dm darkvision and a brave new world (Inactive)

Game Master Daedeloth


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melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

How much does a holy handgrenade cost?

Cloak of Resistance could be ok too.


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL
Quinray Quantreant wrote:

I did not know I could add my Dex to damage. I thought it was only to hit.

Dang it. Let's start all over and add my Dex to all of my hits!
Sadly I do not think that is correct. I hope it is. Am I missing something?

My rapier with weapon finesse gives me +5 Dex damage.

My bad. Just assumed you would have taken the finesse on your bow to keep you out of melee as much as possible and given that a large number of your feats have been bow focused.

Maybe the kindly Darkvision will let you retcon your application?


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL
Quinray Quantreant wrote:

How much does a holy handgrenade cost?

Cloak of Resistance could be ok too.

What magic do you have currently and how much GP do you have?


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

Also, you would take a +1 off my calculations because you can't get your STR and DEX bonus for bow damage


Quinray Quantreant wrote:

I did not know I could add my Dex to damage. I thought it was only to hit.

Dang it. Let's start all over and add my Dex to all of my hits!
Sadly I do not think that is correct. I hope it is. Am I missing something?

My rapier with weapon finesse gives me +5 Dex damage.

Yes, dex to damage with finesse weapons is the whole point of finesse training and one of the main benefits of unchained rogue. Unfortunately, bows are not a finesse weapon, so no dex to damage with the bow.


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL
DM Darkvision wrote:
Quinray Quantreant wrote:

I did not know I could add my Dex to damage. I thought it was only to hit.

Dang it. Let's start all over and add my Dex to all of my hits!
Sadly I do not think that is correct. I hope it is. Am I missing something?

My rapier with weapon finesse gives me +5 Dex damage.

Yes, dex to damage with finesse weapons is the whole point of finesse training and one of the main benefits of unchained rogue. Unfortunately, bows are not a finesse weapon, so no dex to damage with the bow.

DOH! Nevermind....

All hail the wisdom and knowledge of DM Darkvision!


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

Items for Quinray to consider:

Upgrade your mithral chain shirt (Tirnel can do at next level) add shadow for stealth?

Upgrade your rapier (Tirnel can do at next level) add keen?

Magical bow (Tirnel can make next level)

Cloak of resistance (Tirnel can make a +1 for 500GP)

Amulet of natural armor (Tirnel can make +1 for 1000GP)

Ring of freedom of movement

Upgrade your bracers of archery

Sell goggles of darkvision (Darksite goggles are worth 20,000GP; not sure what these are worth http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/goggl es-darksight/ and buy Sniper goggles (Tirnel can make for about 25,000GP) http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/goggl es-sniper-goggles/

Belt of physical might +2 STR/DEX (Tirnel can make for about 5,000GP)
or
Belt of dexterity +4 (Tirnel can make for about 8,000GP)

Various ioun stones


Tirnel Stargazer wrote:

Items for Quinray to consider:

Upgrade your mithral chain shirt (Tirnel can do at next level) add shadow for stealth?

Upgrade your rapier (Tirnel can do at next level) add keen?

Magical bow (Tirnel can make next level)

Cloak of resistance (Tirnel can make a +1 for 500GP)

Amulet of natural armor (Tirnel can make +1 for 1000GP)

Ring of freedom of movement

Upgrade your bracers of archery

Sell goggles of darkvision (Darksite goggles are worth 20,000GP; not sure what these are worth http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/goggl es-darksight/ and buy Sniper goggles (Tirnel can make for about 25,000GP) http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/goggl es-sniper-goggles/

Belt of physical might +2 STR/DEX (Tirnel can make for about 5,000GP)
or
Belt of dexterity +4 (Tirnel can make for about 8,000GP)

Various ioun stones

Quinray has Goggles of Night (60' dark vision) 12,000 gp


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

How much gold do I have". Ring of freedom of movement would be great right now.

Belt of Physical might would be great right now too.

