DM Bloodgargler's Kingmaker (Inactive)

Game Master BinkyBo

{Kingdom Tracking Sheet} {Downtime} {NPC list} {District Grid}


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Male Human (Ulfen) Skald Lvl 1 HP 10/10 | AC:16 | T:14 | FF:13 | CMB: +5 | CMD:15 | Fort:+2| Ref:+4 | Will:+1| Init:+2 | Perc: +3 | Speed 30 | Raging song 6/6 |

If there is one thing I've learned from playing Civ like games its this, never empty your treasury.


at least save game first


Male Human (Ulfen) Skald Lvl 1 HP 10/10 | AC:16 | T:14 | FF:13 | CMB: +5 | CMD:15 | Fort:+2| Ref:+4 | Will:+1| Init:+2 | Perc: +3 | Speed 30 | Raging song 6/6 |

Do we have that option? If so, I'll save just before I'll roll for HP everytime.
Where is that soft reset button?

I don't supose we acctually HAVE to build every month, sometimes it may be better to wait a little and take it easy.

So, are we back on the hunt for a fifth player? Who knew it would be so hard to keep that number?


{HP 32/32 | AC17 T12 FF13 CMD17 | F/R/W 5/3/8 | Init +2 Per +11/13 SM+4} Female Human Druid 3 {Kingdom} {NPCs} {Downtime}

I thought the Foundry was a turn 2 build item. I'd say let's hold off building another building right now as well, see what we seem to build. From the rules, it should be (1d20 + E) / 3 if I read them right.


{HP 32/32 | AC17 T12 FF13 CMD17 | F/R/W 5/3/8 | Init +2 Per +11/13 SM+4} Female Human Druid 3 {Kingdom} {NPCs} {Downtime}

And Merick, sorry to see you go. Hopefully everything works out for you!!


Downtime Gnome Sorceror (draconic) 5

First, I am big civ fan. I think Alpha Centauri was my favorite of that genre, though I really like Fallen Enchantress now.

I think a fishery to spend 4BP for -1 consumption is not a good option unless we run out of farmland, as farms are 3BP for -2 consumption.

So, we build castle, tenement, farm, road and mill instead of castle, house, road and farm. We spend 4 BP more for +1 Econ, +1 Stability and +1 Productivity. We have a 2BP upgrade from tenement to house in reserve to reduce unrest.


side note first: True about farm being better, but you can have a fishery and farm on the same hex.

50
-27 castle
-1 hex claim
-2 farm
-1 road
-3 house
= 16
-6 mill
=10 BP or (12 BP with tenement instead of house)

I think that works.
I don't think you should go your first month without building.

you will get +1 Economy, +1 Stability, +1 Loyalty once Stagfall is officially founded.

vote?


Oh about recruitment... up to you guys.
If you know anybody you'd like to join, or if you want me to recruit I will.

Lemme know. Now or later and what we are looking for.


Male Human (Ulfen) Skald Lvl 1 HP 10/10 | AC:16 | T:14 | FF:13 | CMB: +5 | CMD:15 | Fort:+2| Ref:+4 | Will:+1| Init:+2 | Perc: +3 | Speed 30 | Raging song 6/6 |

Hmmm, I'm in favour of that plan, 10 BP seems like a decent amount, if nothing else, it could see us through a lean month or two, but obviously, I'm hoping to increase it soon enough.

I'd rather go for a house than a tenement, but I would not gripe if I was outvoted on that small detail.

I've checked with the few people I know here on the boards (or I already knew their preferences from before), but it seems they already have played Kingmaker and passed.

As for what we would look for, I'd like someone that can fight, either a combat oriented rogue (that can still do traps) or a straight warrior class.
But I would be ok with anything that could stand in the front line with me and Norton.

That would keep some pressure of the more magically inclined members of our group.


{HP 32/32 | AC17 T12 FF13 CMD17 | F/R/W 5/3/8 | Init +2 Per +11/13 SM+4} Female Human Druid 3 {Kingdom} {NPCs} {Downtime}

