Kingmaker.

Game Master Webb


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Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

So youre suggesting fighter/magus/sorceress. But taking whip feats in between?

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Male Half-Orc Slayer 7 | HP 43/91 | AC 20, T 13, FF 18, CMD 23 | Fort +8, Ref +8, Will +6 | Init +3 | Perception +18 (+19 vs surprise), Sense Motive +13, darkvision 60'

One more message about using whips.

The base damage of whips isn't that good, and they don't crit often or hard. It's tough to do good things with them, though they are trip weapons, which can be useful if you want a trip build.

You can get lethal damage right off the bat with the scorpion whip (1d4). So as long as you get proficiency with whips you are good to go. Scorpion Whip is a light weapon, so you can use weapon finesse with it. If you went with my sorcerer suggestion this might be the way to go since you want to have a good AC, though your damage would suffer. So your scores wouldn't need to change.

The only problem is that you can't get DEX to damage (unless you take 3 levels of rogue). The slashing grace feat is an option but it doesn't work with spell combat and won't work with the scorpion whip.


Male Half-Orc Slayer 7 | HP 43/91 | AC 20, T 13, FF 18, CMD 23 | Fort +8, Ref +8, Will +6 | Init +3 | Perception +18 (+19 vs surprise), Sense Motive +13, darkvision 60'
Zartana wrote:
So youre suggesting fighter/magus/sorceress. But taking whip feats in between?

Well the one suggestion I was giving was going just magus/sorceress.

Personally I am the type of guy who hates to dilute a spellcasting class with level dips in other classes.

I can see though why you would want to go with a martial class. d10 HP and full BAB are quite useful.


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

Okay. My base idea :

Fighter6/magus6
Feats:
Lvl 1 : exotic weapon whips, weapon focus whips, drow nobility
Lvl2 : whip mastery
Lvl3 : impr drow nobility
Lvl4: weapon specialization whip
Lvl5 : greater drow nobility
Lvl6: power attack

So at level 6. With a belt of str +2
Whip : 1d3+15 (without magus abilities or weapon enhancements) reach of 15ft

From there, other feats ill look at:
Cleave. Greater cleave. Lunge. Impr. Whip mastery. Combat Reflexes.

Reach of 20ft. Threat range of 15ft. 2 or 3 AoO each round.

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Male Half-Orc Slayer 7 | HP 43/91 | AC 20, T 13, FF 18, CMD 23 | Fort +8, Ref +8, Will +6 | Init +3 | Perception +18 (+19 vs surprise), Sense Motive +13, darkvision 60'

Scorpion whip does 1d4 lethal damage and you can choose to use it like a normal whip if you want, without needing the whip mastery feat.

So Lvl 6 with scorpion whip you could do 1d4 + STR + 2 (specialization) + 4 (power attack) + 1 (weapon training).

Arcane strike should be in your feat list somewhere. It would give you another +2 at 6th level.

Scorpion whip is light though so you can't use it two-handed (whereas a regular whip you can). On the other hand, with spell combat and spellstrike you usually don't want to use it two-handed. If you are able to full-attack, as of 2nd level arcane mark gives you an extra attack per round through spellstrike even if you have no 1st level or higher spells to cast.

Cleave is a bit of a trap as it is a standard action so you can't use it with a full round of attacks - nor can you use it with spell combat/spellstrike, I don't think.


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

Yah. But greater cleave with 15/20ft reach. That is the clincher. Oh? 20 hordelike enemies? Take that!
I prefer the normal whip. And whip mastery. That way no AoO using the whip at close range. Plus with power attack i gain a higher damage output.
Ill take arcane strike at level 5. Since as a magus i get an extra feat then

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Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

For those interested :
Dropping craft alchemy and taking handle animal

=^^=

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Male Kobold Gestalt(Mageknight/Shifter) 1| HP 13/13 | AC 16 13 14 | CMB +4 CMD 16 | F+5 R+4 W+4 | INIT +2 | PERC +5

just feel like mentioning that i feel we have a lot of melee oriented people and I think AA would have been better for overall party chemistry.


