oh...my...gosh! This is the very reason I have fallen in love with Pathfinder and its creator's. The communication, the development of game aids, and the friendliness and willingness of everyone to talk and discuss. It's one of the reasons that I bought the "Book of the River Kingdoms". A big thank you to Dale for putting this on his website and helping the creator of the spreadsheet to make it better. Thank you! Don't stop what you're doing. You folks are awesome. also, dotting for future reference. :)
Okay, made a couple of changes, so here's the Knurly Witch with spells: Knurly Witch:
KNURLY WITCH . . . CR 19 Female Annis Hag Witch 14 CE Large Monstrous Humanoid Init +2; Senses Darkvision (60 feet); Perception +28 -------------------- DEFENSE -------------------- AC 25, touch 11, flat-footed 23. . (+4 armor, +2 Dex, -1 size, +10 natural) hp 220 (7d10+14d6+126) Fort +14, Ref +11, Will +14 DR 2/bludgeoning; SR 17 -------------------- OFFENSE -------------------- Spd 40 ft. Melee Bite (Annis Hag) +20 (1d6+7/20/x2) and . . Claw x2 (Annis Hag) +21 x2 (1d6+7/20/x2) and . . Nails x2 (Nails) +19 x2 (1d4+3/20/x2) and . . Rend x2 (Annis Hag) +20 x2 (2d6+10/20/x2) Space 10 ft.; Reach 10 ft. Special Attacks Agony (DC 22), Evil Eye (DC 22), Misfortune (DC 22), Nails, Nightmares (DC 22) Spell-Like Abilities Alter Self (3/day), Feather Fall (At will), Fly (14 minutes/day), Fog Cloud (3/day), Levitate (1/day), Poison Steep Witch Spells Known (CL 14, 20 melee touch, 15 ranged touch): 7 (2/day) Insanity (DC 22), Summon Monster VII 6 (3/day) Summon Monster VI, Transformation, Unwilling Shield (DC 21) 5 (4/day) Dominate Person (DC 20), Summon Monster V, Baleful Polymorph (DC 20), Curse, Major (DC 20) 4 (5/day) Confusion (DC 19), Confusion (DC 19), Shout (DC 19), Cure Serious Wounds (DC 19), Curse of Magic Negation (DC 19) 3 (5/day) Rage, Dispel Magic, Dispel Magic, Dispel Magic, Bestow Curse (DC 18) 2 (5/day) Cure Moderate Wounds (DC 17), Cure Moderate Wounds (DC 17), Touch of Idiocy, Hold Person (DC 17), Alter Self 1 (6/day) Ill Omen, Ill Omen, Ill Omen, Cure Light Wounds (DC 16), Command (DC 16), Command (DC 16) 0 (at will) Bleed (DC 15), Read Magic, Detect Magic, Mending -------------------- STATISTICS -------------------- Str 25, Dex 14, Con 22, Int 20, Wis 11, Cha 12 Base Atk +14; CMB +22; CMD 34 Feats Alertness, Arcane Strike, Blind-Fight, Combat Casting, Great Fortitude, Improved Blind-Fight, Improved Vital Strike, Intimidating Prowess, Multiattack, Vital Strike, Weapon Focus: Claw Skills Bluff +8, Diplomacy +8, Fly +24, Intimidate +32, Knowledge: Arcana +29, Knowledge: Nature +22, Knowledge: The Planes +29, Perception +28, Sense Motive +2, Spellcraft +29, Stealth +22, Swim +11 Languages Aklo, Boggard, Common, Draconic, Giant, Undercommon SQ +2 to Initiative, Deliver Touch Spells Through Familiar (Su), Empathic Link with Familiar (Su), Retribution (5 round(s)) (DC 22) (Su), Scry on Familiar (1/day) (Sp), Share Spells with Familiar, Speak with Animals (Ex), Speak With Familiar (Ex) Other Gear Bracers of Armor, +4, Scarab of Protection, Strand of Prayer Beads -------------------- TRACKED RESOURCES -------------------- Alter Self (3/day) (Sp) - 0/3 Bead of Healing (Strand of Prayer Beads) - 0/1 Bead of Karma (Strand of Prayer Beads) - 0/1 Bead of Smiting (Strand of Prayer Beads) - 0/1 Fog Cloud (3/day) (Sp) - 0/3 Levitate (1/day) (Sp) - 0/1 Scry on Familiar (1/day) (Sp) - 0/1 -------------------- SPECIAL ABILITIES -------------------- +2 to Initiative You gain the Alertness feat while your familiar is within arm's reach. Agony (14 rounds) (DC 22) (Su) Target is Nauseated. Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction. Blind-Fight Re-roll misses because of concealment, other benefits. Combat Casting +4 to Concentration checks to cast while on the defensive. Damage Reduction (2/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks. Darkvision (60 feet) You can see in the dark (black and white vision only). Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Evil Eye -4 (8 round(s)) (DC 22) (Su) Inflict penalties with a glance. Feather Fall (At will) (Sp) Feather Fall at will. Fly (14 minutes/day) (Sp) Fly for 14 minutes/day. Improved Blind-Fight Melee attacks ignore the miss chance for less than total concealment and can still reroll for total concealment. Invisible attackers within 30' you have pinpointed gain no advantages to hit you with ranged attacks. Improved Vital Strike Standard action: x3 weapon damage dice. Levitate (1/day) (Sp) Levitate 1/day Misfortune (2 round(s)) (DC 22) (Su) Target must take the lower of 2d20 for rolls. Nails (Ex) The witch's nails are long and sharp, and count as natural weapons that deal 1d3 points of damage (1d2 for a Small witch). These attacks are secondary attacks. If trimmed, the witch's nails regrow to their normal size in 1d4 days. Nightmares (DC 22) (Su) Target suffers the Nightmare spell. Poison Steep (Sp) The witch can use her cauldron to brew a foul toxin in which she can steep fruits and other delicious edibles, transforming them so that when eaten, they have the same effect as a poison spell. Brewing the toxin and then steeping the food take Retribution (5 round(s)) (DC 22) (Su) Target suffers half the melee damage it inflicts Scry on Familiar (1/day) (Sp) You can scry on your familiar once per day. Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Speak with Animals (Ex) Your familiar can communicate with similar animals to itself. Speak With Familiar (Ex) You can communicate verbally with your familiar. Spell Resistance (17) You have Spell Resistance. Vital Strike Standard action: x2 weapon damage dice. Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Please feel free to make suggestions.
LeleyX wrote:
This has been figured before... The short answer is:A hex is approximately 125 square miles in size. A city district is 1 square mile (1 mile per side) So, technically, you could have 125 districts in one hex.
I started working on it last night. One thing I have noticed right away is that it mass represents things. You can't have a mountain in just part of a hex, it is either the whole hex or not at all. Also, rivers are along the edge of the hexes, so you need to be a little liberal in your placement of them. I'll see if I can't post something by the end of the week. Until then, I found the one I had seen earlier. I did some lurking, to see if they had updated the map, and sure enough. Here is a close up of part of their Stolen Lands map.
EDIT: Long post for OP in response to their desire for an example. We tried this on the forums for my group. You can check out our posts here. Ravingdork wrote: EDIT: Could somebody write out an example of play using the modifiers given above? It would really help out to have something like that to show my fellow players and GM. But, I’ll try to sum it up here using your values. Things may be different based on where you establish your first hex and city. First Month
Christopher Geiger wrote:
b. claim hexes (My group claimed the Temple of the Elk hex, a forest hex, you can start elsewhere) -1BP, +1 Consumption c. start a new city (Staghart was started, this will take two months before you can build because it was started in a forest hex. We will assign the bottom as water and the rest of the sides of the district as land.) +1 Consumptiond. build roads – none e. designate farmlands – can not in forest’s or in hexes with cities f. pick edicts – This is where I house ruled that once picked, festivals could not be changed for a year. Let’s start with basic edicts, Promotion: Token (+1 Stability, -1BP), Taxation: None (0 Economy, +1 Loyalty), and 1 Festival per year (+1 Loyalty, -1BP) You are now at 47BP, having spent 3 during the Improvement Phase. Consumption is now at 2. Your Economy value is unchanged, Loyalty is up 2 to 17, and Stability is up 1 to 12) Income Phase:
You are now at 52BP, having gained 5 during the Income Phase. Event Phase:
Your first month as a new kingdom is finished. Congratulations! Second Month
You are now at 51BP, having spent 2 for consumption and gained 1 from stability. Improvement Phase:
You are now at 46BP, having spent 5 during this phase. You have also increased consumption by 1 to 3BP per turn. Income Phase:
You are now at 46BP, having neither gained nor spent BP. Event Phase:
Your second month is over, the next month you can begin construction of a building and possibly even establish some farmland. Third Month
You are now at 44BP, having spent 3 for consumption and gained 1 for stability. Improvement Phase:
You are now at 24BP, having spent 22 during this phase. You have also decreased consumption by 1 to 2BP per turn. (3 for hexes claimed, 1 for city district, -2 for farmland) Stability has increased to 14 and Loyalty has increased to 19. Income Phase:
You are now at 30BP, having gained 6 from income. Event Phase:
You are now at 34BP, having gained 4 from an Event. Fourth Month
You are now at 33BP, having spent 2 for consumption and gained 1 for stability. Improvement Phase:
You are now at 18BP, having spent 6 during this phase. You have also decreased consumption by 1 to 1BP per turn. (4 for hexes claimed, 1 for city district, -4 for farmland) Economy has increased to 16 and Loyalty has increased to 20. Income Phase:
You are now at 26BP, having gained 8 from sales and income. Event Phase:
You are now at 34BP, having gained 8 from an Event. (You get to reroll 6’s and keep adding the results.) Phew! Hope that helps. Good luck. |