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DM Jesse's Kingmaker PbP

Game Master Jesse Heinig

Current map: The Stolen Lands

Swag Bag

Realm management

Provisions: 41 person-days

Current Party XP Total: 9,977


901 to 950 of 1,063 << first < prev | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | next > last >>

Both are forest, NW might make slightly more sense if you do some zigzagging to explore as quickly as possible.


LG Male Dwarf Cleric (Iron Priest) 4 | HP: 23/23| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7 | Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: None

NW it is!

Just so everyone knows, my posting may be slowed, and I won't be commenting on everything like I usually do. I've been having some hand pain lately- could be carpal tunnel, or trigger finger, or something equally crappy, so I'm going to slow down my technology use for a while to try and recover without medical intervention.


HP 36/36 | AC 20 (t14, ff15) | F +6, R +8, W +4 | sense motive +10; perception +0 (darkvision 60'), initiative +5 | active effects: --

My posting may be a bit slow this week too. nothing major for me, just a busy week at work coming up.


HP: 30/30 l AC: 12, T 12, FF 10 l CMD 14 l F +5, R +3, W +3; +6 vs. charm/compulsion, +4 vs. emotion l Arcane Reservoir (9/10), Consume Spells (2/2), L1: 2/5, L2: 3/3 l Init +2 l Senses: Perception +0
Skills:
Diplomacy +10, Handle Animal +3, Heal +2, Kn. Arcana +10, Kn. Geography +9, Kn. Local +11, Kn. Planes +7, Linguistics +8, Profession: Baker +6, Ride +4, Spellcraft +10, Stealth +3, Swim +1, UMD +8
Female Human Arcanist (White Mage) 4 l Active Conditions: Mage Armor

Aw, I hope you're able to recover as quickly and painless as possible, Vallen! And thanks for the update Alexei!


LG Male Dwarf Cleric (Iron Priest) 4 | HP: 23/23| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7 | Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: None

It's gotten a bit better, and I purchased a brace for my hands. Giving it another week and if it doesn't improve I'm going to the doctor.


I will be camping this weekend and probably won't have internet. Monday we get the exciting heat of battle!


HP: 30/30 l AC: 12, T 12, FF 10 l CMD 14 l F +5, R +3, W +3; +6 vs. charm/compulsion, +4 vs. emotion l Arcane Reservoir (9/10), Consume Spells (2/2), L1: 2/5, L2: 3/3 l Init +2 l Senses: Perception +0
Skills:
Diplomacy +10, Handle Animal +3, Heal +2, Kn. Arcana +10, Kn. Geography +9, Kn. Local +11, Kn. Planes +7, Linguistics +8, Profession: Baker +6, Ride +4, Spellcraft +10, Stealth +3, Swim +1, UMD +8
Female Human Arcanist (White Mage) 4 l Active Conditions: Mage Armor

Battle? :O

*wonders what other sorts of critters we've yet to run across*


heh heh heh...


LG Male Dwarf Cleric (Iron Priest) 4 | HP: 23/23| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7 | Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: None

Oooh I'm jealous, where are you camping if you don't mind me asking?

Last year I spent a week canoing and camping deep within Boundry Waters in Minnesota, one of the best camping experiences I've had.


Camp Josepho, a site in the Pacific Palisades about an hour outside of Los Angeles in SoCal. Weather was fair during the day (got a bit of sunburn), cold cold cold at night.


LG Male Dwarf Cleric (Iron Priest) 4 | HP: 23/23| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7 | Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: None

Ooohh that sounds wonderful! Welcome back.

I didn't get time to post on Vallen today (I'm in the middle of moving) but i will tomorrow.

He can cast diagnose disease and greater detect magic to see if we can pinpoint he cause of death.


HP 36/36 | AC 20 (t14, ff15) | F +6, R +8, W +4 | sense motive +10; perception +0 (darkvision 60'), initiative +5 | active effects: --

Sorry for the slow posting- I've been crazy busy.


Life happens! Welcome back!


LG Male Dwarf Cleric (Iron Priest) 4 | HP: 23/23| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7 | Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: None

The dead unicorn and powerful necormancy magic is worrying. We might have to deal with this evil spellcaster in the future, cause if not, they might deal with us instead..


