Dain's King Maker Chronicles Discussion


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Tiny Coffee Golem wrote:

My Harry Dresden-ish build from another thread, assuming the draconic features are subtle or the middle ages fantasy interpretation of a modern concept. It maximizes HP fighter-ish stuff while still being a font of arcane power both ritual (wiz) and spontaneous (sorcerer). It's a gestalt build, naturally. ;-)

WIzard/Sorcerer/Dragon Disciple(DD)/Pathfinder savant(PFS)/Gunslinger(one level only)/Eltrich Knight(EK).
Off the top of my head Here is how I would build it
1-5 Wiz/Draconic sorcerer
6 Dragon disciple/Gunslinger
7-14 DD/PFS
15-16 DD/Wiz
17-20 Sor/EK

I think that sufficiently maximizes HP, BAB and Caster level

"So what do you do for a living?"
"I AM A FONT OF ARCANE POWER! FEAR MY WRATH! Plus if all else fails I have ole' bessie." Pats revolver on holster.

Incidentally also what I would want to be IRL with the Immortality discovery of course. ;-)

Personally - I think it's very cool - if I allowed Gestalt builds I'd say go for it :)

But I would still like to see it crunched somehow into what you currently have. I don't know how it could work - but I think it could happen, somehow...


F Elf Spellbinder Conjuration (teleport) Wiz 1

I'm not asking to become this build. I just thought you'd find it amusing.


Very cool build, by the way - Check out "Fist of full of Denarii" - and maybe look under "Scholar" - it is pretty cool, especially if you think of cross-classing.


F Elf Spellbinder Conjuration (teleport) Wiz 1

Where are those things?


Shaezon Silverfall wrote:
Where are those things?

Ah - apologies - it's under the board - under "alternative classes" - under "Tripod Machine". However when I looked recently half of the classes were now missing for some reason - though the first four are still there, it looks like part of them were deleted - but they are arranged alphabetically- so I think it was an error because I have read through them before.

If you go the Paizo site you can download the book for like, three dollars. But the Scholar class is pretty cool - right up your alley - one of the abilities is "Smart Defense" - you can add your Intelligence bonus to AC - along with your Dexterity bonus - of course, anything that denies you your Dexterity bonus denies you the "Smart Defense" feature.


Female Aasimar Druid 7 (Noble)

I will be out of town until tomorrow afternoon, my time. I will reply to posts and alike on my return. Happy weekend, guys!

p.s. I hope things are better for you, Kae.


Kae - when you're up for it - there's been stuff on the Combat Thread regarding new players - as I've not seen you on today - I've brought in Logan's character... I hope you're doing well soon, though - whenever you can get on board will be great!

Meanwhile - Logan - take a look at the last post or two - you should see what I'm talking about...


Ahoy!

Well gang I’m glad everyone is eager to see what happens with their new characters – but I don’t see much posting on the old board with your old characters. A few quick questions, then:

1. If you are planning on continuing to play your old character also – please let me know. If you don’t want to play the character anymore – let me know that, too – so I can rotate them out of the selection.

2. While I have a lot of story that is generally “me sharing information and then you react” – I also enjoy reading, too.

I once read over a game that had over 60 posts in three days – both on the Main Site and the Discussion thread – and all of it between five players – and none of them was the GM! Apparently he was no longer around – but in the end, the players kept the story going anyway. I’d love to see that happen here – so the question is – are you guys able to play with each other on your own from time to time, and if so – when can you start?

ADENDUM: In an effort to start seeing more “chatter” on the boards – I’m going to just start rewarding people who continue to chat amongst each other – whether or not I am not there. I hate to pander – but in this case, why not?

So – if you anyone wants to drop their main character – let me know. Meanwhile – if you don’t mind writing – I’d love to see what you guys toss around while I’m gone during the day!


Ahoy!

Well gang I’m glad everyone is eager to see what happens with their new characters – but I don’t see much posting on the old board with your old characters. A few quick questions, then:

1. If you are planning on continuing to play your old character also – please let me know. If you don’t want to play the character anymore – let me know that, too – so I can rotate them out of the selection.

2. While I have a lot of story that is generally “me sharing information and then you react” – I also enjoy reading, too.

I once read over a game that had over 60 posts in three days – both on the Main Site and the Discussion thread – and all of it between five players – and none of them was the GM! Apparently he was no longer around – but in the end, the players kept the story going anyway. I’d love to see that happen here – so the question is – are you guys able to play with each other on your own from time to time, and if so – when can you start?

ADENDUM: In an effort to start seeing more “chatter” on the boards – I’m going to just start rewarding people who continue to chat amongst each other – whether or not I am not there. I hate to pander – but in this case, why not?

So – if you anyone wants to drop their main character – let me know. Meanwhile – if you don’t mind writing – I’d love to see what you guys toss around while I’m gone during the day!


Female Aasimar Druid 7 (Noble)

I will be keeping both Ariarh and Isani and continue their stories on each of the boards until the two groups meet up and the action continues!


Male commoner 1

Clari is Ka'etil's future Cohort, but that's not till later. Need to rename my bard, and Talk to the GM about how to introduce her and get her stats up. It just didn't make sense to send bard to the south, i want her in Saravale already.


Male to kill the six fingered man Duelist/20 years

Keeping both Arasmes and Lazurien.


FYI - While I know many of you are eager to have your cohort's fully statted out - it is still quite a bit between now and level seven (which reminds me - your new characters reach Saravale 2 days before your old characters - there may be things to do in town before your old characters arrive - on the other hand - it could all simply be peaches and cream!)

Point is - I'm putting together stats for new "playable races" - which are largely based on new challenges you will be facing the southlands - this may, or may not - effect what your cohort is. If you are interested in these options - let me know and I can forward you the list via email - but this is meant to be private - as it will be more of a surprise for those of you who have statted-out your current cohorts to see new races...

Though they are monstrous races - they are not formally tied to the "monstrous races" book - so I took pre-existing monsters (for the most part - though there are some exceptions) - and tweaked their stats for playable races...

Just let me know, though.


Male to kill the six fingered man Duelist/20 years

I'm interested in the new races.


Very good! A list will be compiled and sent out in a few weeks!

At that rate - your party should have just reached Saravale ;)


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

Maybe for my alt's cohort, but Kae's is an elf. (as she already exists...)


M Human Bard (arcane duelist) 1

"Well, sorry I'm late, I was busy. I have 300 men to manage, nad the rabble's been all sloth since General Bronwyn went on his little trip. I'm Arsinian, by the way, commander of the infantry. Wanted to thank you again for the chance to do some good here, glad to be of service and all that... Anyway, here's what we got."

50 archers (warrior class), equipped with Shortbows, and leather armor
str:12, dex:18, con:12, int:10, wis:12, cha:9
Trained with Point Blank Shot, and Rapid-shot/Precice shot half and half

100 front front line fighters with short-spears, and longswords, and Heavy/Tower Shields, and hide armor. Stats: str:16, dex:12, con:14, int:10, wis:12, cha:10
Power attack, and Shield Wall

25 Infiltrators (experts) with twin short-swords/Kukri and leathers
Stats: 14, 14, 14, 9, 12, 9
Skills: Perception, Stealth, Bluff, Intimidate, and Sense motive
Feats: TWF, and Piranha Strike

25 Shock-troops (warriors, again) With Greatswords/axes, and leather armor
These brutes got stats: 18, 12, 14, 8, 12, 8
Power Attack, and Pushing Assault

and then there's the other 100 with Longswords, Spears, Axes and such
They run about: 16, 12, 14, 10, 12, 10 and have Power attack, Cleave, for the most part.

"Well, least as far as I recall. Anyway, Back to drills, lemme know if ya have any wisdom to share"

Hey guys, what do ya think of the army? Any changes, things that need be taken care of. The guys equipment fits the base wealth of the characters, so...


F Elf Spellbinder Conjuration (teleport) Wiz 1

I have a crap ton of ideas and I just want to throw them out to see what sticks;

1) I think I finally figured out how to start my school. Haven't done so yet due to lack of resources. However, I'm reminded of a book I read and I have a solution. Also, it may actually become income generating allowing the school to become larger.

