DM Jesse's Kingmaker PbP (Inactive)

Game Master Jesse Heinig

Current map: The Stolen Lands

Swag Bag

Realm management

Provisions: 11 person-days

Current Party XP Total: 15,117


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Telmarni, CN Female Strix Black Blade Magus Lvl 3 | HP: 18/18 (NL 0) | AC: 16 (+4 with spells 20 AC)(13 Tch, 13 Fl) | CMB: +4, CMD: 17 | F: +4, R: +4, W: +3 | Init: +5 | Perc: +6, SM: 0 | Speed 30ft | Arcane Pool 4/4 | Spells 1st 4/4 Cantrips N/A | Active conditions: NA

Don't forget about the 20 rations that I have on Zypher. And I still have 31 gold and some change left over.


Ranger 4/Stalker 1 | HP 23/38 | AC 17, Touch 13, FF 14 | CMB +6 | CMD 19 | Fort +5, Ref +7, Will +5 | Init +3 | Senses: Low-Light Vision, Scent | Perception +12 (+13 at night) | Ki Pool 2/2
Beast Form:
HP 24/24 | AC 19, Touch 14, FF 15 | CMB +5 | CMD 18 | Fort +4, Ref +7, Will +2 | Init +4 | Senses: Low-Light Vision, darkvision, Scent | Perception +10 (+11 at night)

So that's 9gp per person for 10 days, 5gp as payment is 10gp per person. And Tel's 20 adds 2 more days. So 12 days of rations and 10 gp from each person. Down to 40. I hove nothing left to buy. If we stay a day or two at Oleg's I and Vance could probably extend that for free with some survival checks.


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil
Telmarni wrote:
Don't forget about the 20 rations that I have on Zypher. And I still have 31 gold and some change left over.

Ok, I'll add that to the group's provisions store.


Male Raven Familiar - HP 5/5 - Init: +4 - Fort/Ref/Will: +1/+4/+4 - Perception: +3 - AC: 14, T: 14, FF: 12 - CMD: 6

Well, that was intense.


Inactive

I liked it! Valeska is the second PC I've seen across all my PbP games to make use of Harrow readings and I've always thought that it was a really cool concept :)

This will be interesting, too. Normally I play divine characters or at least ones that don't dump wisdom so I tend to use internal monologue a lot. But Korinne is generally not given to introspection much, so trying to RP her having issues will be a challenge :3


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Had a bit of an emergency over the weekend. Straightened out now, should be OK to go!


Inactive

No worries DM, glad that everything is okay!


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

I am writing on the next post even now (in a separate tab). :D


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

* ding * Very nice dinner scene, loved the Harrow reading too. 100 xp for everyone!


Female Half-Elf Witch 2 - HP: 16/16 - Init: +1 - Fort/Ref/Will: +2/+1/+4 - Perception: +7 - AC: 11, T: 11, FF: 10 - CMD: 12

Nice how the reading got to play off Jules, too, without having to spell it out!


Inactive

Thanks DM and I agree, the Harrow reading was great! Feeling a bit too fried (busy day/evening) to compose much of a post tonight but I'll have one tomorrow :)


Ranger 4/Stalker 1 | HP 23/38 | AC 17, Touch 13, FF 14 | CMB +6 | CMD 19 | Fort +5, Ref +7, Will +5 | Init +3 | Senses: Low-Light Vision, Scent | Perception +12 (+13 at night) | Ki Pool 2/2
Beast Form:
HP 24/24 | AC 19, Touch 14, FF 15 | CMB +5 | CMD 18 | Fort +4, Ref +7, Will +2 | Init +4 | Senses: Low-Light Vision, darkvision, Scent | Perception +10 (+11 at night)

Ugh. Level 2 is still so far away.


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

...or IS IT? ;)


Ranger 4/Stalker 1 | HP 23/38 | AC 17, Touch 13, FF 14 | CMB +6 | CMD 19 | Fort +5, Ref +7, Will +5 | Init +3 | Senses: Low-Light Vision, Scent | Perception +12 (+13 at night) | Ki Pool 2/2
Beast Form:
HP 24/24 | AC 19, Touch 14, FF 15 | CMB +5 | CMD 18 | Fort +4, Ref +7, Will +2 | Init +4 | Senses: Low-Light Vision, darkvision, Scent | Perception +10 (+11 at night)

Are we 2 xp away? We're doing fast track aren't we? Cassandra charges the spider pit shouting "EXP!"