HP: 30/30 l AC: 12, T 12, FF 10 l CMD 14 l F +5, R +3, W +3; +6 vs. charm/compulsion, +4 vs. emotion l Arcane Reservoir (9/10), Consume Spells (2/2), L1: 2/5, L2: 3/3 l Init +2 l Senses: Perception +0
Skills:
Diplomacy +10, Handle Animal +3, Heal +2, Kn. Arcana +10, Kn. Geography +9, Kn. Local +11, Kn. Planes +7, Linguistics +8, Profession: Baker +6, Ride +4, Spellcraft +10, Stealth +3, Swim +1, UMD +8
Female Human Arcanist (White Mage) 4 l Active Conditions: Mage Armor

Hey guys, popping in to say that today is/has been/will be busy with spring cleaning, an apartment inspection + visit by the HVAC guy, and anniversary sushi but I'll try to get caught up on things later tonight :)


LG Male Dwarf Cleric (Iron Priest) 4 | HP: 23/23| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7 | Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: None

Have fun! I'm finishing up mmoving into a new place myself.


Finally got a map up. The boar on the map is actually in a burrow under the fallen tree. Cassie is (I believe) 60' from it. Will handle the explosion of sudden violence when I have a free moment!


HP: 30/30 l AC: 12, T 12, FF 10 l CMD 14 l F +5, R +3, W +3; +6 vs. charm/compulsion, +4 vs. emotion l Arcane Reservoir (9/10), Consume Spells (2/2), L1: 2/5, L2: 3/3 l Init +2 l Senses: Perception +0
Skills:
Diplomacy +10, Handle Animal +3, Heal +2, Kn. Arcana +10, Kn. Geography +9, Kn. Local +11, Kn. Planes +7, Linguistics +8, Profession: Baker +6, Ride +4, Spellcraft +10, Stealth +3, Swim +1, UMD +8
Female Human Arcanist (White Mage) 4 l Active Conditions: Mage Armor

Okay DM, thanks for the update!


For the curious, Tuskgutter is a boar with the advanced template, so he had a lot of bonuses... but not enough to deal with a whole 4th level party by himself. A lot of the early KM encounters are one-per-day so they tend to be a little under par, I'm finding. But that will change a bit. :)

Update later tonight!


LG Male Dwarf Cleric (Iron Priest) 4 | HP: 23/23| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7 | Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: None

I can't see the map from my phone, how many more hexes do we need to explore to finish up?

If it's more than one, I say we go back to Oleg's. We could resupply and get rewards,


Female Human Pistolero Lev 4 HP 32/32 | AC 20 (FF 15 T 16) Init+7, Saves (Fort+5,Reflex+8,Will+4) Grit 3/3 | Per +10

Good with either approach


Ranger 2/Stalker 1 | HP 24/24 | AC 17, Touch 13, FF 14 | CMB +4 | CMD 17 | Fort +4, Ref +6, Will +2 | Init +3 | Senses: Low-Light Vision, Scent | Perception +10 (+11 at night) | Ki Pool 2/2
Beast Form:
HP 24/24 | AC 19, Touch 14, FF 15 | CMB +5 | CMD 18 | Fort +4, Ref +7, Will +2 | Init +4 | Senses: Low-Light Vision, darkvision, Scent | Perception +10 (+11 at night)

I think we have three or four left. Oleg would be a good choice.


I've re-linked the overland map. You have six hexes left to fulfill the terms of the charter.


HP: 30/30 l AC: 12, T 12, FF 10 l CMD 14 l F +5, R +3, W +3; +6 vs. charm/compulsion, +4 vs. emotion l Arcane Reservoir (9/10), Consume Spells (2/2), L1: 2/5, L2: 3/3 l Init +2 l Senses: Perception +0
Skills:
Diplomacy +10, Handle Animal +3, Heal +2, Kn. Arcana +10, Kn. Geography +9, Kn. Local +11, Kn. Planes +7, Linguistics +8, Profession: Baker +6, Ride +4, Spellcraft +10, Stealth +3, Swim +1, UMD +8
Female Human Arcanist (White Mage) 4 l Active Conditions: Mage Armor

Heading back to Oleg's again sounds good to me; we probably don't want to be carting around Tuskgutter's head for longer than we have to, after all!


