DM_Scholar's Kingmaker (Inactive)

Game Master Asmodeus' Advocate

May 17th, 4710 AR

Temperature: fair
Noon: 64-69 F
Midnight: 46-50 F

Wind: light-moderate
Precipitation: heavy clouds, light drizzles throughout the day


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Male Woodborn Seer 4; HP 31/31; AC 19/T15/FF 17; Fort +5, Ref +6, Will +7; Init +6; Per +11; Spd 30 ft. CMB +5, CMD 17

* Would an Amulet of Natural Armor stack with Awn's natural armor bonus of +2?

* How does ABP fit in with levelling up?


Male Woodborn Seer 4; HP 31/31; AC 19/T15/FF 17; Fort +5, Ref +6, Will +7; Init +6; Per +11; Spd 30 ft. CMB +5, CMD 17

@ DM_Scholar: next level I get Minor Prophecies. Can I also choose from these new Minor Prophecies to use with Fatebender Aura ability presented in the follow-up product Law and Destiny

New Seer Minor Prophecies:

Aura Adept: Select one aura currently known when this prophecy is selected. The seer may activate this aura as a move action. If it was already a move action, the seer may activate it as a swift action. If it was already a swift action, the seer may activate it as an immediate action.

Aura of Second Sight (new aura): Once per turn while this aura is in effect, the seer may use his second sight class ability without expending a use of second sight. If you spend a use of second sight to use your second sight ability while this aura is active, the bonus is increased by +1. This applies only to the basic use of second sight, not other class abilities, feats, or other prophecies that spend second sight (except for improved second sight).

Aura of Survival (new aura): The amount of negative hit points that an ally can sustain before dying is doubled, so long as they remain within the aura. Any dying allies within the aura automatically stabilize at the end of their turn.

Blessed Vision: The seer gains a supernatural perception of her surroundings. She gains low-light vision, or doubles the range of that ability if she already possesses it.

Blessed Mentor: Any time the seer uses her second sight to grant a bonus to a skill roll, that bonus is increased by her Wisdom modifier. This only applies to class skills in which she possesses at least one rank. (These do not necessarily need to be class skills granted by the seer class, as long as they are class skills for that particular seer.) She may not gain the benefit of this ability when using second sight on one of her own skill rolls.

Divert Destiny: Any time the seer empowers one of her own melee attacks with an attack bonus through use of second sight and success- fully strikes her target, the target suffers a penalty to all melee attack rolls equal to the seer’s second sight attack bonus unless they are directed against the seer. This penalty lasts until the beginning of the seer’s next turn.

Doombringer: Enemies affected by your fatebender aura are wracked with portents of their own inevitable demise. The saving throw DC of your auras is increased by 2.

Karmic Link: Once per day as a full round action the seer can link her fate with an ally’s by touch. Whenever the ally is within sight of the seer, he is considered to be within the seer’s fatebender aura and can be targeted by of the seer’s cure spells, so long as those spells are granted by the seer class.

Spell Adept: You have overcome the seer’s natural spellcasting limita- tions. Your caster level with all seer spells is increased by your Wisdom modifier (though it cannot be higher than your total class level).

Timely Warning: Any time the seer uses second sight to grant a bonus to a saving throw, she can choose to grant all allies simultaneously affected by that same affect her second sight bonus (this applies only to a single effect, such as a fireball that engulfs multiple party members). Use of this ability consumes three uses of second sight rather than the usual one.

Time’s Arrow: The seer gains the effects of Precise Shot and Point Blank shot against any enemies within her fatebending aura. This prophecy counts as both of these feats for the purposes of prerequisites, but any feats that treat this prophecy as a prerequisite can only be used against enemies within the seer’s aura.