While I completely understand Furiel's logic on the tenement (honestly, it makes a lot of sense from a gameplay perspective), I'd rather vote house myself. I just don't like the message tenement is sending.

~~~~~~~~~

As far as recruitment, I also think combat wise a fighter type would be better. But kingdom wise I'd almost say an intelligence type. Possibly a witch, wizard or ::GASP!:: an alchemist! Like one we may call to help figure out what's going on with the lake. Almost works in the story, doesn't it, eh? Possibly get a connection with one of us to give them a reason to stay? I'm a fan of the bombing types myself, but if you want melee there are those Feral Mutagen types.


Male hp: 45/45; AC:17/14-ff16/14-tch10; F+7, R+4, W+5; Initiative 0, Perception +5

I'm ok with the 10bp plan.
But since I'm a very annoying player I'll point out that the mill should require water. The district we are building on has water, but is actually a lake, I'm not sure mills can be built on a lake since the water is quite still (told you I 'm pesky : ) ). According to my calculations next district to the west has the Skunk river flowing through. We can build there raising the Kingdom DC by one.

--------------------------

Fighter is good, that would open the chance for Norton to take few more Bard levels. But according to my plans he is not going to for at least three levels. I vote for INT characters, we need it for the kingdom, between us and the npc there isn't a smart guy around. : )


Male Human (Ulfen) Skald Lvl 1 HP 10/10 | AC:16 | T:14 | FF:13 | CMB: +5 | CMD:15 | Fort:+2| Ref:+4 | Will:+1| Init:+2 | Perc: +3 | Speed 30 | Raging song 6/6 |

Hey, Furiel has got a respectable 14 Int, but I am begining to see your point.
A combat alchemist might make a nice addition...


Male hp: 45/45; AC:17/14-ff16/14-tch10; F+7, R+4, W+5; Initiative 0, Perception +5

The point was the one we discussed about kingdom roles: there are 3/4 spots that leverage on INT, and we have nobody to fill that spot.


{HP 32/32 | AC17 T12 FF13 CMD17 | F/R/W 5/3/8 | Init +2 Per +11/13 SM+4} Female Human Druid 3 {Kingdom} {NPCs} {Downtime}

Honestly anything Int based would be ideal kingdom building wise. I just think an Alchemist might do well (Depending on archetype) without stepping too much on Furiel's toes like a Wizard would. Though of course depending on builds they could be completely different.

Another thought would be a magus. They do decent melee damage, if dex based can do decently at defense, and while would have some overlap with Furiel could have another focus spell-wise.

A witch has some nice advantages (hexes of course being the big one). The fact they could ALSO use Cure spells is something to consider too.

I'm expecting (hoping?) that the Advanced Class Guide playtest comes out tomorrow so we also have the possibility of someone trying out something from that if it has any Int based classes as well.

Just to mention it, there is also the Int based sorcerer.

Hmm, the Lore Warden can benefit from Int as well, though not as much of a focus in it.

Back on wizard topic, there is the Spellslinger as well (can't remember if guns were allowed in recruitment). It does need the Alchemy so fits in with the idea of being someone hired to investigate. Int based as a wizard. Not a really strong archteype, but kinda neat.

I think that's all of the int based classes, right?


Male Human (Ulfen) Skald Lvl 1 HP 10/10 | AC:16 | T:14 | FF:13 | CMB: +5 | CMD:15 | Fort:+2| Ref:+4 | Will:+1| Init:+2 | Perc: +3 | Speed 30 | Raging song 6/6 |
Norton wrote:
The point was the one we discussed about kingdom roles: there are 3/4 spots that leverage on INT, and we have nobody to fill that spot.

I know, it was a joke, guess it fell a little bit flat, I'll try to make 'em more fun in the future.


Ready to hit that dusty trail? Giddy-up?


Downtime Gnome Sorceror (draconic) 5

We could use an int based alchemist, witch, or wizard if we want to optimize our kingdom roles. All my magus builds put INT at least second. The front liner will not be as important as Furiel plans to spam earth elementals in that role for now. Our druid has proven to be a good summoner too.

A mill can be built on a lake to allow the lake runoff to power a wheel to turn a shaft. If a lake does not have different elevations or a dam, an artificial drop can be created at the end of the lake to power a wheel.

And yes, Giddyup. Furiel would like to find a place to put a quarry or mine.


Male hp: 45/45; AC:17/14-ff16/14-tch10; F+7, R+4, W+5; Initiative 0, Perception +5

Ready to go.
Don't forget there are still
Spider Clasp
Wand
Beads
that are unidentified
and some equipment nobody is using


Okie doke... here we go

decide on take 20 spellcraft check for today.


Downtime Gnome Sorceror (draconic) 5

Beads.


beads for you to identify sometime today.


Male hp: 45/45; AC:17/14-ff16/14-tch10; F+7, R+4, W+5; Initiative 0, Perception +5

