GM KoKyu's Jade Regent

Game Master KoKyu

A journey of a thousand miles begins with killing a few Trolls.
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~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

I still have to sort the treasure out and re-do Draeven but I will try and get that done asap.

Any other things that need dealing with?


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

PROPOSED REVISION OF DRAEVEN

Draeven
Male half-orc barbarian (invulnerable rager) 4 (Pathfinder RPG Advanced Player's Guide 79)
CN Medium humanoid (human, orc)
Hero Points 1
Init +2; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 45 (4d12+12)
Fort +7, Ref +3, Will +2
Defensive Abilities orc ferocity; DR 2/—, 4/lethal; Resist extreme endurance
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 kusarigama +5 (1d3+7) or
. . dagger +8 (1d4+4/19-20) or
. . mwk greatsword +9 (2d6+6/19-20)
Ranged composite longbow +6 (1d8+4/×3) or
. . throwing axe +6 (1d6+4)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 kusarigama)
Special Attacks rage (17 rounds/day), rage powers (lesser beast totem[APG], reckless abandon[APG])
--------------------
Statistics
--------------------
Str 19, Dex 14, Con 16, Int 10, Wis 12, Cha 8
Base Atk +4; CMB +8; CMD 20
Feats Power Attack, Raging Vitality[APG]
Traits axe to grind, bastard, foreign-tongued: shalelu/goblin
Skills Acrobatics +9 (+13 to jump), Climb +13, Intimidate +1, Knowledge (nature) +7, Linguistics +1, Perception +13, Sense Motive +6, Survival +5, Swim +8; Racial Modifiers +2 Intimidate
Languages Common, Elven, Goblin, Orc
SQ fast movement, hero points, loner, orc blood
Combat Gear +1 animal-bane arrows (50), +1 flaming arrows (50), +2 evil outsider-bane arrows (50), elixir of hiding, mwk cold iron arrows (50), potion of cure light wounds, potion of cure moderate wounds (2), potion of protection from arrows 10/magic, scroll of water walk (CL 7th), acid, alchemist's fire, durable arrow (20), oil (3), tangleshot arrow (3); Other Gear mwk studded leather, +1 kusarigama[UC], composite longbow (+4 Str), dagger, mwk greatsword, smoke arrows[APG] (3), throwing axe (2), eyes of the eagle, ring of climbing, adventurer's sash, bedroll, belt pouch, crowbar, fetters (barbed)[ARG], flint and steel (2), grappling arrow[UE] (2), grappling hook, hammer, hemp rope (50 ft.), iron spike[APG] (6), manacles, masterwork backpack[APG], mess kit[UE], orc trail rations[UE] (5), piton (6), pot, quiver, silk rope (50 ft.), waterskin, whetstone, winter blanket, 12 gp, 3 sp, 2 cp
--------------------
Special Abilities
--------------------
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white only).
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Loner -1 to AC and attack when adjacent to ally or using aid another.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (17 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.
--------------------


~Items designated for sale (4283 gp 5 sp)
(6) vials of ink (8 gp/each = 48 gp total)
(5) shiny pearls (100 gp/each = 500 gp total)
fine silverware (100 gp)
bejeweled silk gown set with pearls (450 gp)
silver unholy symbol of Pazuzu (100 gp)
Bronze flagon with warrior images (50 gp)
Carved stone idol (30 gp)
Copper scepter with gold inlay (50 gp)
Decorated Chelish silver plate (60 gp)
Decorated Varisian silver plate (60 gp)
Assorted gems (1008 gp total)
Ivory bowl with the carvings of bears at play (40 gp)
Gold censer with silver filigree (90 gp)
Ivory drinking horn with copper ends (60 gp)
Silver candelabra (75 gp)
Silver cauldron depicting grouse taking flight (120 gp)
Silver comb with ornate handle (75 gp)
Silverware (75 gp)
fine jewelry: rings, necklaces and pendants nearly all of which displaying some form of polished gem from diamonds, pearls, rubies and sapphires to topaz and emeralds. (consider these six masterwork rings) (800gp)
Andril’s dragon helm ( work of art) (250 gp)

leather armor (*5 gp)
chain shirt (*50gp)
spiked gauntlet (*2 gp 5 sp)
masterwork heavy steel shield (*85 gp)
(4) heavy crossbows (*25 gp/each = 100 gp total)

