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Harakani DM's page

1,219 posts. Alias of Harakani.


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Valerianna Shard wrote:

In retrospect, I think instead of taking Dimensional Agility as a feat at this level, I'd rather take the split slot arcane discovery. Is that cool with you, Harakani?

It'll basically allow me to sacrifice one fourth level spell for two extended enlarge person spells.


how is this?
anticipated threshold at end of turn 2

Anglon wrote:

Just reviewing our town and got me thinking. Can we upgrade the mansion because it grows to 2x1 and the other two buildings are in the way?

** spoiler omitted **

Anglon - that's pretty!

I just threw stuff in to the building squares, you didn't specify it, so I'll juggle a little.

Yep, I'm okay with that.

yeah, alright, upgrading to a noble villa sounds good

Forsten: is this someone Forsten knew before he got his sudden promotion? Or a newly acquired disciple?

(A) Expenditure
Decision seems to be not to raid the treasury

(B) Lyre - it's worth it but not a license to print money
Alright - Forsten, Denat, who is tracking party money. Cross off the money to build it.
is Grey building the actual Lyre?
Do it before the start of the kingdom turn :)

(C) Statue of Kurshu - what to do
I was thinking you might want to build a temple or something around the statue. At the moment it's just sort of out there. If Anglon gives the ring to the statue the ring turns to stone as well.

(D) The Stag Lord's keep - what to do
Sounds like you want to claim farm hexes first? Is that what I'm hearing?

(E) Exploration
A number of people want to get leadership. If we can get 4 cohorts I'm prepare to have them explore for you.
I'll use a very simple rule in that case; comparing (with some randomness) party CR vs hex's CR. Highest perception (with aids) used to find hidden features.
They'll get the treasure for the encounters though.
if we do it that way I'll probably just run the encounters at normal level.
If you expect them to call in if in trouble you're going to need them to have a way to do so.
If they can do a hex every two days they'll explore the immediate area pretty quickly; I'd assume you wouldn't send them more than about five or six hexes out.
What I need; Who is in the party. What is their CR. What is their movement. What is their perception. What is their communication mechanism. How far out do they go.

(F) Teams
Looks like we're agreed on this.

(G) Levelling - everyone levels during downtimes. Level 7.
Sounds like everyone is good.

(J) Magic item/spell research
Denat is doing some research. Might get him to use the UCam research rules. Is he asking for people to "Aid Another"?
Anyone else?


I'm prepared to do multiple years in a row if we can go fast enough. I figure once you have the plan we should be able to do a couple of years in a row.

Denat: Seems like an interesting spell - congratulations on writing it.

Does the wisdom damage from multiple castings stack?

My understanding is that a city is a hex improvement.
The big problem you guys seem to be facing is the looming famine (consumption) of your burgeoning empire. At the moment you are importing food.
Claiming and developing a hex is a great idea for next turn.

so - grease with extra HP damage?

Just have to work out how to get the html into google...

Tada! Threshold: ng

Anglon: anyone above level 1 can be a PC class, just that PC classes are supposed to be rare.

The two hexes you own both have cities on them.

With the exception that at the moment the stag lord's keep hex is not in there, yes.

sure seems reasonable. Apply CR modifier as level adjustment.

As regards map; there is an older map in the campaign tab.
Before I post the updated map I wanted to know what you were using to explore. You guys have caught me out before with some simple but brilliant trick.

Anglon: At this point I think special power and stronghold apply.
Keep going the way you are and you'll pick up renown and fairness.

Kobold lifecycle is fast, by the way, but not that fast. Remember they only mature a few years faster than humans. Their numbers come from the fact that half the tribe lays an egg a year, and the young are raised communally. A kobold tribe with enough can increase population rapidly, but a lot of those are children. There is an implication the children are used, and that a significant loss rate is acceptable. Also that when food is scarcer eggs are simply not hatched.

I think normally Leadership gives you NPC classes, doesn't it? Like Warrior, Aristocrat, etc.
I'd ignore that if going Kobold though.
That said, Sorcerers are a rare trick of the blood. While it can be honed, I believe the spark is inborn.
I would be prepared to accept Wizards, Magi or Alchemists if you set up a school.

Sure do!

Dang, that is good.

Assuming someone builds the Lyre I'm happy to discount 25-50% of the cost of any building, 50% of the cost of a road (but the Lyre may be at risk).

I believe you can build one building TOTAL each turn. exception: you may also build a house, mansion, noble villa or tenement.

I'll tell you about surrounding terrain when I know what exploration you are using.

2714 worksheet
If anyone wants to comment because they think I missed something.