I could use a +2 Strength bow.

Or just a cloak of resistance.

You are the crafter of the World. Randtam is jealous you can do this.


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

No idea how much GP Quinray has.

If you haven't been keeping track you'll have to go back and check the posts...


male AC30 HP107 init. +4 Dwarf Cleric/10

Kentaur would like to have crafted
2000gp Pearl of Power 2nd lvl
2000gp Pearl of Power 2nd lvl
500 gp Pearl of Power 1st lvl
2000gp Belt of incredible dexterity +2

plus Kentaur will buy a wand of CLW for 750gp


male human paladin 10, AC28 HP122 init. +3 Human Paladin (Hospitaler) 10

Ibram would like to have crafted
5000gp Belt of Physical Might +2(str&con)
500 gp Pearl of Power 1st lvl


male AC30 HP107 init. +4 Dwarf Cleric/10

Kentaur will go up in Cleric (4th)

+1bab
+1 fort/will
+9 hp
+1 Wis
+1 perception
+1 sense motive

gains 1 1st lvl spell - Remove Fear
gains 1 2nd lvl spell - Hold Person


male human paladin 10, AC28 HP122 init. +3 Human Paladin (Hospitaler) 10

Ibram will go up in Paladin (4th)

+1 bab
+1 fort/will
+9 hp
+1 Str
+1 perception
+1 diplomacy
+1 heal

gains 1 1st lvl spell - Prot. from Evil
gains Channel Energy 7/day 1d6
LoH improves to 2d6, now 6/day(up from 5)


I don't think it's clear in the rules but I am only going to allow 1 pearl of power for each spell level.


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

For Kentaur
2000gp Pearl of Power 2nd lvl DC8: 1d20 + 14 ⇒ (15) + 14 = 29
500 gp Pearl of Power 1st lvl DC7: 1d20 + 14 ⇒ (4) + 14 = 18
2000gp Belt of incredible dexterity +2 (add 150GP for scroll of Cat's Grace) DC8: 1d20 + 14 ⇒ (19) + 14 = 33

For Ibram
5000gp Belt of Physical Might +2(str&con) DC8: 1d20 + 14 ⇒ (19) + 14 = 33
500 gp Pearl of Power 1st lvl DC7: 1d20 + 14 ⇒ (12) + 14 = 26

Desna with you my friends!


Quinray has 6100 gp


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

Dang it! Just noticed I never grabbed a ring of protection +1.

Don't let me forget if we find another one to hold onto it. :(


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

Quinray will spend 1,000 GP on an amulet + 1 Nat Armor 1,000 GP.
Also took weapon focus long bow. +1 to hit.
He is going to save his money for what he is not sure yet.
Quinray has 5,100 GP now.
Thanks for the total DM


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

Amulet of natural armor for Quinray DC 8: 1d20 + 14 ⇒ (6) + 14 = 20


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

VOILA! :D


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

@Ibram-Time to think about what to do next your majesty.

First thing might be to find out what William and his crew are going to start construction on.

Then a long list but a lot of it will depend on any Kingdom mechanics Darkvision gives us.

A very simple one:

Kingdom name?


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

KING CLINT can deal with his new found kingdom.

Cool name. (STONEFAITH HOLDS already taken). Something that is crafty and awesome and makes sense. Curious what you come up with. Needs to be a safe haven for the Lords to come back to.

I have ideas about the kingdom, but Quinray maybe is not smart enough to share. ALL HAIL CLINT.....ALL HAIL KING IBRAM GAUNTT


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

It will be super interesting to see how the Earastilian King/Paladin Ibram works with the Abadarian Lord/Priest Kentaur.

