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DM Bloodgargler's Kingmaker

Game Master BinkyBo

{Kingdom Tracking Sheet} {Downtime} {NPC list} {District Grid}


201 to 250 of 1,125 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Male hp: 35/35; AC:16/14-ff16/14-tch10; F+4, R+3, W+4; Initiative 0, Perception +5

I'm not sure I can do this: can I have Murak to attack and then move, and then at the end of his movement have Norton to attack another target?


Yep - as long as Murak makes just one attack action


Male hp: 35/35; AC:16/14-ff16/14-tch10; F+4, R+3, W+4; Initiative 0, Perception +5

Ah, ok don't want to metagame but Murak attack is 15, and damage 6, if the bandit is going to die with that, Norton will move to somebody else and attack. Just to post the right description.


makes perfect sense for you to have Murak nail him once before moving to support Ta'de-win.. good idea


Downtime Gnome Sorceror (draconic) 4

Norton is proving how much mobility a cavalier has. Getting quickly from one spot to another.
Just keep making those ride checks :-)
Alice is showing the bandits how you can use reach. No 5' step and fire a missile weapon without getting popped if the creature with reach is right next to you.
Rogar is showing how he is accurate with bow and sword.
Ta De win is demonstrating the use of my favorite debuff.
Green show how he can hit hard and heal all in one package.
Furiel is showing how a weak sorceror can dramatically miss with two huge balls of flame and hit with a crossbow.
We are having fun.


Male hp: 35/35; AC:16/14-ff16/14-tch10; F+4, R+3, W+4; Initiative 0, Perception +5

I'm not familiar with sorcerers, but wizards shouldn't think in terms of damage dealt. Is too easy for them to miss attacks and can't stand to get into melee. They should specialize in reality bending, things that turn the odds in their allies favor: ground control, buffing and hindering.

Somewhere on this site there is someone that made a excellent guide for wizard build.


Norton .. move to I2? or I12?


sorcerers are usually more suited to blaster or buffer than wizards .. plus he has dragon blood .. (just like my face-toface main Jimbly Willit!)


Male hp: 35/35; AC:16/14-ff16/14-tch10; F+4, R+3, W+4; Initiative 0, Perception +5
DM Bloodgargler wrote:
Norton .. move to I2? or I12?

I2, Norton is fleeing, didn't I tell you? He is a coward!

Just joking

I was thinking I10, don't know where I2 came from, I corrected the post already.


{HP 32/32 | AC17 T12 FF13 CMD17 | F/R/W 5/3/8 | Init +2 Per +11/13 SM+4} Female Human Druid 3 {Kingdom} {NPCs} {Downtime}

I forgot to mention, the damage from Storm Burst is non-lethal. Just an FYI. I keep forgetting it.


here's some snake style for ya Alice .. (plus crane) spiritual kung fu clip


Downtime Gnome Sorceror (draconic) 4

A foe burning is a foe "controlled".
I just noticed reloading a crossbow is a move action; can you modify Furiel's range shot to be an acid spray that deals 1 damage after a move? Moving closer to the leader to provoke surrender and getting closer for the next round is more important than rolling a d6 vs a d3.


Downtime Gnome Sorceror (draconic) 4

Better yet, have Furiel stay in place and load (move) and attack (std).


I'll give Alice a little while longer .. if we don't hear from her I'll just have her securing the surrendering gnome this round so we can continue. (not too much left for her to do anyway)


OK "little while longer" turned into 22 minutes .. combat is over


Downtime Gnome Sorceror (draconic) 4

Kressle the leader seems a hard case--maybe keep her away from the others. Her presence probably discourages cooperation. I think only good recon and subterfuge will get us in the bandit fort.

How about we make quick camp and rest here. We can then go back to Oleg's or visit this other ally of the bandit lord. The bandit fort may be better left for later. Though the ruse of "returning bandits" and new recruits for this crew may not last very long--their disappearance will soon be noticed.

Hooray, a level. HD/2+1 or roll for HP?


Male Half Orc Oracle 2/ Barbarian (Invulnerable Rager) 2 HP 30/48 | AC:17 | T:13 | FF:16 | CMB: +5 | CMD:16 | Fort:+8| Ref:+2 | Will:+3| Init:+1 | Perc: +5 (Darkvision 60ft) | Speed 30

It all really depends on how tough a DM wants his players to be.
I knew one DM who let you have half the HD and then roll the second half, so a D8 would become D4+4.


half plus one is how I usually go.


