(6B) MDT's Revivified Kingmaker (Inactive)

Game Master mdt

Group A

Group B

Kingdom Map

Wanted Posters:

WOOD DRAKE SIGHTED!
Rumors of a dragon haunting the southern Narlmarches are probably (hopefully) overstated. The evidence indicates that the source of the rumors is merely a forest drake. In any event, it’s killing folks and needs to be put down. One lone eye witness who lived long enough to return with the tale described it as a lumbering beast with wood and leaves for hide. A reward has been offered by House Kalnath.

IN SEARCH OF TROLL BLOOD!
Upon belief and intent, Myrania the Alchemist seeks Troll's Blood for testing as a catalyst in creation of healing potions. A reward, in potions of the choice of the bringer of this rare substance, will be given by Myrania within 30 days of delivery of the blood. At least one wineskin full of troll's blood required for reward.

ANIMAL ATTACKS! HOWLS OF MADNESS?
Rumor of a wolf like creature have long been heard of in the Kamelands. Stories vary as to whether it is a worg, a dire wolf, or something worse. Bandits and hunters have, for years, told of it's madness inducing howls and blood lust. With the increase of citizens into the Greenbelt, it is necessary to root out this beast to make the citizens safe. A reward for the creature's head is offered by House Malvanna.

SHAMBLING SAP NEEDED!
Myrania the Alchemist requires one small cask of shambling mound sap. This will require a fully grown shambling mound to supply. While the shambling mounds are common in Hecktongue Slough, they are rarer in the Greenbelt. A reward of gold and curative potions is offered for the first group to return with a cask of sap.

MAPS

Current Combat


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Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

You could also kill and re-incarnate. More expensive, but you have readier access to druids.

For that matter, you could still reincarnate the victims, as they were all killed within the last 7 days.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

I am less sure how happy our friendly neighborhood peasants will be if their loved ones are reincarnated as kobolds, goblins or bugbears, but it is a possibility. :)


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

resurrection is also an option, but rapidly fading...


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

For our readily accessible druid to reincarnate people I think he needs another level ...

*nudge nudge wink wink*

^^


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Soon. :)


Male Max HP 38
Stats:
AC/Touch/Flat: 19/13/17 | Fort/Ref/Will +5/+4/+9 | Init +2 | CMD 17
Druid of Erastil 7
Skills:
Bluff 2, Climb 3/5, Perception 22, Sense Motive 4, Stealth 15, Swim 3/5, Kn(Geo/Nature) 8, Profession (Cartographer) 8, Survival 14

Didn't we make Lanya the Minister of PR? She always seemed keen towards keeping Wilhelm looking good.


Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

You know, Gorruum might have a real knack for it ;-)


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

Decapitation?


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

I don't think we can go around bringing all the commoners that die back to life.

I like the idea of curing the were, then making him pay restitution to the families of those he killed. [pun] A wereguild [/pun]

This assumes he was truly out of his mind, under control of the curse.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1
Anastacia wrote:
I don't think we can go around bringing all the commoners that die back to life.

Probably not, as much as Wilhelm personally wants to.

Anastacia wrote:
I like the idea of curing the were, then making him pay restitution to the families of those he killed. [pun] A wereguild [/pun]

I only just learned what wereguild is so I could get this joke! Yay me!

But to restate Fhârn's thoughts on what the common folk might say, "You'll cure that murdering bastard of his gods given punishment, but you won't bring back my little Amy? I spit on you, 'my lord'." Hence something of a catch-22. :)

To be fair, it might cost significantly less to cure him but I doubt the victim's family will care.


M Human HP 64/64 AC 21, T 11, FF 20/ Fort+8 Ref +2 Will+2 +2 vs fear.

Yeah, I'm opposed to state enforced restitution, he's a barbarian that isn't part of our kingdom(yet) and what if he can't pay? Jail him? at the taxpayers expense. No!

This is a barony, lets get our feudalism on.


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

I'm goin' to California. Doing a road tour of the PCH. I don't know how much internet I'll have access to, so my posting may become spotty, to non-existent.

