Kingmaker (Inactive)

Game Master Dreaming Warforged

Bold and just adventurers exploring and settling the Stolen Lands.
Now at the start of vol. 5 - War of the River Kings
Map of Frieland.


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Mastermind wrote:

Hey, at least the wolves put up a good show there at the beginning...

By the by, when you guys return Tuskgutter's head to the trapper you'll have enough experience to level! Inside sources say he's back at Oleg's

Which seems a pretty big milestone for most Play By Post groups. Especially as we've only been going for two months now. I hope nobody has minded the liberties I've taken to keep the pace rolling. ie. rolling checks at certain points, assuming party actions, compiling fights so one person doesn't hold up the other 6, auto-piloting slow posters, and the like.

Since you guys will be leveling up soon, think on if there's anything you want to change for your characters. It's still early in their creation so I'll be pretty lenient. I want everyone to have fun and enjoy posting!

I absolutely appreciate you stepping in to keep things rolling when I or another isn't available. You do a great job of keeping consisent with the characters and being played, and as the others noted it keeps that crucial moment going for everyone.

I'll have to think about what I want to do with Kalsgrim. Level 2 is pretty critical for a paladin, so I think I'll keep on path for him in that regard. I do have another concept in mind though, should Kalsgrim fall to the foes to come, one that would help fill in some of the gaps we've been experiencing. But we shall see. I'm certainly not going to deliberately kill him off!


Mastermind wrote:


By the by, when you guys return Tuskgutter's head to the trapper you'll have enough experience to level! Inside sources say he's back at Oleg's

I think it's great!

Mastermind wrote:


Which seems a pretty big milestone for most Play By Post groups. Especially as we've only been going for two months now. I hope nobody has minded the liberties I've taken to keep the pace rolling. ie. rolling checks at certain points, assuming party actions, compiling fights so one person doesn't hold up the other 6, auto-piloting slow posters, and the like.

I think it's great!

No really, I love it!


markofbane wrote:


one that would help fill in some of the gaps we've been experiencing.

What gaps do you have in mind?


Corso Gaczi wrote:
markofbane wrote:


one that would help fill in some of the gaps we've been experiencing.
What gaps do you have in mind?

Mainly skills... Knowledge Engineering, Knowledge Dungeoneering, etc. Those oddball things that can be missed in certain scenarios.


For Knowledge (dungeoneering), perhaps the rogue in me can take it? It's a class skill.


Perhaps. I wasn't looking to get Kal killed off or anything. I was just saying that I do have a backup concept ready that would compliment well, I think. I have notoriously bad luck with the dice, so I find it useful to be pondering concepts even as play goes well.


Mastermind wrote:


Since you guys will be leveling up soon, think on if there's anything you want to change for your characters. It's still early in their creation so I'll be pretty lenient. I want everyone to have fun and enjoy posting!

OK, feel free to let me know. I like my Corso very much. But like I mentioned in the other thread, I'm thinking hard about a variant of some roguish concept revolving around the idea of the Bene Gesserit from Dune.

Fluffwise, it would be minor changes in my background that would include extra special training, but the rest would stay.

Crunchwise, it would be a big rehaul. Maybe I can work on it and present it on my character sheet for you to look at. Then you'll get a better idea.

Let me know. I'll be fine either way.


Male Human Cleric 1 (Unholy Barrister)

Yeah, I've been thinking about how to change Lukasz a bit without drastically changing the concept. I am thinking probably just to switch out a spell or change his bloodline. With a 14 intelligence, he wouldn't make too great of a knowledge man if he changed class to wizard and I like him as a sorcerer. Not ideal mechanics wise for what I want to do, but at higher levels, he'll be able to kick out the buff spells he knows multiple times lending a support role while having some combat capability available.

Dark Archive

Some dude

Destined, Draconic (red) and Fey seem like the most thematic bloodlines for this region (fey because of the fey in the region, destined because of the whole 'born to be kings, masters of the universe' theme, and red draconic because of the ties to Brevoy and vanished House Rorgarvia).

