DM oKOyA's Kingmaker

Game Master Lord oKOyA


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Female AC 16, touch 13, flat-footed 13; HP33 Human (Ulfen/?) Druid Level 5

Abdicating a Role: If you want to step down from a leadership position, you must find a replacement to avoid incurring the appropriate vacancy penalty for your position. Abdicating a position increases Unrest by 1 and requires a Loyalty check; if the check fails, the vacancy penalty applies for 1 turn while the new leader transitions into that role. If you are the Ruler, abdicating increases Unrest by 2 instead of 1, and you take a –4 penalty on the Loyalty check to avoid the vacancy penalty.

If you are not the Ruler and are leaving one leadership role to take a different one in the kingdom, the Unrest increase does not occur and you gain a +4 bonus on the Loyalty check to avoid the vacancy penalty.

But I am more than happy to pretend it doesn't exist if you are :)


That rule doesn't exist in the Kingmaker version of kingdom building.


Female AC 16, touch 13, flat-footed 13; HP33 Human (Ulfen/?) Druid Level 5

huh, I guess I can't rely on PFSRD for my information. Better check to see what else might be different that I used.

I checked Ultimate Campaign and it says the same thing. What am I supposed to be using?


The Kingmaker kingdom building rules, the only ones I have read, are in the AP. Pierre started using the Ultimate Campaign rules, and they are the newer and more balanced version, so I didn't dissuade him.

Use the Ultimate Campaign rules and don't worry about Grigor's abdication.

I haven't heard you address to my comment and concerns about custom NPCs taking over leadership positions from PCs.


Female AC 16, touch 13, flat-footed 13; HP33 Human (Ulfen/?) Druid Level 5

sorry, i completely missed that post. There was talk of Oleg being mayor of Greengate early on. Towns would have mayors i would think. it was in response to Pierre's comment about Oleg being a vassal and you stating why that would not be the case.
Danna can still be Marshal, it isn't any more work for me, it is just not really in her character. I didn't try to optimize the parents to take on particular roles or anything, i just thought grown ups would be more suited :)

Again, I don't care if Svetlana stays councilor I was just thinking that people that were well known and implicitly trusted and relied upon by the PCs would naturally take positions. They can be involves or not. You can create the parent stats if you want. i just used a 15 point buy when i made them. I was just thinking story wise.

I don't have the AP so the only rules I have are in the Ultimate Campaign.


Female AC 16, touch 13, flat-footed 13; HP33 Human (Ulfen/?) Druid Level 5

two potions added:
cure light wounds
hide from undead


The Most Reverend 5th Level Cleric of Erastil - AC:19 | T:13 FF:16 | HP 41/41 | Strain: 00 | F:+4 R:+4 W:+7 | Per:+8* Init:+3* | BAB +3 | Bow +9 | Morning Star +4
Skills:
Bluff +2 | Diplomacy +6 | Fly +7 | Heal +7 | Knowledge: History +7, Local +3, Religion +7, Nature +7, Nobles +7 | Sense Motive +9 | SpellCraft +10

Happy New Year everyone!

What do you suppose the population for Silverguard is? Is it safe to assume Silverguard has become a Small town? This might help...

Population:
A settlement’s population is approximately equal to the number of completed lots within its districts × 250. A grid that has all 36 lots filled with buildings has a population of approximately 9,000.


Female AC 16, touch 13, flat-footed 13; HP33 Human (Ulfen/?) Druid Level 5

There are currently 18 lots used up in Silverguard, and the program says large town of approximately 4500 people. Greengate, Templeton, and Thornshill all have 4 which say small town of approx 1000 people.

I would like to resolve the monster and bandits before moving on with kingdom building in case there are some effects that will need to be taken into consideration for future turns; hopefully no lost hexes or towns!


Female AC 16, touch 13, flat-footed 13; HP33 Human (Ulfen/?) Druid Level 5

We also get some more kingdom founding experience. We got 500 each for founding (already credited) we get 1200 more for establishing a capital city and 2400 more for reaching a size of 11. We should only have received 2400 total for the founding so we will work it out on these ones.
2400+1200+2400=6000-2500=3500. That means 700 xp each. That should work out. My records indicate we received only the initial 500 xp (should have been 2400/5 unless Chad was awarding the extra 25 each because of our general awesomeness/lameness) if anyone has otherwise let me know.