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

As i said. Still open for party to think about it =^^=

Can only really change stuff over weekend

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Male Half-Orc Slayer 7 | HP 43/91 | AC 20, T 13, FF 18, CMD 23 | Fort +8, Ref +8, Will +6 | Init +3 | Perception +18 (+19 vs surprise), Sense Motive +13, darkvision 60'
Zartana wrote:
Yah. But greater cleave with 15/20ft reach. That is the clincher. Oh? 20 hordelike enemies? Take that!

Sure, but they need to all be adjacent to one another. You will find that this doesn't happen that often.

Zartana wrote:
I prefer the normal whip.

For the record, when you use a scorpion whip you can choose to have it work like a normal whip instead. So the scorpion whip is two whips in one. Meanwhile you don't need the whip mastery feat to get it working.

Zartana wrote:
Plus with power attack i gain a higher damage output.

If you only have a standard action available, then yes.

If you have a full attack, this is only when you choose to cleave, or at 1st level when you don't have spellstrike.

You need to use the whip with both hands to get the higher damage multiple. This means you are not using spell combat or spellstrike. Since spellstrike lets you attack twice with the 1x multiple of power attack (since you are still using your primary weapon) this is better than attacking only once with the 1.5x multiple for using both hands.

If you are using cleave, then you get the 1.5 multiple for each hit. But this is the only time that using two hands will be better than spellstrike.

Remember, if you don't have a 1st level spell handy for spellstrike, you can always use arcane mark. It doesn't do any extra damage, but it's a touch attack spell so you can get the extra attack with it. This makes spellstrike considerably better than TWF.


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

It seems the party would rather i go Sorc/AA. So will stick with the current build =^^=
Will then look at build again closer to the time. Which might only be in a year or so :P

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Male Half-Orc Slayer 7 | HP 43/91 | AC 20, T 13, FF 18, CMD 23 | Fort +8, Ref +8, Will +6 | Init +3 | Perception +18 (+19 vs surprise), Sense Motive +13, darkvision 60'
Jamahzin wrote:
just feel like mentioning that i feel we have a lot of melee oriented people and I think AA would have been better for overall party chemistry.

This is a good point.

We don't have a character focused on ranged combat and you are also the only arcane caster.

Using a whip would allow you to keep behind the other melee fighters, but you will usually have a cover penalty if you are doing that. So it's not necessarily as good as ranged combat.

The Arcane Archer idea sounds meh but the thing to remember is that as long as you invest the feats archery is arguably the most effective combat technique as you can almost always make a full attack. So a plain archer is going to be pretty powerful, and AA lets you combine magic and arrows, which gives you a lot of flexibility.

Unless it sounds boring to you, it's a powerful character type, especially in gestalt where you can keep up with the feats required.


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

Yup.
Will stick with AA/Fighter except for when i dont get a level of spellcaster in the PrC

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Male Kobold Gestalt(Mageknight/Shifter) 1| HP 13/13 | AC 16 13 14 | CMB +4 CMD 16 | F+5 R+4 W+4 | INIT +2 | PERC +5

it's more than that AA's power comes from launching silence spells and anti-magic fields down range, among other auras. it doesn't seem like much but it just gives a lifty boost to certain spells.


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

I wish i could throw silence spells... should i rather go cleric? With fire domain so i can atleast throw a fireball now and then. Heck. Ranged channel?

And LN then :P

Edit. Nvm. Need to cast arcane spells... maybe later go cleric. Unless the GM allows my SPL qaulify me for PrC.

Second edit : just forget it. Jumping around too much

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Male Kobold Gestalt(Mageknight/Shifter) 1| HP 13/13 | AC 16 13 14 | CMB +4 CMD 16 | F+5 R+4 W+4 | INIT +2 | PERC +5

ring of spell knowledge


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

I rarely play full casters... will have to start looking at items like that. Thanks =^^=

Type 3 : 13500gp.... ouch. But yah. Having Silence as a spell then. Not bad. Swift action : deeper darkness, standard action : silence. In 1 arrow. =^^=

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Male Half-Orc Slayer 7 | HP 43/91 | AC 20, T 13, FF 18, CMD 23 | Fort +8, Ref +8, Will +6 | Init +3 | Perception +18 (+19 vs surprise), Sense Motive +13, darkvision 60'

Silence has a really long range, and Ciana will have access to it at level 3. I can take it at level 4 as well. So we are probably covered in that regard.