Shaezon is going to post this publicly and encourage word to spread past Saravale:

Here ye hear ye:

The elven wizard Shaezon Silverfall shall be auditioning potential new apprentices.

Auditions shall be held publicly at (insert appropriate location within saravale, perhaps the public house where he lives.) beginning at noon on (one month from now).

Approximately five students will be selected.

Tuition shall be based on student aptitude and ability to pay. Tuition shall be due at the beginning of each the semester. Room an board provided per student upon acceptance.

Only literate students will be considered.

Basically elves are known for their wizardry and having an elven teacher should be a significant draw. If a wealthy arrogant kid applies and has a modicum of talent Shae may accept him, but charge high tuition. If a poor, but extremely intelligent humble farm person applies Shae may offer a low tuition or even a bartering arrangement. The idea is that the apprentices will at least support themselves if not even prove somewhat profitable for Shaezon.

Once the apprentices are set up and self sustaining Shae is going to offer to provide a public service to city-state as trade for rent of the building he will use, or just for good PR. Every other week one of the apprentices will teach a free course open to the public on literacy (common, but perhaps other languages if their is need). Alternating weeks Shae or another apprentice will teach a "remedial wizardry class" (must think of a better name). Essentially teaching any who wish to learn a few select cantrips and 1st level spells. Nothing offensive or dangerous, but things like Prestidigitation, Mage hand, unseen servant. Useful, but harmless. The beauty is that even an int 10 commoner can take a level of wizard and have 3 cantrips to use at nausea without even needing to create a spell book.

Of course the remedial wizardry class is also a way to find those who have talent.

As the school gets bigger the arrangement may change, perhaps even becoming government funded or something. However, I feel this is a responsible way to start.

2)

a possibly nutty idea:

When I get the funds I have an idea. I'll need to know what Mister thinks of this idea, but I have the feeling he'll like it. I want to commission a magic item from the archmages of my homeland. This is something I expect won't take the mage much time, but it will be awhile before he gets around to it. Given that I am both noble and part of elven wizardry society I'm hoping that someone of sufficient power will be willing to take this commission.

I need to figure out the "market price," but It will be somewhat mitigated by the fact that it will only work once per month.

Essentially it will be a rod or device of some kind that will cast Polymorph any Object 1/month.

It will have many uses, but primarily I want to offer Mister the chance to have the body of a medium sized dragon. Effectively it's Form of the Dragon 1 with a duration of Permanent. Permanent means it can be dispelled, FYI. He will effectively just be bigger, have a greater strength and some natural attacks, he'll technically have a breath weapon, but he'll only be able to us it once, ever.

Plus Poly any object is just one of my favorite, generally useful spells.

3) I was considering taking Amateur Gunslinger (Combat). However as I am writing this it occurs to me that it still doesn't give me proficiency in firearms. Would Weapon Proficenty (Revolver) allow me to use revolvers as described in the book (meaning touch AC) or does that not bypass the house rule about firearms?

4) I have a bunch of low level, but interesting magic item ideas to run past you, but they're all dependent upon funds. Many were inspired by Dresden. I finished the books, fyi. The ring stuff I can enchant myself since I have a bonded ring.

a) Per the feat Arcane blast, but allows cantrips to be channeled through for a 1d6 arcane blast. Once I actually take Arcane Blast at level 10 perhaps it will have some benefit to that as well. Also, since it's a weapon i'd like to be able to enchant it as a weapon and the +1, +2, etc would help with my touch spells.

b)Revolver, The typical model will do, but I'd prefer to give it some arcane flair. There are spells that auto-repair and auto-load. Stuff like that would be kinda cool for a mage to have. It'd be creepy for an enemy see the gun load itself with no effort by the mage. ;-)

c) A ring of tower shield; Per ring of shield, but instead of a small circle I'd like it to be larger so I can use it as cover. Naturally it'd be more expensive, but I love the visuals. The "shield" would still be transparent, so it would only block line of effect, not line of sight. Perhaps for balance it takes longer to "pull out," maybe a move action. Further balancing effect could be that the shield is similar to a wall of force, but has a hardness and HP. In other words if you hit it hard enough it can be destroyed. I'd use the "emergency force sphere" spell as a guideline for this.

d) Ring of force punch, Effectively a ring of the ram, but instead of 50 charges it would have 10 that renewed at a rate of 1 per 2 hours or just fully renews 1/d. Whatever you're good with. The fluff is that the ring stores small amounts of kinetic energy as Shae moves and allows him to release it all at once. If you're game Shea could recharge the ring faster if he actively does something vigorous, such as punching a bag for an hour or two.

Thoughts? Questions? Concerns? Snide remarks?


To Kae –

Yikes, didn’t know that Arsinian was going to be your Cohort – okay – never mind then. But you will have to “pay for” his services until you are formally his boss – which will probably be a while. For now he is on “level 4” – and when you reach Level 7 he can bump to “Level 5” – meanwhile – he will need to be paid on a weekly basis as a “level 4” hero – until you can formally make him your Cohort – but, the advantage to this is that he is able to be played – functionally – as your Cohort now – until you reach the level. However – this is a greater expense then the level 1 guy – and must be paid out of pocket.

2. This is just a BIG FYI to all – if you give a guy a low Charisma – it will effect how people see him – including (in this case) – the fact that the town is going to see their military in a "negative" way – if they all have penalties to their Charisma – then the town will probably see the military as more “Despotic” then “Good” – not something you’ll have to roll for – but it will be played out. I think you should keep that in mind before you finalize the stats, by the way. It may not matter too much – but then again, it may.


Shaezon Silverfall wrote:

I have a crap ton of ideas and I just want to throw them out to see what sticks;

1) I think I finally figured out how to start my school. Haven't done so yet due to lack of resources. However, I'm reminded of a book I read and I have a solution. Also, it may actually become income generating allowing the school to become larger.

Shaezon is going to post this publicly and encourage word to spread past Saravale:
** spoiler omitted **

Once the apprentices are set up and self sustaining Shae is going to offer to provide a public service to city-state as trade for rent of the building he will use, or just for good PR. Every other week one of the apprentices will teach a free course open to the public on literacy (common, but perhaps other languages if their is need). Alternating weeks Shae or another apprentice will teach a "remedial wizardry class" (must think of a better name). Essentially teaching any who wish to learn a few select cantrips and 1st level spells. Nothing offensive or...

To Shaezon –

Wow! So many things to respond to…

1. Well – this is not what I expected – but it is definitely a good money making venture! Your students will be statted up – then submitted for your approval at the first of next month. What are the current “rates of tuition” – this will effect the amount of applicants?

However – though you are free to train people in those skills – I should remind everyone that everyone in Saravale (with the exception of bulk people – like army and so on) are ALL playable Classes. This includes monsters – so, for example – the trolls you fought – in addition to being trolls – were also level 3 barbarians. And the people in town may already have such folk with magical aptitude. But as they are not “raising level” in usual methods – it will take them quite a while to be able to even gain “level 1” caster – unless they are already level 1 casters – because then they will have to go up to level 2.

Your school can certainly make this happen – but it will take time… Your pupils will probably already be casters – but, we shall see.

2. Very expensive! First – you will need to prepare the letter/commission. Next, you will need to find a courier to deliver the letter – and await his return. Next – you will have to hope someone in your homeland (preferably someone related to your backstory – otherwise it will be pretty expensive indeed) will not only accept this commission – but do it and give you the object.

“Market Price” is often on a scale not in the book – based largely on the nature of your letter (i.e. Bonus points for a good letter – and therefore – cut in cost), among other things. In either case – that is something far down the line. Even if you could get to an Elf Gate – you’re western flank to such things are (you’ll find this out in game soon enough) going to be sticky with all the trouble to the west. You won’t be able to get a courier to the Gate with ease for some time.

Not saying it can’t happen – but probably not for a few levels.