Male Orc Barbarian (flesheater, true primitive) HP 47/47 : Rage (14/14) : Magic Excel doc of Stat Stuff

Level 2:

+1 BAB
+10 hp
+1 fort
Abilities
One Flesh
2 round of rage /day
Skills (FCB)
Linguistics +2 (boggard, giant)
Perception +1
Fly +1
Intimidate +1

Grand Lodge

M Ifrit HP: 19/19 AC: 17: FF: 14 Touch: 13 Fort: 3 Reflex: 7 Will: -1 Attack: 8 Init: 9 Perception: -2 Sense Motive -2 Moments of Chance: 6/7 Luckbringer 4

Lvl 2:

+1 BaB
+4 HP
+1 Fort, +1 Ref
+1 Moment of Chance
Improbable Ability: Entropy Shield

Entropy Shield:
Entropy Shield (Su): The luckbringer can cause a probability field to generate around her or an ally within 100 ft. This field deflects incoming arrows, rays, and other ranged attacks for 1 minute per luckbringer level you possess. Each ranged attack directed at the subject for whom the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). At 5th level this miss chance increases to 50%, Other attacks that simply work at a distance are not affected. The actual intervening factor is subject to GM determination but the default is often a random animal or vermin native to the area moving into the line of fire at the wrong moment, a stone causing the subject to stumble ruining the lead time of targeting foe or an odd gust of wind catching the projectile badly. Improbable abilities require a luckbringer to spend moments of chance, which she may do only once per round as a free action.

Skills:
+1 in Appraise, Bluff, Diplomacy, Disable Device, Disguise, Escape Artist, Linguistics, Sleight of Hand, Stealth, UMD

Circlet of Persuasion sounds fun! And yes, we should probably camp in the Kobold village until they proclaim Iorskan Hero/King/God/Supreme Leader of All Things Dragon; whatever they decide


@ Ozzy I wasn't thinking of rounding hit points at all, actually. You'd get 0.5 hitpoints every level, and on odd levels it would add up to a hit point.

@ Awn My understanding is that amulets of natural armor give an enhancement bonus to natural armor, so it should stack with your existing armor.

Those seer prophecies look fun! Feel free to use them.

Iorskan is using the no magic items variant of ABP, so he just won't take items out of the pot and in return he'll get bonuses as he levels up. Having a party member using the base system (where you have half the regular wealth by level) would be harder, partly because they'd have to take half as much treasure as everyone else (even if the items would be more useful for them) which is hard to justify in character, and because the ABP system assumes that items like amulets of natural armor and +1 elven curve blades don't exist. But since most of the party is using the base system, these items clearly do. I know I said in the recruitment that if you wanted to use ABP you could, but I'd prefer it if people chose to use either the base system, or no magic items at all.

@ no one in particular: I'm changing the headress of alluring charisma into a headress of persuasion, since the idea of the party passing around this feathered headress to whoever speaks the language amuses me a great deal. A +2 CHA item would probably be replaced eventually, or given to someone whose class features depended on it, but a headress of persuasion will likely be a part of this campaign for sessions to come.


If no one else has a better idea, I'll assume the following for Tartuk's gear:

Bright Awn: Amulet of Natural Armor
Ozzy: Potion of False Life (CL 8), Scroll of Fly
Guthruc: Potion of Haste
Abaos: Potion of Invisibility
Party: Feathered Headdress of Persuasion, Small Masterwork Cold Iron Sickle


Character sheet

Abaos can have the potion of invisibility if he wants, but I think I can probably make better use of it. I don't want to take more than my share, but there seems to be more that Ozzy and her eidolons can make use of than anyone else.

Btw, you didn't mention the Magic Missile wand, which I'm assuming is going to Mr. Winky. If he wears the headdress during combat, that still only gives him a 35% chance of successfully activating it until I get another evolution point to spend on skilled: UMD, but he doesn't really have any other combat options. Anyone with a UMD score better than 7 want it?

Are the other potions CL8, or only False Life?


Actually, I was thinking that Mr. Winky likely wouldn't much benefit at all out of a potion of invisibility: with his size modifiers to stealth, he's already practically invisible! The potion bottle itself likely to large for him to carry (it's roughly the same size he is!), and while I haven't seen his stats yet, I don't know that he has arms. Abaos seemed like he'd get the most use out of the potion since he has good enough stealth that he might go scouting, but not so good that he might not get caught. He also has pretty low hitpoints, but his rerolls work as long as he's conscious so if he had to go invisible because a fight went south he'd still aid the party without breaking invisibility. (That goes for Awn too, but Awn's more than a little hardier.) There's also that Abaos suggested going without treasure himself, which is just the sort of thing that gets you handsomely rewarded in fairy tales, and life does imitate art.

To answer other assorted questions I haven't answered anywhere, the invisibility potion is at CL 4, the haste at CL 6, and Iorskan's enhancement bonus to weapons from level up can apply to both his claws. I did forget about the wand of magic missile, it looks like Abaos has the highest UMD at +9, but he also has a ranged weapon in his starknives so I'll let the two of you talk out who gets it.