Female Human Pistolero Lev 4 HP 32/32 | AC 20 (FF 15 T 16) Init+7, Saves (Fort+5,Reflex+8,Will+4) Grit 3/3 | Per +10

I am going on a vacation for a week starting tomorrow! I think I will be able to keep up with a once a day pace but maybe not!


HP: 30/30 l AC: 12, T 12, FF 10 l CMD 14 l F +5, R +3, W +3; +6 vs. charm/compulsion, +4 vs. emotion l Arcane Reservoir (9/10), Consume Spells (2/2), L1: 2/5, L2: 3/3 l Init +2 l Senses: Perception +0
Skills:
Diplomacy +10, Handle Animal +3, Heal +2, Kn. Arcana +10, Kn. Geography +9, Kn. Local +11, Kn. Planes +7, Linguistics +8, Profession: Baker +6, Ride +4, Spellcraft +10, Stealth +3, Swim +1, UMD +8
Female Human Arcanist (White Mage) 4 l Active Conditions: Mage Armor

Enjoy your vacation!


At this point we need to start making Kingdom Building decisions!

* Should we use a separate thread for Kingdom Building, or just keep it in this campaign's threads?
* Where do you want to set up shop first?
* Who's going to take what positions?


HP: 30/30 l AC: 12, T 12, FF 10 l CMD 14 l F +5, R +3, W +3; +6 vs. charm/compulsion, +4 vs. emotion l Arcane Reservoir (9/10), Consume Spells (2/2), L1: 2/5, L2: 3/3 l Init +2 l Senses: Perception +0
Skills:
Diplomacy +10, Handle Animal +3, Heal +2, Kn. Arcana +10, Kn. Geography +9, Kn. Local +11, Kn. Planes +7, Linguistics +8, Profession: Baker +6, Ride +4, Spellcraft +10, Stealth +3, Swim +1, UMD +8
Female Human Arcanist (White Mage) 4 l Active Conditions: Mage Armor

I'm good either way on whether to make a separate thread for Kingdom stuff or to keep it in the current threads.

My vote for starting hex would either be the Stag Lord's fort or Oleg's.

As far as positions go, I'm guessing Korinne would probably work best as Magister :)


Ranger 2/Stalker 1 | HP 24/24 | AC 17, Touch 13, FF 14 | CMB +4 | CMD 17 | Fort +4, Ref +6, Will +2 | Init +3 | Senses: Low-Light Vision, Scent | Perception +10 (+11 at night) | Ki Pool 2/2
Beast Form:
HP 24/24 | AC 19, Touch 14, FF 15 | CMB +5 | CMD 18 | Fort +4, Ref +7, Will +2 | Init +4 | Senses: Low-Light Vision, darkvision, Scent | Perception +10 (+11 at night)

Probably want to move it. I imagine that will require a lot of discussion.

And the starting point is painfully obvious: the StagLord's fort. Plains hexes for farming to the north. Forest hexes for wood to the west. The gold mine is a little far and so is the temple. But the most important feature is river access. It's called the River Kingdoms. The rivers go everywhere and trade is extremely important. Helps that we get a discount on an eventual fort, barracks, and stable.

These are the positions that are required to avoid penalties:
Councilor
General
Grand Diplomat
High Priest
Magister
Marshal - Cassandra
Spymaster
Treasurer
Warden


LG Male Dwarf Cleric (Iron Priest) 4 | HP: 23/23| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7 | Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: None

I will need to study the map (which I can't view on my phone sadly) and kingdom rules and think about this.

The bonuses from the fort do sound substantial though.

Vallen would do well in the Counseler position, as he will be fosuced on the maturation of the city's infrastructure, which is directly effected by the needs of the people.

Of course, Treasurer (who wouldn't want a dwarf holding the purse strings?) or High Priest also work until we find suitable people to fill those roles.

I'm fine with having either a seperate thread or doing it in our current campaign thread.


Female Human Pistolero Lev 4 HP 32/32 | AC 20 (FF 15 T 16) Init+7, Saves (Fort+5,Reflex+8,Will+4) Grit 3/3 | Per +10

I think Warden would fit Jenya's character well if she can use her Dexterity for the bonus instead of something else.