~Items designated for sale if no one claims
composite long bow (+2 Str) (*150 gp)
masterwork longsword (*157 gp 5 sp)
chain shirt (*50 gp)
masterwork warhammer of dwarven craftsmanship (*156 gp)
masterwork short sword (* 155 gp)
suit of half-plate armor (*300 gp)
+1 heavy?? flail (2315 gp)
+1 longsword (2315 gp)
+1 cold iron morningstar (4316 gp)
ring of the ram (10 charges) (1720gp)
phylactery of faithlessness (1000 gp)
wand of inflict moderate wounds (12 charges) (2700 gp)

item values marked with an * are half value:

~Items to be distributed
(3) scrolls of cure moderate wounds
scroll of remove disease
scroll of restoration
(9) flasks of alchemist’s fire

~Items being kept for the time being
"Dancing Wasp" +1 kusarigama plus summons giant wasp (12,392 gp) DRAEVEN CARRYING
"Whispering Shrike" +1 wakizashi plus casts shield other 1/day (5940 gp) RENNYN CARRYING
"Amatatsu Seal" AMEIKO CARRYING?
"Warding Box" AMEIKO CARRYING?

~Coins to be distributed
649 cp
651 sp
348 gp + 1,320 gp (stamped in an older Varisian mintage)
38 pp

~Items not yet identified?
A light steel shield (unidentified) bearing the image of Castle Brinewall
a diamond of fair size (appraisal needed, unidentified)
pearl (unidentified)
an opal (unidentified)
a compact compass made from silver and bearing gold accents stands out as rather collectible (unidentified)


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

This is what I have for the current treasure division, comprising new stuff and old stuff not dealt with.

PLEASE look over the section of items up for claim (or even designated for sale even) and see if there is anything that you wish to have.

Also look at the items to be distributed and let me know what you take (and add to your PAIZO character sheet!)

Don't take any coins yet as we will wait for the final total to do that.

DM, can you confirm if the +1 flail is a heavy or light? Can we identify the items at the bottom?

Fenra, did you already take the +1 morningstar?

Any other issues, omissions, errors or questions?


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

The Unidentified Items... were already examined.
The flail is listed as Flail so neither light or heavy but the basic one-handed melee type inflicting a penitence of 1d8 dmg.

I trust everything is in order with Draeven's make over and that he still cranks out damage as before :) What's his story? How does the change come about?

Ameiko is in possession of the warding box which contains the seal.

Copy and paste:

