The Once & Future KingMaker

Game Master Aest

MAPS:
Torod's Greenbelt map {link}

Kingmaker Battle Maps


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Grand Lodge

Menace Under Otari map | Icons: ◆◇↺

Let's call it a month in game time for invites to go out and time for them to travel to your new kingdom . I'll check to see how easily they can be located, how interested they are in sending a someone.

Is Asta making any offers or promises to these religions, or just a party invite?

Any other invites from the other PCs?

Is there a record of how much time has passed in game since the initial charter?
If not I'm thinking it would be late summer.


Female Human Winter Witch 6; Init +2; Senses Perception +3; AC 16 (+2 Dex., +4 mage armour); hp 59/46; Fort +4; Ref +4; Will +7

As for time, GM Kenderkin told us that winter was just about to arrive.

* * * * * * * * * * * *

In case of Apsu: Come on over, enjoy the coronation festivities, and send someone who can found a temple in our kingdom; you will get freehold to do so. We want someone willing and able to improve the standing of the Kobolds in our realm and human-Kobold relations.

In case of Arshea: Come on over, enjoy the coronation festivities, send someone who can found a temple in our kingdom; a noble of the realm is one of your followers.

In case of Cayden and Desna: Come on over, enjoy the coronation festivities, and send someone who can found a temple in our kingdom.

In case of Hanspur and Gyronna: Come on over and enjoy the coronation festivities. Let's talk about river traffic and talk turkey, to ensure good future relationships and mutual benefit.

In case of Lissala: Your goddess is weakened and on the verge of being completely forgotten. Come on over, enjoy the coronation festivities, but make sure you send someone capable of and authorized to negotiate. If you're willing to play ball and make yourselves useful to the regime, you can get freehold to found a temple and improve your goddess' standing in the world.

In case of Milani: Come on over and enjoy the coronation festivities. Send someone who can found a temple in our kingdom; you will get freehold to do so, and we want you to serve as government watchdog. If ever our rule strays to oppression, we count on you to warn us and, if necessary, protect the people against us and/or those who come after.

In case of Sivanah: Come on over and enjoy the coronation festivities. Send someone who can found a temple in our kingdom; Asta Blackheart, who follows the lady of Illusions, Reflections and Shadows and was helped to escape Irrisen by the church, welcomes you to her kingdom and wants you to help instruct the arcane casters of tomorrow.

All in favour?


hp 55/55 | AC 21, [23] touch 14 [16], flat-footed 15 [17] [SoF 3 mins] (+6 armor, +4 Dex, +1 Trait) | F +11 R +11, W +10 | Resist cold 5, electricity 5, fire 5 | CMB +5; CMD 16
Loot and Event Sheet:
Init +0; Senses DarkV 60 ft; Perception +6
Mods:
Melee (L) +1 bastard sword[/i] [dice]1d20+7 [/dice] ([dice]2d8+4 [/dice]/19-20) Ranged mwk composite longbow [dice]1d20+5 [/dice] [dice]1d8+2 [/dice]

Seems fine, though Arshea is not so vain as to need a temple. A nice bathhouse, an art gallery or the like where beauty can be appreciated is all the spirit of abandon needs. ;3

I'm all in Asta.


Female Human Winter Witch 6; Init +2; Senses Perception +3; AC 16 (+2 Dex., +4 mage armour); hp 59/46; Fort +4; Ref +4; Will +7

Hey, if I'm offering a temple to Lissala's yahoos, then Arshea gets one, too. :)

Grand Lodge

Nothing saying that Arshea's temple could not be a bathhouse, an art gallery, or the like.


:HP:26 (0):0Stat Dam:Init+4:Perception:+8:AC:18(+4Dex,+4Mage armour):Fort +3,Ref+7,Will+5 Theme song

Am busy with shifts. Will adjust Sunset as soon as I can.

Basically shifting 'Gunslinger' for 'Alchemist' and adjusting feats etc for the sorcerer(ess) levels.