I'll log in when I can.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

@Prison - Even if we decide to go with the man's wishes, a little cell can always be nice to have!

And Arcane Lock is a nice spell to put on such a cell.

Arcane Lock:

School abjuration; Level sorcerer/wizard 2; Subdomain wards 1
CASTING

Casting Time 1 standard action
Components V, S, M (gold dust worth 25 gp)
EFFECT

Range touch
Target door, chest, or portal touched, up to 30 sq. ft./level in size
Duration permanent
Saving Throw none; Spell Resistance no

DESCRIPTION

An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it. If the locked object has a lock, the DC to open that lock increases by 10 while it remains attached to the object. If the object does not have a lock, this spell creates one that can only be opened with a DC 20 Disable Device skill check. A door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.

@mdt - Since the spell can affect a 'chest' up to 30 sq. ft./level (180 at Fhârn's current level), would it be possible to treat a say 10x10 ft. cell with one entrance as a somewhat large chest?

The area itself is well within the allotted space (60 square feet total) but not sure if it would qualify.

It would make such a cell somewhat troll-proof, especially in combination with manacles so the troll simply cant punch his way trough (the somewhat poor hardness of stone [8] might otherwise leave an opening!*).


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

I've been slammed at work. I'll try to get updates by Monday night.

Let me know what your plans are so I know what to post.

If you are going back to the capitol to do kingdom management, start making rolls. Also, go ahead and level up to 7 if you're going back to the capitol.


Male Ratfolk
VITALS:
AC: 19, T: 16, FF: 14; HP: 11/11; F:2, R:7, W:3; CMB +0, CMD 15 ; Init: +5; Perc: +9
Gunslinger/Rogue 1
SKILLS:
Acrobatics +9 (+5 to jump), Climb +4, Craft (alchemy) +7, Disable Device +9, Escape Artist +9, K. Engineering +5, Perception +9, Sense Motive +7, Stealth +13, Survival +7, Swim +4

Ikit want's to learn the local language, so what is it called? I saw a few suggestions, so not sure which one is a good idea

He is learning the local people, so im adding knowledge local and getting a new language

also. Took extra discovery, i now have Infusion, so i can make extracts for other people on the fly :)


Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

Ok, had a bit of time in the car returning from Iowa State, so I decided to do some research into this language question.

The ISWG lists Common and Hallit as the primary languages for the River Kingdoms. Skimming through the Guide to the River Kingdoms, the only other language I see mentioned is Skald and that seems very specific to the River Kingdom of Urigen (which has a unique history). Varisian and Varisians are not mentioned at all in the Guide to the River Kingdoms.

OOTO the ISWG lists Common, Draconic, Hallit, Skald and Varisian for Brevoy. A couple of those are obvious. Common comes from the Taldans. Draconic from Choral the Conqueror. I'm pretty sure again that Hallit represents the native peoples. Certainly the Kellids (who are the primary speakers of Hallit) are common across the Realm of the Mammoth Lords, Ustalav, Mendev and Numeria. They were also the native peoples of Sarkoris before the Worldwound.

My best guess as to the Skald influence comes from Iobaria. There was definitely an Ulfen Kingdom, called Njalgard, in Iobaria prior to Old Iobaria itself. This bordered the Lake of Mists and Veils in the northeast, so there would have been trade with the Issians of Brevoy. House Orlovsky and House Medvyed would also have bordered the area although with the Icerime Peaks in between, it is unclear how much trade there would have been.

I'm really at a loss for the Varisians even though they are very nomadic. They are definitely established as having their own origin in Varisia in the aftermath of the Thassilonian Empire. That Empire only stretched as far east as what is now the Hold of Belkzen. It is definitely established that the Varisians wander as far east as Ustalav where they are very common. The Ustalav sourcebook makes it very clear that there is a strong Varisian influence in that country. However, to get to Brevoy, they have to cross the Worldwound and Mendev or more likely Numeria or possibly Razmir and the River Kingdoms. However, there isn't a single mention of Varisian or Varisians in the Numeria sourcebook or the River Kingdoms sourcebook. So, my best guess that maybe before the fall of Sarkoris there were caravans making their way across Sarkoris, Mendev and Brevoy and perhaps some of that influence remains in Brevoy. Or, there are caravans that cross the Crown of the World and Lake of Mists and Veils.

