Kingmaker: A Light in the Dark (Inactive)

Game Master JDPhipps

Roll20 campaign link!

Day 14


101 to 150 of 638 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Male Android Slayer (Sniper) 2 | HP 21/21 | AC 18, touch 15, FF 13; Fort +4, Ref +8, Will +0 | Init +5; Perc +7; darkvision 60 ft., low-light vision
Jon, The Evil DM wrote:
Huh, I know I sent you a reply. It probably got eaten by the server outages we've been having. Your list is fine, and you can sell back the old bow at full price; within the story I don't care if you trade it to him or have Oleg modify your original bow to have a stronger draw weight, either is fine. That'd net you 5 tanglefoot arrows with nothing left over, other than the gold you just received from him.

Jon - I updated the character profile to reflect the acquisitions/trades. Thanks.


Male Dwarf Bolt Ace/ 2; Health (22/22); AC 18; Init 4; Perc Mod 7; Grit 2/2

So I miss read the dm post, Holgar just flat out says that to Jhod.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

On your way to the village, what path are you all taking? Are you going the explored route down the through the camp and then heading west, or are you looping around from the north? Also, are you attacking any of bandit camps before entering the village? You know the village is in that general area, but you may need to explore a bit to find it. Once I have a majority consensus on the path, I'll reveal the course you took and roll up any encounters that might happen.


Female Half-Elf (Spireborn) Magus (Kensai) 2 | HP: 17/17 | AC: 18, Touch 16, Flat-Footed 12 | CMD: 15 | Fort: +6, Reflex +5, Will +7 | Init: +4 | Perception +8 | Arcane: 5/5, Stamina 3/3

Okay, so I'm thinking coming down from the north and taking out the north bandit camp so we have less to worry about when looking for the village. That will also take some pressure off the village from the bandits.


Male Android Slayer (Sniper) 2 | HP 21/21 | AC 18, touch 15, FF 13; Fort +4, Ref +8, Will +0 | Init +5; Perc +7; darkvision 60 ft., low-light vision

Creon will just go with the flow. He's not that interested in saving the village for its own sake, but, if that's the majority plan recognises that taking out any surrounding bandits is going to make it easier, and also fits the larger goal of winning back the Stolen Lands.

So - indifferent to route but would be in favour of attacking the bandits.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

As it seems no one objects, I'm going to move us along tomorrow unless anyone says they'd rather head in a different direction.


Male Android Slayer (Sniper) 2 | HP 21/21 | AC 18, touch 15, FF 13; Fort +4, Ref +8, Will +0 | Init +5; Perc +7; darkvision 60 ft., low-light vision

I'm ready to go.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

FYI, I put a spoiler in the Campaign Info that lists all the real world languages that currently correspond to an in-game language. I'm fine with you all choosing a language to represent any your character actually knows; first person to post in that language gets to choose. Just let me know whatever language you used and I'll put it up so we all remember.


Female Half-Elf (Spireborn) Magus (Kensai) 2 | HP: 17/17 | AC: 18, Touch 16, Flat-Footed 12 | CMD: 15 | Fort: +6, Reflex +5, Will +7 | Init: +4 | Perception +8 | Arcane: 5/5, Stamina 3/3

Is it safe to assume that Elvish is just Tolkien Elvish?


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

I've mostly been using Google translate with real life languages, actually. If you find a good Elvish translator for Elven be my guest, although I'm usually privy to using one of the romance languages because they roll off the tongue. Alternately, Nepali looks pretty similar to Tolkein elvish.

That said, it's your choice. First person to post in Elvish gets the language, same as the others. Just provide me with a translator for whatever you use.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Hey, just an FYI to those I don't speak to on the regular: this game isn't dead, I've just been very busy with a lot of issues in real life, so I haven't had a lot of spare posting time. That said, everything is out of my hands by tomorrow, so I'll get us rolling again. I've been talking with Theo and he SHOULD be coming back soon, and Holgar has left us.