3. Good news/bad news: First bad news. Revolvers are “Exotic Weapons” – you can take it the Feat, if you want, but it requires the Feat – or standard -4 Penalty. Firearms can give you a “Ranged Touch Attack” but only in your first Range Increment. Being proficient with the weapon does not extend this ability, it only negates the -4 penalty. But in either case - they are a standard weapon anyone can carry. It should be noted, though – the price for the bullets is not cheap.

Next: Good news! If you take the “Amateur Gunslinger Feat” – and then take the deed “Deadeye” – you’ll be able to extend your Range-Touch-Attack bonus beyond your first range increment for every Grit point you expend. Remember: A revolver has a range-increment of 20 feet (see “Grit Points” for more details).

4. Currently all the players have “Signature Items” – based on their background and story. Generally, as they get more powerful – so, too – does their signature item. For example – Dior is not Ariarh’s “Animal Companion” – it is her “Signature Item” – but as Ariarh levels – Dior ages.

We can do the same for you, if you like; because Mister is your signature item, he “grows in power” as you do. But, if you would prefer to have a second signature item – that can happen – this would leave Mister at his basic level – but it would also mean that you would have a second and weaker item to accompany this.

Let me know your preference. In either case – this “second signature item” will not be applied until after you spend a “year” in down-time and (theoretically) take a Cohort and have a year to build up your resources. In other words – after you hit level 7 and we finish book 2.


To all

The other “alt characters” will be getting to Saravale two days before your primary party where they will deal with – issues. During that time you are free to do more relaxed social RP on the Main Thread – but there will be little chance for combat there, as most of my “combat time” will be devoted to the “Combat Thread” with the new players.

As such – this is a good time to toss up ideas on rules and so forth – and plans for the city. Theoretically – you could have all rules and plans hammered out with Drake before you arrive at the city – depending on what you do on the main board.

Of course – this is merely a suggestion – you guys can do whatever you like, naturally – but I won’t have as much time for the main board until I marry the two parties together – which should happen sometime soon – depending on how fast you go on the second board. Until then – good luck!


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1
Dain GM wrote:

To Kae –

Yikes, didn’t know that Arsinian was going to be your Cohort – okay – never mind then. But you will have to “pay for” his services until you are formally his boss – which will probably be a while. For now he is on “level 4” – and when you reach Level 7 he can bump to “Level 5” – meanwhile – he will need to be paid on a weekly basis as a “level 4” hero – until you can formally make him your Cohort – but, the advantage to this is that he is able to be played – functionally – as your Cohort now – until you reach the level. However – this is a greater expense then the level 1 guy – and must be paid out of pocket.

2. This is just a BIG FYI to all – if you give a guy a low Charisma – it will effect how people see him – including (in this case) – the fact that the town is going to see their military in a "negative" way – if they all have penalties to their Charisma – then the town will probably see the military as more “Despotic” then “Good” – not something you’ll have to roll for – but it will be played out. I think you should keep that in mind before you finalize the stats, by the way. It may not matter too much – but then again, it may.

Clari is Kae's Cohort. Arsinian is only level 1, and, like Garith, is an npc commander of the military They don't all have negative cha, most are just average, and the Shock-troops, and Infiltrators are less than likable, but i'll tweek them. a bit.

Are you saying that in order to not have a negative view of the military, they need to have above average charisma? what number is that, then, that it needs not to be disliked?


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

OK, i gotta re-stat all my units, cause i thought they were 15 pb, not 25pb, so gotta re-do everyone.

Why is it you said they would cost 4200? they are all level 1 warriors I'm confused.

anyway, Kae only has to pay like 100 or something for the knight, I'll check later tonight...


Ka'etil Malas'rae wrote:

OK, i gotta re-stat all my units, cause i thought they were 15 pb, not 25pb, so gotta re-do everyone.

Why is it you said they would cost 4200? they are all level 1 warriors I'm confused.

anyway, Kae only has to pay like 100 or something for the knight, I'll check later tonight...

Yikes! Apologies - it was I who was confused!

Yes - you have only 15 pb for the hirelings - but that is because they cost standard hireling rates - i.e. 3 silver a day.

After a week that is (roughly) 2.1 GP - times three hundred men - that is roughly 630 GP a week - you've been gone 2 weeks - so it should be 1,230 GP.

My mistake - I had your army at somewhat more normal stats - hence the 25 point buy - on the other hand - if they remained at that rate - it should be noted that they would be 4,200 GP.

As for the question on Charisma?

Since the average of a 1d6 is 3.5 - and the average character has 3d6 per stats - then their average stat starts at 10.5 - which is why all stats start at "10" for the point-buy.

Since 10 costs you no points - you gain no penalty or bonus to your ability. A 10/11 gains you no bonus - but it also gives you no penalty.

In the case in which you have a "9" - or below - in charisma - that puts your Charisma setting to a default of negative. The average citizen doesn't see you as "neutral" (or in other words - 10 or an 11 - with no modifiers) - they see you as "less the good" - hence the negative.

If your Charisma is at a negative - then the general attitude is going to be a negative one - when people interact with your guys. Your commanders may be able to bolster their companies moral with good bonuses - but the general attitude of the public will be that your "crew" is more of a bunch of thugs - rather then soldiers.

This is not necessarily a bad thing, though. Depending on how you play your commanders - you may encourage that "feeling" of "nasty" within your troops. As in - they may not be pretty - but they're mean, tough, and they get the job done! (like the way people treated the French Foreign Legion - or a grizzled Master Chief).

On the other hand - charisma is often used as person's "force of personality" - if you have a low one - your guys may not be seen as "mean" - but rather, "ineffective". When your men talk - nobody listens... That sort of thing... Anyhow - it is something to consider when you build your troops.

Heck - it may not even come up - but then again... it may... :)

Sorry about the confusion, though - via your troops.

Their monthly rate of pay is to be paid from the town treasury, not yours - naturally - but they only get the starting gold as "warriors" for the gear.

Just remember - take it in stride - your men will take time to forge as a unit - but when they do - they'll be not just loyal to the town - but to their commander!


Ka'etil Malas'rae wrote:

OK, i gotta re-stat all my units, cause i thought they were 15 pb, not 25pb, so gotta re-do everyone.

Why is it you said they would cost 4200? they are all level 1 warriors I'm confused.

anyway, Kae only has to pay like 100 or something for the knight, I'll check later tonight...

True about the officers - but that's per week - and you've been gone two weeks - remember, though - as first level guys they have full starting gold for their level 1 gear. After you stat them out - they're your men - as long as the money holds... ;)

But, if you take care of them - they'll be your men for a good while, even if they money is all gone... So long as you've built them into something grand.


F Elf Spellbinder Conjuration (teleport) Wiz 1

Re: list of stuff,

I have the ring as a bonded item also. FYI. That is what I was talking about with enchanting my own ring.

It could be cool if mister got more powerful. Other than getting bigger or stronger I'm not sure how to improve him. I'd be open to suggestions.


Male commoner 1

50 archers (warrior class), equipped with Shortbows, and leather armor
str:12, dex:16, con:12, int:12, wis:12, cha:12
Trained with Point Blank Shot, and Rapid-shot/Precice shot half and half

100 front front line fighters with short-spears, and longswords, and Heavy/Tower Shields, and hide armor. Stats: str:16, dex:12, con:14, int:10, wis:12, cha:10
Power attack, and Shield Wall

25 Infiltrators (experts) with twin short-swords/Kukri and leathers, as well as a short-bow or sling.
Stats: 14, 14, 12, 10, 12, 12
Skills: Perception, Stealth, Bluff, Intimidate, and Sense motive
Feats: TWF, and Piranha Strike

25 Shock-troops (warriors, again) With Greatswords/axes, and leather armor
These brutes got stats: 18, 12, 14, 8, 12, 8
Power Attack, and Pushing Assault

and then there's the other 100 with Longswords, Spears, Axes and such
They run about: 16, 12, 14, 9, 12, 11 and have Power attack, Cleave, for the most part.

Re-statted. We've got moderately likeable archers, Every-man shield bearers, clever infiltrator types, ever-so slightly impressive soldier types, and then the shock-troops are big scary brutes that the others basically aim at enemies.

