Emerald Kingdoms (Inactive)

Game Master Kevin O'Rourke 440

Emerald Spire Second Floor-The Cellar
Accursed Halls
Loot Sheet
Side Jobs
Stolen Lands Encounters

***The Greenbelt***
Capital
Kingdom Stats/Log


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Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

So, what are we looking at for available resources for Consumption? If resources are abundant, holidays seem a no-brainer.


Male Human Level 3 Investigator

It comes off your taxes. You get them from a (1d20+Econom)/3 and then add in some bonuses from things like sawmills, quarries etc. This gives you your build points. You'll get a bunch of starting ones from Restov in a bit. Farms in a hex reduce consumption by two, fisheries by one. Each hex increases consumption by one, each district increases consumption by one, armies cost consumption though this isn't too bad if they are garrisoned.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

The amulet of natural armor wont stack with ironskin, so I'm not too interested in it. Recommend for eluvias, jorin, or barek?

Also that helm is great for jorin or barek.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

So how about six holidays a year? Start smaller and work up, as opposed to loads of holidays and then having to cut if things get tight.

As for loot, I fully agree with that assessment from Johund. While Amadeen could technically make use out of both items, they are much more suited to others.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

That was my thought too Amadeen. It's a good starting point while we see how consumption is going to affect us. With six holidays, we break even between loyalty and consumption

Obvs, Johund is going to suggest we name a holiday in honor on Hanspur.


Magus (8) CD (+17) W (0) HP (64) AC (29/21/19) S (10/9/10) Lvl 1 (3/5) Lvl 2 (4/4) Lvl 3 (2/2) WF (1/1) AP (4/7) BAP (2/2) Initiative (+20)

Would gladly take the amulet.

Barek could use the Helmet well, especially as Jorin is afk, maybe permanently. Best not to do anything that requires modifying his stat block.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Kevin has messaged Jorin about choosing a role, but from what I gather Jorin will basically be a NPC until/if he becomes active again.

IC having a very competent and trustworthy ally in a key role is fine by Amadeen.


Male Human Level 3 Investigator

Amadeen-Ruler-Is Amadeen adding to Economy, Stability or Loyalty?
Barek-Marshal
Johund-Warden
Eluvias-Magister
Jorin-Considering

Holidays: Six a year. +2 Loyalty, +2 Consumption

Promotion Level Stability Consumption
None –1 +0
Token +1 +1
Standard +2 +2
Aggressive +3 +4
Expansionist +4 +8

What alignment is your country predominantly? This affects stats.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Amadeen will add to loyalty.

Hmm. Party alignments are quite a mixture. Neutral good or true neutral are probably the closest to a consensus. What do ye think?

Say standard stability for now.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

Right. Johund definitely leans away from lawful anything. The Six River Freedoms are important to him, being one of the common river folk. Like Eluvias said earlier, Johund would much rather be out patrolling the rivers and waterways (and he has the Travel blessing) than be stuck in some musty throne room. And he'd favor minimal interference with the lives of the people.

I also vote for Standard Stability as a starting point until we see how the kingdom responds.

The Six River Freedoms:

Say What You Will, I Live Free
This is the freedom of speech (and not to be confused with freedom from the consequences of your words). Criticism of government is common in the kingdoms, and lords of the kingdoms who are lenient with loose tongues are likely to live longer. Bards take special advantage of this freedom, and spells like silence are viewed in a harsh negative light.
Oathbreakers Die
Making an oath is a huge deal for the people of the River Kingdom (where trust is hard to come by, and earned in blood), and this freedom grants the people of the kingdoms leave to persecute anyone person that breaks an oath. Riverfolk who take on oaths usually keep them, or die trying. This freedom can have some constricting side effects on traders and businessmen, who are loath to make strict commitments or promises.

Walk Any Road, Float Any River
This freedom prevents the river kingdoms from blocking travel over land and water, including charging tolls for passage. The fate of the town of Heibarr is sometimes used as a salutary tale of what can happen if the third freedom is disrupted.