(K) Should have said; who is the new ruler? Or are you going from a council?

Okay - do you want to discuss what you want to do during this turn as regards
(A) Expenditure
(B) Lyre - it's worth it but not a license to print money
(C) Statue of Kurshu - what to do
(D) The Stag Lord's keep - what to do
(E) Exploration
(F) Teams
(G) Levelling - everyone levels during downtimes. Level 7.
(H) Mythic - No-one levels.
(I) Feedback - happy to take any feedback or suggestions via PM or post.
(J) Magic item/spell research

If possible could people please categorise discussions so we don't run into quite the mess we did last time!

A: Expenditure:

I believe you have as a group decided that you have a serious problem with not enough money in the kingdom/your party for the research and crafting you want to do.

F: Teams:

I've had a PM about teams and would like to get people's feedback.
I would prefer not to mix scales too much, but I see the city scale as much larger anyway.
Downtime scale = An alchemist's lab + a craftsman
City scale = An Alchemist's district complete with multiple labs, elementary housing, many alchemists alchemist training facilities, "production lines" of commonly needed products and trade routes to bring in raw materials.

I see you could have both, with the downtime scale being a sort of scaled-down assistant. Potentially that could give you a +2 to rolls assuming the alchemist can make an aid other on take 10. The lab would also give you an equipment bonus.

Similarly if you raise (not via necromancy Grey!) an army it is not the same as hiring teams of soldiers. You could hire some soldiers to put together a sort of 'special forces' team that you could send off to particular missions.

The Kingdom rules encourage hiring adventurers to do exploration, clearing or problem solving. If people take leadership then you get a "free" NPC to send off on such adventures. Hypothetically I suppose one option is to make up a group of lower level PCs and run them through the game as normal in parallel to what we're doing. Not sure how fulfilling that will be though, and we'll have to be careful about timing.

I think that the kingdom role + training + reasonable experimentation + a job to pay expenses is about what you can get done. If someone wants to turn themselves into an alchemy factory to earn money we can definitely use the craft rules for that.

You can take additional money out of the treasury as "salary", but it is a check to avoid unrest.

If you flog the items/BP you get from adventures and do not donate it then you won't take an unrest penalty for taking the money back out again later.

Rsearch will show that your trophy by itself does not contain enough power... ie you'll need more/better trophies to get the next MR

we're up

I'll try to post the start of the kingdom turn tonight.
is anyone wanting to change anything role wise etc?
Also, would be worth reading through what we had last time to refresh memories.
Remember you have your fancy new statue as well.

This is the Kingdom Phase 2, 4714-4715AR for the Rise of the New Runelords game at

Results so far:

Minor (very minor) preference for running exploration in the background.

People are keen to start a kingdom turn now.

All good?

Straight to the breeding hey? So kingdom turn then.

Valerianna has definitely hit upon a point, but the other thing is I've looked at the speed we're travelling and had thought about trying to make sure we actually get to the end of the AP before we lose more players.

So - in the interested of speeding things up while we discuss. What do people want to do once the keep is secure? Look for more threats or head back to the kingdom and go back to building things up?

There are still small scattered bands of Bandits out in the wild, but nothing like the Stag Lord.

Okay, don't want to crack down on the planning, but seems like we may be hitting a natural stopping point (happy to be proven wrong).

I have a dilemma in front of me.

This was the biggest threat in book 1 and you guys steamrolled it. If we keep going with book 1 encounters I will need to seriously upgrade them to provide a threat.

Should we
(A)keep exploring through the book 1 encounters
(B)keep exploring through the book 1 encounters, but I upgrade them to CR 8 or 9 so they're a threat.
(C)run the exploration of book 1 as happening in the background and run some kingdom turns.
(D)keep exploring the area and I just put in a bunch of encounters myself that are CR appropriate.

If you do an animated object, the easiest way to add a siege weapon without driving everyone mad is through CP spending.

Simon: what is the effect you actually want with the levitate and floating disc? Is there an image in your mind you're trying to build, or is it just the tactical advantage of height and flight?

Checking the description for Restore Corpse, I don't see the bid about repairing a corpse that has been broken into bits.

Lyre will help, but no you can't get that much use out of it. There was a post I did previously about it. One Lyre in a human's hands is likely to do all the work of a given type pretty quickly, but skilled work is still necessary. It will significantly cut down on the cost of building though.

Simon: if you just want to do a platform you could look at a Large flying animated object. Otherwise, yeah, sorry.

Remember it is very close to a confluence of rivers, which is a major travel route in the River Kingdoms

Sorry man, but the only things that increase mythic rank explicitly avoid spell augmentation. It would make a huge difference on some spells even without that; Ear Piercing Scream dazes someone for a number of rounds equal to your mythic tier, for example.

