A Monster for Every Season: Summer 2
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  1. - Top - End - #1
    Pixie in the Playground
    Join Date
    May 2020

    Default [Kingmaker Campaign] Making travel/exploration easier

    Hello boys and girls,

    We are currently in a kingmaker campaign and I was wondering what could help us make the travel easier?

    I won't tell our party composition or whatever... To avoid spoiler and everything, I'd just like to know what a party could use to make traveling easier in general.
    Spells, tools, even races or classes.

    I know some of them like:
    - Mount (spell)
    - Shadow walk
    - Teleportation/Greater

    I think there is a lot of spells that can help, maybe something to make burden less of a concern, long duration movement speed improvement (Like Wind at Back in 3.5), etc... I'm not expert of Pathfinder and there's so much things for me to check, I sure will miss important ressources so that's why I'm here.

    Thanks!

  2. - Top - End - #2
    Spamalot in the Playground
     
    Psyren's Avatar

    Join Date
    Oct 2010
    Gender
    Male

    Default Re: [Kingmaker Campaign] Making travel/exploration easier

    Quote Originally Posted by Condé View Post
    I won't tell our party composition or whatever...
    Knowing what spell lists you have access to (class and level) would help though.

    Anyway, two staples for overland travel are Phantom Steed (Communal) and Wind Walk
    Quote Originally Posted by The Giant View Post
    But really, the important lesson here is this: Rather than making assumptions that don't fit with the text and then complaining about the text being wrong, why not just choose different assumptions that DO fit with the text?
    Plague Doctor by Crimmy
    Ext. Sig (Handbooks/Creations)

  3. - Top - End - #3
    Pixie in the Playground
    Join Date
    May 2020

    Default Re: [Kingmaker Campaign] Making travel/exploration easier

    Quote Originally Posted by Psyren View Post
    Knowing what spell lists you have access to (class and level) would help though.

    Anyway, two staples for overland travel are Phantom Steed (Communal) and Wind Walk
    Actually, I would like to have more than just spells of our party's level actually. Otherwise it would probably be too restrictive.

    I totally forgot about Wind Walk. It's pretty interesting. Communal Phantom Steed is interesting even if the duration might be a problem at lower levels for a party of 4-5.

  4. - Top - End - #4
    Spamalot in the Playground
     
    Psyren's Avatar

    Join Date
    Oct 2010
    Gender
    Male

    Default Re: [Kingmaker Campaign] Making travel/exploration easier

    The idea is to tailor PS to your party size. If you have a small party, prepping Phantom Steed a few times (say, 3-4) will get everyone overland relatively quickly. If you have a larger party, preparing the communal one a few times instead may not get all of you all the way there, but will cut down the group's walking quite a bit.

    Items help with this math considerably as well - e.g. Rod of Extend and Pearl of Power.
    Quote Originally Posted by The Giant View Post
    But really, the important lesson here is this: Rather than making assumptions that don't fit with the text and then complaining about the text being wrong, why not just choose different assumptions that DO fit with the text?
    Plague Doctor by Crimmy
    Ext. Sig (Handbooks/Creations)

  5. - Top - End - #5
    Pixie in the Playground
     
    GreataxeFighterGirl

    Join Date
    Aug 2004
    Location
    Sweden

    Default Re: [Kingmaker Campaign] Making travel/exploration easier

    Nature's Paths is a neat little spell (bard 1, druid 1, hunter 1, inquisitor 1, ranger 1, shaman 1, witch 1) that speeds up your overland travel, at least once you've got a couple caster levels so it can affect the entire party.

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