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

No, we're doing normal track. But you have an unannounced bonus coming soon that will become clear when you finish the current leg of exploration.

Sovereign Court

Female NG human (taldoran) swashbuckler (noble fencer) 3 | HP: 12/28| AC: 20 (15 Tch, 15 Fl) | CMB: +3, CMD: 18 | F: +2, R: +7, W: +2* | Init: +6 | Perc: +7, SM +7 | Speed 30ft | Panache: 2/4| Active conditions: None.

Today is the beginning of the Carnaval here in Brazil and I'm going to the farm of my girl's family... will try to post when I can, but it will be kind of hard... the Carnaval ends on Tuesday, so Wednesday I should be back again!


Inactive

No worries Carinna, have a good time!


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Taking a trip with the missus today, should be back tomorrow afternoon or evening with a map for you folks. :)


Ranger 4/Stalker 1 | HP 23/38 | AC 17, Touch 13, FF 14 | CMB +6 | CMD 19 | Fort +5, Ref +7, Will +5 | Init +3 | Senses: Low-Light Vision, Scent | Perception +12 (+13 at night) | Ki Pool 2/2
Beast Form:
HP 24/24 | AC 19, Touch 14, FF 15 | CMB +5 | CMD 18 | Fort +4, Ref +7, Will +2 | Init +4 | Senses: Low-Light Vision, darkvision, Scent | Perception +10 (+11 at night)

sorry for the delay. sick part of the weekend.


Inactive

No worries Cass, I think a lot of us have been sick/busy the past few days. Hope you're feeling better!


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Gratified to hear that you are on the mend! :D


Ranger 4/Stalker 1 | HP 23/38 | AC 17, Touch 13, FF 14 | CMB +6 | CMD 19 | Fort +5, Ref +7, Will +5 | Init +3 | Senses: Low-Light Vision, Scent | Perception +12 (+13 at night) | Ki Pool 2/2
Beast Form:
HP 24/24 | AC 19, Touch 14, FF 15 | CMB +5 | CMD 18 | Fort +4, Ref +7, Will +2 | Init +4 | Senses: Low-Light Vision, darkvision, Scent | Perception +10 (+11 at night)

Not only is it rough but that's technically impossible. Thrown weapons have a max range of increment x 5 so 50ft. Also, -2 for every increment after the first. Thankfully you only need to hit AC 5 since you aren't aiming for the creature. Your choice as to how low you fly.

Also, Enlarge would hurt my character the least. But I am not close enough.


Inactive

Sorry Valeska, the Enlarge Person idea is a good one normally! Truth be told, these games usually have at least one tin can (or a barbarian or something) stomping around that can take advantage of it; I think this is the first game I've had where everyone ended up being squishy (caster) or Dex-based!


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Camping weekend! Wi-fi likely to be sporadic. :)


Inactive

Have fun!


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

It's time to level up! Prepare your storm of discussion about your level 2 choices. Or just, you know, make changes and go. :)


Telmarni, CN Female Strix Black Blade Magus Lvl 3 | HP: 18/18 (NL 0) | AC: 16 (+4 with spells 20 AC)(13 Tch, 13 Fl) | CMB: +4, CMD: 17 | F: +4, R: +4, W: +3 | Init: +5 | Perc: +6, SM: 0 | Speed 30ft | Arcane Pool 4/4 | Spells 1st 4/4 Cantrips N/A | Active conditions: NA

OH! Level up time!


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

It's the most wonderful time of the year. :D


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Also, I've added the 500 gp to the swag bag. Someone could buy something!


Inactive

Woohoo~!

*scurries off to HeroLab to check out possible options*


Telmarni, CN Female Strix Black Blade Magus Lvl 3 | HP: 18/18 (NL 0) | AC: 16 (+4 with spells 20 AC)(13 Tch, 13 Fl) | CMB: +4, CMD: 17 | F: +4, R: +4, W: +3 | Init: +5 | Perc: +6, SM: 0 | Speed 30ft | Arcane Pool 4/4 | Spells 1st 4/4 Cantrips N/A | Active conditions: NA

Alright. Lets see if I can type this down correctly.