I'm guessing you were looking for Mythic Levitates augmentation. You can build a flying castle using craft wondrous or construct, but it will cost you.

I do request that people check back in with year 1 - I think people bought more items than they had gold (I am a little vague about who actually bought what - a lot of items were proposed, not sure what was built.

We did have a thing proposed where the treasurer worked out party treasury.

Grey is right in the "sell everything, craft what you want" though.

Hand wave it, I think.
There is surprisingly little gear on the Stag Lord.
Four potions of Cure Moderate Wounds
+2 Leather armor
+1 composite longbow (+4 str)
+1 amulet of natural armour
Stag's Helm - a custom item, this is a striking helm crafted to resemble the skull of a mighty elk.
A ring that appears to be made from a lock of hair encased in silver. It's magical properties are difficult to pinpoint, but Anglon realises it is what he seeks.
There are also multiple weapons, armour etc on the lycanthropes and bandit soldiers. Notably there are several potions; 6 cure light wounds, 1 bull's strength, 1 cat's grace and five enlarge person.

Denat: underneath the ground floor you find a basement level containing stores of stolen goods and a single desiccated corpse; broken and badly set bones suggest he was some sort of prisoner.

Between the soldier's gear, the treasury and the coins and items on the dead soldiers you find 12000gp worth of goods and coin.

As these are guardians, getting them to go somewhere else is going to be strongly against their programming.
Four of the Owlbear corpses would be animatable pretty much straight away, as Owlbear Zombies or Owlbear Skeletons.
The remainder of the Owlbears are going to need some serious taxidermy before anything can be done.
I think it would be possible to use their mythic stats as justification for a Mythic template - would need to research IC and OOC how that might be done.
There are also about 17 human corpses in various states of destruction; about 6 can be raised immediately.
Taxidermy would be something you could knock over during a downtime year.


As he dies and (unseen) his mythic energy leaves the Stag Lord's equipment starts to glow to your Arcane Sight.


Seems like it should be possible to take some sort of trophy back to Kurshu in order to symbolically help cement that this is now Lissalan territory.

Grey: Not sure raising something as a skeleton keeps mythic ranks. If they were sentient maybe... you could talk me into treating them as owlbears and then applying the mythic zombie or skeleton package perhaps.

Simon: Strategy had a huge thing to do with it. The adventure straight out says to warn players off an assault as near suicidal, but in your case I think it was to your advantage.

Forsten & Ronald: I knew there was utility in prep, but never having been in a group with this many buffers & debuffers I wasn't quite prepared for the magnitude. The group before you joined came close but I think they were missing a few high damage canons to soak things up.

Well, it's impressive guys.
There is one foe left, I'm tempted to just declare victory at this point given your major chance of damage is accidentally targeting each other with area spells.

Val cast Haste in round 8 of the approach, which I think was round 1 of the combat.

Given the CR and MRs involved, this should have been a challenging fight. I'll know better for next time, I suppose. Each of the Owlbears was CR 5/MR 2, though you wouldn't know it!

The Stag Lord himself was pretty dangerous; I was worried about how many of you would die, ironically. Tremorsense and grapple saved you on that one I think... although the sheer number of area effects used might have put paid to him.

****ing prayer and slow paid for themselves about a thousand times over, especially given the natural funnel in the keep that you managed to control.

Results so far: slow is done, prayer is done I believe.
Simon: hope you don't mind I moved you so you could still hit an Owlbear
Simon's fire rushes over an Owlbear, burning it into frenzy while the Grey Horror attacks it. The webs around it ignite!
extra fire: 2d4 ⇒ (4, 4) = 8
After this savage attack the Owlbear reels, falls and dies.

But while fire is felling one Owlbear, cold attacks the others.
The Owlbear on the stair is impaled by icy spears, thrust into the ground just as Anglon and Forsten attack, destroying it.

you only needed a standard action, so you can move if you like. Remember Prayer is down.

Meanwhile a flying Grey strikes the last Owlbear with a ball of icy snow while the Crpyt things attack.
fort: 1d20 + 10 ⇒ (8) + 10 = 18


Crpyt thing 1 is webbed; will need a save... did I miss that? What is the DC on the snowball staggered effect?

Valerianna: Has Haste lapsed?

Valerianna arcs over the battlefield.

Grey: No problems.
Anglon: you appear to have angered the dice gods.