The Most Reverend 5th Level Cleric of Erastil - AC:19 | T:13 FF:16 | HP 41/41 | Strain: 00 | F:+4 R:+4 W:+7 | Per:+8* Init:+3* | BAB +3 | Bow +9 | Morning Star +4
Skills:
Bluff +2 | Diplomacy +6 | Fly +7 | Heal +7 | Knowledge: History +7, Local +3, Religion +7, Nature +7, Nobles +7 | Sense Motive +9 | SpellCraft +10

Cool, earning XP without swinging a weapon :)
I'm ready to resolve the monsters when you are! BTW, I've added Bjelich's activities for the period in his profile. I may want to change some things later as I'm not 100% satisfied with it but the basics are there.


A couple of notes. The lumber camp is in G3. There are no roads listed being built in G4. (Looking at the kingdom building, there some other issues with duplicates and such, which Stacy and I will address after the events are dealt with.)

Travel to the camp from Silverguard will take 8-10 hours by horse. And just to clarify, the night of the attack was two days ago.

There are roads built from Silverguard to Templeton (G5, F4, E5, D4 to D3) making the trip just over 13 1/2 hours. From the camp to Templeton, direct (thru the forest) would take 15 hours.

You can ride for 8 hours a day. If you want to push it, ride checks, animal handling, constitution checks or what not will come into play.

Reminder: we should add roads symbols and other improvements (mills, farmed land, mines etc) to the kingdom map, as well as put "times to cross" values in each hex (or a legend) on the map.

Note: Man are you guys going to have troubles with the fey soon with all the lumber mills you are building. :)


The Most Reverend 5th Level Cleric of Erastil - AC:19 | T:13 FF:16 | HP 41/41 | Strain: 00 | F:+4 R:+4 W:+7 | Per:+8* Init:+3* | BAB +3 | Bow +9 | Morning Star +4
Skills:
Bluff +2 | Diplomacy +6 | Fly +7 | Heal +7 | Knowledge: History +7, Local +3, Religion +7, Nature +7, Nobles +7 | Sense Motive +9 | SpellCraft +10
GM wrote:
Note: Man are you guys going to have troubles with the fey soon with all the lumber mills you are building. :)

The druid should know better :/


Looking things over again, it seems I made errors AND things aren't totally clear when it comes to Cold Dangers.

I should have been making fort saves not survival checks. In addition, your cold weather gear gives you +5 to your save and your endurance feat gives you another +4.

The survival skill only come into play if you decide to move at half speed (overland) or remain stationary. You can them make a DC check for a +2 (if half speed) or +4 (if stationary) to your fort saves for that hour.

Here are my proposed changes to the rules, both to clear things up, and to fit them with the strain and injury rules we are using. Changes are in blue.

Cold Dangers
Cold and exposure deal strain damage to the victim. A character cannot recover from the strain damage dealt by a cold environment until she gets out of the cold and warms up again. (ie not just rest and refit) Once a character has taken an amount of strain damage equal to her total hit points, any further damage from a cold environment is converted to injury damage.

An unprotected character in cold weather (below 5° C) must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of strain damage. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description). Characters protected from the cold, by cold weather outfits for example, do not need to make fort saves at all.

In conditions of severe cold or exposure (below -20° C), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of strain damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well. Characters wearing a cold weather outfit only need check once per hour (DC 15, +1 per previous check) for cold and exposure damage.

Extreme cold (below –30° C) deals 1d6 points of strain damage per minute (no save) to unprotected characters and they must make a Fortitude save (DC 15, +1 per previous check) or take 1d6 points of injury damage as well. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well. Characters wearing a cold weather outfit only need check once per 10 minutes for strain damage (DC 15, +1 per previous check).

A character who takes any strain damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers all damage (strain and injury) she took from the cold and exposure.


The Most Reverend 5th Level Cleric of Erastil - AC:19 | T:13 FF:16 | HP 41/41 | Strain: 00 | F:+4 R:+4 W:+7 | Per:+8* Init:+3* | BAB +3 | Bow +9 | Morning Star +4
Skills:
Bluff +2 | Diplomacy +6 | Fly +7 | Heal +7 | Knowledge: History +7, Local +3, Religion +7, Nature +7, Nobles +7 | Sense Motive +9 | SpellCraft +10

Seems fair to me.


