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*# (Chaotic Evil) The player can knock the tower down, causing Tamrath to fall and break his collarbone, and flee as soon as he has landed. This will immediately summon the treants and removes any of the Good alignment choices in the conversation with the Nereid.
 
*# (Chaotic Evil) The player can knock the tower down, causing Tamrath to fall and break his collarbone, and flee as soon as he has landed. This will immediately summon the treants and removes any of the Good alignment choices in the conversation with the Nereid.
 
* When the tower of crates and boxes is destroyed through any of the above options, then combat will begin after the player either asks about who did this to Tamrath, attempts to leave, or selects the (Neutral Evil) option to demand payment from Tamreth immediately. Three hostile [[Summoned Treant|Summoned Treants]] will appear from the forest, with a [[Nereid (Fey 12)|Nereid]] approaching the party after they have been disposed of. The Nereid will demand to know who put an end to the fey's prank. The player has several options in response to this, with the Good alignment choices only being available if the player didn't choose the (Chaotic Evil) option above:
 
* When the tower of crates and boxes is destroyed through any of the above options, then combat will begin after the player either asks about who did this to Tamrath, attempts to leave, or selects the (Neutral Evil) option to demand payment from Tamreth immediately. Three hostile [[Summoned Treant|Summoned Treants]] will appear from the forest, with a [[Nereid (Fey 12)|Nereid]] approaching the party after they have been disposed of. The Nereid will demand to know who put an end to the fey's prank. The player has several options in response to this, with the Good alignment choices only being available if the player didn't choose the (Chaotic Evil) option above:
** (Lawful Neutral) [Intimidate 35] Claim that as the lawful ruler of these lands the fey must provide reparations or face justice.
+
*# (Lawful Neutral) [Intimidate 35] Claim that as the lawful ruler of these lands the fey must provide reparations or face justice.
** (Lawful Good) [Diplomacy 34] The player can attempt to reprimand the fey for her actions, saying that the suffering she has caused as unjustified.
+
*# (Lawful Good) [Diplomacy 34] The player can attempt to reprimand the fey for her actions, saying that the suffering she has caused as unjustified.
** (Neutral Good) [Diplomacy 29] The player can attempt to reprimand the fey for her actions, asking why she would rather be cruel than merciful.
+
*# (Neutral Good) [Diplomacy 29] The player can attempt to reprimand the fey for her actions, asking why she would rather be cruel than merciful.
** (Chaotic Good) [Diplomacy 25] The player can attempt to reprimand the fey for her actions, stating that true humor brings joy rather than suffering.
+
*# (Chaotic Good) [Diplomacy 25] The player can attempt to reprimand the fey for her actions, stating that true humor brings joy rather than suffering.
** The player can successfully reprimand the fey for her actions without a skill check.
+
*# The player can successfully reprimand the fey for her actions without a skill check.
** The player can choose to attack the Nereid.
+
*# The player can choose to attack the Nereid.
** The player can attempt to leave.
+
*# The player can attempt to leave.
 
* Passing any of the skill checks or using the default reprimand will cause the Nereid to apologize and leave after reversing her magic, which rewards a chunk of experience enhanced by the difficulty of the chosen check. Failing a check, attempting to leave, or attacking the Nereid will lead to combat with her and a handful of [[Redcap|Redcaps]].
 
* Passing any of the skill checks or using the default reprimand will cause the Nereid to apologize and leave after reversing her magic, which rewards a chunk of experience enhanced by the difficulty of the chosen check. Failing a check, attempting to leave, or attacking the Nereid will lead to combat with her and a handful of [[Redcap|Redcaps]].
 
* As long as the player didn't choose the (Chaotic Evil) option to get him down from the tower, Tamrath will still be around after the Nereid has been dealt with and will give the player a monetary reward.
 
* As long as the player didn't choose the (Chaotic Evil) option to get him down from the tower, Tamrath will still be around after the Nereid has been dealt with and will give the player a monetary reward.

Revision as of 21:38, 15 August 2020

Tamrath
Tamrath
Details
Dwarf
Sunny Hillock

Tamrath is a character in Pathfinder: Kingmaker.

Biography

A dwarf paint vendor from Galt who was passing through Sunny Hillock when he was ambushed by a group of fey who proceeded to ransack his cart and place him atop a precariously stacked tower of crates and barrels. Tamrath's horse, Garland, has been painted wildly and enlarged by the fey, and all of his belongings and the cart have been shrunk, which unfortunately killed his coachman, Avim.

Interactions

  • The player can attempt to get Tamrath down from the lovingly named 'Temple of Solitary Contemplation' through a series of checks:
    1. (Neutral Good) [Athletics 18] The player can ask Tamrath to jump down from the tower. The player will also receive an experience reward for catching him.
    2. (Chaotic Neutral) [Bluff 22] [Lie] The player can lie about an incoming dragon in order to trick Tamrath into jumping down from the tower. The player will also receive an experience reward for catching him.
    3. (Neutral Evil) [Dexterity 12] The player can throw a stone at Tamrath, causing him to fall off of the tower but lands relatively unharmed.
    4. (Chaotic Evil) The player can leave Tamrath to his fate.
    5. (Chaotic Evil) The player can knock the tower down, causing Tamrath to fall and break his collarbone, and flee as soon as he has landed. This will immediately summon the treants and removes any of the Good alignment choices in the conversation with the Nereid.
  • When the tower of crates and boxes is destroyed through any of the above options, then combat will begin after the player either asks about who did this to Tamrath, attempts to leave, or selects the (Neutral Evil) option to demand payment from Tamreth immediately. Three hostile Summoned Treants will appear from the forest, with a Nereid approaching the party after they have been disposed of. The Nereid will demand to know who put an end to the fey's prank. The player has several options in response to this, with the Good alignment choices only being available if the player didn't choose the (Chaotic Evil) option above:
    1. (Lawful Neutral) [Intimidate 35] Claim that as the lawful ruler of these lands the fey must provide reparations or face justice.
    2. (Lawful Good) [Diplomacy 34] The player can attempt to reprimand the fey for her actions, saying that the suffering she has caused as unjustified.
    3. (Neutral Good) [Diplomacy 29] The player can attempt to reprimand the fey for her actions, asking why she would rather be cruel than merciful.
    4. (Chaotic Good) [Diplomacy 25] The player can attempt to reprimand the fey for her actions, stating that true humor brings joy rather than suffering.
    5. The player can successfully reprimand the fey for her actions without a skill check.
    6. The player can choose to attack the Nereid.
    7. The player can attempt to leave.
  • Passing any of the skill checks or using the default reprimand will cause the Nereid to apologize and leave after reversing her magic, which rewards a chunk of experience enhanced by the difficulty of the chosen check. Failing a check, attempting to leave, or attacking the Nereid will lead to combat with her and a handful of Redcaps.
  • As long as the player didn't choose the (Chaotic Evil) option to get him down from the tower, Tamrath will still be around after the Nereid has been dealt with and will give the player a monetary reward.