This will allow for twin wielding 'Magic guns' at about 7th.

Also plan of using a single barrel 'Hack butt' type rifle (Firing from the 'prone' position) as the equivalent 'Buffalo' gun.

Also... will be Jane's favorite/specialty weapon when said NPC arrives. :)

P.S. Sunset worships Arshea as well.... :)


hp 55/55 | AC 21, [23] touch 14 [16], flat-footed 15 [17] [SoF 3 mins] (+6 armor, +4 Dex, +1 Trait) | F +11 R +11, W +10 | Resist cold 5, electricity 5, fire 5 | CMB +5; CMD 16
Loot and Event Sheet:
Init +0; Senses DarkV 60 ft; Perception +6
Mods:
Melee (L) +1 bastard sword[/i] [dice]1d20+7 [/dice] ([dice]2d8+4 [/dice]/19-20) Ranged mwk composite longbow [dice]1d20+5 [/dice] [dice]1d8+2 [/dice]

Anymore 20's rolls and next month he people will be disappointed. XD

@Sunset :O I haven't read your character sheet, for obvious reasons as knowing your story defeats the purpose of Roleplay xD.

But, Awesome. >:)

Grand Lodge

Menace Under Otari map | Icons: ◆◇↺

Seraph: Unfotrunaly the Leadership feat is too open for abuse and increases the record keeping tremendous, So I would be on the ban list of feats.

The two 20's are setting a high bar for the people expectations.


Female Human Winter Witch 6; Init +2; Senses Perception +3; AC 16 (+2 Dex., +4 mage armour); hp 59/46; Fort +4; Ref +4; Will +7

So, we still have at least three open offices. Do we recruit more players, or just recruit/create NPCs for the job?


hp 55/55 | AC 21, [23] touch 14 [16], flat-footed 15 [17] [SoF 3 mins] (+6 armor, +4 Dex, +1 Trait) | F +11 R +11, W +10 | Resist cold 5, electricity 5, fire 5 | CMB +5; CMD 16
Loot and Event Sheet:
Init +0; Senses DarkV 60 ft; Perception +6
Mods:
Melee (L) +1 bastard sword[/i] [dice]1d20+7 [/dice] ([dice]2d8+4 [/dice]/19-20) Ranged mwk composite longbow [dice]1d20+5 [/dice] [dice]1d8+2 [/dice]

GM Glyn Regrettable but understandable, hence why I asked. Always looking at good uses for my Characters abilities. I will strike it from the records. :)

Apologies for all the questions. XD


1 person marked this as a favorite.
:HP:26 (0):0Stat Dam:Init+4:Perception:+8:AC:18(+4Dex,+4Mage armour):Fort +3,Ref+7,Will+5 Theme song

At work.

Had kind of been thinking about 'Marshal'.

Is there a 'Sheriff's' spot? :)

A bit disappointed at no followers. Kingmaker seems right for it.

As for who's doing what? No thoughts between Players and NPC's having a go.

Much cheers to all.


hp 55/55 | AC 21, [23] touch 14 [16], flat-footed 15 [17] [SoF 3 mins] (+6 armor, +4 Dex, +1 Trait) | F +11 R +11, W +10 | Resist cold 5, electricity 5, fire 5 | CMB +5; CMD 16
Loot and Event Sheet:
Init +0; Senses DarkV 60 ft; Perception +6
Mods:
Melee (L) +1 bastard sword[/i] [dice]1d20+7 [/dice] ([dice]2d8+4 [/dice]/19-20) Ranged mwk composite longbow [dice]1d20+5 [/dice] [dice]1d8+2 [/dice]

Asta

True a Bathhouse would/could be the temple, hahah. Nice in game post btw. Very thorough as expected. ;3


Female Human Winter Witch 6; Init +2; Senses Perception +3; AC 16 (+2 Dex., +4 mage armour); hp 59/46; Fort +4; Ref +4; Will +7

^_^ 'Ta.