Male Human (taldan) Fighter (Aldori Swordlord) 03

I suggest we go back to Oleg's and start building up. Rogar may be thrilled by the opportunity of a glorious fight, but 30 bandits, with bosses and a big bad bandit leader seem a tad out of our league at the moment. Better to go back and explore the sorroundings a bit, then when strong enough we'll strike at this Stag Lord... Rogar may want to do that sooner than later but what does he know? He's not got wisdom 7 for nothing after all... :D

As for the HPs if I may suggest I enjoy the following method: one may choose if he wants to get half hps OR to roll. If he rolls he can do so up to 3 times, but then he has to take what he's rolled. For example I decide to roll for Rogar hps: I roll the first time and I get a 5, deciding it's too low I reroll and get a 4, unsurprisingly I'm not satisfied and I choose to roll one last time. My last roll is 2 and I've to keep it. Of course one may get lucky this way, but there's a certain amount of risk I enjoy in this method.

Btw we also have to decide how to split the loot: I suggest we divide the money equally and everyone gets to ask for the items he wants. What's left is sold as shared proprety and the amount of gold gained is split evenly among us again.


Downtime Gnome Sorceror (draconic) 4

Rogar's method is very fair. Choosing to take an item makes you owe resale value for the item (normally half full cost) to the party. If we find six items that could be sold each for 1000gp, taking one of them costs you 1000gp from your share. This item may cost you 2000gp to buy retail, but the party only 'charges' members resale value to get them.

DMs hp method reduces variability. Pathfinder Society uses it too.


How about (max hp - 6) + 1d6

so 10 hit die class = 4+1d6
8 hit die = 2+1d6

gives a little higher average to high hit die classes.


{HP 32/32 | AC17 T12 FF13 CMD17 | F/R/W 5/3/8 | Init +2 Per +11/13 SM+4} Female Human Druid 3 {Kingdom} {NPCs} {Downtime}

Fine with whatever for HP.

As far as loot, when I play I'm generally the 'loot master' and have developed several methods. The method Rogar listed is what I find most groups like. It does occasionally one side someone, but more often than not ends up fair. If there's a dispute, both roll and high roll wins.

Furiels I call the 'Dungeon Accountant' method. It's more accurate to reflect in the WBL tables but it involves abit more work.

Either method is fine by me.


Downtime Gnome Sorceror (draconic) 4

That hurts the lower hd classes. how about Greens method which gives every HD automatically half and roll for a half a HD? That ensures the percentace hit point gain is pretty much equal for all classes.

d6=3+d3
d8=4+d4
etc

Still benefits higher Hd classes more, but not as much as the other. I think having beefy fighters is good for us. I would take hd/2+1 over the 1d6 of the new method for Furiel. Only d6 hd classes do worse by the HD-6 +1d6 method.


That is 2 votes for Green's method, Ta'de-win is fine with whatever .. if rest is good with that we can do that. Half automatic .. roll other half here in discussion.


Male Human (taldan) Fighter (Aldori Swordlord) 03

I'm Ok with Green's method too, not a big deal anyway. I'm more concerned DnDsheets seems to be off line


Spoiler:
Init:3 | Per:8 | HP: 24/24 | AC:16 FF:15 T:14 | CMB:6 CMD:20 | F:3 R:5 W:7
Monk (Master of Many Styles) 3

I'm fine with whatever. I always just go Average rounded up in my games to make it easy and simple. But I'll go with majority of course.


{HP 32/32 | AC17 T12 FF13 CMD17 | F/R/W 5/3/8 | Init +2 Per +11/13 SM+4} Female Human Druid 3 {Kingdom} {NPCs} {Downtime}

Seems I rolled in the wrong thread (started to panic abit, I wanted that max die).

Level Up Stats
Class: Druid
HP: 8 + 1 Con
Skill points: Perception, Survival, Swim, Climb, Ride, Knowledge(Nature) (Favored class bonus was a skill point)


Downtime Gnome Sorceror (draconic) 4

HP1d3 ⇒ 1
I still have two spells left, but we can rush back.
We can map some hexes when we get closer if we want.


Spoiler:
Init:3 | Per:8 | HP: 24/24 | AC:16 FF:15 T:14 | CMB:6 CMD:20 | F:3 R:5 W:7
Monk (Master of Many Styles) 3

Guess I'll roll 1d4 for the hitpoints then.

Level Up Stats
Class: Monk
Favored Bonus: +1 HP
Monk Feat: Snake Fang
HP: 1d4 + 4 ⇒ (2) + 4 = 6
Skill points: Acrobatics, Perception, Sense Motive (2), Stealth


going straight back to Oleg's? Will take about 18 hours with walkers and brief stops every 4 or 5 hours. Let me know if there is more you would like to do here, or if you have another plan regarding returning or resting.


this might help you get a feel for speed of movement through areas. (GM reference that I don't consider a spoiler) I will put it up in campaign info with hex map once you get into exploring.

edit:actually will take longer with gnomes walking 20' speed .. 20-22 hours


Male Human (taldan) Fighter (Aldori Swordlord) 03

I think we've better go back at Oleg's and then plan our next moves.