Round 6

hang on Simon; also, d10s
MO4 and MO 5
Two of the owlbears struggle to escape the entangling strands.
CMB MO4: 1d20 + 15 - 2 ⇒ (5) + 15 - 2 = 18
CMB MO5: 1d20 + 15 - 2 ⇒ (10) + 15 - 2 = 23
climb MO5: 1d20 + 15 - 2 ⇒ (20) + 15 - 2 = 33
pit damage: 1d6 ⇒ 6
swarm damage MO4: 1d6 ⇒ 3
swarm damage MO5: 1d6 ⇒ 5


Dovan: DEAD
CT2: Possessed
CT4: Possessed
MO4: [slow] [prayer - out of range] [prone] [grappled]
MO5: [slow] [prayer] 11
MO6: [prayer] 30

As if sensing that Anglon is the source of the emanation destroying his family the last free Owlbear lashes out
bite +9 (1d8+5), 2 claws +9 (1d6+5 plus grab)
bite: 1d20 + 9 - 2 ⇒ (5) + 9 - 2 = 12

Sudden Block it is. Not sure if Anglon counts as Adjacent; we'll need to clarify that

Only to catch Forsten's Kyton's Spine in its face.
claw 1: 1d20 + 9 - 2 ⇒ (6) + 9 - 2 = 13
claw 2: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24 for damage: 1d6 + 7 ⇒ (4) + 7 = 11
take 11

End of Round


Dovan: DEAD
CT2: Possessed
CT4: Possessed
MO4: [slow] [prayer - out of range] [prone] [grappled]
MO5: [slow] [prayer] [pit] [grappled]10
MO6: [prayer] 3
grappled = grappled

Forsten slays an Owlbear, and Anglon engages another!
When does prayer expire?

Now just waiting on NPCs.

Ah, of course. Sorry, my bad


Dovan: DEAD
CT2: Possessed
CT4: Possessed
MO3: [slow] [prayer] [grappled]27
MO4: [slow] [prayer - out of range] [prone] [grappled]
MO5: [slow] [prayer] [pit] [grappled]10
MO6: [prayer]
grappled = grappled

Lantern archons continue to pour fire into the dead Lycanthropes.

Simon's blast of fire fells an Owlbear and damages another
ref save O3: 1d20 + 5 - 2 ⇒ (20) + 5 - 2 = 23
ref save O7: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10
The horror's strike hits home in the fire's aftermath, but the Owlbear stands
fort dc 18: 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24

Grey's gaunt guardian appears and strikes at the Bandit leader, who falls.
Crypt thing not fall in pit: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26

Valerianna fells one Crpyt thing attacking her, and Grey takes over another
will save dc20 command undead: 1d20 + 8 ⇒ (7) + 8 = 15
spiked pit: 1d6 ⇒ 5

Forsten, Anglon:

Sorry guys, became pretty clear at least one owlbear was going down before you can attack. I think they're out of range now.
Keep your rolls... do you want to move and attack? It may cost you your full attack.


To cast augmented web you need to be 5th tier.
I believe the swarms do damage on the Owlbear's turns.

Denat's web explodes over the area, filling the pit; all but one Owlbear are engulfed.
MO 3: 1d20 + 5 + 1d6 - 2 ⇒ (3) + 5 + (2) - 2 = 8
MO 4: 1d20 + 5 + 1d6 - 2 ⇒ (7) + 5 + (4) - 2 = 14
MO 5: 1d20 + 5 + 1d6 - 2 ⇒ (14) + 5 + (3) - 2 = 20
MO 6: 1d20 + 5 + 1d6 ⇒ (20) + 5 + (3) = 28

almost there now...

Yeah - sorry guys. Happy to answer questions and so forth, but I need a serious block of time to work out the turn and I just don't seem to be able to get one at the moment. Hoping tonight or tomorrow night I'll be able to do it. I need a couple of tabs open to cope with who is under what effects, and the various spells open in other tabs.

Grey: been thinking. Let's give these things Dimensional Agility for now. With the new ruling I think they'd have been built with it.

Sorry guys
Work & life has cropped up. Last turn took over two hours to process... hoping I'll be able to do it Sunday. Sorry for the confusion.
Grey: possibly... a lot of things were discussed as options, I din't think there was money to do all of them. I might be getting confused.


Did you change the mask? I thought it was one at a time? You could certainly just cast Message for CL 6, or through your archmage ability and get CL 8.

More importantly if you dimension door then you can take no other actions

After using this spell, you can't take any other actions until your next turn

Bandit leader is not carrying a magical weapon


In which case hit once fgor 12; I thought I remembered you doing something like that but didn't see it when I went looking for it. I was consulting my notes. I'll try and remember that next time.
The haste for extra speed makes sense. Remember the extra attack it provides only applies to full attacks.

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