Eluvias the Grim |
So. I’m thinking that if half the party is doing mounted combat I should too. Might as well make it into a party theme. Plus if we are all mounted it would make exploring easier.
Spirited Charge: “When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).”
Would this work with Shocking Grasp?
Jethro Tuggs |
+8 HP (5 level, 2 Con, 1 FcB)
+1 Bab (Now 4)
+5 Skill points (Ride, Knowledge(Nature), Sense Motive, Survival, Handle Animal)
+2 Background Skills (Knowledge(Engineering), Profession (Builder))
+1 F/R/W
2nd Level Spell Slot
3rd Level Spell Slot
Slayer Talent (Combat Trick, Power Attack)
1 HD - 8 HP, 1 BaB, 1 F/R/W, 1 Skill Point, +2 to Natural Armour, +1 to Str/Dex, Devotion (+4 to saves vs Enchantment spells and effects)
Will update the stat block in a moment!
Eluvias the Grim |
Ok. So thinking to go mounted...
Lvl 6: Cast Spell Mount. Now have a horse which lasts for 2hrs/lvl
Lvl 7: Cast Phantom Steed which lasts 1hr/lvl
And if I can refrain my lvl5, then I can take mounted combat instead of armor of the pit (so -2 AC), at lvl7 spirited Charge and at lvl9 ride by attack.
Think it’d be cool to join the charging club. And the image of using a scimitar while mounted is a good one. :)
GM Kevin O'Rourke |
@Eluvias- From spellstrike "If successful, this melee attack deals its normal damage as well as the effects of the spell." So the weapon damage of a lance would be tripled on the charge and do the shocking grasp once.
Bare in mind there's going to be times when a mount is impractical. It's definitely a better adventure path for it but it wont always be doable. Belladona is going to get the most use out of her mount as she can ride around on it indoors being small.
Amadeen Irian |
Amadeen wouldn't object to having a mount. It's just not something she's that bothered about. She spent a *lot* of time walking in forests when she was younger.
Amadeen Irian |
Witch Level 6
+6 -> 38 Hp
BAB +1
Fort +1
Ref +1
Will +1
ABP: Mental Prowess +2 (+2 Intelligence -> 22)
Skills:
Adventuring Skills (8) (2+6+1) +5 from prior levels with increased Int bonus +5 from missing increased int previousy
Diplomacy
Intimidate
Knowledge (arcana) +4
Knowledge (local)
Knowledge (nature) +5
Perception
Sense Motive +2
Spellcraft +2
Stealth
Background Skills (2)
Knowledge (geography)
Knowledge (nobility)
Class Features:
One extra 2nd and 3rd level slots from class.
One extra 2nd level slot from intelligence.
Spells Learned:
Bestow Curse
Screech
Patron Spell: Blink
New Hex:
Protective Luck (Su)
The witch can cause fate to twist so that it benefits a creature within 30 feet for 1 round. Whenever that creature is targeted by an effect that requires an attack roll, including weapon attacks, the attacker must roll twice and take the worse result.
At 8th level and 16th level, the duration of this hex is extended by 1 round. A witch cannot use this ability on herself. Hexes that affect the fortune hex, such as cackle, also affect protective luck.
Johund Struckland |
Sorry guys! I'm out of the weeds (sort of) and will work on catching up. I won't be able to level up until late tonight at the earliest.
Johund Struckland |
Warpriest Level 6:
FCB: +1/6 bonus feat
HP +8
BAB +1
All saves +1
Class Bonus Feat (Weapon Specialization (dagger))
FCB Bonus Feat (Lunge)
Various skills
Amadeen Irian |
In news, I have a new job. Starting Monday. :)
Amadeen Irian |
That's more than fair!
I wouldn't mind the cloak. Though I'm happy for anyone else to claim it.
GM Kevin O'Rourke |
Seeing as you guys will be going back soon enough even if you keep pushing forward we'll be doing a kingdom turn. Who's getting sidelined for Jethro and Belladonna?
Amadeen-Ruler-Is Amadeen adding to Loyalty +3, Economy +3
Barek-Marshal Loyalty+2
Johund-Warden Loyalty +5
Eluvias-Magister Economy +4
Jorin- Spymaster Economy for Now +3
Brother Eldrast as High Priest +4 Stability
Jhod as Treasurer +4 Economy
Svetlana as Grand Diplomat +2 Stability
Redderfin as General +4 Stability
Oleg as Counselor +2 Loyalty
Garess as Enforcer +3 Loyalty
Also on the subject of architects and deities I imagine quite a few would worship Abadar... but I can see that not appealing to druids.
Amadeen Irian |
Abadar is doable, alignment works afaik.
Are there any empty roles? I vaguely recall one or two optional ones.
Johund Struckland |
If not, let's let Bella and Jethro pick the role they'd like (other than the ones active players are filling), then work out a plausible reason why the existing officer would want to step down.