Second Level: Magus
Favored Class Bonus: +1 Skill point
HP: Half Hit die = +4 HP Is this correct?
Saves: +1 Fort & +1 Will
Skills: 6 Per level =

  • 1 to Appraise
  • 1 to Fly
  • 1 to Kn Nature
  • 1 to Perform: Dance
  • 1 to Spellcraft
  • 1 to Swim
  • 1 to Use Magic Device

Spells: +2 Spells =
  • Snowball
  • True Strike

Gained Magus Ability: Spell Strike: Can deliver melee touch spells through weapon with a free attack.

Sovereign Court

Female NG human (taldoran) swashbuckler (noble fencer) 3 | HP: 12/28| AC: 20 (15 Tch, 15 Fl) | CMB: +3, CMD: 18 | F: +2, R: +7, W: +2* | Init: +6 | Perc: +7, SM +7 | Speed 30ft | Panache: 2/4| Active conditions: None.

Second Level: Swashbuckler
Favored Class Bonus: +1 Hit Point
hp: 1d10 ⇒ 6 Not sure if we are rolling for hp... moot in this case!
Saves: Ref +1
Skills: 5 normal + 2 background
-Acrobatics +1
-Diplomacy +1
-Escape Artist +1
-Perception +1
-Sense Motive +1

-Knowledge (nobility) +1
-Sleight of Hand +1

Gained Swashbuckler Ability, Charmed Life: At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made.

@GM/Korinne: Looking at the Unchained book, I noticed someone with Profession (baker) could prepare trail rations (takes 1 hour per day’s worth of rations) with a DC 10 check. What are your thoughts?


Ranger 4/Stalker 1 | HP 23/38 | AC 17, Touch 13, FF 14 | CMB +6 | CMD 19 | Fort +5, Ref +7, Will +5 | Init +3 | Senses: Low-Light Vision, Scent | Perception +12 (+13 at night) | Ki Pool 2/2
Beast Form:
HP 24/24 | AC 19, Touch 14, FF 15 | CMB +5 | CMD 18 | Fort +4, Ref +7, Will +2 | Init +4 | Senses: Low-Light Vision, darkvision, Scent | Perception +10 (+11 at night)

Second Level: Stalker
HP: Half Hit die + con = 5
Saves: +2 Will
Skills: 6 Per level =

1 Handle Animal
1 Heal
1 Knowledge
1 Perception
1 Stealth
1 Survival

Stalker Special Abilities:

Maneuvers: A stalker begins his career with knowledge of six martial maneuvers. The disciplines available to him are Broken Blade, Solar Wind, Steel Serpent, Thrashing Dragon, and Veiled Moon. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by stalkers is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown above. The stalker must meet a maneuver's prerequisite to learn it. See the Systems and Use chapter.

Upon reaching 4th level, and at every even numbered stalker level after that, he can choose to learn a new maneuver in place of one he already knows. In effect, the stalker loses the old maneuver in exchange for the new one. The stalker need not replace the old maneuver with a maneuver of the same level. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The stalker can swap only a single maneuver at any given level. A stalker's initiator modifier is Wisdom.

Maneuvers Readied: A stalker can ready four of his six starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by meditating and focusing his ki for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. Stalkers do not need to sleep or be well rested to ready their maneuvers; any time he spends 10 minutes in meditation, he can change his readied maneuvers. He may not ready any individual maneuver more than once. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the stalker initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (until they are recovered, see below).

Stalkers may recover their maneuvers in one of two ways. The stalker may either center his awareness of the combat momentarily as a standard action and recover a single expended maneuver of his choice.

Alternately, he may recover his Wisdom modifier in expended maneuvers (min of 2) as a full round action that does not provoke attacks of opportunity, centering his spirit completely to re-align his perceptions of the battle and change his place in it. When recovering his maneuvers as a full round action, he may move up to his base speed and adds a +4 insight bonus to his Armor Class as his ki defends his form while he re-centers himself. The next attack or martial strike he attempts after recovering his maneuvers adds his deadly strike's damage to the attack if successful.

Stances Known: Stalkers begin play with knowledge of one stance from any discipline open to stalkers. At the indicated levels (see class table), the stalker selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the stalker cannot learn a new stance at higher levels in place of one he already knows.

Ki Pool: At 1st level, a stalker gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in the stalker's ki pool is equal to 1/2 her stalker level + his Wisdom modifier (minimum of 1).

At 1st level, the stalker may spend 1 point of ki to grant himself a +4 insight bonus to a single Perception or Sense Motive check as an immediate action, as he uses his ki to feel out the vibrations of others and their hidden motives.