But that's certainly not a limiting factor, and one could just as readily not have an obvious thematic tie to the region (or a tie to a nearby-ish region, such as a cold-themed Elemental water sorcerer with some connection to the Lake of Mist or the Witches of Irrisen, or an Undead bloodline sorcerer born to Ustalavan exiles who were tainted by their time near the lands of the Whispering Tyrant, or Infernal touched by a Chelaxian curse that sent you family fleeing those lands, or Abyssal tainted by a lingering malediction that claimed the life of your Mendevian crusader father, or an Aberrant tie that has bubbled up after many dormant generations from long ago Azlanti heritage).

I initially wrote up Servayn as a red dragon bloodline Sorcerer, and, frankly, found that I loathe the class. I never played one (or even saw one played) in 3rd edition, and my gaming group was far, far too set in our ways to accept the notion of playing a 'wizard' who couldn't access potentially hundreds of spells (even if a Sorcerer could readily use scrolls of the stuff he doesn't know personally).

That Touch of Destiny power really should start out explicitly better than using Aid Other. If it was usable at a range, that might be something, since he could lend some 'luck' without having to walk up and smack people.

It's kinda funky how much better a Witch with the right Hex(es) can be at the whole 'destiny' schtick.

RPG Superstar 2011 Top 4

Just got back from RL D&D so I'll finish up the fight now.


M Human Cavalier /1st

Ox is staying on track, though I had considered duel classing as a paladin of gorum. I just seems like it is smarter to stay the course and carry on with the Cavalier. I am most likely going to stick with following the mounted combat theme, this is one game it really seems like you might get away with not having to check your mount at the door to a cave.

I assume we are doing hp as normal?

1d10+con for Cavaliers?

1d10 + 2 ⇒ (1) + 2 = 3

poop.

leveling up!:

+1 bab, +1 fort, 1d10 hp, +4 skill points, 2nd level order ability

BAB +2 (+1 bab, everything bab gets +1)
Melee +7/+8 with long swords /+1AoO with blades.
Range +4
(fort gets +1)
Fort = 5 3 base 2ability mod
Ref = 2 0 base 2ability mod
Wil =0

(hp gets +3)
Hp:15
Init: 2

(+1 bluff,+1 HA, +1 ride, +1 SM)
Bluff(cha)1+2+3=6
Handle Animal (Cha), 2++2+3=7
Ride (Dex), 2+2+3=7
Sense Motive (Wis),1+0+3=4

Lion’s Call (Ex): At 2nd level, an order of the lion cavalier
gains the ability to rally his allies. As a standard action,
he can give an encouraging speech which grants all
allies within 60 feet a competence bonus on their saving
throws against fear equal to his Charisma modifier and
a +1 competence bonus on attack rolls for a number of
rounds equal to his cavalier level. If an ally within range
is under the effect of a spell or ability that causes him
to be frightened or panicked, he can immediately make
another saving throw to resist the effect (if allowed).

also i settled on my level one tactician feat.

Precise Strike (Combat, Teamwork)
You are skilled at striking where it counts, as long as an
ally distracts your foe.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: Whenever you and an ally who also has this
feat are flanking the same the creature, you deal an
additional 1d6 points of precision damage with each
successful melee attack. This bonus damage stacks with
other sources of precision damage, such as sneak attack.
This bonus damage is not multiplied on a critical hit.

if anyone wants to double check this for me, I think I got everything leveled up correctly.

RPG Superstar 2011 Top 4

Good news everyone! I can now read the boards and post while at work again.

For leveling up, I would really appreciate a break down showing what is increased. Please roll your Hit Points as usual, but re-roll any (1)ones.

ie. Level Up!:
+? BAB
+? HP
+? Fort
+?Reflex
+? Will
+? Skill points
-New class abilities

If there is something you would like to change for your character now is the time to ask. Odds are good I'll approve it.

ie. Changes!:
I'd like to swap Burning Hands for Magic Missile.
or
I'd like to change my Deadly Aim feat for Cleave.
etc.

