PF2e: We Did Not Expect an Inquisition in Our Kingmaker Game

For the random kingdom event during my group’s Kingmaker game this past weekend, they rolled an inquisition. We started off with a kingdom turn and then they were going to explore and clear some hexes. Well, that plan went out the window when the inquisition came up, because it says it continues until you either roll a critical success or have the players go to their headquarters and deal with them. They choose the latter.

So I had to throw together the rest of the game session during a 5 minute break. After loading up a map I already had in Fantasy Grounds and downloading the NPC Core supplement (thank you to both Paizo and FG teams for having all those NPCs ready to go), I just had to figure out which were best and shove them onto the map. Whew!

Short of the long, they have a new reoccurring bad guy. I had the inquisitors hunt down werecreatures because one of the PCs is a werewolf. So they were fighting good paladins. Their leader got away swearing vengeance upon the “abomination.” Now I have to name the bad guy, their order, etc. Any suggestions?

What do you think I should name these bad guys and what should the name of their leader be? Share your thoughts in the comments.

SF2e: Aliens Expanded: Jinsul Sentry Bot

Hey Starfinder 2e fans. Today I’m starting a series where I take aliens from Alien Core and expand upon them. Each entry will take a category of aliens and give you more like them. Alien Core is great, but there just isn’t enough in there. I mean, 2 animated objects, 1 bloodbrother, 3 corpse fleet creatures, 2 daemons, demons, and devils. This feels more like a primer, than a tome that is going to have what you need at any given time. I mean, seriously Paizo, you make a book this freaking cool but it’s only 226 pages (including covers)?!? I want mooooore! Feed my need for this awesome!

Ahem. *Straightens self* As such, I’m here to help. This blog series is me helping you with your game to fill out the cracks. And I am starting with what is one my favorites in the new book: the Jinsul. If you’re a player and have no freaking idea what I am talking about, well shame on you for trying to find out what is inside before your GM throws it at you. And if you’re a GM with no idea what I’m talking about, go subscribe and get the book and pdf straight from Paizo. No they’re not paying me to say that, but I wish they did.

So in the Jinsul entry it says that they use robots and automated systems to compensate for their low numbers. They would build those robots to their sensibilities, not to humanoid ones. So, this is going to be a robot that reflects this alien species instead of something more humanoid. With their numbers being few, they would want LOTS of robots and have their numbers everywhere. A such, here is my first addition to Starfinder 2e. I hope you enjoy what I feel is a little zippy bot that can annoy your players. *Evil laugh*

While jinsul have security sensors around their ships, they do not cover everywhere perfectly. As such, they add redundancy to their systems and some additional firepower that can be relocated where they need. These six-legged security robots look like miniature versions of jinsul themselves and position themselves in recessed corners where they can see much while not looking more than a bit of out-of-the-way machinery.

Jinsul Sentry Bot – Creature 1

TINY CONSTRUCT ROBOT TECH

Perception +8; darkvision

Skills Acrobatics +2, Athletics +2, Computers +4, Stealth +8

Str +0, Dex +3, Con +3, Int +1, Wis +1, Cha –1


AC 14 (all-around vision); Fort +8, Ref +5, Wis +2

HP 9; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poisoned, sickened, unconscious; Weaknesses electricity 1

Alert [reaction] Frequency once every minute; Trigger A creature attacks the jinsul sentry bot; Effect The jinsul sentry bot sounds a warning claxon and notifies all robots and computer systems within 30 feet. All robots and computer systems gain a +1 status bonus to attack rolls for their next attack against the triggering creature until the start of the jinsul sentry bot’s next turn.


Speed 25 feet

Melee [one action] leg blade (agile) +4, Damage 1d3 slashing plus 1 persistent bleed

Ranged [one action] needle +6 (range increment 10 feet), Damage 1d4+1 piercing

Strider Leap [two actions] The jinsul sentry bot Strides and then perform a Long Jump. They can Strike less than 10 feet and not automatically fail their check to Long Jump

Starfinder 2e: Lightning Turret

Hey Starfinder fans. So I was looking at the GM Core and I saw the number of turrets was rather small. So I figured I’d write one for you. I mean, everyone needs automated defense systems for the players to encounter and take over. There should be a few different kinds at every level. So consider this my first in a long series.