In terms of benefits, there is a difference between 10 and 11, not enough to have a mechanical impact, but it's marked. this is my read of stats... As such, the troops are for the most part, average sorts of people, with the archers, and infiltrators being markedly more charasmatic than most, and the average soldier who has presence of a soldier, but not any more of a peopl person than most.

On the whole ,the populace, while not in awe of the shining knights of our little town should have a warm regard for them, except the bruits, who really don't talk much, especially when in uniform...

The commanders, Arsinian and Garith, are both more impressive than their troops, Arsinian more so than Garith, who is more of a soldier than an officer at heart, but is well-suited to take a leadersip role.

Personality wise, Garith is a Knight's Knight, greatly respected Bronwyn, admired the man, and is sorry to have seen him go. He also holds Sylvath in the highest of esteem, as a combat-medic, he greatly admire's sylvath's divine connections and healing powers and such. He isn't quite sold on Kae, but as Kae is a superior officer, He will loyally follow the Barbarian's orders, and respect the chain of command. That said, while he is not naturally drawn to or impressed by someone without formal training or military experience in a formal army, he does respect the Half-elf. As long as Kae doesn't start acting CE, he'll be scoring points with Garith as the man's CO

Arsinian, due to his past, has no qualms regarding kae's training, He understands the chain of command, and respect's his superior's experience and power. As a redeemed criminal now serving the greater good, HE and sylvath get along well. WHile not exactly a paragon of rightoiusness himself, he understands the spirit of the law, and seeks to enforce that, maintain order for the sake of a happy community. That's his job, and while occasionally he may think that Saravale is too soft, he keeps that sort of thing to himself.

Raised poor, and never formally trained, Arsinian sometimes ignores the formalities of military society, which Garith will often remind him of. It is not out of disrespect, but ending sentences in "Sir" is not yet ingrained in his speech patterns. Garith and Arsinian are a bit of an odd-couple, while they get along, and agree on the big-picture sort of things, they will often give each other a hard time, in private of course, as arguing commanders is bad for moral, and both of them get how to lead troops.

Any other information you want, Dain? Both have gear than costs less than max starting gold, and all troops are within the budget of a first level warrior, so the only costs are those of the military budget, which i guess Kae will be asking the council to subsidize as part of operating costs of running the city. Cause that'd be a LOT of gold that i'm paying out of my own pocket otherwise...


Shaezon Silverfall wrote:

Re: list of stuff,

I have the ring as a bonded item also. FYI. That is what I was talking about with enchanting my own ring.

It could be cool if mister got more powerful. Other than getting bigger or stronger I'm not sure how to improve him. I'd be open to suggestions.

No worries - consider it done! Mister will gain a new level of "Power" when you hit level 7 between books. Look for his triumphant rise to fame then!


waiph wrote:

50 archers (warrior class), equipped with Shortbows, and leather armor

str:12, dex:16, con:12, int:12, wis:12, cha:12
Trained with Point Blank Shot, and Rapid-shot/Precice shot half and half

100 front front line fighters with short-spears, and longswords, and Heavy/Tower Shields, and hide armor. Stats: str:16, dex:12, con:14, int:10, wis:12, cha:10
Power attack, and Shield Wall

25 Infiltrators (experts) with twin short-swords/Kukri and leathers, as well as a short-bow or sling.
Stats: 14, 14, 12, 10, 12, 12
Skills: Perception, Stealth, Bluff, Intimidate, and Sense motive
Feats: TWF, and Piranha Strike

25 Shock-troops (warriors, again) With Greatswords/axes, and leather armor
These brutes got stats: 18, 12, 14, 8, 12, 8
Power Attack, and Pushing Assault

and then there's the other 100 with Longswords, Spears, Axes and such
They run about: 16, 12, 14, 9, 12, 11 and have Power attack, Cleave, for the most part.

Re-statted. We've got moderately likeable archers, Every-man shield bearers, clever infiltrator types, ever-so slightly impressive soldier types, and then the shock-troops are big scary brutes that the others basically aim at enemies.

In terms of benefits, there is a difference between 10 and 11, not enough to have a mechanical impact, but it's marked. this is my read of stats... As such, the troops are for the most part, average sorts of people, with the archers, and infiltrators being markedly more charasmatic than most, and the average soldier who has presence of a soldier, but not any more of a peopl person than most.

On the whole ,the populace, while not in awe of the shining knights of our little town should have a warm regard for them, except the bruits, who really don't talk much, especially when in uniform...

The commanders, Arsinian and Garith, are both more impressive than their troops, Arsinian more so than Garith, who is more of a soldier than an officer at heart, but is well-suited to take a leadersip role.

Personality wise, Garith is a Knight's...

Kae - I'm extremely pleased with what I'm looking at so far.

Here's what I will need to round things out -

1. A "Crunch Sheet" for all "Categories" of men - basically a quick reference to each "Archer", "Brute" - and so on: This should include their Saves, Skills BAB - the usual. That way - if I need to know what one of your Infiltrators' "Stealth" is - or one of your Brutes' "Intimidate" checks are - I can glance at it quickly.

2. I will also need the sheet - min-background on your officers; each. Since you've done a fine job already of giving them a "backstory" - I intend to give them a quasi "signature item", each - in this case it will probably be a "master work" weapon or something - I will know more when you send me their sheets.

3. When everything is done for your formalized army - that is, stat sheets for you ground troops - sheets for your officers with full breakdown - and so on - my next plan is to organize a new folder in my files for your newly developed "army". However - I will also be creating a new "thread" for your army as well. It will have very limited postings - mostly organizational things - but on occasions - your boys will have to get into some trouble - especially your officers - when this happens, they will have the chance to level. Remember - your officers are playable classes - they are not NPC classes - but they need to be "paid out" personally from your own private funds.

- When I get the sheets, organize things - the thread goes up and your army starts to get going.

Good work!


F Elf Spellbinder Conjuration (teleport) Wiz 1

1) Can I use my build points if I have no money otherwise? I'd like to build a modest tower if possible.

2) Once I have a place to put them is it possible to use my apprentices for spellcasting services to cover their basic operation costs (room/board/etc) or will I have to pay out of pocket regardless?


Wow - I had a pretty interesting response - but then, I re-wrote it for everyone to enjoy.

Sure it took me three hours this morning - but hey - what are GM's for?

:)


1 person marked this as a favorite.

How rules on Baronies – Bonus BP and Businesses

All about Bonus BP – what to do with it; what’s it worth – and how I can use it.

If I want to "Sell" BP to another player for "Coin" - do I get the full 4,000 GP, and can I in turn use this on magic gear or goods? Say I went on a quest – earned BP with everyone else – but I really just wanted “Cash” – can’t I just take the money?

First - you can sell BP to another player - but it is up to that player to pay you want they are willing. So - for example - if you offer Brett 4 BP - he may choose to give you only 12,000 GP - instead of 16,000 - because he doesn't have that much coin. Also - any character can buy his own BP from laborers - he does not need to buy yours, so why should they give you full price, unless they are being nice?

On the other hand – if you earn Bonus BP and don’t want it - it does you no good without land to use it on.

Now, if you suddenly gained a lot of money from selling BP to other players – remember this may seem like a good idea in the short run – but while you have a nifty magic item, the other players will be building a "business", or a barony - in time their property will be earning coin for them - and generating magical gear for them. You can do this too - but only for what a tower is able to generate - if you only build a tower. If you want cavalry - you need Stables - and so on.

I will let you know a few things about that strategy now, however. Sure - you can have all the nifty magic items in the world - but without a properly manned and guarded "vault" (most business and the State will have such things) - you will attract thieves, and you will likely be robbed. Also - unless you are "Crafting" your own magic items - buying them won't be easy. You can only buy things at certain locations - no magical weapons - unless you have a Crafter Shop and a Smith - for example.

Can I barter with townspeople for coin using my BP? Is so - what is the going rate of exchange?

Good question - if you are short on cash to pay your staff - you can always trade BP with the Citizens of the State to earn money to pay your people.