I'm good with either the same thread or a separate one. It will require a lot of talk though.

Yeah, I'd say it'd be pretty hard OOC or IC to not pick the fort. It was hard won, the reformed bandits are already there starting to fix things, it's central and keeps the new capital at least far away from the borders where political problems could happen, and it's got the best bonuses. So I'd vote for the Fort.


Ranger 2/Stalker 1 | HP 24/24 | AC 17, Touch 13, FF 14 | CMB +4 | CMD 17 | Fort +4, Ref +6, Will +2 | Init +3 | Senses: Low-Light Vision, Scent | Perception +10 (+11 at night) | Ki Pool 2/2
Beast Form:
HP 24/24 | AC 19, Touch 14, FF 15 | CMB +5 | CMD 18 | Fort +4, Ref +7, Will +2 | Init +4 | Senses: Low-Light Vision, darkvision, Scent | Perception +10 (+11 at night)

How much of my characters backstory are you willing to include/take over? The whole reason Cassandra and several others had went south is because they wanted to find a place they could relocate their hidden village of monsters, mostly were-people with a few oddities mixed in. Having Cassandra as one of the leaders of a budding community would make that area a prime place. I am comfortable with it being just a plot point or a dues ex in case we screw up to an actual controlled hex with a viceroy and everything.

I also know a bit about what happens in book 2 and this could make things interesting if you want to do something with it.


@Cassandra: Oh, it's coming soon.


LG Male Dwarf Cleric (Iron Priest) 4 | HP: 23/23| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7 | Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: None

Wow, after consulting the map the Stag Lord's fort really is a no-brainer for the first settlement/capital.

I'm all for it.

I'll get a post up after I've thought about some things and brushed up on my Ultimate Campaign rules.

DM- Are you interested in using Legendary Games' Ultimate Rulership for this?


It's almost like the Taldane set up the fort in a good strategic position when they first built it hundreds of years before...

I'm just using the kingdom-building material that you can find in the OGC. I have a few possible variations of my own (I think I linked it before, I'll link it again but can't take the time to dig it up right now.)


LG Male Dwarf Cleric (Iron Priest) 4 | HP: 23/23| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7 | Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: None

That's nonsense... humans can't build anything right. :)

Ah that's right you had some of your own variations.

Thanks for reminding me about them, absorbing it all now...


LG Male Dwarf Cleric (Iron Priest) 4 | HP: 23/23| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7 | Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: None

Of the positions required to avoid penalties I've identified those that cause unrest to increase every turn if vacant:

Ruler
Councilor
High Priest
Spymaster

These must be filled or we risk a early doom at the hands of anarchy (Do you want to end up like Andoran?!)

Special mention to the Treasurer position, because without it we can't levy taxes. I'm sure people would be very happy about that, but we have a kingdom to run.

So until we find NPCs to fill the most drastically needed positions, I propose-

    *Ruler: Alexei
    *Councilor: Vallen
    *High Priest: Cassandra (Vallen and Cass can switch here, but she's actually a practitioner of a human religion)
    *Spymaster: Jenya
    *Treasurer: Korinne

Once we're on our feet we can switch around to our preferred roles, such as:

    *Ruler: Alexei
    *Royal Enforcer: Auric (makes sense cause he's Alexei's man)
    *Councilor: Vallen
    *General: Akiros?
    *Grand Diplomat
    *High Priest
    *Magister: Korinne
    *Marshal: Cassandra
    *Spymaster
    *Treasurer: Hatch?
    *Warden: Jenya (if our benevolent DM lets her use Dex instead of strength)

Korinne had some plans for Hatch, but he might make a good treasurer if not. Cass and Korinne know the NPCs better than I, but Akiros seems a solid pick for General.


Female Human Pistolero Lev 4 HP 32/32 | AC 20 (FF 15 T 16) Init+7, Saves (Fort+5,Reflex+8,Will+4) Grit 3/3 | Per +10

Since the leader titles are just fluff if the Spymaster can be reflavoured to something else than she can just stay in the role.