For Ox:
Remember that your Tactician ability not only gives you the free Teamwork feat, but as a standard action once per day you can coordinate all allies within 30ft giving them the benefit of the feat for 3 rounds plus 1 round per two cavalier levels.


Level Up for Kalsgrim!

Spoiler:

+1 BAB
+1d10 + 2 ⇒ (5) + 2 = 7 Hit Points
+5 Fort Save (includes class feature bonus for Divine Grace)
+4 Reflex Save (includes class feature bonus for Divine Grace)
+5 Will Save (includes class feature bonus for Divine Grace)
+4 Skill Points (2 class, 1 human bonus, 1 favored class) Sense Motive, Diplomacy, Ride, Knowledge (Religion)
Modify Smite Evil: +1 damage against target of smite due to higher level.
Add Divine Grace. Add Charisma bonus to all saving throws (added above).
Add Lay on Hands. Heal wounds by touch. Heal 1d6 damage 5 times per day. Standard to use, swift for self use. Can be used to damage undead.

Dark Archive

Some dude

Level up for Servayn

Spoiler:

+1 BAB
1d8 + 2 ⇒ (5) + 2 = 7
+7 HP
+0 Fort
+0 Reflex
+1 Will
+2+1+1 Skill points (1 rank Ride, 1 rank Survival (CC), 1 rank Linguistics (draconic), 1 rank Handle Animal)
New class abilities (use the senses of Eidolon as free action 1 round / level / day)
+1 1st level spell / day, +1 cantrip (light) and +1 1st level spell (enlarge person) added to Spells Known

Level up for Ember

Spoiler:

+1 BAB
+5.5 HP (+1 Con, +1 Toughness)
+1 Fort
+1 Reflex
+0 Will
+4 Skill points (1 rank in Intimidate, +1 in Perception, +1 Stealth, +1 Survival)
New class abilities (Evasion, 4 Evolution points)
+1 Str/Dex, +2 Natural Armor
New Evolution configuration (claws (1d4), pounce (full attack on charge), scent, improved natural armor (+2))

[Note: I had messed up and only taken 2 skill points for Ember at 1st level, I subtracted his -2 points for his Int penalty twice! He added a single point to Survival and Acrobatics for his 1st level skill points.]

The only change I would like to make is Servayn's alignment from CN to CG. The bandit killin' discussions pretty much swung me around to seeing him as being 'gooder' than I had originally intended. :)

RPG Superstar 2011 Top 4

Ember's Natural armor improves by +2 as well.

Also don't forget to post some interactions for your return to Oleg's!


Mastermind:

I'd like to work on a scenario for leveling, related to the concept I mentioned earlier, over the weekend, if it's ok with you. I'd put both crunch and let you make comments. Please let me know if that kind of change is too big. Like I said, I'm fine either way (you get used to all those skill points...).


Male Human Ranger

OK lvl up Ranger

Spoiler:
HP1d10 + 3 ⇒ (4) + 3 = 7+2 from con +1 from favored class
Combat style:Archery (Rapid Shot) chosen.
+1 to BAB, Fort, and Reflex
9 Skill points to spend
All skills went up to 2 ranks except Craft Bowyer stayed 1rank


Corso Gaczi wrote:
** spoiler omitted **

What where you thinking crunch wise? Monk 1/Inquisitor 1?

Monk's are tricky fellows to handle by themselves. What sort of role would you be looking at for combat and roleplay?

While the first book does not have a lot of traps, tricks, or hidden items in it (rogue fodder) the second and third books begin to turn that around.

Dark Archive

Some dude
Scipion del Ferro wrote:
Ember's Natural armor improves by +2 as well.