I had a thought: Imira might serve as Spymistress. Or at least as an agent. It suits her temperament better than Magister!


hp 55/55 | AC 21, [23] touch 14 [16], flat-footed 15 [17] [SoF 3 mins] (+6 armor, +4 Dex, +1 Trait) | F +11 R +11, W +10 | Resist cold 5, electricity 5, fire 5 | CMB +5; CMD 16
Loot and Event Sheet:
Init +0; Senses DarkV 60 ft; Perception +6
Mods:
Melee (L) +1 bastard sword[/i] [dice]1d20+7 [/dice] ([dice]2d8+4 [/dice]/19-20) Ranged mwk composite longbow [dice]1d20+5 [/dice] [dice]1d8+2 [/dice]

No kidding, she is a sneaky girl... erm... Woman yeah. ;)


Half Elf Hunter/Rogue 5/1| HP 61/61| AC 18 (20) T 12 FF 16 (18)| Fo +6 Re +8 Wi +4| Init +3| Percep +16| Spells: Lvl 2: 2/3; Lvl 1: 5/5

The system is designed so that some positions have to be filled by NPCs.

Grand Lodge

Menace Under Otari map | Icons: ◆◇↺

Seconding what Torod said, only one position per PC or NPC.

Also, the duties of office require a minimum of one week per month. (Unfotrunaly one character can't claim one week in four different offices.).

Officers don't have to be humanoid, just intelligent, so that may increase your available list of prospects.

Sunset, the Warden office is similar to the Marshal. Each month the group can make changes to Offices, as they feel it is nessary.

Grand Lodge

Menace Under Otari map | Icons: ◆◇↺

I need to add in the alignment modifiers for the Kingdom.

What alignment do you want your kingdom to be? It doesn't have to be match your alignment, but it should reflect how you want the Kingdom to grow.

I'll average the Players response, so everyone get a say.


:HP:26 (0):0Stat Dam:Init+4:Perception:+8:AC:18(+4Dex,+4Mage armour):Fort +3,Ref+7,Will+5 Theme song

(Raises hand*

Neutral Good.

Am working on character adjustment as quick as possible.

Real Life busy. Hope to have time 'tomorrow'.

Much cheers to all!

(^_^)


Female Human Winter Witch 6; Init +2; Senses Perception +3; AC 16 (+2 Dex., +4 mage armour); hp 59/46; Fort +4; Ref +4; Will +7

Neutral Good!

Grand Lodge

NG all the way.


hp 55/55 | AC 21, [23] touch 14 [16], flat-footed 15 [17] [SoF 3 mins] (+6 armor, +4 Dex, +1 Trait) | F +11 R +11, W +10 | Resist cold 5, electricity 5, fire 5 | CMB +5; CMD 16
Loot and Event Sheet:
Init +0; Senses DarkV 60 ft; Perception +6
Mods:
Melee (L) +1 bastard sword[/i] [dice]1d20+7 [/dice] ([dice]2d8+4 [/dice]/19-20) Ranged mwk composite longbow [dice]1d20+5 [/dice] [dice]1d8+2 [/dice]

Chaotic Evil!

Neutral Good!


1 person marked this as a favorite.
Female Human Winter Witch 6; Init +2; Senses Perception +3; AC 16 (+2 Dex., +4 mage armour); hp 59/46; Fort +4; Ref +4; Will +7

Can you imagine what a nightmare it would be to run a CE kingdom? The logistics alone....

Grand Lodge

Menace Under Otari map | Icons: ◆◇↺

Ok, Kingdom of Stagland is Neural Good.

Hex claiming: Which of the two plains hexs that have been explored next to GreenHart does your group want to claim and set the farm up on? Fang berry Thicket or River Crossing?


