(5) Reanimated Gestalt Kingmaker (Inactive)

Game Master mdt

Kingdom Map - - - - - - Brevoy Favor

Fort Oleg


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Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

Corwin are you fine with me being hired by your family to guide you on the exploration? Otherwise I'll change it a little bit :)


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Sounds good to me!


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

Why doesn't I show up as a player or this one as a character? is that something you have to set it too mdt?


Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4

Only when you post in the gameplay will t register


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

MDT addressed this back on page 1:

mdt wrote:

Go to the gameplay thread, post a single message with one word in it.

Save the message, then delete the message. it'll show up in your campaigns tab, and you'll see everything at the top of the gameplay page.


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

mdt I was think just out of curiosity if you plan to use any other variant rules than the background skills.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Wasn't planning on any. Is everyone ready to start?


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

Ok I just wanted to hear in the case of planning ahead, those games where a gm uses automatic bonus progression it changes things abit when we are talking about weapons and armors.

I think we are just waiting for Lessah to finish his Priest of Nethys placeholder.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

I sort of like the concept of ABP, but it hoses over two weapon fighters big time.


Yeah we are waiting on me.

I mostly need to come up with a good name now so in the interest of quickness I'm heading over to some name generator websites :P


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

We can just call you the priest untill then :p

I'm trying to use ABP in the Hell's rebels im gming, havn't gotten to where they begin to earn the bonuses yet but I look forward to see how it works.


Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4

Ready to start :) or rerestart :P


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Ready, Freddy.


10/10 HP | AC 13/12/11 | Fort +3, Ref +2. Will +4; +1 vs Fey | CMD 11 | Perception +7 | Initiative +2

There! I have a name! Also a face. But just really picked the portrait, so it is 75% likely to be changed soon :P

Other then that, I am ready!

(or rather - I just noticed my status bar needs to be fixed. But that can wait a little I hope :P)


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

Your arcanist/cleric looks good Lessah, I just have a minor thing I noticed, the spellbook wizard/arcanist starts with has a 100 pages, the one with 50 pages is a traveling spellbook.


10/10 HP | AC 13/12/11 | Fort +3, Ref +2. Will +4; +1 vs Fey | CMD 11 | Perception +7 | Initiative +2

Ah, I forgot that! Changing : )


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

I never seen the map in that size, looks like I live in one of the areas under the hexagons :p


Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4

Im a bit curious. With the kingdom roles. Since we are few (4) we sticking to getting npcs to fill the other roles, or since we are gestalt, do we cover 2 except for ruler?


10/10 HP | AC 13/12/11 | Fort +3, Ref +2. Will +4; +1 vs Fey | CMD 11 | Perception +7 | Initiative +2

I could always ask some outsiders nicely. I mean something like an relentless servant of justice could probably make a good marshal or something :P?


Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4

Looking at Marshal for Riku actually :P

-Posted with Wayfinder


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

MDT:

Regarding the Brevoy Favor document, can you elaborate on the Activity Modifier? What is it exactly, etc. I Googled it but came up empty.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

It's my factoring in your activities and backgrounds into your current Favor Score. So, if you do some things that impress them back in Brevoy, you go up. If you do some things they don't like, it goes down.

Corwin's got a -5 because he's a Paladin, and that makes the Swordlords a bit nervous. They are LN, not LG, and the idea of a potential Theocracy to the south is about as bad as the chaos that's there now.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

One person per position. You'll have to recruit NPCs for other positions.


10/10 HP | AC 13/12/11 | Fort +3, Ref +2. Will +4; +1 vs Fey | CMD 11 | Perception +7 | Initiative +2
mdt wrote:
Corwin's got a -5 because he's a Paladin, and that makes the Swordlords a bit nervous. They are LN, not LG, and the idea of a potential Theocracy to the south is about as bad as the chaos that's there now.

Uhum... So they are not going to like the giant statue to the glory of Nethys that I'm going to build then!

(Luckily it animates as a doomsday weapon so their opinion won't matter :P)


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

You're not currently seen as a charismatic possible leader either, thus no negative from being a cleric. :)


10/10 HP | AC 13/12/11 | Fort +3, Ref +2. Will +4; +1 vs Fey | CMD 11 | Perception +7 | Initiative +2

3 points more then last time though :P

Also I realized half of us have horses and the others not. Which makes riding doable but a bit of a hassle!

(I also realized how nice a Cavalier/Magus would be in Kingmaker. Charging shocking grasp lance crits - imagine that!)


Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4

I just realised my stats arent in the profile. Will try to add them tomorrow

-Posted with Wayfinder


10/10 HP | AC 13/12/11 | Fort +3, Ref +2. Will +4; +1 vs Fey | CMD 11 | Perception +7 | Initiative +2

I suppose our first course of action would be simply travelling to Oleg's wouldn't it?


Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4

Believe so. Also. Anyone mind if Riku takes one of the 3 compasses?
Will help with her +8 Survival =^^=

-Posted with Wayfinder


10/10 HP | AC 13/12/11 | Fort +3, Ref +2. Will +4; +1 vs Fey | CMD 11 | Perception +7 | Initiative +2

Fine by me!

I'd suggest to leave one of them with the wagon though, just so we don't lose it :P

Also, any ideas as what to invest our gold in?