It's still not completely right imo. I'll likely make some more changes, but we'll go with this for the moment.


The Most Reverend 5th Level Cleric of Erastil - AC:19 | T:13 FF:16 | HP 41/41 | Strain: 00 | F:+4 R:+4 W:+7 | Per:+8* Init:+3* | BAB +3 | Bow +9 | Morning Star +4
Skills:
Bluff +2 | Diplomacy +6 | Fly +7 | Heal +7 | Knowledge: History +7, Local +3, Religion +7, Nature +7, Nobles +7 | Sense Motive +9 | SpellCraft +10

Play testing it should help.


Female AC 16, touch 13, flat-footed 13; HP33 Human (Ulfen/?) Druid Level 5
Quote:
Note: Man are you guys going to have troubles with the fey soon with all the lumber mills you are building. :)

We only have 4 sawmills out of the 6 forested hexes claimed. And I purposely have not claimed the hex we encountered the fey in, although Pierre built a sawmill in 2 adjacent hexes. I have seen third party things like vineyards and apiaries, is there any chance we could have those?


Female AC 16, touch 13, flat-footed 13; HP33 Human (Ulfen/?) Druid Level 5

Rolling for dangerous settlement event from month 18 - the month of horror.

1d100 ⇒ 72 sensational crime

which settlement 1-sliverguard, 2-greengate, 3-templeton, 4-thornshill: 1d4 ⇒ 3 templeton poor tempeton, slaver bandits and now this.

Control DC is 41
stability check #1: 1d20 + 37 + 1 ⇒ (6) + 37 + 1 = 44
stability check #2: 1d20 + 37 + 1 ⇒ (6) + 37 + 1 = 44

The rest of the group of slavers encountered by the bridge were captured and the abducted townsfolk were rescued! Phew!


Female AC 16, touch 13, flat-footed 13; HP33 Human (Ulfen/?) Druid Level 5

Month 19 01/02/4713
Control DC 41
Economy 38
Loyalty 19
Stability 37
Consumption 0
Income +12 BP
Unrest 0
Unrest/Turn 0
Fame 3
Infamy 0
Upkeep: Stability: DC41: 1d20 + 37 ⇒ (13) + 37 = 50 Unrest 0
Consumption : Consume (0 BP)
Fill Vacant Magic Item Slots: 2 filled.
Modify Unrest: Unrest is 0
Claim and Abandon Hexes: Claim C4 and F6 (cost 2 BP)
Build Terrain Improvements:
Build Farm E6 (cost 4 BP)
Build Farm G6 (cost 4 BP)
Build Road C6 (cost 1 BP)
Create/maintain Settlement:
Build Granary Greengate (cost 12 BP)
Create Army: None
Issue Edicts: Declare National Holiday Of Founding of Silvania, Spring Festival, Fall Festival, Winter Festival, Erastil Day, All Gods Day (6 holidays/year) (2 BP)
Taxation Rate: Light Taxation
Promotion: Token
Income: Withdrawal From Treasury: None
Deposit To Treasury: none
Sell Expensive Items: None
Collect Taxes: 1d20 + 38 ⇒ (18) + 38 = 56 Total 56/3+12= 30 BP
Events Phase: 25% 1d100 ⇒ 34 No event!

51 BP in treasury


The Most Reverend 5th Level Cleric of Erastil - AC:19 | T:13 FF:16 | HP 41/41 | Strain: 00 | F:+4 R:+4 W:+7 | Per:+8* Init:+3* | BAB +3 | Bow +9 | Morning Star +4
Skills:
Bluff +2 | Diplomacy +6 | Fly +7 | Heal +7 | Knowledge: History +7, Local +3, Religion +7, Nature +7, Nobles +7 | Sense Motive +9 | SpellCraft +10