:HP:26 (0):0Stat Dam:Init+4:Perception:+8:AC:18(+4Dex,+4Mage armour):Fort +3,Ref+7,Will+5 Theme song

Depending on how much farming changes a hex?

Turn the Fangberry patch into a farm? Make it more productive for the Kobolds and for maybe wine producing?


Female Human Winter Witch 6; Init +2; Senses Perception +3; AC 16 (+2 Dex., +4 mage armour); hp 59/46; Fort +4; Ref +4; Will +7

Nah, the thicket belongs to the Kobolds. No claiming; we could negotiate joint development at a future date.
I vote river crossing. It gets us access to river traffic, too; good for our infrastructure.

Grand Lodge

Though I like the thought of turning the Fangberry Thicket into a profitible venture, it belongs to the kobolds. So my vote is the River Crossing.


:HP:26 (0):0Stat Dam:Init+4:Perception:+8:AC:18(+4Dex,+4Mage armour):Fort +3,Ref+7,Will+5 Theme song

Ah, sorry. I forgot.

So.. the 'River crossing'?

Farm? Fishery?

Can we have a bridge as well as a ferry?


Female Human Winter Witch 6; Init +2; Senses Perception +3; AC 16 (+2 Dex., +4 mage armour); hp 59/46; Fort +4; Ref +4; Will +7

Farm. Occasional fishing is fine, but overfishing would be bad. If someone wants to build a fishfarm, that's different.

I'm all for building a bridge! Infrastructuuuuure! River boats need to be able to pass underneath it, though.


:HP:26 (0):0Stat Dam:Init+4:Perception:+8:AC:18(+4Dex,+4Mage armour):Fort +3,Ref+7,Will+5 Theme song

*Nods*

As to bridge type? The Chinese 'Rainbow' bridge would seem do-able. Is basically just a big 'arch' type bridge.

Place the two foundation stones one on either bank and then make a wooden 'support' arch to place the arch stones onto. Once the basic arch is fit in stone, take the wooden support away and then build 'up' on the stone foundation arch. :)

Will try and find pics and link when I can.

Wait.. how wide is the river at that point again? We might end up making a really BIG arch. (>_>)

Grand Lodge

Menace Under Otari map | Icons: ◆◇↺

Building a farm on the fangberry hex would decrease the kingdom's consumption by another point. For future reference, if you need to you can claim the hex and not build a farm on thereby leaving the fangberrys patch alone.

FYI, Currently the kingdom is at 0 consumption balanced between farm output and consumption.

In the river crossing hex - The Thorn River grows unusually shallow here just before it empties into the Shrike. The resulting ford is never deeper than 3 feet.

An existing bridge negates the extra (double) cost of building a road in a river hex. Apparently the ford counts as bridge resource.

Claimed Rivers hexes increases the kingdom's economy & stability a fraction. Just like roads.

Special terrain effects {link}

There are no rules for over-fishing, but there are random events that reduce or increase a farm output for a month or longer.

River width depth and navigability:

Shrike River: Splitting from the Little Sellen, the
Shrike is named for the numerous flocks of birds that nest
along its length. Averaging 300 feet wide and sometimes
reaching depths of 60 feet or more, the Shrike would make
an excellent trade route between Brevoy and the southern
lands, were it not for a pair of 30-foot-high waterfalls (one
located a few miles upriver from area S, the other located
further east in the Nomen Heights) that make safe river
travel impossible between the two points.

Thorn River: The banks of the Thorn River are thick
with stinging nettles and tangles of sharp brambles. The
river itself is relatively narrow, averaging 60 feet in width
and 30 feet deep.


:HP:26 (0):0Stat Dam:Init+4:Perception:+8:AC:18(+4Dex,+4Mage armour):Fort +3,Ref+7,Will+5 Theme song

*Nods*

Yah, we'll be leaving the fangberry's for now, me thinks.