We'll be picking up one of the original players, who will have time to play again, next time you guys get back to the Trading Post. Kilarra Maldrek will be back in the party, so she'll be leveling herself up and joining up with the rest of you next time it makes sense.


Male Half-Elf Paladin (Hospitlier) 2
Spoiler:
[ HP: 25/25 | AC: 17, T: 10, FF: 17 | CMD: 15 | F: +8, R: +3, W: +8 | Init: +0, Perception: +2]

Speaking of returning from the dead...
I could blame any number of things, but to be honest I'm mostly just really bad at keeping up with online games. Gonna try again though.

GO GG GADGET HP ROLL!
HP: 1d10 + 2 ⇒ (9) + 2 = 11


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Update will go up tomorrow evening; it's finals week and I'm super busy. Once that's done (around 5 PM EST) I'll be free to update and get back on a regular schedule.


Male Human Commoner 2/ Philosopher 2/ Gamer 5/ Writer 5

Hey all! I'm just posting this into each of my active games to let you all know that starting this Thursday, I'm going to be going on a trip to France for my university. While we're spending the first few days in Paris and the last few in Bordeaux, the majority of the trip will be renovating a chateau in the south of the country, where the Internet will probably be spotty and I won't have much time to post. I'll do my best to keep up with games, and I imagine I should be able to get up a post every few days at least, but it will probably be less active than usual. Please feel free to take control of my character for the time being! I'll be back home come June, so it's just for a few weeks.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Hey guys! As I mentioned before, one of our previous players will be rejoining you in a few days; she had to leave due to lack of time but will now be accompanying you again for the foreseeable future. She's also a Slayer, although she's more melee focused and I believe she'll be building to function quite differently than Creon, so I don't expect much overlap. She'll be reuniting with you when you all get to town, with an important message from your benefactors in Restov.

She's popping in here to roll for her hit points, and then she'll be posting in again some time this weeks. Give Kilarra a warm welcome, everyone.


Female Tiefling Slayer 2
Spoiler:
[ HP: 20/20 | AC:19 T:14 FF:15 | CMD: 16 | F: +4, R: +7, W: +1 | Init: +6, Perception: +7]

Hey guys, I'm Kilarra. I was here at the beginning of the campaign but had to step out for a bit. Good to be back.

HP: 1d10 + 1 ⇒ (8) + 1 = 9


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

I'm assuming no one has any more questions, but if you do try to post them in by tomorrow as I'm going to move us along. Once you get to town, Kilarra can rejoin the party with some vital information she's going to be passing along.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Hey guys, I had to put my dog down today. I'm... not sure if I'll be posting more or less to be honest. I'll do my best to keep the game running, but if I disappear for a few days, that's where I'll be.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

And for my third post in a row, I'd like to let you guys know that I'm going to be a little slow for a bit. I was in an accident on Monday that was pretty serious, and I'm still recovering. I'm still waiting on you guys to post, but once we get moving I'm going to do my best to keep up. Still, if I fall silent for a couple days, that's likely why.


Male Half-Orc Medium (Relic Channeler) 2 | HP 5/18 | AC 15, touch 11, FF 14, CMD 15 | Fort +2, Ref +2, Will +4 | Init +1, Perception +5 (darkvision 60 ft)

Hey all, posting in all my games to say that as of this evening I'm going camping with family and then paintballing for several days, so I won't be able to post. I'll be back the evening of Sunday the 10th, and hopefully I'll be back to regular posting and catching up then or Monday morning. Please bot me as needed while I'm away!


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Hey guys, just checking in; I haven't seen anyone give a new post in a while now. Is everything okay? I'm not sure what you're waiting on, since I didn't receive any indication you were all ready to move on to the next day. I know real life can get in the way sometimes, but if that's the case please just let me know in the future.


