a global equipment sheet. Whenever the group wishes to split up the party

Specific Rules, limitations and changes to the players guide

wealth (typically at the end of a session or when arriving in town) It is your job to make sure
everyone gets a fair share. For example, In a session you all have 3 combats and explore a large
chunk of land. Over this time you get 3 longswords, 2 leather armor sets, 300 gold, a wand and
100 ft. of rope. At the end of the session you will divide this up as the group sees fit. The
equipment should not just stay locked up during the session but rather is free game for anyone to
use during the session and at the end you would facilitate splitting up the gear for people to keep
in their possession.
a. For performing this role, the character who is the treasurer will receive a
+2 on all appraise skill checks.
2. Naturalist: Keeps a detailed journal of natural hazards and creatures inhabiting the
greenbelt. You are sent as a surveyor of the land and will maintain a list of the biggest hazards to
the land. You will be the primary source of consultation for the group when identifying plants and
beasts.
a. You will receive a +2 Kn: Nature skill.
3. Journalist: Keeps a written record of the People that the group meets. Also will keep track
of their requests. You will just need to take notes of notable peoples names and any requests. For
example, when you meet Olaf the snowman, you might write down his name and a couple words
describing him, and you may write down that he wants you to find him a magical snow cloud.
a. For performing this role you will receive a +1 to Linguistics, and a +1 to
either KN: History, or KN: Nobility. Your choice.
4. Cartographer: You are the one doing the actual mapping of the stolen land. Your character
will often be seen with paper and quill mapping out the area . Out of character you will maintain
a map of the stolen lands detailed out. I will provide the hex sheets, you provide your creativity.
a. You will receive a +2 KN: Geography, or +2 survival. Your choice
To reiterate these are not required by any means, nor are they only able to be done by one character. If
everyone wants to be a cartographer then I will include a hex map for everyone who wants to help detail
their understanding of the green belt.

Hexploration
A main part of this campaign will be the act of exploring the land. This is discussed a bit in the
accompanied players guide but just to help give an extra explanation of that, there is this section. You are
tasked by Brevoy to map out an area of the stolen lands known as the greenbelt.
The area of the greenbelt has been divided up into hexes each approximately 12 miles in diameter for a
total of just over 3,000 square miles for you to explore, and this is only the beginning. When you look at
the hex map you will have rows and columns, I have went ahead and named and numbered them to help
make sure we are all aware of which hex we refer to. When you enter a hex you can either travel through
it, at a much quicker pace, or explore it. Your main goal is to explore as much of the area as possible, so
that brevoy will know of a suitable area to help foster a new kingdom. The table below will detail the
amount of time it takes to travel through a hex vs. exploring it. The column labeled party speed is
determined by the lowest speed within the party.
Traveling through a Hex
Party Speed

Plain

All Other Terrain

Specific Rules, limitations and changes to the players guide

15 feet

11 hours

16 hours

20 feet

8 hours

12 hours

30 feet

5 hours

8 hours

40 feet

4 hours

6 hours

50 feet

3 hours

5 hours

Exploring a hex
Party Speed

Plain or Hill

Desert, Forest, or Marsh

Mountain

15 feet

3 days

4 days

5 days

20 feet

2 days

3 days

4 days

30 feet

1 day

2 days

3 days

40 feet

1 day

1 day

2 days

50 feet

1 day

1 day

1 day

So as you can see by the time this campaign will be a long one both ingame and out of game which will
lead into our next topic. The general pacing of the game.

Pacing of the Campaign


This campaign in character can last up to 100 or even 200 years. This is due to the kingdom building
aspect which will be discussed in another section. The effects this will have in game will be discussed in
the kingdom building section. Out of character this campaign has enough things planned that if we meet 3
out of every 4 weeks for a 3-4 hour session, depending on the pacing and forwardness of the group, it
could last anywhere from 6 months to even a year in total time to complete the campaign. I have read
over the documents for the campaign as a whole and believe that this campaign will be absolutely
wonderful to play, that being said this is a long time to play the same campaign. So if during the course of
this campaign the group feels stagnated or not enjoying this campaign then we can take a break from it,
pack up the characters and possibly bring them out at another time. Otherwise I am well prepared to dm
this campaign from start to finish. If you are not interested in doing a long more epic story feel of a
campaign, please let me know before we start this campaign, I have other options that we can do that are
a bit of a faster paced type.

Specific Rules, limitations and changes to the players guide

Kingdom Building
This campaign, from my point of view is broken up into 6 separate sections, or books. Distinction
between books is not always made clear to you all and I do not intend to let you know any more about
this than what is presented in this document. After the first book of the campaign, you will all be offered
chance to start a kingdom. The reason I bring this up and spoil it is that it is a central theme to the
campaign after the first book and I want your opinions on it. There is a few different ways this can be
approached and by no means do I need your answers any time soon but I want to make you aware so that
you will have time to think this through and decide what is best for your group and your characters
individually. The three ways that I have constructed for how this will be laid out is is as follows.
1.
You as a group accepts the invitation to rule a kingdom and we actually do the rules for
kingdom building. These rules are presented in a different file. The general gist is that your
kingdom as a whole with have its own sheets with statistics and buildings and edicts, etc. If we
take this route you will actually choose which sections of what towns build what and which lands
your kingdom claims as its own. You roll for events and decide on the edicts and proclamations
to make. This is a bit like civilization style of kingdom building but for pathfinder and on a
smaller scale. This would likely take about 30 minutes every session as you, as a group, make
decisions for how best to rule your kingdom and see how it plays out.
2.
The second way is kingdom in the background, in character this is identical to the first
option. Out of character we will not use the rules for kingdom building and statistics. We will
simply assume that your ruling of the kingdom does average for a starting kingdom. This is will
still take about 10 minutes a session just to go over what has happened in your kingdom of
notability. Otherwise this will take a lot more of a focus of the lives of your characters and what
they do to help their kingdom. Note: If we start out in option 1 and want to change to option 2
later this is a very easy switch to do.
3.
The third option is for you all, as players, to decide you want to get out of the stolen
lands. In which case your characters can continue their adventuring in a different land. I have this
option prepared, though it is a different adventure than the kingmaker story.
Note: If you get offered this position and you want to play through it as option 1 or 2 but think that there
is no way your character would ever participate in this, then we can discuss it at that time with you
possibly bringing in maybe your characters cousin who happens to be a lot more interested politics and
running a fledgling nation. Or really any other way for you to still play but possibly as a different
character.

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