{HP 32/32 | AC17 T12 FF13 CMD17 | F/R/W 5/3/8 | Init +2 Per +11/13 SM+4} Female Human Druid 3 {Kingdom} {NPCs} {Downtime}

I disagree, the man with Bitters is close, I think we should visit him first, since it's on the way. After resting of course.


Ta'de-win would have a feel for the lay of the land .. cutting through to vale where old man and crow were would cut around 3 hours from trip.


map


Male Human (taldan) Fighter (Aldori Swordlord) 03

That could mean a fight, with prisoners we know we can't trust and an enemy that is an unknown quantity (seems pretty powerful druid but who know?). It's just too risky imo. We can very well do that once teh prisoners are out of the way, and we are healed and rested.


both good points .. we'll see what a few others think


Downtime Gnome Sorceror (draconic) 4

Resting=healed I think, so a rest is definitely in order with watches.

The only information I can add is that by contacting Bitters now we cannot leave him in place to report our strength to the bandits. The contacting him now plan forces our hand some. Right now there are no roving bandits with good intelligence, and we should probably keep it that way.

I am voting for a rest and then a trip back stopping to map the last area by Oleg's.


Male hp: 35/35; AC:16/14-ff16/14-tch10; F+4, R+3, W+4; Initiative 0, Perception +5

I vote for oleg, we all need rest, and I don't want to get caught by other bandits in the open.

Gnome speed shouldn't be a problem since we are mounted.


Male Half Orc Oracle 2/ Barbarian (Invulnerable Rager) 2 HP 30/48 | AC:17 | T:13 | FF:16 | CMB: +5 | CMD:16 | Fort:+8| Ref:+2 | Will:+3| Init:+1 | Perc: +5 (Darkvision 60ft) | Speed 30

Huh, it ate my post, try again then.

Level Up Stats
Class: Barbarian (Invulnerable rager)

Favored Bonus: None

Class abilities:
Fast Movment, Rage

HP: 1d6 + 6 ⇒ (4) + 6 = 10

Skill points:
+1 Acrobatics
+1 Climb
+1 Heal
+1 Knowledge: Religion
+1 Survival


Downtime Gnome Sorceror (draconic) 4

OK, I think we are off to Oleg's -- no mapping. We rush back and skip one night of sleep. (I think we can rest at bandit camp if we want to, but I think rushing back is ok too.)

I plan on saying 'This one time, at bandit camp.....'


lol


Male hp: 35/35; AC:16/14-ff16/14-tch10; F+4, R+3, W+4; Initiative 0, Perception +5

I'm going bard 1st level
HP 1d4 + 4 + 2 ⇒ (1) + 4 + 2 = 7

Skills
Bluff +1
Perform (Oratory) +1
Ride +1
Intimidate +1
Knowledge (Local) +1
Knowledge (Geography) +1

spells to be continued...


Male hp: 35/35; AC:16/14-ff16/14-tch10; F+4, R+3, W+4; Initiative 0, Perception +5

site is eating posts

I'll go bard 1st level

1d4 + 4 + 2 ⇒ (1) + 4 + 2 = 7

Skill Points 6
Bluff +1
Intimidate +1
Ride +1
Performance (Oratory) +1
Knowledge (Local) +1
Knowledge (Geography) +1
Profession (Soldier) +1

spells to be continued...


any archetype to your bard level?


Male hp: 35/35; AC:16/14-ff16/14-tch10; F+4, R+3, W+4; Initiative 0, Perception +5

I was looking at them, but since I want to keep inspire courage most of them are auto reject
I'll give another look as soon as I can


yea I looked through them and not many seemed to fit. The only couple I see fitting Norton do lose inspire courage.


Male hp: 35/35; AC:16/14-ff16/14-tch10; F+4, R+3, W+4; Initiative 0, Perception +5

@everyone, since magic is not my field of expertise I ask to the other casters on which are the best options, also to not overlap.
Take in mind, I'm going to take only another bard level. I have to chose 4 zero level and 2 first

I was thinking Lullaby, Resistance, Disguise self, Cure light wounds, Expeditious retreat, remove fear...


lullaby is hot .. of course more useful if someone has sleep spells. APG has some interesting choices. feather step might be nice for you or your horse .. but pretty situational until you get a caltrop cannon.
Expeditious retreat is nice but is only personal. There are a few "creature touched" spells that could have varied uses ..


I am going to get you guys moving here.. loot in wagon .. enough room left in wagon if one or two care to sleep. Bandits will at least start the trip walking.
I'd like to know who is driving wagon .. drive cart will be a "sub-system skill" as you do, you learn and earn ranks. Spend skill points if you wish but you will learn by doing as well. (Alice is halfway to a rank in Drive Cart now)

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