River, bridge etc it is! (^_^)

Wait... can we have a fishery and a bidge? (>_>)

Grand Lodge

Menace Under Otari map | Icons: ◆◇↺

Yes, you can a fishery, bridge and farm all in the same hex as long as the hex is plains or hills and there is Coastline, water and/or river there.


:HP:26 (0):0Stat Dam:Init+4:Perception:+8:AC:18(+4Dex,+4Mage armour):Fort +3,Ref+7,Will+5 Theme song

Sweet!

*Cough*

Um, I mean, yay! Lets get farm-fishing! (^_^)

Much cheers every one. :)


hp 55/55 | AC 21, [23] touch 14 [16], flat-footed 15 [17] [SoF 3 mins] (+6 armor, +4 Dex, +1 Trait) | F +11 R +11, W +10 | Resist cold 5, electricity 5, fire 5 | CMB +5; CMD 16
Loot and Event Sheet:
Init +0; Senses DarkV 60 ft; Perception +6
Mods:
Melee (L) +1 bastard sword[/i] [dice]1d20+7 [/dice] ([dice]2d8+4 [/dice]/19-20) Ranged mwk composite longbow [dice]1d20+5 [/dice] [dice]1d8+2 [/dice]

I missed the Choose 2 part of the votes.

since she already voted for a farm on a new hex, then I vote for a fishery to be made, on our side of the river of course. we are currently using the river a barrier so new homesteaders know where the borders are until something more concrete can be established.

Grand Lodge

Two thoughts here.
First: GM Glyn, are you going to or have you considered starting a new campaign thread? If nothing else, it would allow you control over the campaign tab for the game.

Second: I've been thinking about the kingdom roles. If Sunset is willing to take on the Magister position, Kressel could be asked to assume the role of Spymistress and if Kesten woud be willing to be installed as Marshal, we would fill all positions with folk we trust.

Grand Lodge

Menace Under Otari map | Icons: ◆◇↺

I put in a request to Pazio Friday for the campaign ownership to be moved to me. Hoping to preserve all the posting history.


hp 55/55 | AC 21, [23] touch 14 [16], flat-footed 15 [17] [SoF 3 mins] (+6 armor, +4 Dex, +1 Trait) | F +11 R +11, W +10 | Resist cold 5, electricity 5, fire 5 | CMB +5; CMD 16
Loot and Event Sheet:
Init +0; Senses DarkV 60 ft; Perception +6
Mods:
Melee (L) +1 bastard sword[/i] [dice]1d20+7 [/dice] ([dice]2d8+4 [/dice]/19-20) Ranged mwk composite longbow [dice]1d20+5 [/dice] [dice]1d8+2 [/dice]

Having Imiria fill the magister position Kay work out. She would be starting her position in a new kingdom with lose expectations on magical preparedness. At least until we grew to sufficient size.

By then she would be more fitting, through training over time and such for the position.


Half Elf Hunter/Rogue 5/1| HP 61/61| AC 18 (20) T 12 FF 16 (18)| Fo +6 Re +8 Wi +4| Init +3| Percep +16| Spells: Lvl 2: 2/3; Lvl 1: 5/5

I see her as just too young. This is a powerful position of authority within our fledgling nation. The Magister doesn't necessarily have to be powerful, but they must be mature enough to handle the power that comes with the position.


1 person marked this as a favorite.
Female Human Winter Witch 6; Init +2; Senses Perception +3; AC 16 (+2 Dex., +4 mage armour); hp 59/46; Fort +4; Ref +4; Will +7

Yeah, I prefer Imiria as spymistress. She has the sneakiness down, and it'll mature her up a treat to have to think of the best ways to gather information unnoticed while preventing others from collecting information about us.