Male Kobold Gestalt(Mageknight/Shifter) 1| HP 13/13 | AC 16 13 14 | CMB +4 CMD 16 | F+5 R+4 W+4 | INIT +2 | PERC +5

I love my character's reaction, I actually started laughing. just imagine his last line as spaztic and failingly nonchalant as possible, all fidgety.


Male Gnome uRogue 6 / Occultist 6 || Trickster 2 | HP 64/64 | AC 23 T 17 FF 17 | CMB + 3 CMD 19 | F+10 R+13 W+9 | INIT + 8| PERC + 13, 18vs Traps/ 15vs Ambushes (Lowlight Vision) MP 7/7

Just a FYI: I will be out of town with limited to no internet access starting in about 24 hours, till late Monday. Tuesday starts my busy season at work, for the next month or so, and I'm going to preemptively apologize if my posting slows down, though I will try and keep up!


Male Half-Orc Slayer 7 | HP 43/91 | AC 20, T 13, FF 18, CMD 23 | Fort +8, Ref +8, Will +6 | Init +3 | Perception +18 (+19 vs surprise), Sense Motive +13, darkvision 60'

I know why Roon hasn't posted but is everyone else still there?


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

Yup

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Male Kobold Gestalt(Mageknight/Shifter) 1| HP 13/13 | AC 16 13 14 | CMB +4 CMD 16 | F+5 R+4 W+4 | INIT +2 | PERC +5

yeah, waiting for GM posts i think


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

About a week now. Anyone tried to PM our GM?

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Male Gnome uRogue 6 / Occultist 6 || Trickster 2 | HP 64/64 | AC 23 T 17 FF 17 | CMB + 3 CMD 19 | F+10 R+13 W+9 | INIT + 8| PERC + 13, 18vs Traps/ 15vs Ambushes (Lowlight Vision) MP 7/7

Well, he DID say that his life was far from unbusy... And back from the weekend out of town.


Guys, sorry for the absence. Life and my internet connection are the reason. Will post later this evening.


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

Welcome back =^^=


Male Kobold Gestalt(Mageknight/Shifter) 1| HP 13/13 | AC 16 13 14 | CMB +4 CMD 16 | F+5 R+4 W+4 | INIT +2 | PERC +5

woo


Male Half-Orc Slayer 7 | HP 43/91 | AC 20, T 13, FF 18, CMD 23 | Fort +8, Ref +8, Will +6 | Init +3 | Perception +18 (+19 vs surprise), Sense Motive +13, darkvision 60'

Let us know if you need any help with anything.


Male Kobold Gestalt(Mageknight/Shifter) 1| HP 13/13 | AC 16 13 14 | CMB +4 CMD 16 | F+5 R+4 W+4 | INIT +2 | PERC +5

less woo?


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

Wo?

You did ask less woo =^^=

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It's my cable supplier, my internet keeps disconnecting. A mechanic is coming to my house next week to check everything.


Male Kobold Gestalt(Mageknight/Shifter) 1| HP 13/13 | AC 16 13 14 | CMB +4 CMD 16 | F+5 R+4 W+4 | INIT +2 | PERC +5

i'm going to let someone else handle the latest gameplay post. :P


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

make the bard the ruler, i'll be spymaster. it will fit the quiet type. sit back and listen


Male Half-Orc Slayer 7 | HP 43/91 | AC 20, T 13, FF 18, CMD 23 | Fort +8, Ref +8, Will +6 | Init +3 | Perception +18 (+19 vs surprise), Sense Motive +13, darkvision 60'
Zartana wrote:
make the bard the ruler, i'll be spymaster. it will fit the quiet type. sit back and listen

Hey, if that's what you want. Spymaster is an important role to have someone good in it, and your DEX is 20.

I don't know if we are using the optional rules, but if we are, a decent Sense Motive skill will also help.


Male Gnome uRogue 6 / Occultist 6 || Trickster 2 | HP 64/64 | AC 23 T 17 FF 17 | CMB + 3 CMD 19 | F+10 R+13 W+9 | INIT + 8| PERC + 13, 18vs Traps/ 15vs Ambushes (Lowlight Vision) MP 7/7

I spent a few moments today at work after copying down primary stats and Kingdom Roles, and tried to come up with a few suggestions for primary roles based on stats AND personality. These are my opinions only.