- The light steel shield bearing the image of Castle Brinewall is enchanted to do more than just protect its user as a standard shield would. This shield would go beyond deflecting simple attacks; aiding the bearer to withstand mortal blows or even those attacks which may approach unseen (+2 Shield of Fortification (9,000gp)).
- The fair sized diamond, while popular with the girls for its radiance even in the fire light, is discovered to hold a particular appeal to the wizard. Closer inspection of the gem reveals strange fractures in the gem's cut. While not physical imperfections, the fractures fluidity suggests it holds unique arcane properties which, if employed as part of a spell, would hasten the casting (Aura strong (no school); CL 11th; Slot none; Price: 8,000 gp (Metamagic gem: quickening)) .
- The pearl holds similar arcane interests and is identified as a pearl of power, a magical aid regularly used by wizards of respectable maturity (Aura strong transmutation; CL 17th 9,000 gp (3rd)) .
- The opal proves elusive at first but the collective minds of those gathered around the fire put the mystery to rest soon enough. A rarity due to its relative impractical nature, it is identified as an earth elemental gem capable of summoning a large elemental. The drawback of such an item, and thus the reason for its rarity, is the need for its destruction in order to function. Like the diamond, the gem is lost once used and for those capable of magical summonings, this represents nothing more than a rather expensive spell. Yet not everyone can conjure elementals with a mere gesture and so for the layperson, these sorts of trinkets still serve a purpose and remain of value (Aura moderate conjuration; CL 11th Slot —; Price 2,250 gp; Weight —)
- As with the opal, the remaining item reveals itself after some cooperation. The compact compass, or wayfinder, is the forgotten, or perhaps even lost tool of a pathfinder. The device functions primarily as a magnetic compass, and also can emit light when instructed. It contains at least one slot that, if rumors are true, fits an ioun stone. The magical wires within the device would, theoretically, channel and amplify the stone's power. Wayfinder designs are derived from ancient Azlanti artifacts, and a few such Azlanti devices still exist. While most experienced magical crafters can build a new wayfinder, many date back decades or even centuries and are handed down across generations. (Aura faint evocation; CL 5th Slot none; Price 500 gp; Weight 1 lb.)


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

I sort of thought that we had identified them but the search function must have been broken as I searched for "shield" "opal" "diamond" and "wayfinder" in both threads last night and it didn't bring up that post.

As for Draeven, yes he should still dish the damage, just up close and personal like now. Otherwise he is the same and I dont see a reason to have to explain anything in game. He just hasn't been angry enough to rage yet that's all. :P


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

I'm in San Diego and don't have my full sheet so not sure if I took the Morningstar but I would think so. I think the diamond and opal could be sold? Maybe keep them to possibly sell at a later date, because they are lighter than cash, unless we need the cash now. Not sure ferns needs the compass but she might want it. She would also keep much of her wealth in lighter and prettier jewels. So she would take them in kind for gold(at whatever we would sell them for, not full market price :)


REVISED

~Items designated for sale (4283 gp 5 sp)
(6) vials of ink (8 gp/each = 48 gp total)
(5) shiny pearls (100 gp/each = 500 gp total)
fine silverware (100 gp)
bejeweled silk gown set with pearls (450 gp)
silver unholy symbol of Pazuzu (100 gp)
Bronze flagon with warrior images (50 gp)
Carved stone idol (30 gp)
Copper scepter with gold inlay (50 gp)
Decorated Chelish silver plate (60 gp)
Decorated Varisian silver plate (60 gp)
Assorted gems (1008 gp total)
Ivory bowl with the carvings of bears at play (40 gp)
Gold censer with silver filigree (90 gp)
Ivory drinking horn with copper ends (60 gp)
Silver candelabra (75 gp)
Silver cauldron depicting grouse taking flight (120 gp)
Silver comb with ornate handle (75 gp)
Silverware (75 gp)
assorted fine jewelry (800gp)
Andril’s dragon helm ( work of art) (250 gp)
leather armor (*5 gp)
chain shirt (*50 gp)
spiked gauntlet (*2 gp 5 sp)
masterwork heavy steel shield (*85 gp)
(4) heavy crossbows (*25 gp/each = 100 gp total)

~Items designated for sale if no one claims (13708 gp)
composite long bow (+2 Str) (*150 gp) SELL
masterwork longsword (*157 gp 5 sp) SELL
chain shirt (*50 gp) SELL
masterwork warhammer of dwarven craftsmanship (*156 gp) SELL
masterwork short sword (* 155 gp) SELL
suit of half-plate armor (*300 gp) SELL
+1 light flail (*1154 gp) SELL
+1 longsword (*1157 gp 5 sp gp) SELL
phylactery of faithlessness (*500 gp) SELL
wand of inflict moderate wounds (12 charges) (*1350 gp) SELL
+2 light shield of fortification (light) (*4579 gp 5 sp) SELL
metamagic gem of quickening (*4000 gp) SELL
-------------- Suggest we keep the items below ----------------------
ring of the ram (10 charges) (1720gp) PARTY?
pearl of power (3rd) (9000 gp) JERYN
elemental gem (earth) (2250 gp) PARTY?
Wayfinder compass (500 gp) AMEIKO?