hp 55/55 | AC 21, [23] touch 14 [16], flat-footed 15 [17] [SoF 3 mins] (+6 armor, +4 Dex, +1 Trait) | F +11 R +11, W +10 | Resist cold 5, electricity 5, fire 5 | CMB +5; CMD 16
Loot and Event Sheet:
Init +0; Senses DarkV 60 ft; Perception +6
Mods:
Melee (L) +1 bastard sword[/i] [dice]1d20+7 [/dice] ([dice]2d8+4 [/dice]/19-20) Ranged mwk composite longbow [dice]1d20+5 [/dice] [dice]1d8+2 [/dice]

Sounds good to me Asta :)

I understand agree with your points to a degree Torod. But for a starting position. Like me being General. None of us are going to be great fits right off the bat, it's something we work into and eventually as the kingdom grows then so does our experiance, etc. But Spymaster is something I hadn't considered.


:HP:26 (0):0Stat Dam:Init+4:Perception:+8:AC:18(+4Dex,+4Mage armour):Fort +3,Ref+7,Will+5 Theme song

Thoughts for building.

1) Some kind of water driven wheel for grinding flour or simply adding mechanical energy to production (Large steel shaping mills, loom, etc)

2) PLANNED housing. I see the different listing between 'Tenements' and 'Houses' but adding a build point into good streets, lamp poles etc is also something to consider to help boost moral/law/contentment.

3) Waste disposal. Initial 'Gong carts' but eventually we'll need to work in pipes etc. Both waste in and fresh water out. (Plus all the production for clay and copper piping etc. Plus tanks etc.

4) Road making. There should definitely be a group/groups of 'professional' road builders worked up. But also use the system for 'Penal' work so that na'er do wells are productive. (Adding in another production chain for the supervision, record keeping of such etc)

5) Maybe some variations in the theme of 'Farm'? As in 'Orchards', 'Grains', also is raising live stock also technically farming? Having large amounts of oxen for hauling and horses for plowing, carriage, riding is always useful. Not to mention other more exotic kinds of mounts. Encourage some Elves to raise large eagles? Some Halflings to raise large hawks?

6) With the business now of running things.... how are we to manage more explorations?

Edit 7) Recycling. turning 'wastes' back into production where ever possible will help things along. Biological waste back into farming. Refining mineral waste back into 'road base' etc. Should help things along?

(^_^)

Just some thoughts.

Grand Lodge

Sunset, did you miss my suggestion that you move to Magister? That way we could have Kesten fill the Warden position and only need a Diplomat.

We need a diplomat.

Grand Lodge

Menace Under Otari map | Icons: ◆◇↺

Sunset
1) For city districts which are on the water you can build Mills.

2) there are Magical Street Lights, but Greenhart doesn't have the prerequisite builds yet. Any building that adds stability or loyalty bonus would boost moral/law/contentment.

3) There are options to build sewers, dumps, cistern and springs

4) No rules under kingdom building for penal worker or slave labor, there is a rule for using magic (wall of stones, lyre of building...) to help build but it limits to 1BP offset per month.

5) Farm is a generic term for all types of farms. Building a farm on a hex is more like zoning the hex for farming and giving government assistance to the people to establish farms. So it's an approximation of lots of farms of all crops popping up in the 12 mile hex area.

6) The kingdom duties require one week of your character's time each month to keep the position covered. You can adventure and explore in the other 3 weeks. I am toying with an option to allow PCs to work two additional weeks in exchange for making an Aid check to assist anyone of the kingdom rolls. I't suggest you build a few months then adventure/explore. It's suggest you have a kingdom size of 50-60 at the end of book 2.

7) recycling is abstracted away. There are rules for upgrading buildings and or getting a discount on builds where there are ruins or rebuilding destroyed buildings.

Your' welcome to look at the building rules.
Ultimate Campaign - Kingdom turn sequences ... {link}

All
If you have suggestions for how to improve the process, I'm open to suggestions. For example One or two players could put forth a 6 month building plan and approved. PCs would make the rolls, I would process the months. Then we handle any events and/or go exploring. for a while.