HOWEVER:. The going rate of exchange depends on how much you want to do this - the more BP you want to "spend" with the town - the less coin they are likely to give you.

Generally they will only give you half of the BP value in gold, however. If you give them more then 2 BP - the price will start to go down - and will bottom out at some point. Townsfolk aren't eternally wealthy.

Bonus BP seems more and more useful to my character then - how can I get bonus BP - other then the standard methods?

Lots of ways - personal quests, side quests, and other missives will have posted BP and Bonus Coin (Bonus Coin can ONLY be used for a town - not on personal gear). If you elect to take a personal quest - say if it is a late night and suddenly want to jam something out in a quick study - not necessarily battle - you can also do other upcoming quests - like solving cases, mysteries, that sort of thing - you can gain those BP.

HOWEVER: I also award folks BP for creativity as well. So - for example, let's say you design a really cool map of your "House" where your first students will stay, is you have a private business – See Below. This will not only effect your Reputation with the community (and the people who come to train with you) - but it will also effect your bonus BP - such a design may grant you bonus BP for your work.

Becoming a Lord or Lady – owning my own land – and the advantages that gives me.

There seems to be a lot of unique bonuses to being a "lord" - or rather - a "Formal Member" of the council. Though I may not want to do this at all - I may a second character who wants to join the Council formally and become a "Lord" - how do I do this - and how do I gain my own "barony" if I do?

Good question! First - you must persuade the residing Council to accept your application - this can only be done in "Social RP" - either the players say "yes" - or they say "no" - you can't "force them" with dice rolls (though perhaps magic - but if you use magic - they may not be happy about it - and it could effect you later). You have to raise a good case, and get the other "Council Members" to agree to your application via Social RP on the board.

Though Brett is a GM-NPC, his vote counts. He generally rolls as a "tie-breaker" - but Brett is his own person. If a player has caused him injury - it is likely he will vote "no" if they apply - this is, after all, supposed to be a "neutral good" nation. Players who fight with each other may end up being removed from Council - or not be chosen for a Council seat.

If I am playing two characters – can I have my first character simply vote my second character as a member of the Council?

Whenever a person plays two characters there is always the potential to “break the game” – however, the good rule of thumb is this: yes, you can do that, but it not only must make sense “in game” – but the other players must feel that way, too. In other words – if I make a second player who’s an absolute jerk – and suddenly have him want to be a Council Member – and suddenly have Brett say “Well – you’re a jerk, but you’re the GM’S Character, too – you got MY vote” – that would be some BS! I wouldn’t do that – and, if it looked like I was doing that – and controlled the vote with all sorts of powers – I fully expect you guys to slap me down for it, just like I expect them to slap you down if you suddenly create four new alternate characters, and just have them step up to Council, monopolize it and keep voting in your next character.

That’s not cool – and I hope you guys police it – but if you don’t, well – it is your Council – so you can run it as you want.

Can Cohorts be Council Members?

Again – though that is possible – see the above clause. To further discourage that very thing – I deliberately gave your characters a 28 point buy and 3 traits, and Cohorts gain the standard 25 point buy and 2 traits.

So, yes – you could, theoretically – have a Cohort as a Council Member – if the party agreed – but he is going to be mathematically weaker then a second “playable class”, just something to consider.

When/IF I am a Council Member - how long will it take to gain a "Barony" so I can start Building?

To do that you will formally need to petition the kingdom. You will need to find a "hex" on the map that has 6 free hexes adjacent to it - you cannot build a barony on top of another, or adjacent to it - you must also have at least 30 BP to start. When you "set up" your Barony - you will be granted, for free - one free house. From there, the rest is up to you.

HOWEVER: You cannot build a barony until you are at LEAST level 7, AND a formal member of the Council.

What if I have 30 BP, am level 7, am NOT a member of the Council and still want a barony or land of my own?

No worries! The party has only explored roughly "half" of the main map - via book two. There is quite a bit of unexplored and "unclaimed" - land out west. If by the end of book 2 you have the 30 BP - are not a Council member - and want a barony - you can spend the "year long" in-between time scouting out a spot to the west and taking it as yours - if the Council has not claimed the land,and you meet the above requirements (claim the hex and six blank adjoining hexes). Congratulations, then - you now have a mini-Kingdom - and outside the Council's control.

However - you are personally responsible for its defense and growth - and the Council is not obligated to assist you - formally they must assist any "barony" if the nation is under attack. If they do not, or a baron attacks another - there can be, and will be, civil war - but that is a long way from now.

Rules for running a “Small Business” as an “Independent Contractor” – what it means for you.

How do I set up my “Business”

- These answers relate specifically to Shaezon’s question about opening a Wizard Academy – but are worth noting for all.

BP is used specifically for property - so when you get “Bonus BP” - you can use them to create a tower on “your property” – but ONLY “your property”. To do this - you will need your own district - or property on someone else’s district.

To have a district of your own you must be a Lord – (see above). Or you can build on existing land that the State owns and lets you build on.

If the State permits you, you can buy and BUILD a modest tower, and manor house, etcetera – on an existing District. However - to do this - you will need to spend coin - the relative cost in BP – and the time to construct the buildings you prefer – is directly linked to the BP.

Typically - one BP equals 4,000 GP. So - if you look at the cost for, say - an Alchemical Shop - you'd see it costs 18 BP, or 72,000 GP. A "Casters Tower" costs you 120,000 GP because it's 30 BP.

The first place you need to set up a business is a location. Once you have the location – you can start recruiting. For now – the cheapest place you can buy to start teaching is out of a modest sized house – then expand from there.

If I build on the capital - say, a "Caster Tower", and a "Manor House" - just for my own private use - will it take a "Square" on the formal grid - and does it grant bonuses to the city for taxes, population and all the usual?

EACH will take up the appropriate square. You cannot put a Caster Tower and a Manor House on the same square - even if you own the square - each building takes the correct size on a city property grid, as per the book.

However: it will not grant the city any bonus to Loyalty, Economy, or Stability. This is because you are literally "Buying Property" from the State and using it how you want to.

Any bonus the granted to that district comes from the fact you personally have crafted a cool magic item - or you have ordered your apprentices to formally "Clean up the town" - and they are helping. You will therefore need to persuade the State to "Sell You" their finite amount of "land" from one of their district - and the State needs to know that, if you build something ON the grid - they cannot use that Grid for their own. This will, no doubt, take some social RP between you and the group, as every town has a limited amount of space.

Other then me offering the State cool stuff, as there is no “technical” advantage to the City – why should the State even bother to sell me the land?

One good reason the State may choose to give you the land is that unlike the usual method of collecting loot –the State is able to “Tax” your business. They can charge you a monthly Tax on your earnings – independent of what they normally charge the usual rolls for Economy, Stability. So – even though a “House” doesn’t grant you much of a bonus to “Economy” – your students may be paying you 100,000 GP a month – and the State may tax you 20% and earn 20,000 GP a month – simply because you built a “House” that is really a “School” – and are earning lots of Coin.

Do the rules apply for a property - for example - if I am build a "Shop" and a "House" - and the "Shop must be adjacent to a "House" can it be my "House" or do I need another? Also - do I need to even have a "House" at all, if I just want to buy a "Shop", and it must be adjacent to a "House" - can I use the State's "House" for the purpose of the "adjacent" clause?

Yes - if the building you wish to build needs to be adjacent to a house - you will need the house. This means you will need to buy land for a "house" and build that, too.

I would recommend that you start with buying a "House" - it will be your house specifically, then, not the State's.

For suggestions on expansion I would also recommend as your "First Order of Business" that you buy adjacent to your "House" a "Library" (6 BP and must be adjacent to a house) and an "Exotic Craftsman (10 BP - creates minor magical items, though does not need to be adjacent to a house). You should be able to expand from there over time, but controlling one City Block will have uses to you in the future.

One city block! What if the State will not conceded this to me - they will not be able to generate revenue or taxes from this block, or population Bonuses. Also - though that is cool - a "Wizards Tower" is a forth Square - the State must concede this entire "block" to me - what if I want to expand?