Earastil:

Portfolio-Farming, Hunting,Trade,Family
Worshipers-Farmers, hunters, tradesmen

Relationships
Erastil teaches his followers to embrace traditional and simpler ways of life, free of the constraints of modern civilization, a trait that often results in disagreements with more progressive deities such as Abadar; this difference in opinion leads to increasing conflict between these deities' respective clergies.[3]

Abadar:

Portfolio-Cities, Wealth, Merchants, Law
Worshipers-Judges, merchants, lawyers, aristocrats

Relationships
Abadar strives to maintain agreeable relationships with the other deities, recognizing their influence as conducive to the further advancement of civilized life. In particular he cultivates strong alliances with Iomedae, Irori, Shelyn, Asmodeus, and Erastil, though differences in opinion often result in conflicts between Abadar and Old Deadeye.


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

Bonus points if it's Barony of Succadicka!


Ibram Trump-Together we can make great things happen!

:D


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

Tirnel's nightmare:

ARTHUR: Old woman!
DENNIS: Man!
ARTHUR: Man, sorry. What knight live in that castle over there?
DENNIS: I'm thirty seven.
ARTHUR: What?
DENNIS: I'm thirty seven -- I'm not old!
ARTHUR: Well, I can't just call you 'Man'.
DENNIS: Well, you could say 'Dennis'.
ARTHUR: Well, I didn't know you were called Dennis.
DENNIS: Well, you didn't bother to find out, did you?
ARTHUR: I did say sorry about the old woman, but from the behind
you looked--
DENNIS: What I object to is you automatically treat me like an inferior!
ARTHUR: Well, I AM king...
DENNIS: Oh king, eh, very nice. An' how'd you get that, eh? By
exploitin' the workers -- by 'angin' on to outdated imperialist dogma
which perpetuates the economic an' social differences in our society!
If there's ever going to be any progress--
WOMAN: Dennis, there's some lovely filth down here. Oh -- how'd you do?
ARTHUR: How do you do, good lady. I am Arthur, King of the Britons.
Who's castle is that?
WOMAN: King of the who?
ARTHUR: The Britons.
WOMAN: Who are the Britons?
ARTHUR: Well, we all are. we're all Britons and I am your king.
WOMAN: I didn't know we had a king. I thought we were an autonomous
collective.
DENNIS: You're fooling yourself. We're living in a dictatorship.
A self-perpetuating autocracy in which the working classes--
WOMAN: Oh there you go, bringing class into it again.
DENNIS: That's what it's all about if only people would--
ARTHUR: Please, please good people. I am in haste. Who lives
in that castle?
WOMAN: No one live there.
ARTHUR: Then who is your lord?
WOMAN: We don't have a lord.
ARTHUR: What?
DENNIS: I told you. We're an anarchosyndicalist commune. We take
it in turns to act as a sort of executive officer for the week.
ARTHUR: Yes.
DENNIS: But all the decision of that officer have to be ratified
at a special biweekly meeting.
ARTHUR: Yes, I see.
DENNIS: By a simple majority in the case of purely internal affairs,--
ARTHUR: Be quiet!
DENNIS: --but by a two-thirds majority in the case of more--
ARTHUR: Be quiet! I order you to be quiet!
WOMAN: Order, eh -- who does he think he is?
ARTHUR: I am your king!
WOMAN: Well, I didn't vote for you.
ARTHUR: You don't vote for kings.
WOMAN: Well, 'ow did you become king then?
ARTHUR: The Lady of the Lake,
[angels sing]
her arm clad in the purest shimmering samite, held aloft Excalibur
from the bosom of the water signifying by Divine Providence that I,
Arthur was to carry Excalibur.
[singing stops]
That is why I am your king!
DENNIS: Listen -- strange women lying in ponds distributing swords
is no basis for a system of government. Supreme executive power derives
from a mandate from the masses, not from some farcical aquatic ceremony.
ARTHUR: Be quiet!
DENNIS: Well you can't expect to wield supreme executive power
just 'cause some watery tart threw a sword at you!
ARTHUR: Shut up!
DENNIS: I mean, if I went around sayin' I was an empereror just
because some moistened bint had lobbed a scimitar at me they'd put me away!
ARTHUR: Shut up! Will you shut up!
DENNIS: Ah, now we see the violence inherent in the system.
ARTHUR: Shut up!
DENNIS: Oh! Come and see the violence inherent in the system!
HELP! HELP! I'm being repressed!
ARTHUR: Bloody peasant!
DENNIS: Oh, what a give away. Did you here that, did you here that,
eh? That's what I'm on about -- did you see him repressing me, you saw
it didn't you?