Here's GM's post describing the roles (also see following discussion).
Amadeen Irian |
Solid thinking, Johund. I'm fine with that approach!
Jethro Tuggs |
Hrm.
I noticed I just got a bonus to Wis this level, that I added to my skills and DCs, but not my character sheet.
*clears throat*
I reckon Jethro can work with this Oleg character to take over as Councilor, since he's pretty qualified at a +3, and that's pretty much the role he'd pick, if he had to choose.
GM Kevin O'Rourke |
Kingdom Stats Revised
Current Totals Totals before Turn 25: Loyalty +34, Stability +41, Economy +36. +14BP to Income, Consumption -3(Can Store 5. Currently 0). Fame +4. Infamy +1. Kingdom DC 49
Thorneholm: Crime -1, Defense +13, Law +4, +6 Lore (+2 extra for Knowledge History, +2 Knowledge History), +3 Society
Month 24
Treasury 39BP
Upkeep Phase
Stability Test DC 49: 1d20 + 41 ⇒ (7) + 41 = 48 Unrest +1
Consumption: -3 so Stored for a total of 3 Stored.
People are begining to get a little uneasy, apparently your fledgling kingdom has attracted a critic... Unrest increased from the Stability check. Belladonna can potentially reduce this as Royal Enforcer but that risks losing loyalty if she fails. Loyalty is +34 with a DC of 49 so that's a considerable gamble. Buildings like parks can reduce this at no risk.
Edict Phase
Assign Leadership: Belladonna and Jethro get instated.
You guys can claim up to three explored hexes. You can make up to five terrain improvements like farms, mines, mills, roads etc. You can make up to five new buildings. You can found up to one new settlement.
Jethro Tuggs |
Whoops!
I think I got sniped by Eluvias there. Jethro isn't much for just and right and all that, but killing someone just for criticism is literally his back story, so he'd be pretty opposed to that!
Not that this chap isn't stirring s*%#, but convincing everyone else he's stirring said proverbial is probably the better move here.
Also, you're literally back with an Enforcer/Defender and someone to take care of the wolds and the town's Councilling, so... Its not like you're lacking in arguments to his claims.
Amadeen Irian |
There's a chopped line in gameplay that should read :
When she stops, she faces him, and starts to speak, taking in the crowd as she does so.
Amadeen Irian |
A heads up. I won't be available to post at all on Friday, and I likely won't have much availability until Sunday evening or Monday evening.
Jethro Tuggs |
I had a couple.
I'm still reading on the Kingdom building rules, and damn, do those look complicated, but here's a couple of ideas.
Did the settlement deep in the Narlmarches come to be? Since I haven't really found anything relating to it in the thread. If so, founding a new settlement might be an excellent idea, though Jethro (after ponderously glancing at the map for half a day or so), would suggest forming it on 0703, and have it work as the cornucopia of the kingdom, starting with nay but a couple of houses and a Stockyard - which would bring consumption up from -3 to whopping +2 for the Kingdom - which will allow another Hex to be claimed, consumption wise.
Since there's already a farm there, I think that'll make it cheaper, and the Kingdom can afford that in our next turn. Jethro can work to build up to four buildings at reduced cost a turn (being the worky druid that he is), and that would allow a House, an Inn, and a Stockyard to be completed with 27BP, filling a Square and a half, if we place the Stockyards ONTO a road.
He'd be willing to go with some workmen tomorrow, if need be!
Though, considering Jethro's propensity for names, I suggest his idea of naming it "Farmville" is immediately struck from all records. Even if it would be painfully accurate.
GM Kevin O'Rourke |
Ah yes I had half forgotten that event had come up. These particular settlers are set on the wooded areas but you can always set up another area in 0703 at some point. In a game entering book 5 I am running the players have a few settlements that are a castle, city walls, stockyard, house and inn with 500 troops. Kind of a rapid response outposts.
There's a benefit for the proposed one for the west they're proposing calling Tatzylford. "halve the cost of the first castle, temple, market, tavern, or inn built in the new village."
Amadeen Irian |
How about "Bounty" if ww build for heavy agriculture?
And I quite like Tatzylford.
Johund Struckland |
I'm having an extremely busy work week and am having trouble finding a chance to sit down and post. Please bot me as needed, thank you!
Jethro Tuggs |
"Bounty" is a lot better than Jethro's idea. And Tatzylford is pretty cool, I agree.
Jethro will hold onto his suggestion for Bounty for the moment, then, and would happily go and aid in the building of whatever it is we want to build. As tasty as that Castle Discount is, should we start with two houses and a Market, instead? Market discount isn't too shabby either.
Also, I am assuming during all of that there's going to be an appointment for me and Belladonna for our new positions, since the Kingdom literally dragged us out of the woods! Probably going to be discussed at the meeting now. ^^
Amadeen Irian |
I say the castle to start with. The lands are clearly hostile, and in need of securing.