Is there anything else I've missed?


Eidolon Character sheet

Here's Mr. Winky's character sheet. I was going to describe him in gameplay when he makes his first appearance, the next time Ozzy summons eidolons.

He's tiny, which is roughly the size of a housecat. Potions are generally considered to weigh about an ounce, so it should be well within his light load (even with a STR score of 4, though there is the question of where he would store it).

I was thinking that Ozzy would hang on to the potion though, and feed it to Mr. Winky if he needs to go on a particularly important/risky scouting mission. Of course, no matter who is carrying it, if we're not in combat, we can take the time to decide to hand it off to someone else based on the situation.

Grand Lodge

M Ifrit HP: 19/19 AC: 17: FF: 14 Touch: 13 Fort: 3 Reflex: 7 Will: -1 Attack: 8 Init: 9 Perception: -2 Sense Motive -2 Moments of Chance: 6/7 Luckbringer 4

I had actually already volunteered the Potion of Invisibility to Ozzy, so it's yours if you'd like it. Same with the Wand- he's got a less than 50% chance to activate it now, so if you're familiar can make better use of it, than definetly should go to you. I'll pick up cool items next round.


Abaos wrote:
I had actually already volunteered the Potion of Invisibility to Ozzy, so it's yours if you'd like it. Same with the Wand- he's got a less than 50% chance to activate it now, so if you're familiar can make better use of it, than definetly should go to you. I'll pick up cool items next round.

Fine with me! I stand by my reasoning, but I'm not part of the party. :P They're just consumables anyway!


Wounds (0) HP (17) AC (16/14/12) Saves (7/5/4, +4 vs mind effecting) Fire Resist (5) Draconic Weaponry (5/5)

Bandits! Kobolds! Mites! Best. Kingdom. Ever.

Feels like we are building a loose confederation of monsters and ne’er do wells. With no end game planned...which really makes me smile. :)


Male Orc Barbarian (flesheater, true primitive) HP 47/47 : Rage (14/14) : Magic Excel doc of Stat Stuff

Guthruc is going to attempt to recruit the next boggard or giant speaking monsters we come across

Grand Lodge

M Ifrit HP: 19/19 AC: 17: FF: 14 Touch: 13 Fort: 3 Reflex: 7 Will: -1 Attack: 8 Init: 9 Perception: -2 Sense Motive -2 Moments of Chance: 6/7 Luckbringer 4

No end game planned? No end game planned!?!? Pssh. Abaos had this planned from the start.

How else do you think he intended to defeat the Stag Lord? By raising his own army hahaha!!!


Character sheet

Speaking of which, are we getting any XP for convincing people to join us, or only for the ones we kill?


You get XP for creatures you convince to join you that you otherwise would likely have fought. (No XP for convincing the Levetons of anything, for instance, unless you really ticked them off first. :P)


Wounds (0) HP (17) AC (16/14/12) Saves (7/5/4, +4 vs mind effecting) Fire Resist (5) Draconic Weaponry (5/5)

Our kingdom is actually going to be several independent ‘kingdoms’ that work together, isn’t it?

Also pretty sure that when this is done our fearless GM is going to make a campaign to “free” the Stolen Lands from us. Each of our kingdoms will be a dungeon with our characters as the bosses...

I mean, take Iorskan for example. He’ll be a juvenile dragon by the time we have kingdoms. Imagine clearing a den of kobold commandos and then fighting a ‘large’ sized dragon at the end? It’s the perfect quest for adventurers...

...or an Orcish barbarian with a tribe of boggards and hill giants


Funnily, I was actually half-designing an urban campaign, set at some point between Pathfinder and Starfinder, using the 'guns everywhere' rules, set in the River Kingdoms' most diverse metropolis.

Had an idea for a mite arms dealer, lurking in the shadows, surrounded by insects and wares. Meanwhile, in buildings rising up out of and away from the slums, kobold and human politicians play games of intrigue and boggards run crime families. Every year they have a national holiday where they celebrate a rag-tag bunch of bandits banding together, overthrowing their oppressor, and creating a lasting nation.