I think we need better guards/police force in Templeton :(


Female AC 16, touch 13, flat-footed 13; HP33 Human (Ulfen/?) Druid Level 5

Month 20 01/03/4713
Control DC 43
Economy 38
Loyalty 20
Stability 39
Consumption -2
Income +12 BP
Unrest 0
Unrest/Turn 0
Fame 3
Infamy 0
Upkeep: Stability: DC43: 1d20 + 39 ⇒ (4) + 39 = 43 Unrest 0
Consumption : Consume (-2)
Fill Vacant Magic Item Slots: 2 filled.
Modify Unrest: Unrest is 0
Claim and Abandon Hexes: Claim D6 (cost 1 BP)
Build Terrain Improvements:
Build Farm D6 (cost 4 BP)
Build Road D6 (cost 3 BP)
Create/maintain Settlement:
Build House Thornshill (cost 3 BP)
Build Trade Shop Thornshill (cost 10 BP)
Build Dance Hall Silverguard (cost 4 BP)
Create Army: None
Issue Edicts: Declare National Holiday Of Founding of Silvania, Spring Festival, Fall Festival, Winter Festival, Erastil Day, All Gods Day (6 holidays/year) (2 BP)
Taxation Rate: Light Taxation
Promotion: Token
Income: Withdrawal From Treasury: None
Deposit To Treasury: none
Sell Expensive Items: None
Collect Taxes: 1d20 + 38 ⇒ (20) + 38 = 58 Total 58/3+12= 31 BP
Events Phase: 75% 1d100 ⇒ 90 No event!

57 BP in treasury


Finwik emphatically lobbies for a broth..ahem...'dance hall' in Thornshill. It is for the good of the people and would boost their morale greatly. Not to mention, they just built one in the capital....


Female AC 16, touch 13, flat-footed 13; HP33 Human (Ulfen/?) Druid Level 5

Month 21 01/04/4713
Control DC 44
Economy 40
Loyalty 22
Stability 40
Consumption -3
Income +12 BP
Unrest 1
Unrest/Turn 0
Fame 3
Infamy 0
Upkeep: Stability: DC44: 1d20 + 40 - 1 ⇒ (8) + 40 - 1 = 47 Unrest 0
Consumption : Consume (-3)
Fill Vacant Magic Item Slots: 2 filled.
Modify Unrest: Unrest is 0
Claim and Abandon Hexes:
Build Terrain Improvements:
Build Road G4 (cost 3 BP)
Build Watch Tower G4 (cost 12 BP)
Create/maintain Settlement:
Build Wall Silverguard (cost 2 BP)
Build Inn Templeton (cost 10 BP)
Create Army: None
Issue Edicts: Declare National Holiday Of Founding of Silvania, Spring Festival, Fall Festival, Winter Festival, Erastil Day, All Gods Day (6 holidays/year) (2 BP)
Taxation Rate: Light Taxation
Promotion: Token
Income: Withdrawal From Treasury: None
Deposit To Treasury: none
Sell Expensive Items: None
Collect Taxes: 1d20 + 38 ⇒ (5) + 38 = 43 Total 43/3+12= 24 BP
Events Phase: 75% 1d100 ⇒ 88 No event!

Treasury 41 BP


Female AC 16, touch 13, flat-footed 13; HP33 Human (Ulfen/?) Druid Level 5

Month 22 01/05/4713
Control DC 44
Economy 41
Loyalty 23
Stability 43
Consumption -2
Income +12 BP
Unrest 0
Unrest/Turn 0
Fame 3
Infamy 0
Granary Storage 5/5
Upkeep: Stability: DC44: 1d20 + 43 ⇒ (2) + 43 = 45 Unrest 0
Consumption : Consume (-2)
Fill Vacant Magic Item Slots: 2 filled.
Modify Unrest: Unrest is 0 =+1 BP
Claim and Abandon Hexes:
Claim Hex G3 (1 BP)
Build Terrain Improvements:
Build Road G3 (cost 4 BP)
Build Watch Tower G3 (cost 12 BP)
Create/maintain Settlement:
Build Wall Silverguard (cost 2 BP)
Build Cistern Greengate (cost 6 BP)
Create Army: None
Issue Edicts: Declare National Holiday Of Founding of Silvania, Spring Festival, Fall Festival, Winter Festival, Erastil Day, All Gods Day (6 holidays/year) (2 BP)
Taxation Rate: Light Taxation
Promotion: Token
Income: Withdrawal From Treasury: None
Deposit To Treasury: none
Sell Expensive Items: None
Collect Taxes: 1d20 + 38 ⇒ (14) + 38 = 52 Total 52/3+12+1= 29 BP
Events Phase: 75% 1d100 ⇒ 68 event!
event: 1d100 ⇒ 82 Dangerous settlement event
1d4 ⇒ 2 Greengate
1d100 ⇒ 60 Monster Attack!