We could hire some hirelings, like a chef lookouts or someone to drive the wagon and care for the horses, so it becomes a bit more of a proper expedition.

But we could probably pick that up at Oleg's too and then we don't have to convince anyone to move that far.

Is there anything we can't get out on the frontier we want to bring?

(Healing potions and stuff? Khal got a little bit of that, but it might not hurt! Or perhaps just scroll supplies, then he can make some CLW scrolls.)


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Hirelings like a Driver (90 gp), Guards (100 gp), and Laborers (70 gp) we might be able to acquire at Oleg's Tradepost. More refined servants like Lackeys (120 gp) would likely need to be hired in a city.

But in general I agree with spending money on the aforementioned Teams.

http://paizo.com/pathfinderRPG/prd/ultimateCampaign/downtime/roomsAndTeams. html


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

Some hirelings and healing stuff is my guess to the most needed puchases for the start. I don't think we should rely on mounts that would be expensive to all we hire.

Should I take the second compass as the guide, so I can try adn outshine Riku with survival. I thought we didn't have an survival expert when I made this one :p


Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4

Riku does have high wisdom. And she is a pioneer. So she has a few survival skills. But by all means. Play your character as a guide. Thats what she was designed for. Riku was designed to be functional if she is alone. Not the same. =^^=

-Posted with Wayfinder


10/10 HP | AC 13/12/11 | Fort +3, Ref +2. Will +4; +1 vs Fey | CMD 11 | Perception +7 | Initiative +2

The three first teams sounds reasonable, although I am not sure if we can splash for Lackeys just yet.

That would be 260 gp. Toss in a single Cure Light Wounds potion to get a "real" healer up and running again comes out at 310gp. Stick to that for now?

(We probably should pick up the potion while we are in civilization proper though!)


Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4

Stats in profile now :)

Khal, sounds good. but i think 2 potions, 1 for a caster/healer to carry, and one for a frontliner to carry. That way if he drops, anyone can assist, while the caster/healer can assists anyone else who drops


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Sounds fine to me.


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Actually the "Guards" team is 5 people for 100 gp, so that's fine.

The "Laborers" team is 5 people for 70 gp, so that's fine too.

The "Driver" is just one person for 90 gp. Should we take two Drivers for 180 gp?


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Is this estate where we're at part of a town or city?


10/10 HP | AC 13/12/11 | Fort +3, Ref +2. Will +4; +1 vs Fey | CMD 11 | Perception +7 | Initiative +2

A detail, I assume, that will greatly impact our options on recruiting grunts : )


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

The estate is outside of Restov, about an hour's ride north of the city proper.


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Then we can hoof it over to Restov and see if there are any Guards, Laborers, and Drivers looking for a life of adventure in the Greenbelt.


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

I foresee Udbjorgg and I having issues.


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

I think most of the guards have really random stats specially the dwarf with 6 wis :p


Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4

Fun times :P

-Posted with Wayfinder


10/10 HP | AC 13/12/11 | Fort +3, Ref +2. Will +4; +1 vs Fey | CMD 11 | Perception +7 | Initiative +2

Khal's post was mostly an invitation for idle chit-chat if anyone is feeling up for it, otherwise I think we are ready to move out right?

(After Alluria secures the supplies of course!)


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

How I'm handling teams :

Base cost gets you a minimal level team. That is, the Laborers are all 1st level NPC class people.

If the team is an upgraded team (IE: Guards and Drivers are both upgraded Laborers), then they are either second level or they have PC classes. Thus the two drivers are second level commoners, while the guards are all 1st level PC class NPCs.

If you keep your team alive long enough, they gain levels. If you promote them, they gain classes or levels. If they die, you have to replace them with either 1st levels, or you buy a higher level replacement.

For example, if 1 of your guards dies after you've leveled them up to level 3, you either get a new PC class level 1, or a new NPC class level 2 replacement, or you pay for the new replacement to be equal to the ones you already have by paying 1/5th (the number of people in the group) of the original cost doubled for each leveling. So in this case, the cost of the Guards is 100gp + 2 goods and 3 Labor. One 5th of that is 20gp and either 1 good or 1 labor. That gets you a 1st level guard replacement (1st level PC class or 2nd level NPC class). To raise them up to 3rd level PC class requires doubling the cost twice. So 20gpx2 = 40gpx2 = 80gp, and 1x2x2 = 4 Goods or Labor (or a mix that adds up to 4).

If you upgrade an existing team, you take a few weeks to train them, pay the difference between their current team value and the new team value, and they change their classes/etc.


Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4

Sounds fun, Riku wouldnt mind having a few archers under her command to scout etc. i know thats later, but still :)


10/10 HP | AC 13/12/11 | Fort +3, Ref +2. Will +4; +1 vs Fey | CMD 11 | Perception +7 | Initiative +2

Only thing I'd like to poke at is the gold + Goods cost; teams (and buildings) typically only cost Goods. The gold price listed is just what it would cost to purchase those goods directly (like we just did, having no Goods). Are you planning on changing this or am I reading too much into it : )?

Also leveling NPCs sounds nice - we just have to avoid having them eaten by trolls in the meanwhile!


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Sorry, those 'ands' should have been 'ors'.


10/10 HP | AC 13/12/11 | Fort +3, Ref +2. Will +4; +1 vs Fey | CMD 11 | Perception +7 | Initiative +2

No worries just checking : )

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