Grand Lodge

Wait a minute! Am I the only one against Imiria being the Spymistress? She is just a child. She's unreliable and immature. Groom her sure, but there are better people for this right now.


hp 55/55 | AC 21, [23] touch 14 [16], flat-footed 15 [17] [SoF 3 mins] (+6 armor, +4 Dex, +1 Trait) | F +11 R +11, W +10 | Resist cold 5, electricity 5, fire 5 | CMB +5; CMD 16
Loot and Event Sheet:
Init +0; Senses DarkV 60 ft; Perception +6
Mods:
Melee (L) +1 bastard sword[/i] [dice]1d20+7 [/dice] ([dice]2d8+4 [/dice]/19-20) Ranged mwk composite longbow [dice]1d20+5 [/dice] [dice]1d8+2 [/dice]

Who else is there to choose from Torod?

Unless Elaina or White Eagle return we are kind in short supply here. Unless I missed someone...


hp 55/55 | AC 21, [23] touch 14 [16], flat-footed 15 [17] [SoF 3 mins] (+6 armor, +4 Dex, +1 Trait) | F +11 R +11, W +10 | Resist cold 5, electricity 5, fire 5 | CMB +5; CMD 16
Loot and Event Sheet:
Init +0; Senses DarkV 60 ft; Perception +6
Mods:
Melee (L) +1 bastard sword[/i] [dice]1d20+7 [/dice] ([dice]2d8+4 [/dice]/19-20) Ranged mwk composite longbow [dice]1d20+5 [/dice] [dice]1d8+2 [/dice]

GM Glyn

You said only paizo material. So I am assuming the PRC Mystery Cultist is alright to use right?

If not I may have to change my character drastically.

I was doing an Oradin, Mystery Cultist of Arshea's. Using Cha to AC completely at some point.


hp 55/55 | AC 21, [23] touch 14 [16], flat-footed 15 [17] [SoF 3 mins] (+6 armor, +4 Dex, +1 Trait) | F +11 R +11, W +10 | Resist cold 5, electricity 5, fire 5 | CMB +5; CMD 16
Loot and Event Sheet:
Init +0; Senses DarkV 60 ft; Perception +6
Mods:
Melee (L) +1 bastard sword[/i] [dice]1d20+7 [/dice] ([dice]2d8+4 [/dice]/19-20) Ranged mwk composite longbow [dice]1d20+5 [/dice] [dice]1d8+2 [/dice]

GM Glyn

Originally I was going to make Seraph into a Paladin/Oracle + PrC - Mystery Cultist +Celestial Obedience. Going for a Cha heavy class, which eventually would add its cha to its AC.

Is there any issues with the Mystery Cultist?

Grand Lodge

Menace Under Otari map | Icons: ◆◇↺

Imiria may be young, but she seems capable.

There are a few NPCs that still untapped. Also the is no penalty for not having a royal enforcer. I'll look through my notes and liste them.

Seraph the Mystery Cultist should be fine.

Do you guys want to me to recruite another player?

Grand Lodge

Actually, my gm from another game is looking for a game to play in. I invited him to this one. Hope that's ok.


hp 55/55 | AC 21, [23] touch 14 [16], flat-footed 15 [17] [SoF 3 mins] (+6 armor, +4 Dex, +1 Trait) | F +11 R +11, W +10 | Resist cold 5, electricity 5, fire 5 | CMB +5; CMD 16
Loot and Event Sheet:
Init +0; Senses DarkV 60 ft; Perception +6
Mods:
Melee (L) +1 bastard sword[/i] [dice]1d20+7 [/dice] ([dice]2d8+4 [/dice]/19-20) Ranged mwk composite longbow [dice]1d20+5 [/dice] [dice]1d8+2 [/dice]

I still have my friend too, so let me know how many party members we need.

He's looking at Cleric or Warpriest. But he has some medical issues atm, so if he isn't needed no hard feelings.

I don't mind another player, depending on the class of course, we are somewhat missing a mainline healer.

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