Zaranda. I feel your personality suits General or Royal Enforcer more than Spymaster. From what I've seen, You are NOT playing someone content to keep to the shadows, and are perhaps a bit too abrasive for Grand Diplomat. Other Roles that fit mechanically: Ruler, Consort, Councilor, General, Grand Diplomat, Heir, High Priest, Magister, Marshal, Royal Enforcer, Spy Master.

Roon: I feel by personality, that Spy Master fits best, but that I could easily fill the Grand Diplomat, Councilor or Magister roles. Treasurer would just be entertaining, but how best to keep the Treasury safe than to put a trap happy thief in charge?

Jam & Ozak: Both fit General, Royal Enforcer and Warden very well, personality wise, I think those three fit as well.

Ozak: In addition to the Str/Con roles, you also could swing one of the Wis positions, but I think some fit less well. (Councilor, High Priest, Marshal and Treasurer.

Ciana: I think of the 5 of us, you are the most level headed and diplomatic, and probably would save us a world of interesting grief if you took Ruler. You are also the most well rounded, and the only position that you might not fit well would be Warden.

Again opinions, but I think the first 4 positions we fill should be Ruler, Councilor, Grand Diplomat and Spy Master. The next 4 that seem needed are General, Marshal, Magister and High Priest. While we In Character have no idea yet, OOC, we might want to keep our eyes peeled for potential Nobles, for lack of a better word.

As to story, and spoilers... I've never played, or read Kingmaker, and would very much prefer to avoid any real spoilers.


Male Kobold Gestalt(Mageknight/Shifter) 1| HP 13/13 | AC 16 13 14 | CMB +4 CMD 16 | F+5 R+4 W+4 | INIT +2 | PERC +5

I also know basically nothing of kingmaker and would prefer to avoid spoilers.


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

I did not plan to give any spoilers. I play each game like that. Unless a GM or Player asks and then i usually go to PMs

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Male Half-Orc Slayer 7 | HP 43/91 | AC 20, T 13, FF 18, CMD 23 | Fort +8, Ref +8, Will +6 | Init +3 | Perception +18 (+19 vs surprise), Sense Motive +13, darkvision 60'
Roonfizzle Garnackle wrote:
I spent a few moments today at work after copying down primary stats and Kingdom Roles, and tried to come up with a few suggestions for primary roles based on stats AND personality. These are my opinions only....

I don't think there's a lot of need to decide these things right now. Even playing at a fast pace it will be months before our characters are granted a charter to actually rule anything, and we're not going particularly quickly.

One thing though... our characters have MUCH higher ability scores than was intended within the Kingmaker rules. In my mind this can mean that we can take positions that suit our characters personalities rather than what would be mechanically most effective. However, you will often find that the type of character you are playing will fit fairly naturally into one of the kingdom roles that you are actually mechanically suited for.

In my case Ozak wants to be a general... so he can "Crush your enemies, see them driven before you, and hear the lamenting of the women." But he would make a good royal enforcer too. Both of these roles can use STR as their main score and are natural roles for a STR-based character class.

Ozak wouldn't mind being a king but is totally unsuited for it, and I made him that way deliberately. Is someone approached him about a tax exemption for the hat-makers' guild, he would either fall asleep out of boredom or put an axe in someone's face out of sheer frustration. Most of the things that a king needs to think about are things that Ozak doesn't give two coppers about. Usually there is a fair bit of competition for the ruler position, for Ego reasons, and I wanted to stay out of that competition.


Male Half-Orc Slayer 7 | HP 43/91 | AC 20, T 13, FF 18, CMD 23 | Fort +8, Ref +8, Will +6 | Init +3 | Perception +18 (+19 vs surprise), Sense Motive +13, darkvision 60'

For those of you that don't want to think about the Kingdom Building part of the campaign yet, don't open this. :)

Kingdom Building Mechanics:
I have participated in some other KM games (neither of which got very far) and I have given the kingdom building rules a lot of thought.