All that to say that I think Hallit is probably the native language for the peoples of the River Kingdoms with a few pockets of others.

Hope that helps :)


Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

As for leveling...

Gorruum advances to a level 6 spell-less ranger (guide).
+1 hp for favored class bonus
Stealth attack increases to +2d6
Bonus feat: Ride-by Attack
Skills: +1 Climb, +1 Intimidate, +1 Perception, +2 Ride
Feat: Additional Favored Terrain: Forest

Ubagub advances to a level 5 bloodrager
+1 hp for favored class bonus
Spell: Cheetah's Spirit
Skills: +1 Acrobatics
Feat: Charge Through


Male Ratfolk
VITALS:
AC: 19, T: 16, FF: 14; HP: 11/11; F:2, R:7, W:3; CMB +0, CMD 15 ; Init: +5; Perc: +9
Gunslinger/Rogue 1
SKILLS:
Acrobatics +9 (+5 to jump), Climb +4, Craft (alchemy) +7, Disable Device +9, Escape Artist +9, K. Engineering +5, Perception +9, Sense Motive +7, Stealth +13, Survival +7, Swim +4

Much thanks.

Updated sheet and edited.

=^^=


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Common = Varisian, in this area. That's where the confusion comes from. If you read through the ISWG, you should find a reference that 'common' and Varisian are the same language.


Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

It is Common and Taldane that are the same language. ISWG page 251.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

@Fhârn

The most important level up thingy to be gain for Fhârn will be his new feats:

Arcane Armour Mastery
Leadership
Improved Familiar

The first is from his Bonus Combat feat, so that one is simple. Then I was thinking of simply picking Improved Familiar and retraining Furious Focus into Leadership (since I guess he would have most readily access to other characters with that feat, on the account of there being at least 1 that has it already and 2 I'm fairly certain will grab it).

The retraining cost will be 10*7*5=350gp, which Fhârn currently can afford. Storywise I think I'll pretend that most of that gold goes towards a bit of research into Improved Familiar, rather then trying to bribe Gorruum or someone else* :P

*Since I assume the retraining cost mostly just magically disappears instead of being actually pocketed by the trainer.

Edit: Further changes

+3 ranks in Appraise
+1 rank in Craft (Armour)
+1 rank in Spellcraft

+1 in Ref, Will and Fort Save

+1 Bab

+1 3rd level spell slot
+1 3rd level divination spell slot
_____________________________________________________

@Cohorts

Building characters! Yey!

I know I mentioned earlier that I was thinking of a Bard, but new shiny books have arrived.

Instead, I'm thinking of an Inquisitor (Relic Hunter) to mix social skills with the new fun Implements feature of the Occultist*.

Anyone else going to dwelve into the fun land of building more char-sheets :)?

I remember a little wizard coming from Dante and perhaps a bard for Will...
_____________________________________________________

@Gold/loot ect

Unless I misremembered, our group had a quite sparse collection of loot.

Since we have plenty of new people now, I was thinking of brining up loot distribution again (so everyone gets a say!).

Last time we merely pooled everything together for its sale value and then distributed somewhat evenly, with priority to giving people the stuff they wanted. That way people whom want actual items will end up getting their stuff a bit quicker, but with crafting everyone will get an approximatively equal share.

Thoughts : )?
_____________________________________________________

@Crafting

Fhârn got Scribe Scroll, Craft Wonderous Items and Magical Arms & Armours.

There is a crafting tab in the 'Mage Guild' link, but it is pre-wbl reset. I'll try and update it in a few days - in the meanwhile if there is anything anyone is interested in, feel free to either write here or PM me and I'll put you on the list : )
_____________________________________________________

@Time

Retraining will take 5 days, doing his kingdom role takes 7 days. So Fhârn will probably need to sit around in the capital for at least 12 days. Plus a few extra days if anyone wants anything crafted : )


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Also, I think we have to dig up the most up-to-date sheet for our kingdom.

I think this is it?