Lightning Turret Hazard 2

COMPLEX MECHANICAL TECH TRAP

Stealth +10 (trained)

Description A concealed turret pops up and fires a  bolt of electricity when intruders enter the protected area.

Disable DC 18 Computers (trained) to reprogram the turret, or DC 17 Crafting (trained) to cut power to the turret, or DC 16 Thievery (trained) to disable the turret

AC 18; Fort +11, Ref +5

Hardness 7; HP 30 (BT 15); Immunities critical hits, object immunities, precision damage

Lightning Blast [reaction] Trigger A creature moves within 30 feet of the turret; Effect The trap makes a lightning Strike against the creature; the trap rolls initiative.


Routine (3 actions) The trap makes a lightning Strike against a creature. If it hits, the lightning jumps to two additional creatures with 10 feet of the initial target. All attacks use the same attack roll with no multiple attack penalty.

Ranged lightning +11 (range increment 90 feet), Damage 1d0+4 electricity


Reset The trap resets after 1 minute.

Pathfinder 1e: Raging Purity – Bloodrager Level 3

The level 3 version of the Bloodrager I wrote is an assimar. This was supposed to be a raging avenger type. I saw this character as a zealot that could side with the PCs but they themselves may have to hold back from going too far in the name of doing what is right. I hope you enjoy this.

Raging Purity CR 2

XP 600
Aasimar bloodrager 3
CG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +8
Defense
AC 17, touch 9, flat-footed 16 (+6 armor, +1 Dex, -2 rage, +2 shield)
hp 36 (3d10+15)
Fort +7, Ref +2, Will +3; +2 vs. [evil], +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, uncanny dodge; Resist acid 5, cold 5, electricity 5
Offense
Speed 30 ft. (40 ft. without armor)
Melee mwk longsword +8 (1d8+4/19-20 plus 1d6 vs evil)
Ranged mwk composite longbow +5 (1d8+2/×3 plus 1d6 vs evil)
Special Attacks angelic attacks, bloodrage (16 rounds/day)
Aasimar Spell-Like Abilities (CL 3rd; concentration +5)
1/day—daylight
Tactics
During Combat The bloodrager begins combat by entering a bloodrage.
Base Statistics When not in a rage, the bloodrager has the following statistics: AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield); hp 30 (3d10+9); Fort +5, Will +1; Melee mwk longsword +6 (1d8+2/19-20); Ranged mwk composite longbow +5 (1d8+2/×3); Str 15, Con 14; CMB +5.
Statistics
Str 19, Dex 13, Con 18, Int 10, Wis 10, Cha 14
Base Atk +3; CMB +7; CMD 16
Feats Angelic Blood ARG, Extra Rage
Skills Diplomacy +4, Handle Animal +8, Perception +8, Ride +2, Survival +6; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common
SQ fast movement
Combat Gear feather token (bird), potion of shield of faith +2; Other Gear mwk breastplate, heavy steel shield, arrows (20), mwk composite longbow (+2 Str), mwk longsword, 14 gp

PF1e Bloodrager Level 2

Continuing to share our Pathfinder material that we never published, today we’re sharing the level 2 Bloodrager. We called them the local outcast, thinking about them being treated terribly by those around them for being different. This would be a great NPC for the players to face off against and show them a better way. I hope they find it useful in your game.

Local Outcast CR 1

XP 400
Half-orc bloodrager 2
CE Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +1
Defense
AC 15, touch 9, flat-footed 14 (+6 armor, +1 Dex, -2 rage)
hp 25 (2d10+10)
Fort +7, Ref +1, Will +3
Defensive Abilities orc ferocity, uncanny dodge
Offense
Speed 30 ft. (40 ft. without armor)
Melee mwk greataxe +9 (1d12+7/×3) or 2 claws +7 (1d6+5)
Special Attacks bloodrage (8 rounds/day), claws
Tactics
During Combat The bloodrager begins combat by entering a bloodrage.
Base Statistics When not in a rage, the bloodrager has the following statistics: AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex); hp 21 (2d10+6); Fort +5, Will +1; Melee mwk greataxe +7 (1d12+4/×3); Str 17, Con 14; CMB +5.
Statistics
Str 21, Dex 13, Con 18, Int 8, Wis 12, Cha 10
Base Atk +2; CMB +7; CMD 16
Feats Weapon Focus (greataxe)
Skills Handle Animal +5, Intimidate +7, Survival +6; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ fast movement, orc blood
Combat Gear potion of cure light wounds (2), potion of jump; Other Gear mwk chainmail, mwk greataxe, 10 gp

PF1e Bloodrager Codex

I was recently asked if I was going to keep working on the NPC Codex Compendium. Unfortunately, that answer is no. JBE is no longer publishing and I no longer have the time I used to. Trust me, no one is more disappointed by that than me.