The ki pool is replenished each day after 8 hours of rest and meditation; these hours do not need to be consecutive. If the stalker possesses levels in another class that grants points to a ki pool, stalker levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The stalker can now use ki points from this pool to power the abilities of every class he possesses that grants a ki pool.

Deadly Strike (+1d6): The stalker is capable of maximizing his deadliness whenever he lands a critical blow upon his opponent, opening his target up for future punishment as the stalker becomes attuned to his prey. The stalker's deadly strike activates whenever the stalker scores a successful critical hit against a target, and is active against that target for a number of rounds equal to his Wisdom modifier. Deadly strike inflicts extra damage, to only this target creature, on all of the stalker's attacks. This extra damage is 1d6 at 1st level, and increases by 1d6 for every four stalker levels thereafter. When the stalker scores a critical hit, this extra damage is not multiplied, it is simply added to the damage. If the stalker scores a successful critical hit during the time his deadly strike is active, the duration of this ability is extended by one round (no more than one extension can be made per round). Ranged attacks can count as deadly strikes only if the target is within 30-ft.. Deadly strike is more effective with weapons with higher critical multipliers, such as scythes and battle axes. Weapons with a x3 critical multiplier inflict damage with deadly strikes using a d8 instead of a d6, and weapons with a critical multiplier of x4 use d10's. Damage multipliers higher than x4 use d10's for deadly strikes damage.

Deadly strike may not be used with weapons that inflict non-lethal damage. The stalker must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Creatures immune to critical hits or precision damage cannot be targeted by a deadly strike. A stalker cannot deadly strike while attacking a creature who has concealment.

Stalker Art: Alacrity (Ex) A stalker's land speed is faster than the norm for his race, gaining a +10-ft. enhancement bonus to his base speed and he may add his Wisdom modifier to Acrobatics checks, due to his nimble and finely honed body. The stalker enjoys this benefit only when he is wearing no armor or light armor, not using a shield, and not carrying a medium or heavy load. As a swift action, the character may spend a point of ki to pour extra speed to his step to increase this bonus from 10-ft. to an additional 30-ft. for one minute, but he is fatigued afterward for 1d4 minutes as he catches his breath.

Maneuvers:

Broken Blade, Solar Wind, Steel Serpent, Thrashing Dragon, Veiled Moon

Maneuvers Known:

Curving Ray Shot:
Discipline: Solar Wind (Strike); Level: 1
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

The disciple's keen eyes allow him to fire his weapon around his foe's cover. The initiator makes an opposed Perception check against target's armor class before making a single ranged attack; if successful then the foe's cover is negated.

Horizon Wind Lancet:
Discipline: Solar Wind (Boost); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instant

DESCRIPTION

The tenets of the Solar Wind have taught the disciple how to place more force behind his attacks. The initiator inflicts an additional 1d6 points of damage on a single ranged attack he makes this round. If the initiator is making multiple attacks in this round, this bonus applies to the first attack the initiator makes.

Solar Sting:
Discipline: Solar Wind (Strike); Level: 1
Initiation Action: 1 standard action
Range: Ranged attack
Target: 10-ft. by 10-ft. square
Duration: 1 round / 2 initiator levels

DESCRIPTION

The Solar Wind disciple readies his attack and launches it into the sky. The weapon crashes down into the targeted area and creates a semi-real field of phantom caltrops. The initiator chooses a target area within range of his ranged attack, and makes an attack roll to hit that location (AC 5 plus any range penalties). The target area (one 10-ft. by 10-ft. square) becomes covered with phantom caltrops of softly glowing light that cause the area to be considered difficult terrain and act as vicious caltrops, using the initiator's initiation modifier as their attack bonus and inflicting 1d2 points of damage and halving the base speed of any they manage to hit. Targets are denied their armor bonus, shield bonus, and deflection bonus to AC against this attack, but if they're wearing boots or heavy foot gear they have a +2 armor bonus to their AC against this attack.

Leaping Dragon:
Discipline: Thrashing Dragon (Boost); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instant

DESCRIPTION

As a dragon takes wing, his powerful legs thrust him skyward as his wings spread out to clutch the air. The disciple of the Thrashing Dragon uses this technique to suddenly launch himself into the air as if he were attempting flight. The initiator may make an Acrobatics check to jump as a swift action, and he gains a +10 competence bonus to his Acrobatics check and is treated as if he had a running start.