Okay - no worries - first; if you build up the entire square "block" of four grids with your stuff and want to expand into something better - you can simply "Sell" your city block to the "State" (at cost, I'm sure :) When the State "buys it" - they will be granted all the bonuses that you have created for their capital - HOWEVER - they can only pay you in BP for this project - NOT COIN! Once the State owns your created Block - you can then take all the BP from it, and build a better Magic Shop/Academy - somewhere else, if you have the land, or the State is willing to grant it to you.

Or – if the State is generous – you can theoretically take a second “block” from their finite amount of grid space.

The book says 1 "Grid" grants the "Town" a population bonus of 250 Citizens. Does that mean if I buy a "House" - it will let me house 250 students?

No - not really. For that you will need some creative liberties. A house will certainly be large - as you are personally buying it - but not 250 people large. It will have a kitchen, storage area, bedrooms, study, and so on. Actually, you can "design" your own house - if you'd like - the more detailed your design - the more likely I'll give it you. For now - your "House" - where your students work and live - will have for your house a "lot" that is 60 feet by 60 feet - two floors, and a basement. You can give it a ten foot area of grass with statues, or build your house to the very edge of the property. You design it how you want - send me the map/dimensions whenever you like. You can use any "mundane" material in your house at base price (i.e. no adamant walls, and mitrhil doors).

NOTE: The cooler your "Design" is - the more likely student are to want to apply. If you prefer to just give me "the basics", that is - a short paragraph on what is what - and not design anything (i.e. no cool map, no pics with a link for everyone to see), that is okay, too. But creativity will give you bonuses for your peeps AND property!

Normally a town generates BP because of their economy, stability, and loyalty rolls. If I just have a wizard school - how do I generate those things? Do I need an entire Council - or "Staff" in my employ? What's the deal with that?

You don't generate BP at all for a single "private business". You generate revenue - you can convert that to BP - with local citizens - paying them 4,000 GP for 1 BP - or trade with your allies. It may seem expensive - but if you're playing this character (theoretically) over an expanse of "years" - there will be times that we "fast forward" about three or four years - during which time you'll gain a "bulk" of resources, and other things.

For you - those rolls will be based on your ability to be a good teacher. I would recommend pimping out your "Profession: Professor" - in such a capacity (I.E. - master educator - but don't bother dropping ranks in that until 7th level).

Unlike the "book rules" you won't get a few gold pieces a week - this will be "10 GP per student" (standard rules for Profession) - and you won't need to use "Wisdom" as your primary stat - for a "business venture" - you are a Wizard teaching Wizards - use Intelligence. If Kae made a Martial Arts Academy - his "Primary Stat" as teacher would be either "Strength" or "Dexterity" - depending on the class. If you get a "Instructor Staff" - they can "Roll" to "Aid" you, you create and Stat Out the staff - but you must pay the staff to work for you.

Flat Tuition: You set the rate for each student, and go from there. From it I deduct cost of meals - and modest expenses. Generally your "Flat Rate" for tuition should be equal to your Profession: Teacher, total x 10 GP per student.

Profession (relative skill, professor, museum curator – and so on) – modified by “Relative Stat” – (For example, a Wizard would use Intelligence, a Martial Arts Academy – Strength or Dexterity – A Performing Arts School would use Charisma).

Naturally, you can be flexible in what rates you charge - but that figure is calculated to gain the optimal students.

How do I gain more “students/clients?

This is based on your “reputation” within the community. Your reputation is generally tied to your level – the size of your property – and the ranks you have put into the appropriate “Business Skill”.

The higher the reputation is – the more students you attract, and the higher fees you can charge.

Great – where are the “rules” for reputation?

Currently in the works. They will be done by the time book 2 is finished and added in then.

Tell me about my starting business a little – how do I start my business as a Wizard who wants to teach magic to townsfolk? What do I need to do first to get a “School” – and how do I proceed?

Currently - you have a townhouse for one month. If you'd like to buy something better (say - a "row of townhouses" - or try to formally "Buy" a “House” - 3 BP, or a "Mansion" - 10 BP - you can certainly do this, and you will need to do this, because you will need a place for your Base of Operations.

Remember:The property you own (if it is in the capital) generates no bonuses for your Capital - it is yours alone - provided you can persuade the council to sell to you.

Next, you send out a notice you are looking for students, and will teach them if people can “pay you” each month for “Tuition”. So (pardon the paraphrase) "Hey - I got a school I'm heading up - you give me the coin for room, board, and education - I provide YOU with the teaching!" - that sort of thing.

That would generate you coin each month, once you got the basic “House” in place. The coin would also cover the student’s meals – rent, and basic supplies.

The tricky part is - as you are new to town and setting the "tuition" - depending on your rates of tuition - the caliber of your school - the power of your "reputation" - and so on - this will affect both the amount of students who “apply”, and their caliber.

When you tell me your formal plans - as in: where you will be setting them - how much you will be charging them per month or "semester" - and all that sort of stuff - you will gain a "list of applicants" - created by me - sent for your examination. You examine them - you pick them - you train them.

Why can't you create your own students' stats? Is this true for everyone – or just me?

Well - you can create your own stats and student- but only if you're planning on paying them, in which case, since they work for you, you have more control over them. In this case – you work for them – and are forced to pick and choose applicants.

As I assumed you were creating a “money-making” venture - I planned on keeping a little tighter role on what they were doing. This means I submit to you various character sheets for you too look over – and you go from there. In time, as your school grows – such things won’t be as detailed – but for your “first year students” – the ones that “set the trend” for your school – and Reputation to come, they will be built by me for their starting levels, skills, feats, race, the usual. You take a look at the applicant, and make your call.

However: As you are their formal "teacher" - you will have direct control over the following after they join you;

A. What new “class” they take (Wizard, Sorcerer - and any archtypes)
B. Where their Skills Points go to - this reflects their training
C. New feats they are “Trained In”

However: I control their gear (it is THEIR money, after all) - and their bonus for Stats (you can't control puberty) - this is to reflect their own personal "Growth" - don't worry - they won't screw around with you. I will generally take your advice on that sort of thing, unless I think it is game-breaking.

Does the GM designing the stats for my students apply to just me – or everyone? For example, Kae got to create his level One officers for his army – build their stats and control their stats, for example.

True – but Kae is paying his offers.

So, while Kae is able to create the stats for his level 1 officers - he is personally responsible for paying them out of his own pocket. When he stops doing that - depending on how loyal they are to him - they may turn on him, or not.

On the other hand - your students will be paying you coin - and you can use that coin to turn your starting "House" or whatever you build into the cost of a "School" - or a "Wizard Tower" with attached "Estates". Just remember, as you are building a business in Saravale – your “business” does not grant any “technical” advantage to Saravale, other then what you provide them for free – and what they buy from you, or how they tax you.

This business stuff seems a little too complicated – too much micro-managing. Isn’t there a way to streamline things?

Actually, it’s not that bad. Remember - you create the school - I will send you the applicants and you “choose them”.

The applicants will be directly related to how large the town is – coupled with the rates you are charging.

Next - you create the stats for the "Staff" - and run them how you want – (standard 25 Point buy – two traits).

After that - I'll have a personal thread up for your Business Venture - all I'll need from you is a monthly "Profession" roll, aided by your staff. I'll toss up all the "results" and side stories for you on the thread and we can go from there.

How can other players use this information if they are already a Council Member, or if they want a barony?

It will show everyone a general guideline on how I'm setting up your property - but, for example, if Kae, or Ariarh or Arasmes, want to build, for example, a "Business" in Saravale (for example - Arasmes wants to build an Academy/Library to educate people like a university – "Higher Learning with Racial Diversity - the best minds of the Kingdom from ALL minds of the kingdom - we do not discriminate - knowledge is a gift to EVERYONE!" - and then charge his student tuition - he can do that.

Or if Kae wants to run a "Martial Arts" Academy- and train young people in basic combat and arms - special classes for young people, instruction for women on how to protect themselves in the wild - that sort of thing... He can do that too - he will "earn coin" - even as you and Arasmes do - but I will send him the applicants, he cannot build them (though you ALL can build teachers there - to teach and help you - if you are willing to PAY them, of course - usual rates/rules apply).