Having said that, we have quite a bit of unpublished work on this (and other projects) that there’s no reason not to share when I have a few spare moments. So on an infrequent basis, I’ll be posting random stuff. I’m going to start with the Bloodrager Codex. Please understand these are unedited and may contain errors.

Troubled Youth CR 1/2

XP 200
Human bloodrager 1
CN Medium humanoid (human)
Init +1; Senses Perception +4
Defense
AC 13, touch 9, flat-footed 12 (+4 armor, +1 Dex, –2 rage)
hp 15 (1d10+5)
Fort +7, Ref +1, Will +2
Offense
Speed 30 ft. (40 ft. without armor)
Melee battleaxe +4 (1d8+9/×3)
Ranged throwing axe +2 (1d6+4)
Special Attacks bloodrage (8 rounds/day), staggering strike (DC 15)
Tactics
During Combat The bloodrager enters a bloodrage and always uses Power Attack.
Base Statistics When not in a rage and using Power Attack, the bloodrager has the following statistics: AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex); hp 13 (1d10+3); Fort +7, Will +0; Melee battleaxe +3 (1d8+3/×3); Ranged throwing axe +2 (1d6+2); Str 15, Con 16; CMB +3; Skills Climb +4, Intimidate +7.
Statistics
Str 19, Dex 13, Con 20, Int 8, Wis 10, Cha 12
Base Atk +1; CMB +4; CMD 14
Feats Intimidating Prowess, Power Attack
Skills Acrobatics +3, Climb +6, Intimidate +9, Perception +4
Languages Common
SQ fast movement
Combat Gear oil of magic weapon, potion of cure light wounds, potion of enlarge person, antitoxin; Other Gear mwk hide armor, battleaxe, throwing axe (2)

Enhancing Kingmaker: Four Kobolds and a Silver Piece

Kingmaker needs more encounters in every hex. Our Enhancing Kingmaker series helps you to fill up some of those empty hexes and have more in your game. Follow along to see more in the series.

Be sure to check out all of our Pathfinder 2e products at DriveThruRPG.

As I’ve mentioned before, this is the second time I’ve run this adventure path. One time, I added an encounter where the players met with the kobolds in a non-combat way. In the second run through, the players handled the moon-radish patch encounter in a non-combat way so I decided to run with it. In both times, the kobolds ended up revering one of the PCs to the point of treating them as a minor deity.

RL8. Four Kobolds and a Silver Piece

Four kobolds are standing in a field huddled together speaking together. If the PCs approach and can speak Draconic, they will understand the kobolds saying, “Oh look at it. It’s so shiny,” to each other. If the PCs demand to see what they have, the kobolds will do a bad job of passing it to one another and showing their hands as empty, having nothing. This should continue for longer than appropriate. Eventually, the kobolds reveal their lone silver piece. Should a PC give the kobolds enough silver so they each can have one, have the kobolds happily accept the money, hug the adventurer (or some other sign of affection) and run away.

Development: When the adventurers meet the Sootscale kobolds, their fame has preceded them and have given the PC the name, The Shiny One. So when Tartuccio discovers that The Shiny One is one of the PCs that he interacted with before, he has extra incentive to want to see them dead. He feels that the love they have for The Shiny One is a threat to his rule over the kobolds.

Modifying this for your game: Should anyone give kobolds anything other than a swift kick and a sword to the gut, the kobolds will see it as wonderful. Give that PC a simple but appropriate name in regards to what was given. In my current game, a PC with Cooking Lore gave the kobolds cupcakes. As a result, the PC is now known as the Cupcake Mistress.

Enhancing Kingmaker: Fallen Oak Tree

As we’ve posted before, our Enhancing Kingmaker series adds encounters to your game to fill out some of those empty hexes. Today we bring you the Fallen Oak Tree.

And as always, be sure to grab our Pathfinder 2e products at DriveThruRPG.