Male Android Slayer (Sniper) 2 | HP 21/21 | AC 18, touch 15, FF 13; Fort +4, Ref +8, Will +0 | Init +5; Perc +7; darkvision 60 ft., low-light vision

Jon - had a couple of days of heavy work stuff get in the way (similar issue elsewhere, as I think you can see). I'm ready to go to the following day though.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

I noticed that from your posts in Iron Gods, but I've noticed a drop-off from others as well. I know Prophet was not able to post either, but I haven't heard any reasons from Annika or Gallidren. Theo is in the process of starting a new job, and he mentioned to me a bit ago that he wasn't sure what else to add. I just want to make sure everyone's here and ready; Kilarra is traveling with me and I know she's ready to join up with you all shortly. I expected posting to slow on my trip, but not drop off entirely.

If anyone has concerns or difficulties posting, please do let me know; I would just like to know if there's any particular reason for this lull or if it's just one of those times.


Female Half-Elf (Spireborn) Magus (Kensai) 2 | HP: 17/17 | AC: 18, Touch 16, Flat-Footed 12 | CMD: 15 | Fort: +6, Reflex +5, Will +7 | Init: +4 | Perception +8 | Arcane: 5/5, Stamina 3/3

I just don't have much to say. It feels like this conversation has kind of run out of things to say.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

I've sort of felt that way myself, but I'm somewhat reluctant to move along until I'm sure people have said everything they need to say. I usually prefer for someone in the party to say something indicating they're ready to move on, you know, indicating they're leaving where they are or are planning to investigate something else, that kind of thing. I prefer not to just go by lulls in posting, since they aren't always for that reason, and it means I'm waiting usually a day or two to make sure you guys are ready to go. I feel like that almost starts to create a lull, which I'd rather avoid doing as well. In a situation like this, just saying to Father Kriss you're ready to head to sleep is enough to let me know I'm good to move on. However, unless I hear something saying not to before I get to post, I'll move us on to the next day at this point.

I also haven't heard much from Gallidren lately, either.


Male Android Slayer (Sniper) 2 | HP 21/21 | AC 18, touch 15, FF 13; Fort +4, Ref +8, Will +0 | Init +5; Perc +7; darkvision 60 ft., low-light vision

Got it & agreed. Posted in thread.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Thank you kindly. Theo is going to try and pick up posting, I suggested setting the game as his home page so it opens whenever he gets on the internet. If I don't hear from Gallidren by tomorrow or so (or the next time I have internet, if I don't have it where we'll be staying; we aren't sure yet) I'll send him a PM.


Female Half-Elf (Spireborn) Magus (Kensai) 2 | HP: 17/17 | AC: 18, Touch 16, Flat-Footed 12 | CMD: 15 | Fort: +6, Reflex +5, Will +7 | Init: +4 | Perception +8 | Arcane: 5/5, Stamina 3/3

Okay, Creon just made me laugh out loud.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

I'll get us moving forward either tonight or tomorrow, I'm just now settling in at our last stop here abroad, and I have an excellent connection. Kilarra will likely be joining you within a few days as well; her re-introduction was postponed by my (and her) traveling as well as a slower pace than I'd anticipated. I'm sending Gallidren a PM, if I don't hear back from him soon I'll let you all know and we can decide where to go from there.


Male Android Slayer (Sniper) 2 | HP 21/21 | AC 18, touch 15, FF 13; Fort +4, Ref +8, Will +0 | Init +5; Perc +7; darkvision 60 ft., low-light vision

Note - I'm flying to San Francisco tomorrow so will be offline pretty much all day. Should have plenty of time to post while I'm there though.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

So, Reykjavik was busier than I thought, but I'm home now. I didn't send Gallidren a PM until now, but I'm not giving him too long to reply; after all, I posted my original comment in Discussion about this a week ago. I've communicated with Theo through other channels, but Gallidren hasn't contacted me or anything. If I don't hear from him, I'll probably ask around in the games I'm in to see if anyone is interested in joining (since I know their posting habits and styles) and then open recruitment to the boards.

However, Kilarra may possibly be multiclassing as a Magus at my own request, since she has the ability scores for it and adding some arcane versatility means that another player isn't necessarily locked into playing a Wizard.