Mostly, though, I've been redesigning the surrounding Stolen Lands and River Kingdoms in this epoch, trying to tie people's backstories into the main plot and updating NPCs with all the new material that's come out since kingmaker. After all, as a wise folk said, never half-ass two things, rather, you should full-ass one thing instead.


Funnily, I was actually half-designing an urban campaign, set at some point between Pathfinder and Starfinder, using the 'guns everywhere' rules, set in the River Kingdoms' most diverse metropolis.

Had an idea for a mite arms dealer, lurking in the shadows, surrounded by insects and wares. Meanwhile, in buildings rising up out of and away from the slums, kobold and human politicians play games of intrigue and boggards run crime families. Every year they have a national holiday where they celebrate a rag-tag bunch of bandits banding together, overthrowing their oppressor, and creating a lasting nation.

Mostly, though, I've been redesigning the surrounding Stolen Lands and River Kingdoms in this epoch, trying to tie people's backstories into the main plot and updating NPCs with all the new material that's come out since kingmaker. After all, as a wise folk said, never half-ass two things, you should full-ass one thing instead.


Character sheet

Ooo, maybe at the end of the regular kingmaker AP, we'll somehow get transported a couple thousand years forward in time and have to take over the area all over again, this time from the better-organized and higher-level (not to mention more technologically-advanced) descendents of our own former followers!

Grand Lodge

M Ifrit HP: 19/19 AC: 17: FF: 14 Touch: 13 Fort: 3 Reflex: 7 Will: -1 Attack: 8 Init: 9 Perception: -2 Sense Motive -2 Moments of Chance: 6/7 Luckbringer 4
DM Scholar wrote:
Mostly, though, I've been redesigning the surrounding Stolen Lands and River Kingdoms in this epoch, trying to tie people's backstories into the main plot and updating NPCs with all the new material that's come out since kingmaker. After all, as a wise folk said, never half-ass two things, rather, you should full-ass one thing instead.

I think it'd be really cool to see our backstories in this campaign- which likely means Abaos is getting arrested, but hey, nothing he ain't seen before, right? Though, certainly, seeing ourselves turn into the bad guys would be hilarious.

Iorskan wrote:
Our kingdom is actually going to be several independent ‘kingdoms’ that work together, isn’t it?

That's not quite the plan, though it may end up being that way. I didnt realize it at the time, but Abaos basically wants to be Woodrow Wilson, and tie everyone together so closely they have to work together. For example, letting the human bandits take charge of security for all nations, in exchange for food and other services (not all humans are mean!). At least, that's the plan.


Male Woodborn Seer 4; HP 31/31; AC 19/T15/FF 17; Fort +5, Ref +6, Will +7; Init +6; Per +11; Spd 30 ft. CMB +5, CMD 17

Whose plan? Seems Abaos and Iorskan have separate, distinct plans. Awn has a mission too, not sure it counts as a "plan". ;)

Grand Lodge

M Ifrit HP: 19/19 AC: 17: FF: 14 Touch: 13 Fort: 3 Reflex: 7 Will: -1 Attack: 8 Init: 9 Perception: -2 Sense Motive -2 Moments of Chance: 6/7 Luckbringer 4

That's half the fun! Everyone's got a different plan, so it'll be interesting to see the final product.


Male Orc Barbarian (flesheater, true primitive) HP 47/47 : Rage (14/14) : Magic Excel doc of Stat Stuff

Whereas here's Guthruc, who just wants an army to move over anyone in the way, recruiting or destroying them. Kinda like Genghis Khan.


Male Woodborn Seer 4; HP 31/31; AC 19/T15/FF 17; Fort +5, Ref +6, Will +7; Init +6; Per +11; Spd 30 ft. CMB +5, CMD 17

Wewps! Blood covered journal written in Sylvan. Check.


Character sheet

Btw, I'm assuming we split the 1000.5gp 5 ways? Does Iorskan take a normal cut of the gold, even though he can't buy magic items with it?


Wounds (0) HP (17) AC (16/14/12) Saves (7/5/4, +4 vs mind effecting) Fire Resist (5) Draconic Weaponry (5/5)

I think that Iorskan still gets his share...otherwise it throws party WBL out of wack? If he does then it just goes into his hoard. As a dragon he’d love having gold to sleep on, and never spend.


1 person marked this as a favorite.

Do what you like with the currency, once it's converted into magic items I'll track those individually for each player.