Thanks, I totally had forgotten the NA and Str/Dex columns!


Mastermind wrote:
Corso Gaczi wrote:
** spoiler omitted **

What where you thinking crunch wise? Monk 1/Inquisitor 1?

Monk's are tricky fellows to handle by themselves. What sort of role would you be looking at for combat and roleplay?

While the first book does not have a lot of traps, tricks, or hidden items in it (rogue fodder) the second and third books begin to turn that around.

Thanks for this information.

Crunch wise, it was in fact Monk 1/Inquisitor 1. The role would have been pretty much the same: flanker and opportunist in combat, and spymaster in roleplay. My main problem was the drop in skill points. I was thinking of raising my Int, but I still need Str, Dex and Wis... Not easy.

Going from 12 skill points to 5 is painful, even though we're leveling, this now means going from 24 to 13...

Your precision on rogue fodder helps me see further. I'll reconsider over the week end, but for now, I'll play my cards as a rogue, so as we can all move forward.

update:

+1 BAB
+1 REF save
Evasion
Talent (Minor magic: Acid splash)
Skills: 12 more with favored class
Hit points: 1d8 ⇒ 3

Regarding the talent, I was thinking of going with Minor magic (Acid Splash), I find this gives me a nice option in the surprise and first rounds, as it is a range touch attack that I'll use on flat-footed foes (so very bad AC...) where I'll be able to add sneak attack damage.

If anyone has other suggestions, I'm very opened as it is my first rogue.

Dark Archive

Some dude

Hmm, last time we were in camp, Svetlana was a little too friendly with Tuck, too. I smell shenanigans!


M Human Cavalier /1st

Lol, really you think in that small area there are shenanigans a foot? I somehow doubt it.

Awesome, I hadn't realized that about tactician at all! I might read over those feats again, though that one is pretty solid.

1d10 ⇒ 1

1d10 ⇒ 1

1d10 ⇒ 7

three ones in a row,yeesh!

added the hp and swaped bluff for profession engineer.

level:
+1 bab, +1 fort, +9hp, +4 skill points, 2nd level order ability

BAB +2 (+1 bab, everything bab gets +1)
Melee +7/+8 with long swords /+1AoO with blades.
Range +4
(fort gets +1)
Fort = 5 3 base 2ability mod
Ref = 2 0 base 2ability mod
Wil =0

(hp gets +9)
Hp:21
Init: 2

(+1 Profession(engineer),+1 HA, +1 ride, +1 SM)
Profession(engineer)(wis)1+0+3=4
Handle Animal (Cha), 2++2+3=7
Ride (Dex), 2+2+3=7
Sense Motive (Wis),1+0+3=4

Lion’s Call (Ex): At 2nd level, an order of the lion cavalier
gains the ability to rally his allies. As a standard action,
he can give an encouraging speech which grants all
allies within 60 feet a competence bonus on their saving
throws against fear equal to his Charisma modifier and
a +1 competence bonus on attack rolls for a number of
rounds equal to his cavalier level. If an ally within range
is under the effect of a spell or ability that causes him
to be frightened or panicked, he can immediately make
another saving throw to resist the effect (if allowed).

also i settled on my level one tactician feat.

Precise Strike (Combat, Teamwork)
You are skilled at striking where it counts, as long as an
ally distracts your foe.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: Whenever you and an ally who also has this
feat are flanking the same the creature, you deal an
additional 1d6 points of precision damage with each
successful melee attack. This bonus damage stacks with
other sources of precision damage, such as sneak attack.
This bonus damage is not multiplied on a critical hit.


AC 24 (25) HP 30/30 AP 8/8

1d8 ⇒ 3 Hit Points

Level

Spoiler:

Hit points +4 (14)

Changes: Noticed I didn't take my Human bonus feat, so took Improved Unarmed Strike. Also changed one of my domains. Destruction didn't really fit what Janku is about, chaos fit better so swapped that one out with your approval. Also noticed I didn't take one additional language at creation so took Thassalonian.