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7
Fhârn wrote:

Also, I think we have to dig up the most up-to-date sheet for our kingdom.

I think this is it?

There are 5 vacant roles (3 if we assume Lanya and Vors stick around); (Grand Diplomat), Magister, Royal Enforcer, Spymater and (Warden).

I think Lanya is specifically mentioned as a NPC, but Vors just went away quietly. If anyone wants the Warden role, we can surely just clap our hands and pretend he was something/somewhere else :P

Also, Anastacias surename seems to have been misspelled


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

We have enough PCs that I would prefer the PCs fill vital roles.

Rather than mix people 50/50 between games, I'd rather put those who post every day or two into A, and those who post once or twice a week into B. If B is too small, then we'll add in a few cohorts to round out the numbers for B. Either way, I'd rather cohorts either stay home doing things in A, as it will be the larger of the two groups. This doesn't count for Ubagub, as he's a mount (nor does it count for Wilhelm's mount).

Given the posting patterns so far, A would be :

Anastacia
Fharn
Gorruum/Ubagub
Natalie
Wilhelm/Pretty Pony

Group B would be :

Dante
Shimmer

Undecided :

Ikit
Rowan

Lost Characters :

Corwyn (Which is a pain, as he's contracted lycanthropy)

Ikit always posts quickly when he has something to post to, I think he'd post daily/every other day if the others in his group posted faster. Rowan said something about wanting to move to a faster posting thread, but I'd need a commitment to post at least 3-4 times a week on average.

Shimmer & Dante post about once a week, sometimes twice. I think rather than recruit more, it would be easier to put the other player's Cohorts in with Dante/Shimmer, and let them move at their own pace. Still part of the game, but aim for their thread to have short specific missions rather than open exploration.

Anyone have trouble with this?


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

It seems agreeable to me : )

The cohort will have some synergistic features with Fhârn, but there is no reason for them to be permanently glued together. I assume we are going to gather up all together for any epic showdowns anyhow!

@mdt - Question:

Would you let an Mephit familiar pick up the Valet archetype, despite not having Speak With Animals of its Kind?

That is, simply ignoring that entry on the Familiar archetype : )

Valet Archetype (7th level ability)

Improved Familiar:
This feat allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar.

Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).

Benefit: When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil).

Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).

Additionally, there are some rules somewhere about Familiars trading out their starting feat(s) - would you be okay with that?

(I'm looking to ditch Improved Initiative so both Fhârn and the Mephit has the same Initiative bonus and then simply roll once for both of them. Thinking of Additional Traits instead.)

I can try and find the source on that if you want, soon-ish : )


Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5
mdt wrote:
Anyone have trouble with this?

Ok with me.


Male Human Oracle 3 (Seer)

However we make it work.


Male Ratfolk
VITALS:
AC: 19, T: 16, FF: 14; HP: 11/11; F:2, R:7, W:3; CMB +0, CMD 15 ; Init: +5; Perc: +9
Gunslinger/Rogue 1
SKILLS:
Acrobatics +9 (+5 to jump), Climb +4, Craft (alchemy) +7, Disable Device +9, Escape Artist +9, K. Engineering +5, Perception +9, Sense Motive +7, Stealth +13, Survival +7, Swim +4

Ikit can craft potions. And if it becomes a game changer, ill take the feat that makes me use the GP value instead of the SP value.

And i will be where the GM/Party thinks Ikit will be best suited

Wooohooo. 4d6 explosions!

-Posted with Wayfinder


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

I think Wilhelm made an excel spreadsheet in discussion in either group A or B.
I think I was posed on the Spymaster role, at least I have aimed towards that role.

@ mdt
Will I have to pay retraining for all 6 levels rogue to go into the Unchained Rogue?


Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

Probably Warden or Royal Enforcer for Gorruum.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

@Natalie - No, you're not switching out archetypes or anything. You're just changing the base build to the unchained version. Unless you change archetypes or make changes to your feats you purchased, there's no charge.

Now, if you make changes beyond the unchained changes, those you pay for.