M Elf Transmuter 2; Perception +4; Init +9; AC 17 (w/mage armor); HP 8/14; Fort +2, Ref +3, Will +3; Shortbow +4 (1d6+3, 20x3)
Tracked Resources:
3/3 3/3

Still here. Waiting for something to react to in gameplay.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Thank you for replying here; I was just worried that I'd lost you somewhere. There will be a post up in Gameplay shortly; I'm updating all the games I'm running right now. This next post might be a somewhat large one, so it might be the last one and subsequently take a little while. Still, it will not likely be more than an hour or so.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

So, due to some real life issues, Kilarra won't be able to rejoin the party as a PC; I'll be controlling her for this part of the adventure and will stick around as a more prominent NPC in later installments, but she will not be a permanent party member. I'm not going to try and find someone to join you as another PC for right now, but I will likely line someone up to join as the adventure ends, hopefully playing as someone from the village of Corran's Pass.


Male Android Slayer (Sniper) 2 | HP 21/21 | AC 18, touch 15, FF 13; Fort +4, Ref +8, Will +0 | Init +5; Perc +7; darkvision 60 ft., low-light vision

Hi - we're tomorrow morning (its currently 11pm here) going on our annual family vacation, for 2 weeks. I believe I'll have Internet access throughout but will try to avoid getting too dragged into the computer. Will try to post once a day.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Hello, everybody! As I mentioned before, I was going to go looking for a new player for this game; well, I've found two potential candidates. I was considering taking them both, but not only are they somewhat similar, I'm not sure I want a party of 7 people. At my behest, they have both signed on to play one of your new bandit friends; I believe both are interested in taking over Marcus.

As I'd like you guys to have a say in our newest player, I'd like you to vote on which character you believe would be a better fit for the party and what you'd like to see. Neither have a backstory or personality write-up, but he is already an NPC so you know everything about him you'd know when he joined. One of them has created an alias, while the other sent me a stat-block.

Marcus; Version 1

Marcus; Version 2:

Male Human NE Unchanined Rouge Init +2; Senses Perception +
DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 9(d8)
Fort +0 class +1 mod =1, Ref +2 class +3 mod =5, , Will +0 class -1mod = -1,
OFFENSE
Speed 30ft
Melee rapier +3(1d6+2 18-20x2)
Ranged short bow +3(1d6+2 x3 60ft) 40 arrows +4 to hit in 30ft
Special Attacks sneak attack 1d6 within 30ft
STATISTICS
Str 12, Dex 14, Con 13, Int 14, Wis 10, Cha 12
Base Atk +1; CMB ++2; CMD 14
Feats Combat Stamina (Benefit(s): You gain a stamina pool. After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost.Special: Since you have a stamina pool, you can spend your stamina points to use any combat tricks associated withcombat feats you possess.)
Point Blank shot (+1 ranged attacks in 30ft)
Skill focus (perception) +3 to that skill

Traits
Nomadic You have lived many places and know how to provide for yourself.
Benefit: You gain a +1 trait bonus on Knowledge (geography) and Survival checks, and one of these skills (your choice) is always a class skill for you.

Beast Bond You share a close bond with animals.
Benefits: You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you.

Brigand You know how to ambush travelers, bully traders, avoid the law, and camp where no one might find you. Recently, you’ve run into some trouble, either with the law or with other bandits, and you’re looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged wilderness seems like a perfect way to lie low until the trouble blows over.
Benefit You begin with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.

Haunted Regret When you were young, a relative with whom you had frequently quarreled passed away where his or her soul could not rest. Now, the unquiet spirit appears around you at inconvenient times, distracting you with regret for being unable to help.
Effect: You take a –2 penalty on saving throws against the distractionability of swarms and mind-affecting effects and on concentrationchecks

