Hrungnir |
Too bad. He seemed excited about this. Just wish that he was more realistic in his expectations of what illusionists are/aren't.
Think we've still got quite a good party here. From what I've read, Gestalt is worth on a power level 1.5 normal characters. So we've still got the punching power of an 8 man party.
But...and this is a big but. We have an unresolved issue...
After we conquer this fortress, what do we name it? If this fortress is going to watch over our fey neighbors, it's going to have to have a suitably epic name.
Hrungnir |
Facing trolls next?
I’ll be using Sunmetal (4 rounds, +1d4 Fire damage) against them. It’s about the best that I’ll be able to do to get past their regeneration.
Anyone have any other methods of dealing with trolls?
DireMerc |
By my count your BP is 21 at the start of this month.
Will need to roll
Step 1—Determine Kingdom Stability: Make a Stability check DC 21
(if your Unrest is at 0, gain 1 BP as a result of surplus goods and services).
Step 2—Pay Consumption: Deduct your kingdom’s Consumption from the kingdom’s Treasury BP.
Step 3—Fill Vacant Magic Item Slots:
Step 4—Unrest: If the kingdom’s Unrest is 11 or higher, it loses one hex chosen by the kingdom’s leaders.
Income Phase
Step 1 - Deposits of 4,000 gp in loot for investing to make 1 BP.
Step 2 - Withdrawals from the deposits. Unrest increases by one and you must make a Loyalty check. Only 2,000 gp for each 1 BP.
Step 3 - Sell Valuable Items: Economy check (see details).
Step 4 - Economy check against your Command DC. Divide by 5 and add that much BP to your treasury. +7BP
Alexand |
My records say this. These are the actions we should do this month.
**month 3
*claim*develop*, roads; (cost)= 4
21-4=17
I will compile a better form so as to make it all clearer. I hope to have it by tonight, though if I don't, it'll be ready by the end of the weekend.
Alexand |
Okay, so.. ^ that is what I scrounged from the previous campaign thread. GM could you point out any changes you would like? Also, as a side note, there is a history of the months at the end you can look over.
DireMerc |
just about caught up to you guys in my kingmaker game on steam lol. Played like 20 hours in the last 2 days.
I cleared the fey tower and fought the scythe tree. They gave that energy drain on it's branch attack! that thing wiped me like 5 times before I beat it.
I cleared the tomb I'm about to go fight the trolls now.
gotta say this game is very well made and I would actually change some things in the adventure to do it the way they did in the game. It's also giving me a good refresher on everything :P
Alexand |
I don't know if this was made clear but, the energy drain on the attacks affects right away. The save DC is after the 24 hour period to see if it becomes a permanent negative level.
DireMerc |
For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. If a creature’s negative levels equal or exceed its total Hit Dice, it dies.
Hrungnir |
https://paizo.com/campaigns/KingmakerTheStolenLandsGestalt/recruiting&p age=1
Rolling for stats...
5d6 ⇒ (2, 5, 5, 5, 2) = 19 15+3=18
5d6 ⇒ (6, 4, 6, 6, 4) = 26 18
5d6 ⇒ (2, 1, 4, 4, 2) = 13 10
5d6 ⇒ (2, 6, 5, 2, 4) = 19 15
5d6 ⇒ (2, 2, 6, 5, 1) = 16 13-3=10
5d6 ⇒ (3, 1, 6, 2, 5) = 17 14
5d6 ⇒ (6, 2, 5, 3, 2) = 18 14
18/18/15/14/14/10
Str (18) Dex (14) Con (20) Int (14) Wis (18) Cha (8)
Not bad. Not bad at all.
HP with FCB and Con: 10 + 3d10 + 4 + 20 ⇒ 10 + (6, 7, 9) + 4 + 20 = 56
HP after burn 3: 56 - 12 = 44
So far so good. Now. For the elements. To keep this nice and themed:
Name Dronn Frostbeard
Elements Elemental Shifter (Water) Kineticist (Water)
Feats
Lvl 1: Power Attack
Lvl 3: Furious Focus
Infusions
Lvl 1: Energizing Weapon
Lvl 3: Extended Range
Utility Wild Talents
Lvl 2: Kinetic Healer (With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast‘s damage. Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn. If you do so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; This damage can’t be healed by any means until the recipient takes a full night’s rest.)
Lvl 4: Elemental Whispers (Alertness as Bonus feat and +2 will Saves)
Equipment
* Kinetic Defense (+7 AC with 2 burn)
* Dwarven Waraxe? Or bastard sword
* Ring of Protection +1
* Amulet of Natural Armor +1
* Cloak of Resistance +1
———
Will make profile soon. But basically...