Swift Claws:
Discipline: Thrashing Dragon (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

The Thrashing Dragon disciple's skill with his dual weapons allows him to strike with practiced speed and alacrity, allowing him to make an attack with two wielded weapons (or unarmed strikes), using the same attack action. Creatures with more than two arms may still only strike with two wielded weapons.

Offensive Roll:
cipline: Thrashing Dragon (Strike); Level: 1
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

As the disciple moves by his opponent, he may drop into a tumbling roll and strike at it from a surprising angle. The initiator must move at least 10 ft. alongside an enemy (which provokes attacks of opportunity unless the initiator is using Acrobatics to tumble) and make a Acrobatics check with a DC equal to the target's Armor Class. If successful, the target is considered flat-footed and the strike inflicts an additional 1d6 points of damage. The character initiating this maneuver may move up to his full base speed, making the attack along any point of the moment.

Maneuvers Readied:
Curving Ray Shot
Horizon Wind Lancet
Solar Sting
Swift Claws

Stance:
Stance of Piercing Rays:
Discipline: Solar Wind (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

A Solar Wind disciple learns to cause his ammunition to pierce like the burning rays of the sun itself. While in this stance, the initiator's ranged attacks inflict an additional 1d6 points of fire damage. This bonus damage increases by an additional 1d6 points of fire damage every eight initiator levels. This is a supernatural ability.


Ranger 4/Stalker 1 | HP 23/38 | AC 17, Touch 13, FF 14 | CMB +6 | CMD 19 | Fort +5, Ref +7, Will +5 | Init +3 | Senses: Low-Light Vision, Scent | Perception +12 (+13 at night) | Ki Pool 2/2
Beast Form:
HP 24/24 | AC 19, Touch 14, FF 15 | CMB +5 | CMD 18 | Fort +4, Ref +7, Will +2 | Init +4 | Senses: Low-Light Vision, darkvision, Scent | Perception +10 (+11 at night)

I vote sell the short sword and leather and trade in for more rations. that's 12.5 + 5 = 17.5 = 35 rations.

500 per person is 100.

I'll pay this weeks due to Vance and Hatch for their help. 1gp for each. I assume Svetlana is taking care of Cobb and Sareah.

Can't think of anything to buy yet.


Inactive

Level up! Korinne gains:

+5 HP (Half HD 3 + 2 Con bonus)
+1 BAB
+1 Will
+1 1st level spell casting per day
+7 Skill Points (Diplomacy, Kn. Arcana, Kn. Local, Ride, Spellcraft, Stealth, UMD)
+2 BG Skill Points (Handle Animal, Linguistics: Sylvan)
+1 Cantrip Known - Message

I think that's everything. Arcanist spell progression is more like a sorcerer's so it'll still be awhile before I get second level spells, alas. Will get her profile updated as soon as I can!

@Cassandra - Sounds like a plan for selling for more rations.

@Carinna - I'd be happy to do that if the DM allows it! Even if it's not something that can be done while out in the field, she can at least work on it whenever we stop by Oleg's.


Telmarni, CN Female Strix Black Blade Magus Lvl 3 | HP: 18/18 (NL 0) | AC: 16 (+4 with spells 20 AC)(13 Tch, 13 Fl) | CMB: +4, CMD: 17 | F: +4, R: +4, W: +3 | Init: +5 | Perc: +6, SM: 0 | Speed 30ft | Arcane Pool 4/4 | Spells 1st 4/4 Cantrips N/A | Active conditions: NA

@Korinne- Don't you also gain spells into your spellbook as well, not just more spell slots to prepare as an Arcanist?

@Cassandra- That sounds good to me as well. So we all get 100 gold each. Maybe we can put that forward to more potions?


Inactive

D'oh, you're right! Had to reread that section but yes, she should get 2 new spells based on:

An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in wizards' or other arcanists' spellbooks to her own (see Chapter 9 of the Core Rulebook).

Off to look at spells again I guess!