The original AP supposes four players, the modified version I consult before ignoring supposes six, and I'm supposing four players that need money, so treasure drops will likely look more like the original AP than the version for six. Still, though, there is nothing except nothing easier than adding more currency to a treasure hoard, so if Iorskan wants an equal portion of the loot to sleep on, just tell me so, but keep it consistent.

When the nation has it's own treasury, Iorskan can sleep on that. :)

I'm going to go ahead and update what happens in this hex tonight, even though I likely won't be able to add it to the map until tomorrow.


Wounds (0) HP (17) AC (16/14/12) Saves (7/5/4, +4 vs mind effecting) Fire Resist (5) Draconic Weaponry (5/5)

Iorskan will be the happiest of dragons


Male Woodborn Seer 4; HP 31/31; AC 19/T15/FF 17; Fort +5, Ref +6, Will +7; Init +6; Per +11; Spd 30 ft. CMB +5, CMD 17

DM_Scholar - has Awn found any information regarding the mites in Tartuk's journal?


Character sheet

I think Abaos is the only one who has a chance of concealing a weapon. We'd otherwise be relying mostly on natural weapons and fudging the definition of "weapon" when we give them up (Ozzy, for example, is not planning on handing over her spiked gauntlet, and she also has her spells, of course).


1 person marked this as a favorite.

I somehow missed it when Awn said he read the book! Since he read it alloud at some point while the party was resting, there's no need for spoiler tabs.

The book is indeed Tartuk's journal, written in Sylvan but making liberal use of Gnomish jargon. In places this makes it nigh indecipherable. It begins in medias res some years ago with Tartuk mentioning off hand how he filled his last journal and is now starting a new one. He explains about how he hopes that by recording the facts as accurately as he can promptly after they happen, he hopes to keep his burgeoning madness under control and keep his memories straight, an issue that's led to "both inconvenience and hilarity of late."

Tartuk, as of the time of the journal's start, was leading a small tribe of goblins to "glory and conquest," organizing them, teaching them military strategy, and reanimating their dead as skeletons. (Zombies smell.) He keeps throwing his goblin force at other nearby tribes of primitive humanoids, letting himself make mistakes as he learns how to manage combat units of varying size. Why he wants to learn how to manage armies changes from day to day, as do the details of his campaign. Sometimes he refers to his familiar as a bird, sometimes as a ferret, sometimes as an ogre, sometimes as a ghost.

Over the next few years that the journal covers, Tartuk took over several humanoid tribes before killing them off to hone his technique. Awn gets bits and pieces of Tartuk's past through his writing, he never expected anyone to read the book and rarely comes out and says things. Tartuk was born a gnome, but was reincarnated as a kobold. He was reincarnated from a scroll. After dying to defend his hometown from ogres. After dying trying to sell out to the ogres. He never died, the ogres turned him into a kobold. The other gnomes were impressed by his bravery, that's why they reincarnated him. The other gnomes flinched when he entered a room, couldn't look at him straight, even though he was a gnome on the inside. He left by his own volition. The other gnomes ran him out of town.

Tartuk found a clan of kobolds and led the to war against the gnomes. Some of his kobolds survived, so he attacked the ogres. None of the kobolds survived that, so Tartuk killed the noncombatants himself and sold their eggs to slavers.

As the journal progresses, Tartuk gets less coherent and more omnicidally insane. He's constantly moving, finding societies he can charm or intimidate into following him and then starting or escalating wars to distract himself from his frustration and depression. He rereads his journal frequently, and many of his entries are revised versions of earlier entries, telling what really happened. He has vivid nightmares every night, which he records.

And then one night he has a dream. In it, he heard a melodious voice that he claims he knew came from the first world. The voice told him that he was nearing the end of his kobold life, but if he served the voice loyally he could be reborn, not as a kobold or even a gnome, but as a true fey creature, mind joyously unintact.

Tartuk, shaking, asked the fey what she wanted him to do. She told him that he should raise an army of all creatures that would fall into step behind his banner, and conquer the Stolen Lands in her name.

Tartuk asked for her name. The voice called herself Nyrrisa. Nyrrisa told him he'd have help, from a man called the Stag Lord, and from anyone else mad enough to hear her, and sane enough to understand.

Tartuk was woken at that point by a frantic kobold who said a dragon was approaching, along with several tall folk. Tartuk sent his familiar to investigate, he had to write his dream down.