AC: 10 +2 (Dex) +4 (Wis) +1 (Shifter) +7 (Armor) +1 (Deflection) +1 (NA) = AC26
Ranged: 120ft
To Hit: +9 (vs touch AC)
Cold Damage: 2d6+4
Melee:
To Hit: +8
Damage: 1d10+12+3d6 (cold)
All in all? A dwarf cloaked in ice, able to freeze he enemies. Will just about always hit at range because he targets touch AC, and in close combat can back apart foes. Will be decently tanky, and can fight at range and close combat.
For utility he will still be able to heal the party, it’s just that it will cost burn instead of Spell slots.
———
And can we get the shortsword fixed? If so he will wield the fey-bane bastard sword that we just found.
Torgald Frostbeard |
And new alias is up. A few things need to do to be complete.
While I know that mechanically I should have gone with Dex for close combat, it felt *much* more Dwarven to have a Str build. And the RP is more important.
I’ll get it done as soon as I can; and will get an introductory post up
Also...as this is an elemental build, I’d really like to get some resistances. So, making him a Dwarven aasimar. Also doing VMC Void Wizard so at lvl7 he can get the equivalent of Hardy
Alternate SLA: 1d100 ⇒ 71
You gain sustenance from sunlight. Standing in direct sunlight for half an hour nourishes you as though you had just eaten a hearty meal. You still need to drink water.
Not all aasimar are descended from humans. Aasimars can be born of any intelligent race, though human aasimars are the most common. Aasimars of other races usually exemplify the ideals of beauty and skill as seen by their base race. For example, halfling aasimars are small, beautifully proportioned, and display exceptional grace. Half-orc aasimars are slightly larger and stronger than ordinary orcs, with tough skin and metallic claws and tusks—they are likely to be neutral rather than evil, but still display aggression and incredible combat prowess. Less common humanoids, such as lizardfolk, catfolk, tengus, and others, can also produce aasimars, though given these races’ exotic appearance, members of the more common races may have trouble telling such aasimars apart from their kin.
It should be noted that while any creature that breeds with a celestial may give birth to half-celestial offspring, only humanoids can give birth to aasimars. Thus, while it’s possible to encounter a half-celestial dragon, unicorn, or griffon, any children of such creatures would be either half-celestials or normal members of their race. (And just as often, these less conventional half-celestials are sterile.) When discussing half-celestials and aasimars, it’s important to distinguish them from both true celestials (angels, azatas, agathions, etc.) and simple celestial creatures (creatures with the celestial template, which are themselves denizens of the good-aligned Outer Planes but similar in many ways to their Material Plane counterparts). Most aasimars also have a difficult time getting people to grasp distinctions between celestial types, with common folk erroneously grouping all such beings together as “angels.”
Non-human aasimars have the same statistics as human aasimars with the exception of size. Thus a halfling aasimar is Small but otherwise possesses the same statistics and abilities as a human aasimar—the difference is purely cosmetic. Non-human aasimars do not possess any of the racial abilities of their base race. However, they are usually raised in the same cultural context as other members of their base race, and thus generally adopt the same fighting style as their peers, use the same types of weapons and armor, and study the same skills.
Alexand |
I know I will. The more tough and dangerous things between me and the enemies, the less I actually have to do. These reports aren't going to write themselves ya'know.
Torgald Frostbeard |
Hrungnir: HP (44) AC23 (31 buffed) Saves 9/5/9, +2 Hardy (11/7/11, +2 Buffed) To Hit +10 (+14 buffed) Damage 1d12+1d6+18 (buffed, 25 average), Full Casting
Torgald: HP (44 after burn) AC27 (no armor needed, but if nonmetal armor is found can switch bonus to shield) Saves (10/7/9) Resistances (Acid, Cold, Electricity 5) Never needs food or water, CC +9 Hit and Damage: 1d10+14+3d6 (29 average) +2d6+2 vs fey, Range 120ft Touch +8 Hit and 2d6+4 cold damage, Burn for Healing
——
All in all? New character can tank fine, has good saves and resistances and can put out decent damage.
Alexand |
Just so you know, doing a non-kinetic blade blast in melee range provokes twice. Once because it is a spell-like ability and a second because it is a ranged attack. If you gather power before that you will have to make a concentration check for each of those AOO's that hit. On a failure you take the amount of burn equal to how much you would have reduced.
I say this not because I don't believe in your ability to understand your class, but because Kineticists are fairly convoluted. I have a level 15 one and it took some serious learning of how the mechanics of the class interact with the mechanics of the rest of the game.
Hrungnir |
Energize Weapon? How would that provoke? It’s a form infusion which is used as part of an attack option. Unlike kinetic blast it shouldn’t provoke. And my google-fu shows that Gather Energy doesn’t provoke, at least Paizo discussions say so. Are they wrong?