Courts Are For Kings
One of the most basic freedoms of the River Kingdoms, this one holds that all laws within the river kingdom are flexible, and that rulers of a kingdom may do as they wish. Visitors to a river kingdom -- be they king or commoner -- are bound by the (often arbitrary) laws of that kingdom. Consequently rulers of the different kingdoms infrequently visit each other, and instead rely on liasons and intermediaries. The exception to this is the annual Outlaw Council.

Slavery is an Abomination
Escaped slaves are an important fact of life in the River Kingdom. A slave that escapes to the River Kingdoms is considered truly free. By some estimates, more than a third of all people living in the River Kingdoms are either escaped slaves or children of escaped slaves. Thousands of slaves make their way to the River Kingdoms annually and fiercely defend their newfound freedoms. Hellknights of the Order of the Chain are unable to hold office in the River Kingdoms, and Andoran Eagle Knights are held in special regard by its people.

You Have What You Hold
This freedom draws the moral distinction between stealing and robbery. In the River Kingdoms, it is more preferable to face your robber, to be allowed the opportunity to resist (and perhaps to repossess!). It is acceptable (and perhaps worthy of praise) to take what you want by force.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

I'm starting to think chaotic neutral might actually suit our kingdom. Let's face it, our characters aren't by and large that interested in forcing massive blocks of rules onto people.


Magus (8) CD (+17) W (0) HP (64) AC (29/21/19) S (10/9/10) Lvl 1 (3/5) Lvl 2 (4/4) Lvl 3 (2/2) WF (1/1) AP (4/7) BAP (2/2) Initiative (+20)

Ok...so no tolls. Robbery is legal, but burglary isn’t? Yeah. That’s CN if I ever heard it. Maybe even NE, given that this incentives violence against the weak by the strong.

The 6 freedoms sounded pretty crippling to me when it comes to having any economic growth. But...an idea. A law that all travelers who enter our town, must provide tribute. They are completely free to move about, and can leave whenever they want. But have no guarantee that we won’t rob them. So give a generous tribute, for your own safety.

Quote:


https://pkingmaker.obsidianportal.com/wikis/the-six-river-freedoms

Walk Any Road, Float Any River: This freedom implies no safety while traveling, especially from the local lord. It merely prevents lords from blocking land and water travel, or charging tolls for passing (except for non-Riverfolk). Of course, any ruler who doesn’t want people on his roads can bar them without erecting a single block—threats, bribes, political pressure, or hiring “bandits” are just as effective.

However, in practice, it means no lord can take his or her people for granted. Most Riverfolk do not leave their homes for anything but essential travel, no matter who is in charge (and poor Riverfolk usually have nowhere else to go), but they might still move to a new kingdom if their lord is abusive. This escape is rarely necessary. A lord who wants a functioning kingdom knows not to treat subjects too harshly, or the best ones will disappear, leaving a half-empty kingdom behind.

So we keep the roads safe. Trade becomes *much* easier with us around. We just expect something from those who benefit from our efforts. And the more you benefit, the more you can afford. Refuse to give anything at all? Sure...you just might not make it to your destination.

Very CN.


Male Human. Hunter 5. Hp 44. Init 3. AC 16. Touch 13. FF 13 (+3 armor, +3 Dex, ). Fort 6. Ref 7. Will 3. Perception + 11 (Scent).

Barek would lean towards NG, it makes it easier to attract new people if they know they won't be robbed and murdered just getting there.

Stability is important, so some laws will need to be enforced firmly. Robbery, rape, murder & slavery are the main ones that need to known and acted on.

Otherwise we end up with a collection of people who don't want to contribute or pay taxes and tariffes, but expect the benefits of a govt.

That last rule of the six river freedoms sounds more for bandit lords than a country wishing to grow.


Male Human Level 3 Investigator

There are advantages and disadvantages to using the six freedoms. In the game I am running over Teamspeak the players adopted them but made it very clear that you robbed from their citizens then the watch would 'rob' it back. Most River Kingdoms are CN but this varies. Brevoy is not a River Kingdom so ye could go either way.

Jorin is LG so although he isn't about currently I'd expect him to push for CG over CN.