Male Woodborn Seer 4; HP 31/31; AC 19/T15/FF 17; Fort +5, Ref +6, Will +7; Init +6; Per +11; Spd 30 ft. CMB +5, CMD 17

Huh. Fantastic! Thanks DM!


Wounds (0) HP (17) AC (16/14/12) Saves (7/5/4, +4 vs mind effecting) Fire Resist (5) Draconic Weaponry (5/5)

That really does add a lot to Tartuk...and has ominous foreshadowing...


Iorskan wrote:
That really does add a lot to Tartuk...and has ominous foreshadowing...

I'm sure nothing will come of it!

Grand Lodge

M Ifrit HP: 19/19 AC: 17: FF: 14 Touch: 13 Fort: 3 Reflex: 7 Will: -1 Attack: 8 Init: 9 Perception: -2 Sense Motive -2 Moments of Chance: 6/7 Luckbringer 4

I'm actually really kinda sad we killed him now


Male Woodborn Seer 4; HP 31/31; AC 19/T15/FF 17; Fort +5, Ref +6, Will +7; Init +6; Per +11; Spd 30 ft. CMB +5, CMD 17

Picture of a starknife

It's not the wristsheaths, it's the "hiding" of this wide weapon on the wrists generally that seems... improbable.

Grand Lodge

M Ifrit HP: 19/19 AC: 17: FF: 14 Touch: 13 Fort: 3 Reflex: 7 Will: -1 Attack: 8 Init: 9 Perception: -2 Sense Motive -2 Moments of Chance: 6/7 Luckbringer 4

Hey, if Assassin's Creed could make 6ft blades that hid in people's arms, we can make a star knife wrist sheath! I dont know, honestly, I always thought a star knife was just a regular knife flavored for Desna. Best guess? You know those Nerf wrist launchers that fire round nerf darts? Something like that. Hises in the forearms, runs down and into his hands via springs. But I'm no engineer, and I reserve the right to change this.


Character sheet

Most of the illustrations that come up in an image search for starknife are absurdly oversized. In pathfinder, it is a light weapon, so it can't be as large as some of those. Think of it as an oversized shuriken. It might even be somewhat collapsible, or it might even look like this (<--link). The damage die is the same as a dagger, so it shouldn't be much larger than one.


Time for a mass melee combat! I've replaced all of the mites with numbers, since there aren't enough letters to keep track of them.


Character sheet

Ok, speculation time. This is obviously a higher-level encounter than I thought it would be, given that we were supposed to do this before taking on the kobolds.

If that crit didn't confirm (meaning that he has an AC higher than 23), our GM is trying to kill us, and we would be better-off running away now. So, assuming it did, that's 18 points of damage, minus 2 for DR equals 16 (assuming he didn't pick up some extra DR somewhere, which wouldn't be easy by any rule I'm aware of, since it wouldn't stack, maybe armor as DR?). A normal mite has 3HP and an AC of 12, which (even with DR2/cold iron) means you can almost knock them down with a strong breath (especially if you happen to be chewing cold iron-flavored gum). I'm hoping to avoid the need to do that, BTW, thus my choice of action for Ozzy this round (though it occurs to me now that all those mites who haven't acted yet can't AoO because they're flat-footed, which actually would have made acrobatics viable).

So, if the king can lose 16HP and have "more than a few more hitpoints left", he must either have 3+ class levels or 2+ class levels and an increased CON score (possibly from the Advanced template).

He attacked with a +7, but the +3 to damage is the more interesting number, since mites normally have a negative strength modifier. Power attack seems unlikely with the attack mod that much higher than the damage mod. With a two-handed weapon, that means a STR mod of +2, which is even higher than he could get with the advanced template. A STR mod of 2 still leaves an outstanding +5 to his attack modifier. Even if we assume the weapon is masterwork (dibs) and that he has weapon focus, that leaves him with a BAB of 3. If he has 3 levels in a full-BAB class (hit die probably a d10), that's 20HP just from hit dice (including the racial hit die), and if his CON has been increased as much as his STR apparently has, that would mean another 12, for a total of as many as 34.

If that's the case, and he's lost 16, that means he could have as many as 18 left (unless I was wrong about masterwork or weapon focus, in which case his total could be even higher). Between damage reduction and an AC that's probably at least 19, without at least one more crit, we probably won't be able to take him out this round, even if everybody manages to get into position to attack him (my action was also aimed at trying to clear that path).