46 BP in treasury


Hey guys can I ask for some advice? Our benevolent DM, glorious be his name, has granted us a level and I'm really excited about it. I'm just having some trouble deciding which feat to go with. I don't want to pick something dumb due to my inexperience. I was looking at either mobility (+4 dodge bonus to AC vs attacks of opportunity that occur by moving into or out of a threatened space) or quick draw (drawing a weapon or hidden weapon is now a free action).

The biggest problem with my inexperience is that I don't know what feats you should be taking early as pre-requisites to awesome feats later on. For instance I didn't know about the improved feint until I was told how cool it was. I'd appreciate any advice. Thanks!


The Most Reverend 5th Level Cleric of Erastil - AC:19 | T:13 FF:16 | HP 41/41 | Strain: 00 | F:+4 R:+4 W:+7 | Per:+8* Init:+3* | BAB +3 | Bow +9 | Morning Star +4
Skills:
Bluff +2 | Diplomacy +6 | Fly +7 | Heal +7 | Knowledge: History +7, Local +3, Religion +7, Nature +7, Nobles +7 | Sense Motive +9 | SpellCraft +10

I'd make a Christmas list of sorts. Thinking of what sort of character you'd like Finwik to evolve into, ask: What kind of fighter is he? What talents will he have? etc. Then look at all the feats, regardless of those he qualifies for. Select his dream feats and work backwards from 20th level Finwik. Pick feats that will help tick off those pre-requisites as you go :)


Female AC 16, touch 13, flat-footed 13; HP33 Human (Ulfen/?) Druid Level 5

There is a guy called Treantmonk who does a lot of guides but doesn't seem to have one for Rogues. A search for him brought up this page though

http://zenithgames.blogspot.ca/2012/11/the-comprehensive-pathfinder-guides. html

Which lists different guides people have done based on class. Check out some of the ones for rogues and see if any of the builds strike your fancy.


The Most Reverend 5th Level Cleric of Erastil - AC:19 | T:13 FF:16 | HP 41/41 | Strain: 00 | F:+4 R:+4 W:+7 | Per:+8* Init:+3* | BAB +3 | Bow +9 | Morning Star +4
Skills:
Bluff +2 | Diplomacy +6 | Fly +7 | Heal +7 | Knowledge: History +7, Local +3, Religion +7, Nature +7, Nobles +7 | Sense Motive +9 | SpellCraft +10

*Clears throat* Bjelich is ready to press on :)


Female AC 16, touch 13, flat-footed 13; HP33 Human (Ulfen/?) Druid Level 5

Still need to get a couple more months done. Although as you can see I rolled another monster attack.


Monster attack encounter coming soon... stay tuned! :P


The Most Reverend 5th Level Cleric of Erastil - AC:19 | T:13 FF:16 | HP 41/41 | Strain: 00 | F:+4 R:+4 W:+7 | Per:+8* Init:+3* | BAB +3 | Bow +9 | Morning Star +4
Skills:
Bluff +2 | Diplomacy +6 | Fly +7 | Heal +7 | Knowledge: History +7, Local +3, Religion +7, Nature +7, Nobles +7 | Sense Motive +9 | SpellCraft +10

Just rumors, pay them no mind.


A cloaked figure suddenly materializes in the thread with a loud BAMF! sound and a burst of sulfurous smelling smoke. His hooded head, facial features totally obscured by unnatural darkness, turns this way and that before its raspy and wicked sounding voice begins chanting. Extending both arms out, palm of hands skyward and fingers curling like ragged claws, he lifts them skyward, the movements looking laborious while exalting, RAISE THREAD!

I am ready to restart the game. Please check in and make sure your characters are leveled to 5th and posted here on your avatar accounts. It is my recollection that you are owed one "monster encounter" from the kingdom building phase. I will post that up tomorrow. You have been warned! ;)


The Most Reverend 5th Level Cleric of Erastil - AC:19 | T:13 FF:16 | HP 41/41 | Strain: 00 | F:+4 R:+4 W:+7 | Per:+8* Init:+3* | BAB +3 | Bow +9 | Morning Star +4
Skills:
Bluff +2 | Diplomacy +6 | Fly +7 | Heal +7 | Knowledge: History +7, Local +3, Religion +7, Nature +7, Nobles +7 | Sense Motive +9 | SpellCraft +10

*stretches* What's this? Has some life been breathed into the tiny town of Silvania? And with a monstrous bang yet! We'll I'm game :)
Forgive this lame question, but Bjelich's HP don't seem right (41 HP with a 0 mod in con? that's more than max for all five levels!) and I'd like to dust them off with some official rolling here rather than relying on what HeroLab suggests. Were we using full for the first (?) levels and rolling from there?