And you're not voting for stability but promotion level, its how many opportunities there are.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Hmmm. We need a tax base of some sort and certain laws enforced. Tribute is appealing, as is public crackdowns on those seriously threatening other's freedoms.

If its promotions, then I say maximum, as we're expanding.


Male Human Level 3 Investigator

Taxation is actually the next step mechanics wise but I'll wait til tomorrow before going what seems to be majority.

4 Stability for 8 consumption isn't a great deal. You might want to consider voting for aggressive. This is over all so don't worry too much about this exact moment. I'm sure you'll head hunt some competent people etc.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

Oops. I meant standard promotion for my vote. Aggressive also works.

Also, I didn't mean to suggest that we adopt the freedoms for our kingdom, I just listed them to explain Johund's probable approach to decision making. It's the closest he'd have to a "code".


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near
GM Kevin O'Rourke wrote:
Do you want to head back to Olegs or explore some other areas... or wander off to the Emerald Spire or some such?

Two things to hash out.

1. Is everyone okay with turning bandits into hirelings or setting them loose? Amadeen isn't that pushed, it's mostly that she knows these guys can fight and will take orders, given that we took out the last guy who they absolutely followed.

2. Since we're in relatively good shape with all the cure light wounds thrown around, we could return by a different route. Say northeast as far as 0604, then northwest to Oleg's? It would help secure the trading post by clearing out any lurking issues in those areas.


Magus (8) CD (+17) W (0) HP (64) AC (29/21/19) S (10/9/10) Lvl 1 (3/5) Lvl 2 (4/4) Lvl 3 (2/2) WF (1/1) AP (4/7) BAP (2/2) Initiative (+20)

Let’s keep them. They follow orders. The king is dead long live the kind.

And totally fine returning via different route. It’ll secure our lands to clear things out.


Amadeen-Ruler-Is Amadeen adding to Loyalty +2
Barek-Marshal +3
Johund-Warden Loyalty +5
Eluvias-Magister Economy +4
Jorin-Considering Economy

Holidays: Six a year. +2 Loyalty, +2 Consumption
Promotions: Aggressive. +3 Stability, +4 consumption

Countries Alignment: ??? CN or CG are seeming likely

Now for taxes. I know ye said tribute but how much effectively
Tax Level Economy Loyalty
None +0 +1
Light +1 –1
Normal +2 –2
Heavy +3 –4
Overwhelming +4 –8


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Like I said above, Amadeen will add to loyalty.

Folks, how about CG for alignment? We seem to be going some good and not just for profit.

I'd say normal taxes ("tribute") for now.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

The above sounds good.


I'm using the optional rule where for every five ranks in a particular skill you get a +1 to what your role adds. Something to consider for longterm.

Magister: Knowledge (arcana)

Marshal: Survival

Ruler: Knowledge (nobility)

Warden: Knowledge (engineering)


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Cool. Amadeen already has two ranks in Knowledge (nobility), so that's something I can bump up at level five as she gets settled into ruling.


Magus (8) CD (+17) W (0) HP (64) AC (29/21/19) S (10/9/10) Lvl 1 (3/5) Lvl 2 (4/4) Lvl 3 (2/2) WF (1/1) AP (4/7) BAP (2/2) Initiative (+20)

CG works.

Also, I like the rule on the skill points. Rewards characters for being good at their jobs. Eluvias has 4 skill points in Arcana already, so he’ll keep increasing it.


Male Human. Hunter 5. Hp 44. Init 3. AC 16. Touch 13. FF 13 (+3 armor, +3 Dex, ). Fort 6. Ref 7. Will 3. Perception + 11 (Scent).

Likewise Barek has 4 ranks in Survival and will keep on growing at it.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

And Johund has 2 ranks in Knowledge (engineering). I can make that work consistently with Profession (sailor) and his background, with experience modifying and repairing ships and building booby traps in the woods.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

@All: Looking promising for our fledging kingdom. And any shortfall, we'll just have to make good by toasting our foes in person or ransacking dungeons to fill our coffers. :D

@Kevin: Have we had a day or two to heal up?


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

@All: What languages are left that we should cover? Draconic has turned out to be quite handy this time.