Male Ratfolk
VITALS:
AC: 19, T: 16, FF: 14; HP: 11/11; F:2, R:7, W:3; CMB +0, CMD 15 ; Init: +5; Perc: +9
Gunslinger/Rogue 1
SKILLS:
Acrobatics +9 (+5 to jump), Climb +4, Craft (alchemy) +7, Disable Device +9, Escape Artist +9, K. Engineering +5, Perception +9, Sense Motive +7, Stealth +13, Survival +7, Swim +4

No idea what Ikit will do

-Posted with Wayfinder


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

I'm building out my ideas for my cohort (taking leadership) and I've narrowed it down to two. I haven't decided which I like more yet. Are we going 15 point buy, level 5, no traits? WBL for a heroic NPC at level 5 is 3450 gp. Is all that right? Wilhelm's info to follow later.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

@ mdt
Ok that sounds good, I was thinking to retrain Noble Scion, I have come to think that the Master Spy fits better to my overall idea of my rogue, then the Noble Scion prc.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

@Languages - I think both Giant and Sylvan could be useful too : )

@Cohorts - My research seem to indicate that the cohorts should use NPC elite arrays (15 14 13 12 10 8). Basically a more rigid 15p buy. (Source: Last recruitment threat, discussion about Ub)


Male Max HP 38
Stats:
AC/Touch/Flat: 19/13/17 | Fort/Ref/Will +5/+4/+9 | Init +2 | CMD 17
Druid of Erastil 7
Skills:
Bluff 2, Climb 3/5, Perception 22, Sense Motive 4, Stealth 15, Swim 3/5, Kn(Geo/Nature) 8, Profession (Cartographer) 8, Survival 14

I have no problem with going into either group. I kinda got burned out checking for posts on a regular basis and seeing nothing new posted so I stopped checking as often. Life has gotten a little bit busier recently so I wouldn't mind joining the slow group. Someone needs to provide the balance between Dante and Shimmer ;-)


Male Human Oracle 3 (Seer)

Pretty true, we need someone to cast the tie breaker between our two methods.


Male Ratfolk
VITALS:
AC: 19, T: 16, FF: 14; HP: 11/11; F:2, R:7, W:3; CMB +0, CMD 15 ; Init: +5; Perc: +9
Gunslinger/Rogue 1
SKILLS:
Acrobatics +9 (+5 to jump), Climb +4, Craft (alchemy) +7, Disable Device +9, Escape Artist +9, K. Engineering +5, Perception +9, Sense Motive +7, Stealth +13, Survival +7, Swim +4

Let me know where Ikit is needed. Also. If a mission needs fire... he will bring the fire. LOTS of fire =^^= still not wizard or sorc fire. But buffed up he can really get it going.

Aaaaanywho. As said. Where do you want/need Ikit?

-Posted with Wayfinder


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

For my own part, I do find that it helps to have someone driving the action and forcing others to respond. i'm flexible about what we do, but that's been my experience with PBP. I had figured the cohorts would mostly stay home unless there was something specific for them to do. I am flexible though.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

Taking another level in Paladin.

Wilhelm - Level 7:

  • +1 level of Paladin
  • +1 BAB
  • +8 HP (6 from D10 HD +2 CON)
  • +4 skill points (1 rank Sense Motive, 1 rank Perception, 1 rank Diplomacy, 1 rank Ride)
  • +1 feat: Leadership
  • +1 Level 2 spell rank (from high CHA)
  • +1 use of Smite Evil
  • +1 damage for Smite Evil
  • +1d6 Channel Energy use

Triumph:

  • Zilch.

My leadership score is at least an 8 (level 7 + 3 CHA - 2 for having an animal companion) with the potential for several more points.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

Sorry for the triple post, but I was just outside the cutoff to edit the last one.