I feel a little embarrassed…

I was looking at Norton's sheet and I just realized, if he is going to take "battle herald", I just made the wrong decisions!
Long story short: I have to retrain 2 feats, 4 skill points and a 1 class ability. Norton will need 35 days, 1400 gp and a 3rd level bard as a trainer.
Talking about bad planning : )


Male Human (Ulfen) Skald Lvl 1 HP 10/10 | AC:16 | T:14 | FF:13 | CMB: +5 | CMD:15 | Fort:+2| Ref:+4 | Will:+1| Init:+2 | Perc: +3 | Speed 30 | Raging song 6/6 |

Heh, trust me, you're not the first person here who has done something like that.


ack... that's rough.
..and Nugrah the Decrepit doing you dirty from the grave by having killed Topper Red 3rd level bard.


Male Human (Ulfen) Skald Lvl 1 HP 10/10 | AC:16 | T:14 | FF:13 | CMB: +5 | CMD:15 | Fort:+2| Ref:+4 | Will:+1| Init:+2 | Perc: +3 | Speed 30 | Raging song 6/6 |

Haha, I like Nortons reasoning.
It's not so much "how will this end" as it is "who will die first"?


When you get a chance, please take a look at recruitment... feel free to PM thoughts.
I will ask for PM'd votes after recruitment is closed.


Male hp: 45/45; AC:17/14-ff16/14-tch10; F+7, R+4, W+5; Initiative 0, Perception +5

I read the post, but still have to go into the details of the proposed characters.


{HP 32/32 | AC17 T12 FF13 CMD17 | F/R/W 5/3/8 | Init +2 Per +11/13 SM+4} Female Human Druid 3 {Kingdom} {NPCs} {Downtime}

Yikes, lots of talking went on since my last post! So very sorry for kinda disappearing for a couple days.


Any last comments/votes on recruits? In PMs to me please.


Doing schoolwork... possibly the rest of the day.

Feel free to post and all that jazz.

I will check in, but my PC will be occupied, so no map updates. (if applicable)


Male hp: 45/45; AC:17/14-ff16/14-tch10; F+7, R+4, W+5; Initiative 0, Perception +5

I'm sorry, I had as very long working weekend, and slept nearly 2 days in a row after.
The judge settled an impossible due date and the next 10 days are going to be 24/7 work here.

I'll try to read the posts at least


No problem. Thanks for the heads-up.


Welcome Senex!

Both the Lurleton Estate, and Yeosum dairy farm are in this hex which you are exploring. Which would you like to go to next? It is just after noon, and you are currently on schedule to finish this hex by 7pm.


Male Human (Ulfen) Skald Lvl 1 HP 10/10 | AC:16 | T:14 | FF:13 | CMB: +5 | CMD:15 | Fort:+2| Ref:+4 | Will:+1| Init:+2 | Perc: +3 | Speed 30 | Raging song 6/6 |

Well, since The Green Man needs to calm down before he begins to slaughter the lot of the people here, the dairy farm sounds like a nice hospitable and (most importantly) calm place to visit.


Male Human Wizard (Dispeller) 4

would you guys mind if I switched up the abjurer wizard and try out the new arcanist? It'd still be dispell focused, but it looks like it can do it more competently and elegantly than otherwise.

Same personality, background etc though just the mechanics behind the wizard would be a bit different.


Downtime Gnome Sorceror (draconic) 5

I have heard there were playtest issues with the arcanist.

This sums up the complaints:

Arcanists completely obsolete Sorcerer, which are alreadya very powerful class. They also obsolete Wizards on 60% of levels (all even numbered levels and 19th level as well).

A class that manages to obsolete 2 full arcane casters (one of which is probably the most powerful class in the game) is definitely broken. Not having a familiar and limited uses of bloodline powers is a completely minor disadvantage compared to the absurd versatility their spell-casting gives them.

Unrivaled metamagic control and the ability to increase CL and DC of their spells is also much better than anything any bloodline gives sorcerers. But even without those features, the simple potential to learn every spell in their list is far more powerful than anything any Sorcerer can do. And no. A few extra spells per day do not come even close to compensating for that.

Arcanists are not just broken. They are ridiculously broken.


Male Human (Ulfen) Skald Lvl 1 HP 10/10 | AC:16 | T:14 | FF:13 | CMB: +5 | CMD:15 | Fort:+2| Ref:+4 | Will:+1| Init:+2 | Perc: +3 | Speed 30 | Raging song 6/6 |

I didn't go too far did I? Don’t want to disrupt the harmony of the group by grandstanding.


Downtime Gnome Sorceror (draconic) 5

Furiel's advice was blatantly ignored twice. Unfortunately it puts him at odds with his best buddy.
Plus we know he was bullied when younger. This issue is a sensitive one for him.

Sczarni

have you read the actual playtest or just reading the rants? Since there's issue I won't worry about it, but most of your points I believe are incorrect or gross over statements.

The main reason I wanted it was because of the ability to do the dispell checks as an immediate action as many times as day as you have arcane reserve points (1+1/2 lvl) rather than 1/day from the counterspell school.