LG Male Dwarf Cleric (Iron Priest) 4 | HP: 23/23| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7 | Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: None

So because I'm playing a dwarven architect/engineer that worships a god of building s+!$ (well and OOC I'm obsessive, but let's all pretend I'm just really in character) I will probably be very vocal about what we're building and where. I'm not trying to table captain, but I am trying to lay out options for consideration.

I promise it will go better than my last game of Dwarf Fortress (Did you know dwarfs are combustible? Like, lycopodium powder combustible.)

-----------------

After we acquire our first hex (G9) and stick a fort, farm, and fishery on it, we'll obviously want to acquire the surrounding hexes, building farms and fisheries to bring down our consumption. Sawmill in the nice forest hex at G7.

Vallen has a current, specific in-character plan/agenda, which can be developed immediately or rolled out as we develop the surrounding land.

The first thing Vallen will want to establish is a road to Oleg's trading post. The road that makes the most sense starts at hex G9 (our capital) -> F10 (river crossing) -> E11 (old sycamore) -> D10 (the gold mine!!!!/future dwarf fortress >:3 ) -> C11 (trapdoor spider lair, which is dead) -> B10 (Oleg's trading post/main road)

This can be supplemented with farms along the way if we choose to do it first.

(Note: If we REALLY want to min-max the road can go through E9 (the rickety brdige) instead of E11, giving us a 4x river bonus. There seems to be a worg in that area though?)

-----------------

I haven't thought about what is going to go into our captial settlement itself yet, but I'll leave that to another time. Probably houses and the like.

Speaking of which, what is the name of our glorious capital and Kingdom? What's its alignment? Vallen is Lawful Good, so you know my vote...


HP 36/36 | AC 20 (t14, ff15) | F +6, R +8, W +4 | sense motive +10; perception +0 (darkvision 60'), initiative +5 | active effects: --

RL=crazy; plz bot as needed.


Female Human Pistolero Lev 4 HP 32/32 | AC 20 (FF 15 T 16) Init+7, Saves (Fort+5,Reflex+8,Will+4) Grit 3/3 | Per +10

Are we doing name and alignment?

I always liked something like The Emerald Lands.


HP: 30/30 l AC: 12, T 12, FF 10 l CMD 14 l F +5, R +3, W +3; +6 vs. charm/compulsion, +4 vs. emotion l Arcane Reservoir (9/10), Consume Spells (2/2), L1: 2/5, L2: 3/3 l Init +2 l Senses: Perception +0
Skills:
Diplomacy +10, Handle Animal +3, Heal +2, Kn. Arcana +10, Kn. Geography +9, Kn. Local +11, Kn. Planes +7, Linguistics +8, Profession: Baker +6, Ride +4, Spellcraft +10, Stealth +3, Swim +1, UMD +8
Female Human Arcanist (White Mage) 4 l Active Conditions: Mage Armor

As far as name goes, I'm not sure yet - still need to noodle it over in my mind. Regarding alignment, I'm guessing either Neutral or Lawful Good would be the best bets based on party alignment and that several have expressed interest in building a 'traditional' kingdom.

Regarding positions that need filling, we need to take stock of just who is 'available' to fill a role. We have us (the party), Akiros, Vance, and Hatch; possibly some of the other reformed bandits once they've proven trustworthy and capable. What about Jhod, Oleg, and Svetlana?

*edit* New laptop ordered; should have it by Tuesday :)


Ranger 2/Stalker 1 | HP 24/24 | AC 17, Touch 13, FF 14 | CMB +4 | CMD 17 | Fort +4, Ref +6, Will +2 | Init +3 | Senses: Low-Light Vision, Scent | Perception +10 (+11 at night) | Ki Pool 2/2
Beast Form:
HP 24/24 | AC 19, Touch 14, FF 15 | CMB +5 | CMD 18 | Fort +4, Ref +7, Will +2 | Init +4 | Senses: Low-Light Vision, darkvision, Scent | Perception +10 (+11 at night)

Case in point. Already discussion is seeing a lot of action.

Vallen Silverclasp wrote:

Special mention to the Treasurer position, because without it we can't levy taxes. I'm sure people would be very happy about that, but we have a kingdom to run.