I have the Kingdom sheet saved on my computer (via Herolab) and I made a copy in one of the older threads. Here's the current status:

Domierov:

Domierov
CN Size 14 Kingdom
Control DC 36
--------------------
Statistics
--------------------
Economy 35; Loyalty 31; Stability 32
Consumption -1; Income Modifier 7; Unrest 0; Unrest/Turn 0
Fame 4; Infamy 0
--------------------
Leadership
--------------------
Ruler Baron Wilhelm Orlovsky
Councilor Felicia Shimmerscales
General Dante Skyborn
Grand Diplomat Lanya Beladon Medvyed
High Priest Anastacia Sotrmwing
Magister Dareon Lebeda
Marshal Rowan
Royal Enforcer Vacant
Spymaster Roan
Treasurer Fhârn
Warden Vors
--------------------
Hexes
--------------------
Gold Mine Hills (D19 - Hills southwest of Zatoksta)
Improvements Mine, Road
Greenlands hills (F18 - North of Stag Lord's fort)
Improvements Quarry, Road
Greenlands hills (E20 - Mite hills north of Sootscales)
Improvements Mine, Road
Greenlands hills (D20 - South of Zatoksta)
Improvements Quarry
Northern Greenlands (C20 - South of Zatoksta)
Improvements Farm, Road
Northern Greenlands (A19 - North of Zatoksta)
Improvements Farm, Road
Northern Greenlands (A20 - Northeast of Zatoksta)
Improvements Farm, Road
Northern Greenlands (B20 - East of Zatoksta (Bokken's))
Improvements Farm, Road
Northern Greenlands (A21 - Northeast of Zatoksta)
Improvements Farm, Road
Northern Greenlands (B18 - Northwest of Zatoksta)
Improvements Farm, Road
Sootscale Caves (F20 - East of Stag Lord's)
Improvements Mine, Road with Bridges
Stag Lord's Fort (G19 - Along Tuskwater lake)
Improvements Fishery, Road
Thorn River Crossing (E19 - Northeast of Stag Lord's fort)
Improvements Quarry, Road with Bridges
Zatoksta - Formerly Oleg's (B19 - Along South Restov Road)
Improvements Farm, Road
--------------------
Settlements
--------------------
Stag Lord's Fort
CN Village
Corruption +0; Crime +1; Law +0; Lore +1; Productivity +0; Society +0
Danger +0
Demographics
Population 0
Marketplace
Base Value
0 gp; Purchase Limit 2,500 gp; Spellcasting 3rd
Minor Items —; Medium Items —; Major Items

Zatoksta - Formerly Oleg's
CN Large Town
Corruption +2; Crime +2; Law +0; Lore +3; Productivity +1; Society +2
Danger +0
Demographics
Population 5000
Marketplace
Base Value
1,500 gp; Purchase Limit 10,000 gp; Spellcasting 5th
Minor Items 1 ring, wand, or wondrous item; 1 potion, scroll, or wondrous item; Medium Items —; Major Items
Buildings: Dance Hall, Exotic Artisan, Garrison, Granary, House, House, House, Inn, Jail, Library, Noble Villa, Shrine, Stable, Stockyard, Tavern
--------------------
Diplomatic Agreements
--------------------
Restov Embassy, Treaty +8 (Unbalanced against you)
--------------------
Armies
--------------------
Domierov Defense Force XP 1200
N Medium army of human (Kellid) (Fighter 1)
hp 1; ACR 4; Morale +5 (Flexible Tactics: +5 to change tactics during battle.)
DV 14; OM +4
Speed 2 Hex; Consumption 2 BP

Dante Skyborn
Charisma Modifier 2
Leadership 11
Profession (soldier) ranks 6
Commander Boons Flexible Tactics, Loyalty

And for the record (and for interested eyes), here are my month to month notes in case I goofed something up and had to audit the kingdom:

Year on Year notes:

Year 1:
-Gozran: Claimed Oleg's (free stable), built farm and road in hex, built tavern (free) and house (2 gp) in city
-Desnus: Claimed hex C20 and built a farm and a road in it. Built a free dance hall (brothel) and house (2gp) in Zatoksta. Had an economic boom event.
-Sarenith: Claimed hex D19 and built a mine and a road in it. Built a house (2gp) and a garrison (24 gp) in Zatoksta. Had an economic boom.
-Erastus: Claimed hex E19 and built a quarry and a road on it. Built a granary in Zatoksta (6gp).
-Arodus: Claimed hex F18 and built a road and quarry on it. Built a library in Zatoksta (6 bp).
-Rova: Claimed hex G19 and built a road and a fishery on it. Built a noble villa in Zatoksta (24 bp).
-Lamashan: Claimed hex A19 and built a farm and road on it. Build a jail in Zatoksta (7 bp). Food shortage event with Stability passed. Pay 1.5x consumption next month.
-Neth: Claimed hex A20 and built a farm and road on it. Built an inn in Zatoksta (10 bp).
-Kuthona: Claimed hex B20 and built a farm and a road on it. Changed to 6 holidays/year and Standard promotion edicts. Built a stockyard in Zatoksta (20 bp).
-Abadius: Claimed hex E20 and built a road and mine on it. No building in Zatoksta. Unexpected Find event with medium item.
-Calistril: Claimed hex F20 and built a road on it. Mine already existed. Built an exotic artisan in Zatoksta (5 bp). New Subjects event +1 society/stabilty, -1 unrest and +3 bp.
-Pharast: Annex A21 and build a farm/road on it. Build a shrine (8 bp) in Zatoksta. Spent a BP training a Huge Army of Level 1 Human fighters.

Year 2:
-Gozran: Passed stability with 0 unrest for +1 bp (46). Pay 2 BP to put Domierov Defense Force in reserve. Claimed B18 and D20. Build road/farm on B18 and quarry on D20. No building in Zatoska. Prepared G19 for settlement. No events.

Council Positions:

For new Kingdom positions, I'm thinking:
Ruler: Baron Wilhelm Orlovsky
Councilor: Felicia Shimmerscales, also known as the Lord Felix Orlovsky
General: Dante Skyborn
Grand Diplomat: Lanya Beladon, courtier of Medvyed
High Priest: Anastacia Stormwing
Magister: Ikit the White
Marshal: Rowan Gideon
Spymaster: Natalie Saratov
Bean counter: Fhârn Uðrrúna I mean of course the esteemed role of Treasurer. :P
Warden: Gorruum

I'm not particularly satisfied with Gorruum as Warden, as it deals with guards/troops in major population centers. Royal Enforcer seems to be a better fit the more I look at it (mechanically and IC). Gorruum would be responsible (in large part) for tracking down fugitives and returning them to face punishment as well as 'PARLAYING' with those who are recalcitrant. We'd need to have a new Warden (or an old NPC could work). Roan (former PC who is Wilhelm's half-brother) is technically still around somewhere and he might make a decent-ish Warden while still explaining what happened to him. Keeping Vors around is another option.

Long term, it makes IC sense for Wilhelm to get married and start having kids. Without an heir, his claim as the Baron is at significant risk. Lanya (NPC) is currently top contender, which opens the diplomat slot for someone else to take over (as she becomes consort or co-ruler). Downsides to this are if Wilhelm should happen to snuff it before his kid(s?) come of age and if we can't raise dead for some reason. We (as PCs) are no longer the rulers unless we do some sort of IC gymnastics. I'm not sure how to resolve those problems, so I'm open to suggestions. I don't really have a particular character development angle centered around Wilhelm's romantic activity now that Lanya is an NPC, so I don't really care what we decide. It should be for the best of the game. :P

Kingdom Construction:

As far as building stuff goes, I think it makes most sense to build on our newly prepared tile a castle (at 1/2 price). This is where the Stag Lord's fort used to be, hence the decreased price. This gives us a southern fortified outpost (handy against trolls...) and forms the basis of where I think we ought to eventually move our capitol (more centralized and less dangerously close to Brevoy if our relations sour). We can also use the castle to hold a (new?) reserve army (large size only) without incurring costs as long as it stays there, which seems handy.

I think our other building should be an upgrade on our existing shrine (to a temple). This has the obvious advantage of being an incentive for a priest to help us deal with our werewolf problem, though obviously Wilhelm himself wouldn't think of such a thing. Maybe a high level representative of the associated faith will be in town to consecrate the new temple during the next full moon?

One final thing is our alignment. Way back when, I think common consensus (by what margin I don't recall) was to try for a Neutral good kingdom. Has that changed at all? Right now I still have it listed as CN, but over the last year it would have transitioned to something else based on our laws. What should that be now (it matters for stats, but we can fix an issues that causes easily enough)?