Firstly, you cannot fulfill all the roles available and will have to get NPCs to fill many of them. The Leadership feat is very helpful for this but you will find that you will likely need to hire NPCs who are not simply followers.

With that in mind, one approach is to simply fill the roles you are best at to get the maximum benefit from them. In that case you go for something that works with your highest score. So:

Best Scores:

Ozak: STR 20
Jamazhin: STR 18
Roonfizzle: DEX 20
Ciana: DEX, WIS, CHA 16
Zartana: DEX & CHA 20

Roles according to Ability Score:

STR: General, Royal Enforcer, Warden
DEX: Marshal, Royal Enforcer, Spymaster
WIS: Councillor, High Priest, Marshal, Treasurer
CHA: Ruler, Councilor, General, Grand Diplomat, High Priest, Magister

* I didn't include Consort, Heirs, or Viceroy as these are all roles meant for NPCs.

I didn't bother listing INT or CON since these are not the highest stats for anyone in the party. But any ones that fall under those scores are also listed above under other scores.

The benefit that these provide is a bonus towards one of the kingdom's Kingdom Attributes. The kingdom has three attributes: Stability, Economy and Loyalty. You need to make d20 checks with these values, against a DC based on the kingdom's size.

Stability is the most important. This is because you need to make a stability check every turn, and if you fail you gain unrest. If you fail by a lot, you gain a lot of unrest. Unrest can cripple and potentially topple your kingdom. In a playtest I did I found that runaway unrest can make your kingdom seem unrecoverable. So you can't afford to let Stability slide.

Economy is the second most valuable attribute, because you check economy every turn to determine how much resources you have to work with, and this determines what your kingdom can build. A kingdom without resources is dead in the water. Though it is at least not falling apart.

Loyalty is the least important, as it is primarily used to resolve some random events, which do not necessarily happen every turn. While you can let this one fall behind a little bit, there are some events that can destroy your kingdom if not resolved quickly, so you can't afford to ignore Loyalty. Loyalty is also the most difficult attribute to increase.

Roles by Kingdom Attribute:

Eventually All: Ruler
Any 1: Spymaster
Stability: General, Grand Diplomat, High Priest, Royal Enforcer
Economy: Magister, Marshal, Treasurer
Loyalty: Councilor, Warden

The Ruler and the Spymaster are both special. The Ruler chooses one attribute at the start but eventually the ruler's bonus applies to all three attributes, while the spymaster choose which attribute to apply his/her bonus to. So both roles are very important.

The other roles will be filled by NPCs and if we look around we can probably average a +2 from our NPCs.

So here's how it looks to me assuming we go with things that have been said already:

Eventually All: +3 Ruler (Ciana)
Any 1: +5 Spymaster (Zartana)
Stability +11: +5 General (Ozak), +2 Grand Diplomat (NPC), +2 High Priest (NPC), +2 Royal Enforcer (NPC)
Economy +9: +2 Magister (NPC), +5 Marshal (Roonfizzle), +2 Treasurer (NPC)
Loyalty +6: +2 Councilor (NPC), +4 Warden (Jamahzin)

This is not bad.

These values will be bolstetred by a variety of things, and also our ability scores will be increasing over time as well. But this gives a bit of an outline.


Male Kobold Gestalt(Mageknight/Shifter) 1| HP 13/13 | AC 16 13 14 | CMB +4 CMD 16 | F+5 R+4 W+4 | INIT +2 | PERC +5

I want general primarily.


Cleric/Bard 1st-level, HP 9/9, AC 19 (14 T, 16 FF), CMB -1, CMD 11, F +5, R +5, W +5, Initiative +3, Perception +6

Like many of you I know nothing of this campaign except what I have heard mentioned about eventually building a kingdom and that we are the ones who will rule it.

Ciana will do what is needed of her. She is diplomatic in her interactions and is out to help people. While she may fit certain roles of a Kingdom I will let the roleplaying play out to see what happens.

I still hope at some point to have that conversation about who each of us are and are capable of. I know it would have happened earlier, but it kind of late now. Being forced/asked together is one thing, but staying together is another thing.

We shall see how things play out...