So until we find NPCs to fill the most drastically needed positions, I propose-

    *Ruler: Alexei
    *Councilor: Vallen
    *High Priest: Cassandra (Vallen and Cass can switch here, but she's actually a practitioner of a human religion)
    *Spymaster: Jenya
    *Treasurer: Korinne

Once we're on our feet we can switch around to our preferred roles, such as:

We need a Warden and Royal Enforcer as well. Or at least a Warden. They roll all Stability checks and there is one at the beginning of the Upkeep Phase. If we miss it that's a 1d4 Unrest, which needs to be 0 if we can help it. If we succeed that's -1 Unrest or +1 BP if that would make Unrest less than 0. The Royal Enforcer can also reduce Unrest at the end of the phase.

Also, I think all the roles I posted have decreases to one of the main stats (Stability, Loyalty, Economy). If those go below 0 then we gain Unrest. I don't think we can sustain a kingdom with any of them missing in the beginning. We'll have a lot of negatives.


LG Male Dwarf Cleric (Iron Priest) 4 | HP: 23/23| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7 | Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: None

I missed that part. I'll have to familiarize myself with the phases better.

If that's the case, we can have Auric as Royal Enforcer at least. Warden I'm not as sure about, Vance?


Ranger 2/Stalker 1 | HP 24/24 | AC 17, Touch 13, FF 14 | CMB +4 | CMD 17 | Fort +4, Ref +6, Will +2 | Init +3 | Senses: Low-Light Vision, Scent | Perception +10 (+11 at night) | Ki Pool 2/2
Beast Form:
HP 24/24 | AC 19, Touch 14, FF 15 | CMB +5 | CMD 18 | Fort +4, Ref +7, Will +2 | Init +4 | Senses: Low-Light Vision, darkvision, Scent | Perception +10 (+11 at night)

Maybe we could run with a reduced hierarchy or have people take a few extra roles. Kingdom building assumes you can fill just about every leadership role. That's 11 people. No group I have ever been in has had that many people except for a dead kingmaker game. They went way overboard in customization.

Anyway, we don't need a general, we don't have an army. We don't need a marshal, the kingdom is too small. Warden and Royal Enforcer are extremely similar. We don't need a Spymaster, also too small and new to need to worry about that. We don't need a Grand Diplomat, not at least until we are big enough to effect the surrounding nations. Doubt we really need a High Priest either until we build a temple to someone.

I think we can boil things down to:
Ruler-for obvious reasons. Leader and lawmaker.
Warden-enforcer of rules.
Treasurer-Money
Councilor-This one sounds like a lawyer. Basically they present the laws in a way the people will understand and listens to them when they aren't happy. Sounded important.

These are the required roles. We get none of the benefits or detriments of any other role. We are going to start off with a hamlet essentially. Places like that only really have a mayor with some support staff. Why should we have 11 major roles? But for every 5 in size we grow, we have to create a new role until we fill them all. That or they are created by special circumstance (If we create an army we assign a General. If we create a temple we assign a High Priest).

Also, we need to reliably hit a Stability role of 22. That is the lowest the DC will ever be. I think we should prioritize that.

Are we getting ahead of ourselves?

This really intrigued me.


Female Human Pistolero Lev 4 HP 32/32 | AC 20 (FF 15 T 16) Init+7, Saves (Fort+5,Reflex+8,Will+4) Grit 3/3 | Per +10

I like the idea of only creating roles as they're needed.


HP: 30/30 l AC: 12, T 12, FF 10 l CMD 14 l F +5, R +3, W +3; +6 vs. charm/compulsion, +4 vs. emotion l Arcane Reservoir (9/10), Consume Spells (2/2), L1: 2/5, L2: 3/3 l Init +2 l Senses: Perception +0
Skills:
Diplomacy +10, Handle Animal +3, Heal +2, Kn. Arcana +10, Kn. Geography +9, Kn. Local +11, Kn. Planes +7, Linguistics +8, Profession: Baker +6, Ride +4, Spellcraft +10, Stealth +3, Swim +1, UMD +8
Female Human Arcanist (White Mage) 4 l Active Conditions: Mage Armor

^I agree, if DM Jesse finds it an acceptable way to start out then I think we should go with it. And hopefully as we expand and things begin falling into place we can vet people for some of the positions as they open up.