Inactive

Okay, Korinne will gain the 1st level spells Monkeyfish and Protection from Evil. Forget the bit about learning Message because I keep forgetting that she automatically started with all the cantrips >.>


Telmarni, CN Female Strix Black Blade Magus Lvl 3 | HP: 18/18 (NL 0) | AC: 16 (+4 with spells 20 AC)(13 Tch, 13 Fl) | CMB: +4, CMD: 17 | F: +4, R: +4, W: +3 | Init: +5 | Perc: +6, SM: 0 | Speed 30ft | Arcane Pool 4/4 | Spells 1st 4/4 Cantrips N/A | Active conditions: NA

Don't forget, Telmarni has learned a couple new spells as well! Maybe we can scribe each others new spells if able!


Female Half-Elf Witch 2 - HP: 16/16 - Init: +1 - Fort/Ref/Will: +2/+1/+4 - Perception: +7 - AC: 11, T: 11, FF: 10 - CMD: 12

Level up time? Yay!

I'm sorry I haven't been responding. I've been out with the flu for the past few days.

I'll start going through the changes I will make.


Female Half-Elf Witch 2 - HP: 16/16 - Init: +1 - Fort/Ref/Will: +2/+1/+4 - Perception: +7 - AC: 11, T: 11, FF: 10 - CMD: 12

So I get...

+1 will
+6 hp (+3 HD?, +2 Con, +1 FC)
+1 BAB/CMB/CMD
New Hex: Evil Eye
New spells: endure elements (patron) and two others; right now I'm leaning toward comprehend languages and ray of enfeeblement
Hex DC now 15
+6 skill points: Heal, Knowledge(Arcana), Knowledge(Nature), Perception, Spellcraft, Swim
+2 BG skill points: Profession(Fortune Teller) and Craft(Alchemy)

Note for future character development: I'm eventually going to take Water Lung and find a lake to make my home. I also might eventually take the Harrower prestige class.


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil
Telmarni wrote:

Alright. Lets see if I can type this down correctly.

HP: Half Hit die = +4 HP Is this correct?

The usual convention is to get the mathematical average hit points, so a d8 hit die would gain 5 (1 + 8 = 9, 9/2 = 4.5, mathematical average rounds up to 5). This is an old holdover from organized play, so that people don't wind up too far outside the norm (or worse, stuck with a character who has a really bad hit point total and can't survive). Hence why it is an exception to the usual rule of always rounding down. :)

HIT DIE - HIT POINTS PER LEVEL
d6 - 4
d8 - 5
d10 - 6
d12 - 7


Inactive

Thanks for the info DM! Looks like Kor gains another HP then :)


Female Half-Elf Witch 2 - HP: 16/16 - Init: +1 - Fort/Ref/Will: +2/+1/+4 - Perception: +7 - AC: 11, T: 11, FF: 10 - CMD: 12

Me, too! I made the adjustment.


Telmarni, CN Female Strix Black Blade Magus Lvl 3 | HP: 18/18 (NL 0) | AC: 16 (+4 with spells 20 AC)(13 Tch, 13 Fl) | CMB: +4, CMD: 17 | F: +4, R: +4, W: +3 | Init: +5 | Perc: +6, SM: 0 | Speed 30ft | Arcane Pool 4/4 | Spells 1st 4/4 Cantrips N/A | Active conditions: NA

Oh! Thank you for the correction.


Telmarni, CN Female Strix Black Blade Magus Lvl 3 | HP: 18/18 (NL 0) | AC: 16 (+4 with spells 20 AC)(13 Tch, 13 Fl) | CMB: +4, CMD: 17 | F: +4, R: +4, W: +3 | Init: +5 | Perc: +6, SM: 0 | Speed 30ft | Arcane Pool 4/4 | Spells 1st 4/4 Cantrips N/A | Active conditions: NA

...I hope that wasn't too long. >.>


Inactive

Not at all! :)

Sovereign Court

Female NG human (taldoran) swashbuckler (noble fencer) 3 | HP: 12/28| AC: 20 (15 Tch, 15 Fl) | CMB: +3, CMD: 18 | F: +2, R: +7, W: +2* | Init: +6 | Perc: +7, SM +7 | Speed 30ft | Panache: 2/4| Active conditions: None.

DM, I'm not able to see the greenbelt map... it is just me?


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Sorry, forgot to switch the player view back. One sec.

Ok, fixed.


Inactive

Hey folks, as a heads-up I wanted to let you all know that pending a clean preemployment check (which I don't anticipate being an issue since I don't do drugs and I'm good at hiding bodies) I should be finally rejoining the workforce within the next couple of weeks. As of now I'm not sure what this will mean for my posting rate but I'll be sure to keep you updated as I learn more! :D

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