Yeah it's been like a week.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

@Johund: Amadeen did quietly refer to a curse earlier, in case you hadn't seen it.

http://paizo.com/campaigns/EmeraldKingdoms/gameplay&page=35#1705


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

I appreciate the subtlety! Probably too subtle for a bonehead like Johund.


Magus (8) CD (+17) W (0) HP (64) AC (29/21/19) S (10/9/10) Lvl 1 (3/5) Lvl 2 (4/4) Lvl 3 (2/2) WF (1/1) AP (4/7) BAP (2/2) Initiative (+20)

Anyone mind if I nab the boots of elvenkind?


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Not at all.


Amadeen-Ruler-Is Amadeen adding to Loyalty +2
Barek-Marshal +3
Johund-Warden Loyalty +5
Eluvias-Magister Economy +4
Jorin-Considering Economy

Holidays: Six a year. +2 Loyalty, +2 Consumption
Promotions: Aggressive. +3 Stability, +4 consumption
Tax (Tribute): Normal +2 Economy, -2 Loyalty
Countries Alignment: CG +4 Loyalty
Totals before adding roll bonuses: +4 Loyalty, +3 Stability, +2 Economy, +6 Consumption

Thats a few of the choices made. I've poked Jorin but I'll put him in as a spymaster as suggested if he doesn't respond. Once you guys have explored the area you will have some more to make.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

I'm glad that I spread Amadeen's skill ranks out a bit. :D

And yeah, we'll have to make a big push to explore the area. Get to know our territory. Amadeen is not keen on leaving murderous rivals lurking in the shadows.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

I will be away for both of the next two weekends. I should still be able to post at points during both, but less regularly than usual for me at weekends.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Future diplomacy with this lot is going to be fun. :D


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Looking at the side jobs, I think we have now completed these:

Wanted: Bandits for 400g in a week

Kobolds in the Hills for 800g when kobolds calm down

Wanted: Tuskgutter for mwk longbow, 6 +1 bone arrows, and cheese made from his head

Gathering Fangberries: 25% discount on potions for a month

Moon Radishes: 250g

Svetlana's Ring: 1000g in credit with Oleg

Still to do:

Wanted: Tatzlwyrm for 600g for a relatively undamaged head

Wanted: Falgrim Sneeg for 4 mwk weapons if alive or 2 mwk weapons if dead


You'll need to go to Bokken's hut in one of the hexes east of here for the potions or leave word at Olegs.

Ye actually killed Falgrim Sneeg at the Stag Lords Fort as it turns out.

Jhod has a new side quest for ye.

You can gather the rewards for those quests at Olegs. Dealing with the Stag Lord will have further rewards but it'll take time for word to get to them and it being sent out.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

Would agile feet let Johund run here? If so, he could move 4x his movement speed and get to the tatzlewyrms this round.


It would.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

Great! Im on mobile, if someone could please move me south of orange.

Johund is about to become tatzlewyrm lunch.


Magus (8) CD (+17) W (0) HP (64) AC (29/21/19) S (10/9/10) Lvl 1 (3/5) Lvl 2 (4/4) Lvl 3 (2/2) WF (1/1) AP (4/7) BAP (2/2) Initiative (+20)

If it isn’t too hard...could the maps be labeled so the squares are 1,2,3...on top and a,b,c... on the side?

That way on mobile we can say “move from A6 to F2.”

Just an idea if it is feasible.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

I've moved Johund, Eluvias, and Amadeen, assuming difficult terrain.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

Thanks!


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

You're welcome.

And cheers Kevin for the grid references.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Ill Omen this round, because Johund needs help asap, but Fortune or Misfortune would be one-round affairs without the move action to cackle.

Thus Ill Omen, which is a spell with a duration.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]
GM Kevin O'Rourke wrote:
Johund, concentration checks are needed to cast spells with somatic components while grappled.

Damn, that's true! Luckily, I don't need them when using Fervor...

srd wrote:
As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

There are some ambiguities here. E.g. I haven't "prepared" cmw, and the ability doesn't mention concentration checks.


You and your correct use of all the rules! *shakes fist*

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