Male Kobold Gestalt(Mageknight/Shifter) 1| HP 13/13 | AC 16 13 14 | CMB +4 CMD 16 | F+5 R+4 W+4 | INIT +2 | PERC +5

doo dee doo dee doo, waiting for the GM, doo dee doo dee doo.

:P


Male Half-Orc Slayer 7 | HP 43/91 | AC 20, T 13, FF 18, CMD 23 | Fort +8, Ref +8, Will +6 | Init +3 | Perception +18 (+19 vs surprise), Sense Motive +13, darkvision 60'
Jamahzin wrote:
I want general primarily.

I'm a bit surprised, since there is no hint of this in your character's backstory. Your character can fight, but isn't a soldier at all. I assumed you were going for a more outdoorsy kind of thing - from what I read you spent a lot of time alone in the wilderness.

Ciana Andu wrote:
We shall see how things play out...

Indeed. As I said before, we have a long time before we have to worry about any of that. Most online KM campaigns never make it that far.

Jamahzin wrote:
doo dee doo dee doo, waiting for the GM, doo dee doo dee doo. :P

I know. :\

He said that he was having internet connectivity problems so let's give him some more time.


Male Kobold Gestalt(Mageknight/Shifter) 1| HP 13/13 | AC 16 13 14 | CMB +4 CMD 16 | F+5 R+4 W+4 | INIT +2 | PERC +5
Ozak "Badaxe" Daggertooth wrote:
Jamahzin wrote:
I want general primarily.
I'm a bit surprised, since there is no hint of this in your character's backstory. Your character can fight, but isn't a soldier at all. I assumed you were going for a more outdoorsy kind of thing - from what I read you spent a lot of time alone in the wilderness.

He spent a lot of time in the wilderness but he hated it, Like any kobold should, and wants to prove his worth and being a general really shows it.


Male Half-Orc Slayer 7 | HP 43/91 | AC 20, T 13, FF 18, CMD 23 | Fort +8, Ref +8, Will +6 | Init +3 | Perception +18 (+19 vs surprise), Sense Motive +13, darkvision 60'

While waiting for the response of Oleg and Svetlana, Ozak challenges Jamahzin to a game of checkers.

.

.

O . O . O . O .
. O . O . O . O
O . O . O . _ .
. _ . _ . _ . O
_ . _ . _ . _ .
. X . X . X . X
X . X . X . X .
. X . X . X . X

(I'm O and I went first. Just copy and paste and then edit to make a move. :)


Male Kobold Gestalt(Mageknight/Shifter) 1| HP 13/13 | AC 16 13 14 | CMB +4 CMD 16 | F+5 R+4 W+4 | INIT +2 | PERC +5

.

.

.

O . O . O . O .
. O . O . O . O
O . O . O . _ .
. _ . _ . _ . O
_ . _ . _ . X .
. X . X . X . _
X . X . X . X .
. X . X . X . X


Male Half-Orc Slayer 7 | HP 43/91 | AC 20, T 13, FF 18, CMD 23 | Fort +8, Ref +8, Will +6 | Init +3 | Perception +18 (+19 vs surprise), Sense Motive +13, darkvision 60'

.

.

.

O . O . O . O .
. O . O . O . O
O . _ . O . _ .
. O . _ . _ . O
_ . _ . _ . X .
. X . X . X . _
X . X . X . X .
. X . X . X . X


Male Kobold Gestalt(Mageknight/Shifter) 1| HP 13/13 | AC 16 13 14 | CMB +4 CMD 16 | F+5 R+4 W+4 | INIT +2 | PERC +5

.

.

.

O . O . O . O .
. O . O . O . O
O . _ . O . _ .
. O . _ . _ . O
_ . _ . _ . X .
. X . X . X . X
X . X . X . _ .
. X . X . X . X


Male Half-Orc Slayer 7 | HP 43/91 | AC 20, T 13, FF 18, CMD 23 | Fort +8, Ref +8, Will +6 | Init +3 | Perception +18 (+19 vs surprise), Sense Motive +13, darkvision 60'

.

.

.

O . O . O . O .
. O . O . O . O
O . _ . O . _ .
. _ . _ . _ . O
O . _ . _ . X .
. X . X . X . X
X . X . X . _ .
. X . X . X . X

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