As always, I'd appreciate thoughts on all the above. :)

[oc]P.S. I am still thinking about my cohort. I was debating between some old knightly mentor of Wilhelm's (cavalier) or his elder sister (bard). I've had another idea for a battle herald (standard bearer) I want to flesh out, so I'm still thinking. If you have cool NPC ideas that are LG, mdt and others, I always appreciate commentary.[/ooc]


Male Ratfolk
VITALS:
AC: 19, T: 16, FF: 14; HP: 11/11; F:2, R:7, W:3; CMB +0, CMD 15 ; Init: +5; Perc: +9
Gunslinger/Rogue 1
SKILLS:
Acrobatics +9 (+5 to jump), Climb +4, Craft (alchemy) +7, Disable Device +9, Escape Artist +9, K. Engineering +5, Perception +9, Sense Motive +7, Stealth +13, Survival +7, Swim +4

Ikit teach, yes yes. Ikit smart smart!

-Posted with Wayfinder


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

I think the positions looks good, but I agree the warden should properbly be one with better language capablities. Gorruum would make an excellent Royal Enforcer.

How would I set up/build a spy network? I think a proper Spymaster needs that.

I don't have so much experience as to the constructions so I trust in your ideas, at lesat untill I have seen how that works out. I wont speak so much to the alignment as I'm not sure I know enough of the kingdom yet.

IG I haven't used this yet, but Natalie is of noble birth from the Surtova house. If the worst should happen would she be able to take over and keep the kingdom intact untill a fitting ruler is found, with just her title or would that require alot of IC gymnastics?


Male Ratfolk
VITALS:
AC: 19, T: 16, FF: 14; HP: 11/11; F:2, R:7, W:3; CMB +0, CMD 15 ; Init: +5; Perc: +9
Gunslinger/Rogue 1
SKILLS:
Acrobatics +9 (+5 to jump), Climb +4, Craft (alchemy) +7, Disable Device +9, Escape Artist +9, K. Engineering +5, Perception +9, Sense Motive +7, Stealth +13, Survival +7, Swim +4

Natalie. I had a drow spymaster. If you want ideas i am willing to talk. Also. You may look at her gameplay

Zartana.

=^^=

-Posted with Wayfinder


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

Natalie - level 7

  • +1 Rogue level
  • +1 Base attack bonus
  • +7 hp (5+2 con)
  • +10 skill ranks (1 acrobatics, 1 bluff, 1 disable device, 1 disguise, 1 escape artist, 1 knowledge local, 1 linguistics, 2 perception, and 1 sleight of hands)
  • +1 Language (Hallit)
  • +1 feat (Deceitful)
  • +1d6 sneak

I do the retraining once we are back in the town, adding the unchained rogue and retrain one feat also.

@ Ikit
I will take a look at her.


Male Human Oracle 3 (Seer)

Completely missed you telling us we leveled.


Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

Royal Enforcer is aok!


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

Level 7

Gain a 1st and 4th level spell.

All 4 skill points into K, religion. This should us a kingdom bonus for having 6 ranks in that skill.

Took scribe scrolls for my feat.

Hitpoint total is now 46.


M Human HP 64/64 AC 21, T 11, FF 20/ Fort+8 Ref +2 Will+2 +2 vs fear.

I agree that we should establish the 1/2 price castle at the stag lord's fort.

I propose the Name Stagfall in honor of our victory.

I would like to move the military center of operation to there.

Requested buildings in order

Barracks
Grainery
Smithy
Upgrade to Garrison
City wall, with Watchtower at gate.
Hospital
Military academy.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Aight. There doesn't seem to have been any cataclysmic events back home while we were away. I'll continue to tinker with my cohort and stuff, then I think I'll try to get some nice wall of text up IC later this weekend.

And hopefully some sort of Cohort introduction too, with some hooks if anyone fancy.

Lastly - @new people: Do you want some sort of introduction/tour of the premises or something? I can probably include that if the homecoming post if you are interested : )

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