I think we were doing max at 1st level and Pathfinder Society Style after that.


The Most Reverend 5th Level Cleric of Erastil - AC:19 | T:13 FF:16 | HP 41/41 | Strain: 00 | F:+4 R:+4 W:+7 | Per:+8* Init:+3* | BAB +3 | Bow +9 | Morning Star +4
Skills:
Bluff +2 | Diplomacy +6 | Fly +7 | Heal +7 | Knowledge: History +7, Local +3, Religion +7, Nature +7, Nobles +7 | Sense Motive +9 | SpellCraft +10

HP Rolls: 4d8 ⇒ (4, 7, 1, 1) = 13 Sweet. Can I re-roll the ones?


PFS style is actually just average HP. So d6 = 4 HP, d8 = 5, d10 = 6, d12 = 7.

So +20 HP for Bjelich.

This is assuming that we didn't go for max HP in the beginning. Is everyone else rocking max HP at 4th/5th level?


The Most Reverend 5th Level Cleric of Erastil - AC:19 | T:13 FF:16 | HP 41/41 | Strain: 00 | F:+4 R:+4 W:+7 | Per:+8* Init:+3* | BAB +3 | Bow +9 | Morning Star +4
Skills:
Bluff +2 | Diplomacy +6 | Fly +7 | Heal +7 | Knowledge: History +7, Local +3, Religion +7, Nature +7, Nobles +7 | Sense Motive +9 | SpellCraft +10

Phew! And thanks, I was wondering about PFS styles... HP adjusted and am ready to go.


Female AC 16, touch 13, flat-footed 13; HP33 Human (Ulfen/?) Druid Level 5

I must have been rolling HP as mine is neither max nor average. It is currently better than I would get with PFS but I will change it.


Female AC 16, touch 13, flat-footed 13; HP33 Human (Ulfen/?) Druid Level 5

Danna is updated to level 5.


Half-Elf Arcanist Lvl 5 (occultist)

I was mak HP now I have like 22. :(


Half-Elf Arcanist Lvl 5 (occultist)

Since the magus character has gotten such rave reviews from our esteemed DM I have gotten permission to revamp Kyras.

Here he is Chad for your approval before I finalize him..

Kyras Lylras-Orlovsky
Male half-elf arcanist (occultist) 5 (Pathfinder RPG Advanced Class Guide 8, 78)
N Medium humanoid (elf, human)
Hero Points 1
Init +8; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+1 deflection, +2 Dex)
hp 22 (5d6)
Fort +2, Ref +4, Will +5; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4/19-20) or
. . dagger +2 (1d4/19-20) or
. . dagger +2 (1d4/19-20) or
. . spear +2 (1d8/×3)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks arcane reservoir (3/12), arcanist exploits (dimensional slide[ACG], see magic[ACG]), consume spells
Arcanist Spell-Like Abilities (CL 5th; concentration +10)
. . At will—detect magic
Arcanist (Occultist) Spells Prepared (CL 5th; concentration +10)
. . 2nd—summon monster II, web (DC 17)
. . 1st—color spray (DC 16), grease, mage armor, summon monster I
. . 0 (at will)—detect magic, ghost sound (DC 15), light, open/close (DC 15), read magic, resistance
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 10, Int 20, Wis 10, Cha 14
Base Atk +2; CMB +2; CMD 16
Feats Craft Wand, Improved Initiative, Scribe Scroll, Skill Focus (Diplomacy)
Traits elven reflexes, noble born - orlovsky
Skills Acrobatics -1 (-5 to jump), Appraise +9, Diplomacy +9, Knowledge (arcana) +11, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +11, Linguistics +10, Perception +5, Ride +1, Sense Motive +2, Spellcraft +13, Use Magic Device +6; Racial Modifiers +2 Perception
Languages Aquan, Auran, Celestial, Common, Draconic, Elven, Ignan, Infernal, Terran
SQ conjurer's focus (Summon Monster III, 5 minutes), elf blood, hero points
Combat Gear extend metamagic rod (lesser), pearl of power (1st level), scroll of fly, wand of enlarge person; Other Gear crossbow bolts (20), dagger, dagger, dagger, light crossbow, spear, cloak of resistance +1, ring of protection +1, bedroll, belt pouch, candlestick[UE], earplugs[APG], grappling bolt[UE], masterwork backpack[APG], mirror, parchment, signet ring, silk rope (50 ft.), travelling spellbook[APG], 1,105 gp
--------------------
Special Abilities
--------------------
Arcane Reservoir +1 DC or CL (12/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Conjurer's Focus (Summon Monster III, 5 minutes) (Sp) Cast summon monster spells with points from arcane reservoir.
Consume Spells (2/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Dimensional Slide (50 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
See Magic (Su) Can detect magic at will. Use 1 reservoir to skip exam time for 1 min.