Skills 8 class +1 level +1 human +2 int=12 per level
Acrobatics (Dex) +2 rank, +2 mod, +3 class =7
Appraise (Int) +2 rank, +2 mod, +3 class =7
Bluff (Cha) +1 rank, +1 mod, +3 class =5 / 6 with brigands, thieves, bandits, and their ilk
Climb (Str) +1 rank, +1 mod, +3 class =5
Craft (Int)(cooking) +2 rank, +2 mod, +3 class =7
Diplomacy (Cha) +1 rank, +1 mod, +3 class =5 / 6 with brigands, thieves, bandits, and their ilk
Disable Device (Dex) +2 rank, +2 mod, +3 class, +1 half level = 8
Disguise (Cha) +1 rank, +1 mod, +3 class =5
Escape Artist (Dex) +1 rank, +2 mod, +3 class =6
Handle Animal (Cha) +2 rank, +1 mod, +3 class, +1 trait =7
Intimidate (Cha) + rank, +1 mod, + class =/ 2 with brigands, thieves, bandits, and their ilk
Knowledge (dungeoneering) (Int) + rank, +2 mod, + class =
Knowledge (geography) (Int) +1 rank, +2 mod, +1 trait =
Knowledge (local) (Int) +1 rank, +2 mod, +3 class =6
Linguistics (Int) + rank, +2 mod, + class =
Perception (Wis) +2 rank, +0 mod, +3 class, +3 skill focus=8 / + half level to find traps =9
Perform (Cha)(dance) +1 rank, +1 mod, +3 class =5
Profession (Wis) + rank, + mod, + class =
Ride (dex) +1 rank, +2 mod, +1 trait=4
Sense Motive (Wis) +1 rank, +0 mod, +3 class =4 / 5 with brigands, thieves, bandits, and their ilk
Sleight of Hand (Dex) +1 rank, +2 mod, +3 class =6
Stealth (Dex) +2 rank, +2 mod, +3 class =7
Survival (Wis) +2 rank, +0 mod, +3 class, +1 trait =6
Swim (Str) +1 rank, +1 mod, +3 class =5
Use Magic Device (Cha) + rank, +1 mod, + class =

Languages Common, Sylvan, Giant
SQ Trapfinding - A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion - At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. Ahelpless rogue does not gain the benefit of evasion.
Rouge Talents - Terrain Mastery (gain a rangers favored terrain)

Combat Gear chain shirt (+4+4-2)100gp, shortbow (1d6 x3 60ft) 30gp, arrows (40)2gp, rapier (1d6 18-20x2) 20gp
Other Gear 340 + 100 gp in ill-gotten gains (the horse and it stuff) after spending money = 27gp 6sp, 5cp left over
explorers outfit ()
Lt horse 75gp, bit and bridle 2gp, dandy brush 2sp, animal feed 5cp, ridding saddle 10gp, saddle pack 5gp, saddle blanket 5sp,
Ioun torch75gp, compass (+2 survival to avoid getting lost) 10gp, hip flask 1gp with whisky 1gp, x3 alchemist kindness (removes hangover) 3gp,
bandolier (8 pouches)5sp, weapon blanch ghostsalt 20gp, weapon blanch cold iron 20gp, weapon blanch silver 5gp
Kit, Cooking
Price 3 gp; Weight 16 lbs.
This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for thepot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.
Kit, Gear Maintenance
Price 5 gp; Weight 2 lbs.
This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.
Kit, Grooming
Price 1 gp; Weight 2 lbs.
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
Kit, Mess
Price 2 sp; Weight 1 lb.
This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.
Kit, Pathfinder's
Price 12 gp; Weight 22 lbs.
This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone. For Small creatures, the weight of a Pathfinder's kit is 7-1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures.
Kit, Shaving
Price 15 gp; Weight 1/2 lb.
A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.

LIGHT RIDING HORSE N Large animal Init +2; Senses low-light vision, scent; Perception +6
DEFENSE
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size) Speed 50 ft
hp 15 (2d8+6) Fort +6, Ref +5, Will +1
OFFENSE
.
Melee 2 hooves –2 (1d4+1) Space 10 ft.; Reach 5 ft.
STATISTICS
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, RunB
Skills Perception +6
SQ docile
SPECIAL ABILITIES
Docile (Ex)
Unless specifically trained for combat (see the Handle Animal skill), a horse's hooves are treated as secondary attacks.