+1 Fort
+1 Will
+1 BAB, CMB, and CMD
Skill ranks: Diplomacy, Heal, Linguistics (Giant), Know. Religion, Spellcraft.

Spells (1) O-level, (1) 1st Level

RPG Superstar 2011 Top 4

That's not a bad idea for Minor Magic, I hadn't thought of using it like that. I've always been fond of the feat related talents. Ray of Frost might be an idea, as it's different from Lukasz, but then again...perhaps Lukasz shows you how to fling acid as well.

Ox Bluff - engineering is fine. You really want those catapults to work, lol.

Kalsgrim looks good, you and your ridiculously high saves!

Servayn is looking fancy, I see Ember is now more dangerous for getting into combat.

Garick is all good as well.

Janku changing the domain is perfectly fine.

Last person for leveling is Lukasz, if you need any help speak up ^_^ Everyone remember to update your profiles and double check everything.


Acid Splash is "no save, no SR". Quite nice. I like the idea that he got it from watching Lukasz.

RPG Superstar 2011 Top 4

Although a couple scrolls of Acid Splash could replace the class ability... just a thought there too.


You're playing with my mind...

No, I don't want to rely on UMD rolls.

I'll stick with Corso the rogue, with Acid Splash. Plus, this opens Major Magic which had a few goodies like Chill touch, great for flanking as you use a touch attack a number of times equal to your level, or shield, etc.

RPG Superstar 2011 Top 4

Sounds fancy! Where's that sorcerer at?


Male Human Cleric 1 (Unholy Barrister)

Sorry, been looking at the prospective future for Lukasz and want to know if you will allow not only exchanging Burning Hands for Color Spray but if you would also allow me to change Lukasz's bloodline to Arcane Bloodline.

RPG Superstar 2011 Top 4

Of course! No problem at all. You'll have to choose between an item or familiar. If you go for the familiar and it just kinda stays in your pocket I won't really do anything to it. However if the little thing tries to fight like Noir or Ember, it'll get attacked just like they do.

I'm setting up a three day blizzard that'll snow you guys in the fort. That will be a very good time to roleplay training montages, or study, or whatever.


M Human Cavalier /1st

init1d20 + 2 ⇒ (18) + 2 = 20

challenge!

Ride by attack against the 80's montage.1d20 + 8 ⇒ (1) + 8 = 91d8 + 4 ⇒ (8) + 4 = 12

fumble?1d20 + 8 ⇒ (20) + 8 = 28

lol, best fumble ever. surrenders to 80 montage and gets to work on those catapults. with the help of a magical steel golem.

Grand Lodge

Like so
OR
start this one at 1:50 or so


By the way we will go ahead and begin using Action Points.

At level 2 you get 1 action point + Cha modifier.

Here are the rules for them again. I will also keep them in my profile for quick reference.

Action Point Rules:
ACTION POINTS

Action Points (APs) are a mechanic for helping to save your butt or to let you do a little something extra. You get APs each time you level up, equal to your new level plus your Charisma modifier (minimum of 1, even if you have a CHA penalty). Any leftover APs from your previous level are lost. Most NPCs do not get action points. Normally, spending an AP is a free action you can do once per round on your turn; however, the ones marked with a * are immediate actions you can do as often as desired. What you can do and AP cost is as follows:

BOOST YOUR ROLLS

*Add a bonus to any d20 roll (1 AP): Add 1d6 to any d20 roll, after the roll is made but before you know if success is determined. At 8th level you can roll two dice and choose the better result; at 15 th level three dice; at epic levels four dice.
*Reroll any die roll (except attacks and saves) (2 AP)
*Reroll an attack roll or saving throw (3 AP)
*Automatic natural 20 (except attacks or saves) (4 AP)
*Automatic natural 20 (attack or saving throw) (6 AP)

TAKE EXTRA ACTIONS

-Take an extra move action (2 AP)
-Take an extra standard action (4 AP)

COMBAT BOOSTS:

-Duck and cover (variable): Add a dodge bonus to AC of +2 per AP spent. Lasts 1 round.
-Flurry of attacks (1 AP): When making a full attack, take one extra attack at your best BAB.