I don't see anything to cause me concern at this point. Can you add the HL file to DB?


Half-Elf Arcanist Lvl 5 (occultist)

It is in drop box but because it is so full it will not update it.. You are way over my limit.:) I will email you the file and you can add it


Female AC 16, touch 13, flat-footed 13; HP33 Human (Ulfen/?) Druid Level 5

So are there any other positions within the kingdom that can be filled? Kyras, got a consort yet? What about Viceroy?
Is Kestin or Jhod in charge while we are away? Whatever happened to Crix and his brother? I think Crix was training in the Ranger ways with Kressle I think you said his brother wasn't as skilled, maybe a stable hand or something. I had put in the fluff that they often visited Danna's family because kids, rangers, things in common, etc. Can these relationships be developed?


So I was digging around through my campaign notes and found the original character creation rules. Looks like I did decide on max HP at all levels so please update your characters to reflect this.

Also Pierre, you need to add the party bonus feat Endurance to Kyras and Taldani.

No more positions to be filled. And I don't ever see Viceroy being filled so you can ignore that one.

You don't need anyone in charge as long as you spend 1 week a month running the country (meaning time spent ruling cannot be used for
adventuring, crafting magic items, or completing other downtime activities). This means everyone in a leadership position, not just Kyras. Failure to complete your duties during a turn means treating the role as thought it’s vacant.

However, if you wish to designate who is "in charge" while you are out for fluff reasons, by all means please do so.

Crix and Than are indeed training with Kressle. Crix more so given his age. The idea is to develop them, along with other NPCs. I'll try and write a summary after this round (2 years?) of kingdom building is done.


The Most Reverend 5th Level Cleric of Erastil - AC:19 | T:13 FF:16 | HP 41/41 | Strain: 00 | F:+4 R:+4 W:+7 | Per:+8* Init:+3* | BAB +3 | Bow +9 | Morning Star +4
Skills:
Bluff +2 | Diplomacy +6 | Fly +7 | Heal +7 | Knowledge: History +7, Local +3, Religion +7, Nature +7, Nobles +7 | Sense Motive +9 | SpellCraft +10

As his Lordship is not in any hurry, taking your time won't be a problem :)
Would a live JR session improve your mood? I will have weekends off starting Feb. 13, as long as the usual venue is available. Who's interested / can make it?


Indeed it would. Scheduling something is likely to prove difficult I suspect. With Stacy being busy most weekends now with her business. I am up for the attempt though. :)


Female AC 16, touch 13, flat-footed 13; HP33 Human (Ulfen/?) Druid Level 5

I can try. The earlier in the day the better for me. Sunday is the best chance.


The Most Reverend 5th Level Cleric of Erastil - AC:19 | T:13 FF:16 | HP 41/41 | Strain: 00 | F:+4 R:+4 W:+7 | Per:+8* Init:+3* | BAB +3 | Bow +9 | Morning Star +4
Skills:
Bluff +2 | Diplomacy +6 | Fly +7 | Heal +7 | Knowledge: History +7, Local +3, Religion +7, Nature +7, Nobles +7 | Sense Motive +9 | SpellCraft +10

An AM game for Sunday February 7th or the 13th are up for grabs....


Sorry guys I am working on Feb 7 and then will be out of town on the 13th. How about Feb 21?

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