However - you, Arasmes, Kae, Ariarh, and Brett would have to persuade the State to grant them the right to build on the grids in Saravale - and the State may not want to do this - because it will certainly prevent Saravale from using its finite amount of property on much needed land/space to help the entire Capital for rolls later.

They may actually want to do things like THAT on their own land. However - on their own land they will probably use the entire area of the town n the more "general" guidelines (for example - they will not need to draw a blueprint on each house - or on their wizard tower - or whatever. It will grant them bonuses in their on baronies - and they use those bonuses as they see fit - if Kae has a barracks on his town, he will be having citizens to recruit - and can, theoretically - be forming an army, taxing his entire population - and earning monthly income on the tax and BP).

Though they may choose to do both - if, for example, Kae had a martial arts academy and asked Ariarh if he could build a second "dojo" on her barony - she may allow him to use her land - knowing this will effect her population - and give Kae bonuses - but then, she may only do this if Kae trades "spaces" with her on HIS land - and grants her room on HIS land to build a School for Druids and a Nature Preserve - or something like that.

Please let me know if you have any other follow-up questions. All of this will be better codified in the book – and you won’t formally be able to start or use this until you finish Book 2 – in between – the year of “Downtime” – your PC will have an entire “year” to generate money for his Business, BP for his nation – and potentially barony – attract your Cohort formally, if you choose one, and have some free time to look over the “Summary” of book 2 – with notes besides.

Excellent – more to come soon. Oh – was there anything else?

Thanks very much, but I just read over all this and I just spotted a loophole in your concept! What if I have my main character – a Council Member with a barony – “allow” my second character the option of creating a “Tax Free” business on my own property – and pretty much use my second character and all his formal powers, including all the money – to assist my “main” character – as he will (no doubt, especially if the secondary character is a Cohort) – be giving all the earnings to baron/baroness. I could “theoretically” have my “Main Character” decide to “Tax” the business of my second character (who exists only to create magical gear for my Main Character – for free, of course) – and then take all the money from the second character’s business, or the Cohort (more then likely, heh heh) and pretty much pimp myself out! What do you do then, mister GM?

Good question. Lot’s of quick things to clarify.

First – if you actually have time to do all that – kudos! You deserve a little something extra, I’ll try to work with you – but don’t expect too much.

Second – The reason you should not expect too much is because I generally run my games on a “Sliding Scale” for challenge ratings. For example – an extremely powerful character “in game” may end facing challenges that are strangely “very hard” for that character – while another character of equal level with a very poor build and either no experience, or bad experience as a player (for example: hey, it’s a Red Dragon – let me use my trusty old “family sword” – yes it’s non-magical and blunt, but hey – it’s sentimental!) – I try to keep the Challenge Ratings about on par, so even though the barbarian will get killed by the dragon - he will at least last one round to die heroically.

This means:

I don’t put a tough monster to fight a PC when I am forced to NPC a player who can’t make it to the game, for example.

If a PC is being NPC’d, and something terrible happened to them – for example – they should have “Died” for an action that someone else had him do – or even a random event – Well, I’ll say this: I have never (though this could change) killed a PC who wasn’t at a game and was NPC’d. I don’t believe in that – it’s not fair for the player, if they suddenly had something important come up; family came over, they had an illness, medical emergency or any other priority – then I will not blame them or “punish them” in game. The worst I normally do is give them some terrible curse or disease.

I don’t put too tough a tough monster against a character with little to no experience in the game.

However:

I DO put tougher monsters against characters that are “more powerful”.

I should add that after some heavy thinking I realize that I have always tended to do this, not only because the tough monsters will go after the more challenging members of your party – but because I like to give everyone a “challenge” – but the same “challenge” is not always equal to the players – so I ease up on some 20th level barbarian who refuses to get a magical sword against a dragon for RP purposes – while I ratchet things up a bit for a 1st level Star Wars Smuggler who – for reason –is playing a “Noghri” – (a “Small” character, to boot – and mainly used to assassinate Jedi –but not this one) and because of this has a Dexterity of 24, on level One, no less even while everyone else has (at best) – a 20, and he suddenly finds himself being hunted down by a Hutt crime boss.

It’s supposed to be challenging for the heroes – but not impossible. And a person who goes on Wikipedia and finds out the ultimate “cheat” to build the unbreakable character often ends up biting off more then they can chew – because not everyone does this – I don’t want to penalize the other players who don’t.

That said: The short answer is if I see players pimping out a town with things like that – it will attract “attention”. Lots of attention – and, if I think the player is using his Cohort simply to “mass-produce” magic items for free for his boss – yeah, things could get sticky for the boss.

And if I see a “lord” of a land granting out all sorts of special privileges to his second player – giving him a business so he can pimp things out – yeah; suddenly that entire town will start attracting attention. Which is bad for the town, and the nation.

In short: This has the potential for some really cool role-playing – but, I know that it also has the potential for some ways to “break” the game. Please don’t “break” the game – run it “in character” – your second characters/cohorts are not a “gestalt” character. They are supposed to be different from your first one – please keep that in mind.

Now - any other questions? It is one thirty PM - and I need to get breakfast!


F Elf Spellbinder Conjuration (teleport) Wiz 1

THat helps clarify a lot. I suppose step 1 is to get a house which cost 3 BP. Currently I believe I have 2. How do I A) get another BP short of buying it (since I can't) and B) whom do I formally talk to about it? Just the council in general?


Shaezon Silverfall wrote:
THat helps clarify a lot. I suppose step 1 is to get a house which cost 3 BP. Currently I believe I have 2. How do I A) get another BP short of buying it (since I can't) and B) whom do I formally talk to about it? Just the council in general?

Your journey south will net you more BP - several, in fact - depending on what quests you decide to take - You won't really have a chance to use them before you come back anyway.

When you get back - you will need a "plot of land" - how you get is entirely up to you. You can ask the party for it - however you want to do it.

After you get back you all will have lots of (potentially) extra potential BP and "loot" to invest into whatever project you want to use however you want to use it. But again - when it comes to land/districts/property - etcetera - you will need to either get your own land, or convince the members of the Council to give you some of their land.


F Elf Spellbinder Conjuration (teleport) Wiz 1

Cool.


Male commoner 1

How am i supposed to get all this gold to pay for my officers, and still somehow keep up with everyone? We're about to be 7th level, and I'm still using most of the same stuff I had at level 3, the same stuff I'd have had if i had shown up at level 1...

I'm just trying to figure out where all this cash is supposed to come from.

Players
How are we going to divide up the loot and still have cash for the city? As i've got a bunch of expenses coming up, and would really like to try to start upgrading my equipment, as we been facing things like ents with a +17 to hit and I got 17 AC right now as a front line-fighter...

So what we gonna do... I've got no real notion of what's reasonable in terms of umber of things and money, IRL or in D&D, but i'd eventually like to be able to get myself a couple things like an AMF so i can pass some DR on occasion, a Ring of Prot and some bonuses to my armor so I don't just say "Roll damage" all night long.


F Elf Spellbinder Conjuration (teleport) Wiz 1

Shae wasn't present for a lot of it.


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

even so, out of character, we should figure out a way to divide loot, as we don't really have a good way to pay for personal stuff


waiph wrote:

How am i supposed to get all this gold to pay for my officers, and still somehow keep up with everyone? We're about to be 7th level, and I'm still using most of the same stuff I had at level 3, the same stuff I'd have had if i had shown up at level 1...

I'm just trying to figure out where all this cash is supposed to come from.

Players
How are we going to divide up the loot and still have cash for the city? As i've got a bunch of expenses coming up, and would really like to try to start upgrading my equipment, as we been facing things like ents with a +17 to hit and I got 17 AC right now as a front line-fighter...

So what we gonna do... I've got no real notion of what's reasonable in terms of umber of things and money, IRL or in D&D, but i'd eventually like to be able to get myself a couple things like an AMF so i can pass some DR on occasion, a Ring of Prot and some bonuses to my armor so I don't just say "Roll damage" all night long.