Standard Racial Traits
• Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
• Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
• Base Speed: Humans have a base speed of 30 feet.
• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
• Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat.
• Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

I have made an allowance for Marcus V1 to have proficiency with the Elven Branched Spear without a feat; he could be an elf/half-elf, but then you might as well just give up and work for Kyonin. Marcus v2 will be placing their ability score bonus in Charisma, so take that into account.

As I said, please let me know which you think you'd prefer to have in the group. I will likely go with the group consensus, although the final decision is technically mine; I want to take into account your opinions on the subject when I bring someone aboard. Preferably, I'd like to hear from you on this by say Friday, so that I can let them know they're coming in, talk to them about what's going on in town while you're gone, and let them get acquainted with you all here in Discussion.


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

Personally of the two I think Version 1 would better complement our party. I also know that DH is a great guy and a great player, and unlikely to flake out or anything like that.


Female Half-Elf (Spireborn) Magus (Kensai) 2 | HP: 17/17 | AC: 18, Touch 16, Flat-Footed 12 | CMD: 15 | Fort: +6, Reflex +5, Will +7 | Init: +4 | Perception +8 | Arcane: 5/5, Stamina 3/3

Either one would be interesting. I do like the idea of a kineticist, but I'm not terribly picky.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Creon and Gallidren, when you get the chance I'd appreciate some input on our newest member of the party; Theo's spoken to me and mentioned he was also in favor of the Kineticist, but I wanted to see if you have any thoughts.


M Elf Transmuter 2; Perception +4; Init +9; AC 17 (w/mage armor); HP 8/14; Fort +2, Ref +3, Will +3; Shortbow +4 (1d6+3, 20x3)
Tracked Resources:
3/3 3/3

I actually think the group needs a rogue more than the kineticist, but I'm easy either way.


Male Android Slayer (Sniper) 2 | HP 21/21 | AC 18, touch 15, FF 13; Fort +4, Ref +8, Will +0 | Init +5; Perc +7; darkvision 60 ft., low-light vision
Gallidren Aerenduill wrote:
I actually think the group needs a rogue more than the kineticist, but I'm easy either way.

I'm with Gallidren here - I think right now the moment we hit something with traps we have a problem.


Female Half-Elf (Spireborn) Magus (Kensai) 2 | HP: 17/17 | AC: 18, Touch 16, Flat-Footed 12 | CMD: 15 | Fort: +6, Reflex +5, Will +7 | Init: +4 | Perception +8 | Arcane: 5/5, Stamina 3/3

They actually both have disable device now that I check. And there's like a difference of one in their modifier. There's still the problem of magic traps, but I don't think we'll need to worry about them immediately.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

The player who built the Kineticist did build him to be a rogue-like character, so he has similar skills in those sorts of areas. Both have similar roles in the party when it comes to both skill and combat, although each will end up with their own specialized niches, I'd imagine. That said, I'll take what you all have said into consideration when I make my decision.

Annika, do you have any preference for one over the other? I know you mentioned you didn't before, I was just wondering if some time had swayed you one way or the other. If not, that's fine, but I figured I would give a chance to say your piece if you had one.


Male Android Slayer (Sniper) 2 | HP 21/21 | AC 18, touch 15, FF 13; Fort +4, Ref +8, Will +0 | Init +5; Perc +7; darkvision 60 ft., low-light vision

Hi - flying back home tonight, end of vacation (unfortunately). Should pick up regular pace again from Wednesday, UK time.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

First of all, sorry for a lack of posting on my part. I've been getting ready for school and we've been moving around trying to get myself moved in and everything taken care of.