item values marked with an * are half value for sale purposes:

~Claimed items~
+1 cold iron morningstar (4316 gp) FENRA

~Items being kept for the time being
"Dancing Wasp" +1 kusarigama plus summons giant wasp (12,392 gp) DRAEVEN
"Whispering Shrike" +1 wakizashi plus casts shield other 1/day (5940 gp) RENNYN
"Amatatsu Seal" AMEIKO
"Warding Box" AMEIKO

~Coins to be distributed
649 cp
651 sp
348 gp + 1,320 gp (stamped in an older Varisian mintage)
38 pp

Total of treasure to sell plus coins= 20111 gp / 5 PCs = 4022 gp (rounded) each


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

If you wish to take a portion of your share in gems/jewelry/dresses/whatnot that is fine.

We should also look at balancing character wealth. Make sure everyone has gotten a roughly equal share so far once you take into account claimed items and such.

We will run into issues of course... Jeryn can't even use the pearl of power until he gains a level for example.


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Perhaps I have forgotten... or perhaps I have not asked or been told... but does Rennyn's talking katana have a name?


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Rennyn:
The original sword was broken and then later found and reforged by you non-magically. The Empress has touched upon the newly forged blade and the sword is in the process of 'awakening' for lack of a better term. Thus far Empress Amatatsu Onoko, emissary of Shizuru, has been communicating with you. These communications occur during your meditations, with the exception of once or twice during the day to encourage you to take the oni's head. Taking heads are important in the samurai tradition as proof of service in battle. In recognition, Onoko later used the oni's head to polish your sword and change the blade a little more. If there is more to this blade, it will be revealed in time. You can ask the next time you meditate and the Empress may answer if the time is right.

I am in the process of familiarizing myself with Part 2, I hope to have something up soon!


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

Draeven is updated to Paizo.

And I have changed my mind, we should sell the ring of the ram and the elemental gem to pay for the hat of disguise.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Have been working on a post but there is a lot to cover and I have been striffed with interruptions so progress is slow. I'll get something up to keep the conversation moving and catch up on the rest when I get a couple hours uninterrupted.


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link
GM KoKyu wrote:
So we are keeping Shalelu and Spivey in the AP? There had been talk of them taking over Brinewall so I had presumed they weren't with us. No fears, I won't push them off just yet as the discussion was too short to be called decisive, but let's make a decision :)

There wasn't any discussion, or comments for that matter, just me making suggestions. You didn't address any of the NPCs in the game play thread and Fenra's post suggests Koya is staying for the long haul so I just assumed my suggestions weren't being implemented.


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

I figured for the morningstar I would pay what we would sell it for. So 2158. divided by 5 that puts 431.60 extra back to everyone in the treasure and I subtract 2158 from mine. Isn't that how claimed items work? Other than party use consumable items like scrolls, wands, potions, etc. That way the wealth gets fairly distributed.


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

When I take the gems they are worth half the price listed right? The values don't have a* so I just want to make sure before I add them to my sheet that the totals are all correct. Or is their "value" and sell value the same?


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link
Fenra Mvashti wrote:
Still need to figure out what to buy. Have been busy since we got home.

Vacation I assume? The whole family go? San Diego only or other places as well?

Don't worry about paying for claimed items for now. We have too many super expensive items floating around which will make it nearly impossible to balance things. Jeryn, for one example, takes the pearl, which he can't even use currently, draining all his current funds, leaving him nothing to buy things he needs and can use now.

It doesn't always make sense to liquidate every magic item we find as we lose half on each thing we sell.

We should just keep an eye on the claimed items and try and make sure things stay relatively close. Of course, Chris can help here by massaging future treasure to favor characters who are behind the curve.