Wounds (0) HP (17) AC (16/14/12) Saves (7/5/4, +4 vs mind effecting) Fire Resist (5) Draconic Weaponry (5/5)

We’ve killed a high level sorcerer at lvl1.

In another campaign I’m in, my lvl2 paladin just attacked a Rogue(4)/Expert(3), who had with him four guards (one of whom I think is a lvl5ish brawler. It’s round 2 and the lvl7 is dead and the party has taken 0 damage thus far. Granted, we used terrain and party placement to deny him the chance to sneak attack...

So what I’m saying is...let’s kill some mites. Either we got this...or we die and all reroll skinwalkers or kobolds to continue our destabilization/unification of the stolen lands.


Male Orc Barbarian (flesheater, true primitive) HP 47/47 : Rage (14/14) : Magic Excel doc of Stat Stuff

Guthruc is going to drink the potion of haste then go toe to toe with the king. My avg dmg after haste will be 33, plus I've got lots of hp.


DM_Scholar wrote:
Time for a mass melee combat! I've replaced all of the mites with numbers, since there aren't enough letters to keep track of them.

Aren't enough colors. There are plenty enough letters.

The hoard has acted! It's probably pretty obvious now that there is exactly one threat in the room; well, two if you count the tick he rode in on.

Ozzy wrote:
With a two-handed weapon, that means a STR mod of +2, which is even higher than he could get with the advanced template.

Ah, but you forget. If you add class levels to a monster, they increase their ability scores. A +3 modifier (he's holding a shield) is higher than he could get with only the advanced template, but isn't even higher than he could get with the advanced template.

Mr. Blinky did, in fact, confirm that critical.

On a different topic, diplomacy rolls take a minus 10 penalty if rushed, mind, so they're pretty hard to use after initiative has been rolled. While their king is here to remind them the cost of treason, their morale is likely to hold as long as he does.


Male Orc Barbarian (flesheater, true primitive) HP 47/47 : Rage (14/14) : Magic Excel doc of Stat Stuff

Gm, how tall is the ceiling in this part of the cave?


It's around fifteen feet tall, since the ceiling is the same height as R6, but the floor is deeper.


Character sheet
DM_Scholar wrote:
Ah, but you forget. If you add class levels to a monster, they increase their ability scores. A +3 modifier (he's holding a shield) is higher than he could get with only the advanced template, but isn't even higher than he could get with the advanced template.

Ah, I guess I never read that far into those rules. So if he has the advanced template AND class levels, some of his ability scores are 8 higher than a normal mite? Are you sure those are intended to stack?

<Does a bunch of math>

Note to self: Never combine the advanced template with adding class levels to monsters because you will end up with CR calculations that are way off. Good to know.

So, if his STR ended up with a +6, where did those +8s go? If it's dex, that would put his touch AC at a 16. Natural armor increase plus regular armor (probably around a +4) AND a shield could mean that the crit barely managed to confirm.

If he has a +8 to CON (but probably only two class levels, given the higher STR score than I originally estimated leading to a lower BAB estimation), that would put his likely max HP at 1d6 + 2d10 + 12 = 26.5.

If I'm right about his class being a martial class, he probably doesn't need big boosts to mental stats, but a +6 to INT would allow him to qualify for some interesting feats, while putting it in WIS would mostly be useful for increasing his Will save. I doubt we'll see him make a charisma-based check, but a higher CHA score could help to explain his followers' loyalty.


Wounds (0) HP (17) AC (16/14/12) Saves (7/5/4, +4 vs mind effecting) Fire Resist (5) Draconic Weaponry (5/5)

So far we fought a lvl8 support caster, with weak minions.

This is a martial with weak minions. I wouldn’t be surprised to find crowd control Feats, high HP and high AC.

What we need is a cunning plan...which I have! Let’s all throw an orc at it! That should do the trick.


Character sheet

Tartuk could have been a much bigger problem for us, but we had him in a situation where all of his spells only amounted to delaying tactics.

All of the clever plans I came in with have already failed. I'm down to improvising.

Guthruc, how would you feel about being enlarged?


Male Orc Barbarian (flesheater, true primitive) HP 47/47 : Rage (14/14) : Magic Excel doc of Stat Stuff

once i get next to the king

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