However, having deliberated on the issue I think I will be taking Marcus V1, the Kineticist built by Doomed Hero. There are a couple of reasons for that decision, and I feel I owe it to you all to explain my decision, I think. While there were other factors at play, I think the biggest was that of the two dissenters in the party, it seemed like your reasoning was wanting someone who could do things like pick locks, disable traps, and other sorts of things. However, this version of Marcus was built to be good at those skills, and in fact is actually better at them than the other version of the character. Aether-based Kineticists can actually be very effective stealthy, rogue-like character and gain some interesting other abilities to boot. Moreover, this version to me seemed like it was a bit better specialized to fit into the group and either covered gaps or shored up things the party was lighter on. One thing of note to me was Survival; while Creon has the skill as well, given the area of the world you're in, it doesn't hurt to have two people who can roll for a skill and assist each other if needed.

Also, having a Kineticist as a sneaky bandit felt... unique to me, and so I was drawn to it a bit more. It seemed very in-character for me for the Stag Lord to recruit someone with such specific talents. While he certainly has some rogues in his employ, those kinds of powers are rare and having them on your side would be beneficial.

So, all in all, I've decided on Marcus Cowl as your newest party member. He'll be joining you shortly, either catching up to you on your journey or when you get back into town. For now, I'm going to invite him into the Discussion thread so you can all get acquainted.


HP 34/48, AC 20, CMD 17, Fort +11, Ref +6, Will +10, Perception +5, Initiative +4 Corruption 9/9, Channel, 0/7, Oath 2/2, Suicidal 1/1, Active effects:

Hi folks, Doomed Hero here. Looking forward to joining you.

I'm a longtime veteran of pathfinder, but I've never played a Kineticist before. Please bear with me as I figure out how to best use the class.

Marcus' telekinisis is not something he displays readily. In the Stolen Lands stuff like that can get you burned at the stake. So, at the time I'll be joining the party, no one has seen him display those abilities. He takes great care to be subtle when he uses them, so it might be awhile before the party finds out.

He's a fairly impressive combatant, being both tough and fast, and his tracking and trapping and lock breaking skills made him useful in the Stag Lord's band, but in truth he was happy when the group took the Stag Lord down. Marcus is a bandit by necessity, not by desire.

Marcus is True Neutral, not because of any adherence to balance, but because his sense of morality has been squashed down by a difficult life. He was once a great deal more idealistic, but at this point his sentiments run more along the lines of "do unto others before they do unto you." He's done bad things, and he regrets them, which is probably why he hasn't gone full evil. Traveling with he party might help bring back his nearly-lost idealism and shift him towards goodness.

Appearance wise, he looks pretty much like the Avatar pic I've chosen for him, with varying degrees of facial and head hair, depending on how long it's been since he bothered to shave. If Marcus were played by an actor, it would probably be Jason Stathem.


Female Half-Elf (Spireborn) Magus (Kensai) 2 | HP: 17/17 | AC: 18, Touch 16, Flat-Footed 12 | CMD: 15 | Fort: +6, Reflex +5, Will +7 | Init: +4 | Perception +8 | Arcane: 5/5, Stamina 3/3

Howdy Marcus! Glad to welcome you to the game.


HP 34/48, AC 20, CMD 17, Fort +11, Ref +6, Will +10, Perception +5, Initiative +4 Corruption 9/9, Channel, 0/7, Oath 2/2, Suicidal 1/1, Active effects:
Annika Valarius wrote:
They actually both have disable device now that I check. And there's like a difference of one in their modifier. There's still the problem of magic traps, but I don't think we'll need to worry about them immediately.

I'm considering taking 1 level of Trapper Ranger to get full-blown Trapfinding.

The other option is to try to convince the GM to let me take the Trap Finder trait, which is a Campaign Trait from Mummy's Mask. It's pretty much exactly like Vagabond Child, but it grants the ability to find and disable magical traps as well.


M Elf Transmuter 2; Perception +4; Init +9; AC 17 (w/mage armor); HP 8/14; Fort +2, Ref +3, Will +3; Shortbow +4 (1d6+3, 20x3)
Tracked Resources:
3/3 3/3

Welcome Marcus! I would say play the build that you want to. No need to dip in another class just for disabling magical traps.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

No need to convince me; go ahead and take Trap Finder.

101 to 150 of 638 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Kingmaker: Lords of the Stolen Lands Discussion All Messageboards

Want to post a reply? Sign in.