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

If not Succadicca, then UKT
The United Kingdom of Tirnel
His name all over the territories for centuries.


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

Principality of Tirnelia... I like it.

Cool Greyhawk country names:

Celene
Ferrond
Furyondy
Geoff
Gran March
Keoland
Nyrond

No ice barbarian names please....


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

Forgotten Realms country names:

Aglarond
Amn
Calimshan
Chessenta
Chondath
Cormyr
Damara
Dambrath
Durpar
Estagund
Halruaa
Impiltur
Lantan
Luiren
Mulhorand
Murghôm
Narfell
Rashemen
Sembia
Semphar
Sossal
Tethyr
Thay
Thesk
Threskel
Turmish
Ulgarth
Unther
Vaasa
Var the Golden
Veldorn


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

From what I know of the local geography

Shrike river is a major feature=Shrikeland; Kingdom of the Shrike

The players guide has a map that shows "Old Iobaria"=New Iobaria or just Iobaria?

Other geography from the player's guide:

The Greenbelt=The Principality of Greenbelt
Narlmarches=Narlmarch
Kamelands=Kameland


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

Positions/titles/roles from the players guide:

Ruler: Charisma-Ibram the Just!
Councilor: Wisdom or Charisma-Svetlana
General: Strength or Charisma-Kesten
Grand Diplomat: Intelligence or Charisma
High Priest: Wisdom or Charisma-Kentaur
Magister: Intelligence or Charisma-Tirnel the Magnificent
Marshal: Dexterity or Wisdom-Quinray?
Royal Assassin: Strength or Dexterity-Quinray?
Spymaster: Dexterity or Intelligence-Quinray?
Treasurer: Intelligence or Wisdom-Oleg
Warden: Strength or Constitution-Vret?


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

Bring on the adventure!


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

Headed out of town to go camping, likely won't have a cell signal again until Friday afternoon.


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

Do not want to be a mister rules guy, but it seems we are getting extremely close to this now.

Thought uncanny dodge was flat footed.

Thought improved Uncanny dodge is about flanked.[/ooc]


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

Kill it Quinray, kill it! Hate to have us all die because we don't have something silver.

King Quinray!? ;-D


Quinray Quantreant wrote:

Do not want to be a mister rules guy, but it seems we are getting extremely close to this now.

Thought uncanny dodge was flat footed.

Thought improved Uncanny dodge is about flanked.[/ooc]

You are correct, thought I wrote improved uncanny dodge.


Are we at John's house this Saturday?


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

That's the plan, 9:00am start. I spoke with Gabe, can Uuranx confirm with Pat?


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

Pat said he can't make it til noon, as his manager is being difficult.


Tell him to make a gnome mask!


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

Reasons to make Milo the capital of "Whateversland" vs. Olegstown:

1. Milo is (much) further from the border with Brevoy than Olegstown. If things get sideways between Whateversland and Brevoy it won't be good for us to have our capital city so close to the border. Think Seoul S. Korea today, Moscow in multiple wars, and Richmond/Washington during the Civil War. Generally your capital is you major city and if it falls it is a serious blow to keeping the rest of the country going. Having if further from the border of a neighboring country is probably a good thing.

2. Brevoy issued the charter and funded the founding of Whateversland as well as supplied the start-up troops and settlers. What is their motivation for this? What do they hope to gain? Also, we need to start making the settlers think of themselves as Whateverslandians vs. Brevoyites. The distance from the border will get us out of the immediate cultural umbrella of Brevoy.