Quick suggestion:

While I want to stay out of the actual "Crunch" of solving in-game issues for your guys - a suggestion about how to divide loot is a pretty basic one you can use.

1. Collect all valuables you find that is not raw gold in a pile - get an Appraise Check done on it - and calculate the "Total Gold".

2. From there, either sell everything "In Bulk" to a vendor - then take the gold and divide it X ways between your party -

OR

3. Sell everything you don't want to a vendor - the remaining items are "appraised" - and the person who wants X item is told "X Item costs Y" - then that person must pony up the cost for "Y" in gold - and split that cost equally with the rest of the party.

If a person doesn't have their "Cut" of the gold on them to pay out the rest of their friends in the group - no worries - they can always "put it on loan" - (as in "I still would owe you each 300 GP - let me owe it to you for a bit, until our next adventure" - after which the party will gain more gold - and one player will split his cost right away with the others, to "Pay back" what he owes).

Each person should do that - a Fighter with a +1 sword, for example, and a Wizard with a +2 ring of protection - should "Pay out" the rest of the party for each item - including the fighter giving part of the wizard for the sword, then the wizard taking THAT coin - and giving it back to the fighter for the ring.

- Now - this make s for a very dull, dry, and quick way of loot division - but it is the fastest, neatest, and most professional way I've seen dividing wealth in gaming, and very likely exactly what Shae was suggesting when he meant "equal cut".

I merely tried making Brett "Socially RP" out the "equal cut" - but that didn't go over well. In the future - doing it "Fast and Neat" seems like the best way.

- Meantime - more to come on everything - but I need to go to the dentist first, then lunch with my brother. When I get back - you'll all know more.


Male commoner 1

I'm thinking numbers for division of loot, either we take a percentage of the total cut of loot from treasure, maybe we split the funds in the treasury 50/50, and divide one of the halves among the characters, leaving the other half for the town?

NOt that i have an issue with social rp-ing the division stuff, but it'd be weird to have say, Shay and Raz giving input about how to divide loot, but i'd like the input of the players to come up with something fair, and then we can social that out without haveing IC arguements trying to hammer out these details in character. Cause Kae cares a lot less than me, and is more of a I need this much money, so i'll take it if it's in the treasury, like he did with the 2-grand he took to Grishnak...


Hey - just on the way to my nephews B-day party (he's 8 - Yay!) I will be back later tonight to toss up more stuff - sorry again for all the delay - we'll be back on track soon, I promise!


Female Aasimar Druid 7 (Noble)

Happy Birthday to your nephew. :)


Female Aasimar Druid 7 (Noble)

Perhaps we could even keep 1/3 of the loot in the town's treasury and split the 2/3 among the Council and those we have retained in the services of the land and who have accompanied us on quests (so if someone does not go on a particular quest, they get no share of the loot from that quest).

But if the group wants to do 50/50, I am flexible with that and will go with it.


Male commoner 1

i'm good with 2/3 of the loot from questing going to participants.

In terms of the already existing loot, I'd like to have access to a portion of that. I gots bills to pay!

SO what do we think of splitting what's there in part among the council, and leaving half for other incidentals. In terms of taxes and stuff, does all of that go into the city, or do we get a cut of it?

I'd say that future taxes we get a third, so we get 1/3 of taxes to split among ourselves, and 2/3 of the loot from quests, after expenses.


Female Aasimar Druid 7 (Noble)

Ariarh would not have a problem with Kae borrowing money from the treasury to fund his weapons/equipment since he provides the "strength" and "physical protection" for the group, especially as the front-line man on their quests.

If there is such a need for any person in our group, we should construct an edict where they can come before the Council and make a request, putting forth the reason why they require the money and it could be put to the vote. That way no one in the group goes without, so to speak, and the group benefits overall.


Female Aasimar Druid 7 (Noble)

Did Kae tell anyone what the 2000gp he took out of our treasury was being used for (paying Grishnak)? Or did he simply take the money without Council knowledge and agreement?


Male commoner 1

nah, he jsut sortof took it, although he'll have no issue with that being a personal expendature, so don't lecture him too hard, or he'll have to get offended. and i don't want kae to get offended, it's no fun.

Clari, on the other hand is all about being angry and crass and argumentative, i think.


"Bah! We can't do business that way! We made a deal - we got to keep to it. The lads all get equal cut - we can't be claiming coin on private adventures fer "town spoils" as it were... If we want to take our own cuts and dump it into the town - all the better - but the treasury be for the town and by the town - we can't just be tossing coin in there if and when it pleases us..."

"Besides," Brett adds, slipping in another quid of tobacco into his mouth, chomping again "I don't know who's got your knickers in a knot, Kae - you do remember that all Council members get a monthly stipend - for just such expenditures - though, no doubt, as your personal hash goes up - you'll need to be generating your own coin - but in time - yer own lads will be generating coin fer ye instead!"

"Besides - I don't know if ye recall much - but we do gain taxes to swell the treasury - every month we be getting coin from the town - and when we get the coin ye be better compensated, I reckon - but fer now we be on a fine lad back to town - and, I know it may seem like bloody months sense we set out on this journey - the truth of it is - it's been about ten days! Ye can't have earned that much of a backlog in expenditures in less then a fortnight! And anyhow - about enchanted weapons and stuff - who knows what we already finded - it may not be worth much to a lad like ye - but if we travel around town a bit - we may run into a lad who got's something better for ye... Ye know, before last time we set out I took time to rustle up gear - maybe when ye get back, poke around town a bit - ye never know - ye may find something handy there ye can buy before we head south... Hell - the same to ye all!" he adds, tossing a look over the group.


Please help about “Flight”!

Sadly, as you probably know – there are very few rules in place for flight – except for the ones related to spells. We had the same issue with Mister trying to fly long distances. As such, I am now using this rule for the spell “Overland Flight” to clarify long distance flight:

This spell functions like a fly spell, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with a bonus on Fly skill checks equal to half your caster level. When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means you can cover 64 miles in an 8-hour period of flight (or 48 miles at a speed of 30 feet).
However – I am at a loss for other issues – such as carrying capacity for flight, and so forth. I pose this question now only because as there is now formally a character who can fly at all times – we will need to have these rules cleared up soon.

If anyone knows the appropriate link for full rules on flying – not just the “Skill” in the book (for example – how does “hovering” work as the Fly Check if you are carrying gear, and so on).

I will need to know this soon – because Dior, Anuk-su, Mister and now Laz can all “Fly” and there are way too many questions out there for me to decipher. I need codified rules – long distance flight – flight from exhaustion – and so on. If anyone can find those – it would be great.

To Shaezon:

Hey – for right now the rest of the party is all about “getting to Saravale” – when they get there they were supposed to get their “in game” two days before your party arrived in town. There was a lot of stuff for their new characters to “bump into” before you got back to town – but, at the same time, there is very little for Shaezon to do at this time in camp.

I cannot have the primary party get back to town until I see what the new party is doing to the town – what they do will effect things. But it seems that we are making fast progress on the main thread – and slow progress on the secondary thread.

Even if I just drop the new players into town now – they still have to learn what is going on – which means that stuff has to “go on” – that can’t happen until it does, meaning you’re not going to have much to do for a bit.

I think I am just going to have to move the new party to town at the same time as your current party – and they will not be able to do anything or learn anything – they will simply enter town at the same time as your current party.

I didn’t want to do things that way – but I can’t think of another suggestion on how we can do this.

Does anyone have an idea? Please let me know!


Flying works the same as walking does except for certain instances spelled out in the fly skill and fly ability under the monster rules. Everything that I see and everything that I have found says you use the normal rules for encumbrance. For instance flying with a medium or heavy load reduces your speed by 1/3 (i.e. speed of 30 goes to 20) and it also gives you a penalty on fly checks (-3 for medium, -6 for heavy). Pathfinder got rid of the rule on only flying with a light load that was in 3.5.

Universal Monster Rules Flight

Thread on Encumbrance and Flight

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