-edit- Just as a point about their differences.

Wizards can prepare as many different spells as they want and know as many
Arcanists can know as many as they want, but prepare a limited amount
Sorcerers are limited in what they know but cast the most.

IE at lvl 4 (our lvl) my wizard can prepare 3+1 lvl 1, and 2+1 lvl 2 spells (and cast that many assuming specialty school which I am)
a Sorcerer can cast 6 lvl 1 and 3 lvl 2 and knows 3 and 1.
An Arcanist can cast 4 lvl 1, and and 2 lvl 2s, and can prepare only 3 lvl 1 and 1 lvl 2.

Likewise the sorc at this point has his arcana, his lvl 1, and lvl 3 arcana.
The wizard has a familiar or bond (cast one from book period) , scribe scroll, and two abilities from their school.
An Arcanist at lvl 4 has two exploits and consume spells (eat a spell slot to add a arcane point)


Downtime Gnome Sorceror (draconic) 5

Sorry, I just know the arcanist is controversial. Paizo, with the introduction of the summoner, has proven they do not always balance their classes well.

The points I threw out there were from the arcanist haters thread, not my own. I just know there is major reluctance to allow the arcanist as is by a vocal minority. I have not even read the class in detail, but a skimming shows it to be quite good.

Sczarni

that's why I find being involved in the playtest is beneficial to getting things worked out (the summoner also isn't really that bad either, the most egregious is the master summoner, that guy is broken, and a few archetypes (ie the shadowrace one)

I have had the players in my rise of the runelord game play a multitude of characters (we had one that literally played a different class every week I swear... we stopped that, but still) and have found few things really really broken compared to just what "vanilla" classes/races can do. (we don't allow any races beyond PFS race allowances btw)

-edit-it's not really a huge concern, I just saw it as an opportunity to playtest it. The wizard is more flexible with the arcane bond anyhow, and class abilities.


Downtime Gnome Sorceror (draconic) 5

Well I agree that a specialist wizard is a powerful class, and it will take some convincing before I say the arcanist has made him obsolete.

My argument for you staying a wizard is you get the highest spells a level earlier and your list is the most versatile. With a sorcerer already in the party, we cover both extremes well. The 'tweener' that is the arcanist is not as good as Furiel's direct complement, the wizard to give the party the most flexibility.

As for summoner archetypes, the synthesist is a problem too.

But I am just echoing the warning of the arcanist-haters. If you introduce an arcanist into any game, the world as we know it will cease to exist :-)

Sczarni

Furiel wrote:

Well I agree that a specialist wizard is a powerful class, and it will take some convincing before I say the arcanist has made him obsolete.

My argument for you staying a wizard is you get the highest spells a level earlier and your list is the most versatile. With a sorcerer already in the party, we cover both extremes well. The 'tweener' that is the arcanist is not as good as Furiel's direct complement, the wizard to give the party the most flexibility.

As for summoner archetypes, the synthesist is a problem too.

The only problem with the synthesist is the min/max stat dumpers, otherwise they too are honestly balanced (you lose action economy, and now the caster is always in combat... also less able to heal


I'd prefer not to have classes so early in playtesting in this campaign. FWIW I don't think arcanist is that OP from what I see...

If one were in a campaign with a lot of spellcasting enemies it would might outshine other casters.

The big cons to Arcanist are that the pool does not refresh on its own each day, and there are two stats (Int for spellcasting, and Cha for exploits)
Later levels the big con is obviously the reduced spell list.

I think the Spell Tinkerer exploit might be a bit OP, but still situational.

Sczarni

not a problem, I like getting my spells a lvl sooner anyhow =D


Male hp: 45/45; AC:17/14-ff16/14-tch10; F+7, R+4, W+5; Initiative 0, Perception +5

Can 't believe I made it.
Midnight on a Saturday night and I am finished with the delivery for Monday.

Expect my contribute to restart by tomorrow : )


About ready to move on to the next morning?
Make it known if there is something more you wish to get done tonight.


Downtime Gnome Sorceror (draconic) 5

Ready to move out.


{HP 32/32 | AC17 T12 FF13 CMD17 | F/R/W 5/3/8 | Init +2 Per +11/13 SM+4} Female Human Druid 3 {Kingdom} {NPCs} {Downtime}

sorry about my infrequent posting as of late. I've been having some personal issues as of late. Still with it though!


Sorry for disappearing.
Finished my script, and done with school now.

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