MAGICAL APPLICATIONS:

-Enhance spell power (variable): Increase caster level and save DC of a spell you cast by 1 per AP spent.
-Retain spell (variable): You can cast a spell without losing it from memory or using a spell slot. The AP cost is 1/2 the spell's level (rounding up).
-Spontaneous metamagic (variable): You can add the effect of metamagic feats you know to a spell without affecting its casting spell, spell level, etc. Cost is 1 AP per level adjustment. The adjusted spell level cannot be higher than the highest-level spell you can cast.
-Swap spell (2 AP): You can exchange a prepared spell for any other spell you know of the same level or lower. You can apply metamagic feats you know to a spell you convert in this way, but this extends the casting time to a full-round action.

SAVING YOUR HIDE:

*Ignore condition (2 AP): Ignore a temporary 'condition' (e.g., blinded, confused, dazed, paralyzed, panicked, nauseated, dying) for one round. You can ignore multiple conditions by spending AP for each one you ignore. The duration of the effect continues to elapse while you ignore it. Note that damage (including ability damage, negative levels, etc.) is not a condition and cannot be ignored.
*Delay doom (4 AP): Delay the onset of a permanent 'condition' (e.g., death, petrification, feeblemind, insanity) for one round. You can ignore death even if it is simply from accumulation of damage. If the permanent condition can be negated or countered (using whatever means are normally required to fix the condition, which in the case of accumulated damage just means cure spells) while you are ignoring it, you can avoid it entirely.

HEROIC EFFORT;

You can "overspend" when you run out of APs - if you only have 1 AP left, you can still get an extra standard action or declare a natural 20 or whatever. This doesn't cause a deficit for your next level; it just represents your last gasp of heroic awesomeness. This cannot be done with 0 AP.


M Human Cavalier /1st

sweet, looks good!

Dark Archive

Some dude

Can a Druid/Paladin/Wizard/Summoner spend Action Points on behalf of roles made by their Companion/Mount/Familiar/Eidolon?

I wouldn't particularly support that for generic henchmen or summoned critters, but for a linked / bonded 'class feature' critter, maybe so?

Obviously, the Summoner / Eidolon is all that matters to me, but if Lukasz picks up a familiar, he might also find that handy, and the Cavalier / Mount connection uses the Druid companion rules as a guideline, so that would also be relevant for Ox.

RPG Superstar 2011 Top 4

I think that's more then fair. I might even go so far as to let them have their own AP based on HD, but we'll see about that at level 3.

Dark Archive

Some dude
Scipion del Ferro wrote:
I think that's more then fair. I might even go so far as to let them have their own AP based on HD, but we'll see about that at level 3.

I wouldn't go that far. Then again, I'm playing a Cha-based class, so the AP rules already favor me a bit.

RPG Superstar 2011 Top 4

Not like pets usually have much in the way of CHA themselves :P


M Human Cavalier /1st

Noir has a 6 so that would be two steps away from 10 so -2 he would be -1 to start with lol.

I threw some building ideas around in the ic.


Mastermind wrote:

By the way we will go ahead and begin using Action Points.

At level 2 you get 1 action point + Cha modifier.

Here are the rules for them again. I will also keep them in my profile for quick reference.

** spoiler omitted **...

Sorry, but in the rules, it says "level + Charisma".

So shouldn't it be 2 + Chr?

Dark Archive

Some dude
Ox wrote:

I threw some building ideas around in the ic.

Even with the handy visual reference, I have no idea what you meant there.

A roof on top of the tower? That would seem to make the catapult unworkable... And the amount of space you hold, on, gotta go look again...