And yes, art, jewels, trade goods etc aren't sold at half value. They retain full value. Weapons, armor and magic items sell for half value. So feel free to convert gp straight across for gems, bejeweled dresses or silver combs etc. :)


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

ok great. Maybe I can afford to buy something after all then!


~Human Evoker (lvl 4)~ Perc +7 Init +1 AC 19 (15+4 mage armor) HP 25 Fort +2 Ref +2 Will +4 CMB +2 CMD 17

Didn't see anything overly wizardly to try to lay claim to. For the unidentified stuff can I just keep trying to identify it until I succeed?


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Those items have been identified. See most recent treasure list post above.

And they include a few items that can be used by a caster, most notably the pearl of power which I have already claimed for you. Of course, as I also point out above, you can't actually utilize it yet.

As for identifying magic items, you can make only one attempt per item per day.


~Human Evoker (lvl 4)~ Perc +7 Init +1 AC 19 (15+4 mage armor) HP 25 Fort +2 Ref +2 Will +4 CMB +2 CMD 17

Ah yes sorry, I somehow missed that one and was looking at the May 15 list.

Since we are in civilization I assume it's ok to learn my new free spells on level up?


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Yup, you find what you need to attain these spells in the library.


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Wait. What? You haven't actually been keeping him from learning his new spells until we got to town have you? *takes out pitchfork and torch*


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

More like lack of posting :P But seriously, no, of course not, just playing along. Besides, this is the first it's come up. I like the idea of role playing the research of spells in libraries, its cool. However the house rule applies, wizarding types have to wait until the next day to memorize new spells awarded by leveling.


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Why pick on just wizards and their spells? I have spells too. Keep it level across the board and just say you level overnight as you sleep/rest/trance. HP, feats, skills, etc.

Kelda is out. Sandru, Koya and Ameiko as with us. Has a decision been made on Spivey and/or Shalelu?


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Sure, we can adjust the house rule to that affect. We hadn't discussed it for years (your place during Kingmaker) so an update is probably due.
No decision made as yet. Last mention was to leave Shalelu and Spivey in Brinewall. I've avoided using them thus far but that could change if you want.
I'd provided what rumors and information you might randomly get by eavesdropping as no specific questions or settings were provided or suggested. All players were free to make something up to fit those criteria and the offer is still on the table throughout this AP. As usual in this sort of game, some of it is relevant, some not.


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Of course no decision has been made, I am the only one talking about it. Including you. Is it solely my decision to make?

Rennyn is under the distinct impression that Ameiko wants, correction, needs to get to Mikai as soon as possible. As such he is completely focused on that task and is definitely not looking to get side tracked by overheard rumors and eavesdropped scuttlebutt.

That said, the people of Tormguv have directly asked for help. That is a significant difference. I played Rennyn as I did to gauge how serious you were about sidetracking the AP into another side quest, and as an opportunity for the other players to chime in with their opinions.

Is Pierre playing?


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Happy Father's Day!!
Ok, I am working on the next post, but I've been experiencing limited time to do so of late and even then I get interrupted by these little people who can't find toothpaste or whatever. Sheesh!


234 gp, 380 sp, 1,000 cp
[450 gp] unworked topaz (worth 225 gp; Craft (jewelry) DC 20 to repair)
[90 gp] deep blue spinel
[80 gp] coral
[120 gp] unworked deep blue spinel (worth 60 gp; Craft (jewelry) DC 15 to repair)
[500 gp] topaz
[45 gp] citrine
[50 gp] unworked moonstone (worth 25 gp; Craft (jewelry) DC 12 to repair)
[100 gp] amethyst
wand of spark


~Human Evoker (lvl 4)~ Perc +7 Init +1 AC 19 (15+4 mage armor) HP 25 Fort +2 Ref +2 Will +4 CMB +2 CMD 17

Sorry guys, June has been crazy. Baby due June 22 (not here yet) so we have been scrambling trying to make sure everything is ready. I will try to get up to speed and get a post in before baby arrives!