Add the following rumor about the Rostland Hinterlands:

“There used to be a massive oak tree that grew in that region. It was so huge, you could see the top of it 10, maybe 20 miles away. On a clear day, you could see it from the Border Road in Rostland. I haven’t seen it in a few years. I wonder what happened to it.”

Add this to the hex between RL3 and RL5.

RL7. Fallen Oak Tree Severe

Standard

The remains of a massive oak tree lie in the grounds of the plain. The roots came out of the ground with it when it fell over, leaving behind an enormous hole that has since been filled with rainwater. A DC 15 Nature check reveals that the tree probably fell because of high winds. A DC 20 gains that no amount of natural winds could have knocked over a tree of this size unless the ground was too weak to hold it. The wood has been in contact with the ground for so long it has rotted into near uselessness.

Creatures: Numerous bugs and creatures have taken up residence in the remains of the tree. Among them are a nest of bloodseekers, which attack when the adventurers get close.

Level 1: Bloodseekers (6, B1)

Level 2: Bloodseekers (8, B1)

Enhancing Kingmaker: Mercenaries Hunting You

As I mentioned before, the biggest complaint I’ve heard about Kingmaker is that there are empty hexes. The Enhancing Kingmaker series is here to help you fill those gaps with interesting, non-random encounters.

Be sure to check out all of our Pathfinder 2e products at DriveThruRPG.

Today, we have one that I added for a character with a noble background. It works equally well for one with a criminal background or anyone with a backstory involving running away from some group or powerful individual. Today sees a group of people hunting the character.

This encounter belongs in the Rostland Hinterlands, where there are lots of plains and thus and ability to see long distances. Start the encounter with a group of people coming into view some distance away. It’s hard to make out much details from a long distance away but the adventurers can tell they have a variety of gear. One is armored while others are in clothes more suited for travel. If the characters are mounted, then this group should be as well. Otherwise, they will be on foot.

The group stops when they are about 120 feet away, just outside of the first range increment for a longbow, but close enough that a character can get with that range if the player wants to spend a move action to do so. The group pulls out a piece of parchment and begins discussing it. Give the players a moment or two to do something, but if they don’t come up with something right away, have the armored one draw a weapon as he hands the parchment to the Torchbearer, yelling loud enough for the adventurers to hear:

It’s him/her! Get back to basecamp and have them report in. Go, go, go! We’ll buy you the time!

That little bit of dialogue changes this encounter from a standard, “kill the thing trying to kill us” fight to a “break through their lines to stop the one running away,” attempt. Meanwhile, the ones staying behind should be using grapple or trip attempts to slow up the players to let the Torchbearer get away.

Mercenaries Hunting You Moderate

Level 1: Torchbearer (GMG, runs away), Adept (GMG), Guard (GMG), Goblin Warrior (B1)

Level 2: Torchbearer (GMG, runs away), Adept (GMG), Guard (GMG), Goblin Warrior (B1), Guard Dog (B1)

Enhancing Kingmaker: Ogre Bounty Hunters

Luis takes in an Ogre.

The single biggest complaint I’ve seen about Kingmaker, other than lack of official Foundry support, is that there are empty hexes. I’m in the middle of my second running of Kingmaker and both groups have made this same complaint. I’ve also heard it from others as well. So in my Enhancing Kingmaker series of blog posts, I’ll be posting short encounters for you to add to your game.

Be sure to check out all of our Pathfinder 2e products at DriveThruRPG.

In a little addition to my game session this past weekend, I had the group being hunted by some ogres. The players found out a little ahead of time that the ogres were coming (I was introducing some new players and they had gotten ahold of a note the ogres dropped, but you can easily go with, some Sootscale kobolds stole this note from the ogres). The note read:

Gar’Rick Ogre Family,
There is a group of adventurers last seen heading towards the kobold caves. I will pay you 50 gold for each of their heads. If you wish to squish the kobolds while doing so, enjoy yourselves.
Stag Lord

By doing this, I am providing additional incentive for the group to kill the Stag Lord. So far, the group has not encountered much from the Stag Lord and I turning up his evil to provide incentive to take him on.

Ogre Family – Spicy

Level 3: Ogre Glutton (B1), Ogre Warrior (B1)

Level 4: Ogre Glutton (B1), Ogre Warrior (B1) (2)