Kay, back. Only five 5' squares of usable space are opened up on the ground level, as it looks like the squares that are already part of the wall and tower wouldn't really be usable living space.

It looks to me like roofing over the 'alleys' between A3 and the West wall, A2 and the South and East walls and A10, A9 and A8 and the East wall, A10, A6 and A11 and the North wall might be more maximal gains of space. (The 5 ft. wide alleys are going to be uncomfortable, but the 10 ft. wide alleys against the East wall should be fine.)

Closing off those alleys should also make each of the affected buildings easier to keep warm, as heat will only be escaping due to wind action on three sides. (or two sides, if A2 and A11,10,9,8, etc. are closed off on both wall-facing sides)

RPG Superstar 2011 Top 4

Corso Gaczi wrote:
Mastermind wrote:

By the way we will go ahead and begin using Action Points.

At level 2 you get 1 action point + Cha modifier.

Here are the rules for them again. I will also keep them in my profile for quick reference.

** spoiler omitted **...

Sorry, but in the rules, it says "level + Charisma".

So shouldn't it be 2 + Chr?

Yup, you're right. Was thinking they're half of level rounded up. Didn't read through it again myself.

RPG Superstar 2011 Top 4

I've been thinking that those four beds in the guest house are actually bunk beds. Which means 8 people can sleep in there comfortably. "Extending" the building is not really an option. Unlike The Sims you can't simply demolish a wall and add an extra five feet to a house without serious concerns for the entire structure.

From what makes sense to me the outer walls are mainly made of thick posts, with walkways near the top. Not solid 5ft thick walls. So stuff could be built under a walk way, but not under a tower as those would have to be a solid square structure to support the weight of the catapults.


Male Human Cleric 1 (Unholy Barrister)

Ok, here is the level up with the changes included:

Spoiler:
Level 2 Sorcerer
+1 BAB
+1 Will
+1 Handle Animal
+1 Ride
+1 Spellcraft
+1 Knowlege Arcana
+1 Knowledge Planes
+5 Action Points
Added Arcane Mark to Spell List and +1 use o first level spells per day.
Arcane Bloodline Arcana: addition of a metamagic feat which raises the spell level by at least 1 adds a +1 DC to the spell, excludes the Heighten spell.
Arcane Bond: Familiar

Exchanged Burning Hands for Color Spray

Changed Destined Bloodline to Arcane and chose a hawk as my arcane bond. Will not have a fighting role, but will act as more overhead scout/messenger for the party, can relay messages between Oleg's and the group as well as use those keen eyes to get sense of the land. During the weeks in the fort Lukasz could have stumbled upon an injured Swiftbreeze and nursed her back to health. Then, to seal the deal, he made her his familiar.

HP roll:1d6 + 2 ⇒ (3) + 2 = 5

RPG Superstar 2011 Top 4

Looks good to me.


I have some shopping to do. I would like to buy from Oleg:

-Cold-weather outfit
-Tanglefoot bag
-Masterwork thieve's tools

I'd also like to take the Cure light wounds potion from Clip-Clop.

Let me know what's available.


Those are all available to purchase. Oleg currently has 700g worth of adventuring gear in addition to his cash funds. He realizes that trappers and adventures need all sorts of weird crap. On more then one occasion he's known a fellow to purchase thieves tools to fix a few broken bear traps.


M Human Cavalier /1st

AH, I see, I hadn't realized the area under the catapults would have been solid, it looked like with that many thick beams that it might havesome support but not be taken up. I wasn't necessarily thinking about taking the wall out in the current bunk room, but using it as a wall for the new structure as well.

If I had the chance to stand there and look from ox's point of view I would've realized why oleg wasn't utilizing the space under the towers. its because there is no space to utilize.

The green outline was the area under Set, not above. hmmmm back to the drawing board.

RPG Superstar 2011 Top 4

Gonna have a montage.

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