Feel free to set up roles that you think are essential to the fledgling kingdom. One thing you can do is use adventures to deal with some of the problems that a specific role might normally handle. For instance, if you don't have a Spymaster, you might go on an adventure to root out a hostile informant who's trying to flip loyalties of people in your kingdom. At some point that becomes unsustainable because you only have so much time each month to get stuff done, and hopefully by then you find a new candidate to fill a spot.

Some notes on the other NPCs:
Oleg: Surly and doesn't like people, but he's very good at managing inventory and the like. Given his preference he would just run his trading post, have minimal human contact, and that would be that, but if you pressure him you could get him to make an adequate Treasurer. In spite of his surliness, Oleg has a Wisdom of 15 (+2), which would be applied to Economy.
Svetlana: Much more personable than Oleg. She is very good at smoothing over rough situations and giving useful advice. She would be a reasonable fit for a Councilor position, and she has Charisma 15 (+2). However, she is not especially interested in handling the business of running a kingdom. She would have to be convinced to take on the job; otherwise she is happy to live with Oleg in the trading post and have a leisurely country lifestyle.
Akiros: Akiros has some amazing stats for an NPC (Str 14, Wis 15, Con 16), but he has some personality issues. He would be willing to serve in almost any capacity but is best as a military role like a General or Warden. Dealing with his personality issues may be important in making him effective - currently he is Chaotic Neutral and thus has dead paladin levels, not to mention a nihilistic streak.
Jhod: Jhod would make a fairly ideal High Priest, though right now he is focused on restoring the temple of Erastil. You might convince him to take on the job if you also promise to commit resources to rebuilding the temple and making it a major stop in your new kingdom. He does have some past that you might consider.
Kesten Garess: Kesten is kinda like a less impressive version of Akiros. He is hugely strong (Str 17) but morose and kinda depressed about having to leave his family behind and take on this role as a commander of a tiny garrison. He is also pretty disorganized. He might be a reasonable Warden or General but you'd probably have to crack the whip on him from time to time to make sure he gets his work done.
Vance: Age may have sapped some of Vance's physical skill, but he's a cunning old man. He could serve potentially in a Marshal or Warden role if desired in an... adequate capacity. He is a hard worker when motivated and completely loyal to your group.
Hatch: Hatch has a high Intelligence but mediocre Wisdom and Charisma. If you desperately need him to fill a space he might work as a Treasurer or Magister or other intelligence-based role.
Sally Hightower, Jex the Snitch, Fat Norry, Dirty Jeb: None of these characters have impressive ability scores that would lend them to leadership roles, and you don't know how loyal they are yet.
Topper Red: Topper is more charismatic than other bandits due to his sense of humor, but he also tends to be a loose cannon. He's more of a jester than a diplomat. Still, if necessary you could put him in a Charisma-based role.
Ralan (a.k.a. "Tiger"): Ralan is a skilled NPC who could work very well as a Royal Enforcer or Spymaster. He is loyal to Cassie on a personal level but as long as she is part of the ruling body of the kingdom his loyalty extends to the kingdom as well.


Cassandra and Korinne, I've rewritten some of the adventure to incorporate your back stories, so it's coming - don't worry, it's not being left out.


HP: 30/30 l AC: 12, T 12, FF 10 l CMD 14 l F +5, R +3, W +3; +6 vs. charm/compulsion, +4 vs. emotion l Arcane Reservoir (9/10), Consume Spells (2/2), L1: 2/5, L2: 3/3 l Init +2 l Senses: Perception +0
Skills:
Diplomacy +10, Handle Animal +3, Heal +2, Kn. Arcana +10, Kn. Geography +9, Kn. Local +11, Kn. Planes +7, Linguistics +8, Profession: Baker +6, Ride +4, Spellcraft +10, Stealth +3, Swim +1, UMD +8
Female Human Arcanist (White Mage) 4 l Active Conditions: Mage Armor

No worries DM, I knew going in that if anything from Kor's background were to become relevant it probably wouldn't happen until Book 2 at the earliest :)

Also what about Sareah and Cobb, the siblings? I think they've been staying at the trading post and helping Oleg and Svetlana out, correct?

(Finally got my new laptop up and running but now I have to rebuild all my PCs in HeroLab - aughhh....)

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