3. Milo is better sighted than Olegstown to be the focus of Whateversland. The keep is on a hill, by a river, and a lake. Water traffic is probably more important for future commerce than being at the end of some rarely used trade road. If 'all roads lead to Rome' placing the capital further in will push more commerce and development as well as position us to be more expansive on borders that are not adjacent to an established power. E/W/S are all open to expand into. North is Brevoy and expanding in that direction will probably lead to war and a quick end to Whateversland.

4. Making Milo the capital is a better tribute to our fallen companion and Keen-Eye Keep just sounds SO cool!


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

The capital does not necessarily have to be your biggest or most important city, take Sacramento, CA, or Albany, NY.


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL
Balator wrote:
The capital does not necessarily have to be your biggest or most important city, take Sacramento, CA, or Albany, NY.

State capitals and no one is beating down the door to move there. Had you said Austin then maybe I would have nibbled.

How about:

London
Paris
Berlin
Rome
Moscow
Tokyo

etc. etc. etc.


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AC-27; HP118 INIT +9; PERCEPTION +20
Melee:
+1 Falchion +16/11/6(2d4+7/18-20/x2); +3 Compound Long Bow +26/21/16(1d8+11/19-20/x3/100’); Deadly Aim +23/18/13(1d8+17/19-20/x3/100’)
Saves:
+10FORT; +12REF; +10WILL (+3 vs fear)

@Don-You were missed yesterday; hope all is well IRL. A fantastic session of IRL fantasy gaming was had where Clint's barbarian was malignly polymorphed into a squirrel but was still able to deal 20+ points of damage an attack with his 'huge gnashing fangs' and held the boss stone giant wizard at bay long enough to allow John's wizard to get the rest of the party past the reverse gravity spell once the wizard's minions were dealt with. Level ups for all, but the stone giant wizard must still be dealt with and now it will be with the core of his remaining underlings by his side.

@John-I was thinking about your comment concerning Kieran being a 'glass hammer' due to his paltry 38 HP on the drive home and it made me realize how used to power gaming we have become. At Lv4 fighter he has 38 HP which is only 2 off of max for d10/level. 4 FC HP and 4 HP for 12 CON. That's better than high average! Plus he is good hand-to-hand with his trusty falchion (+10 2d4+7). He just doesn't sound that good compared to the King with his 50 HP, the dwarf at 44, and even the rogue has 36! Good thing he can still kick Tirnel's ass with his sissy 26. :D

Bring on the trolls!

...

Well, bring on the weak trolls!

...

Really what I mean is bring on the one small dwarf troll amputee that lost its regenerative powers in a tragic accident and has been looking to suicide by PC. Yeah, bring on that troll!


Also, @Clint-Try reading 'Soon I will be Invincible' and 'Crooked' by Autin Grossman.

I think you will enjoy them both and they are pretty quick reads.


Bring on the trolls

Well, bring on the weak trolls!

Really what I mean is bring on the one small dwarf troll amputee that lost its regenerative powers in a tragic accident and has been looking to suicide by PC. Yeah, bring on that troll!

____________________________
The party just easily handled a CR6 creature that is tougher than a troll, so I will have to bring on the meta trolls!


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL
DM Darkvision wrote:


Bring on the trolls

Well, bring on the weak trolls!

Really what I mean is bring on the one small dwarf troll amputee that lost its regenerative powers in a tragic accident and has been looking to suicide by PC. Yeah, bring on that troll!

____________________________
The party just easily handled a CR6 creature that is tougher than a troll, so I will have to bring on the meta trolls!

What-EVER! If you bring them on one troll at a time I feel confident we can do some work. If you bring them on 3-4 at a time I already have Vret rolled up....


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

My posts in carrion crown are not going through. I rolled a traverse roll of 12 the past two days. Not sure what the problem is. Signed out and back in.


Same issue on Darkvision? You owe a post.

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