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

Congratulations! I didn't know you were expecting again. Overdue in this heat, your poor wife!


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Yes congrats Matt! No worries if you can't play atm, totally understandable.

I can have Jeryn blast magic missiles and force bolts til he is empty. :)

*I have also begun re-familiarizing myself with the KM AP, and what all you guys have accomplished so far, with an eye towards resuming the game in the near future. Stacy has also indicated that she might resume GS as well but would prefer a live session first. I know that might be difficult but maybe we can figure something out.

Once I have gotten reacquainted with KM I will post up a (hopefully) comprehensive summary to get everyone back up to speed.

Stacy, do you still have the kingdom building files somewhere?


Rennyn of House Thysrial wrote:


Stacy, do you still have the kingdom building files somewhere?

Maybe...


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Congratulations are indeed in order Matt! I foresee a lot more posting from you during those sleepless nights :))
A return to KM and GS would be welcome. I had imagined sending Bjelich south on a PR tour but never got around to posting as much. I suppose he can still go...


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link
GM KoKyu wrote:

Shadow Blend (Su): In any illumination other than bright light, a shadow creature blends into the shadows, giving it concealment (20% miss chance). A shadow creature can suspend or resume this ability as a free action.

Darkvision is black and white only. As Shadow Blending is a Super Natural Ability using shadow I see no reason why it cannot be used under the current conditions: Night. Light sources are present (braziers and Koya's lit stone) however these are further away and do not qualify as bright light

Black and white only is irrelevant. Not sure why you bring this up. Same with Super Natural. (Su) is magical in nature just not spell like. The reason for the difference really only boils down to (Sp) abilities are based off of an existing spell while (Su) abilities are not. I don't see why this matters.

Pathfinder light comes in 4 levels: bright, normal, dim and darkness.

Darkvision allows you to see in darkness. There are no shadows to someone with Darkvision. Shadowblend's only special uniqueness is that it allows for 20% miss chance in normal lighting or below. Everyone benefits from 20% miss chance in dim light and 50% in darkness. Except against those with darkvision. This means that darkvision defeats shadowblend as well.

GM KoKyu wrote:
I would be happy to allow Spivey's Starlight Blast to be used at range but as there is no ranged descriptor I could find (please provide a link showing me where this is clarified), I am treating it as though the effect is centered around her, 5ft in all directions.

Burst spells that function in the way you describe always include a bit of text that says "centered on the caster". Now as the rule book has erred and not included the actual range it works at, it is up to you to decide if it is restricted to close (25"), medium (100') or long range (400'). Burst spells are targeted to intersections as opposed to actual squares and restricted by LoE and LoS. If you use centered on caster and go "5ft in all directions" you get a 3x3 (15"x15") square area affected. If you target an intersection, you would get a 2x2 (10'x10') square. Close or medium range makes sense to me. It is after all only doing from 1d4+1 to a max of 1d4+4 with a DC 12 reflex save negates. Hardly OP.


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

I see you rolled miss chance for Rennyn and negated his hit. Is that because you have decided that Shadow Blend defeats darkvision?


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Sorry but I do not agree with darkvision negating Shadow Blend. Things like tremor sense and scent do bypass this ability as they do not depend upon sight. However, even with black and white vision; and by this I am thinking of black and white TVs, shadows exist otherwise there would be no depth perception.

I have yet to decide a range for Starlight Blast:
Option A: A single target (5ft square) at a distance of 25ft+5ft per level
Option B: As channeling, a 30ft blast centered upon the caster effecting everyone/thing
Option C: Treat it as a splash weapon, 20ft range with a 5ft radius from the target square.

I'm leaning towards Option C.


First of all, darkvision defeating Shadow Blend is the rule, not an opinion. You are changing the way the ability works. And I'm not seeing your justification.

Second, Tremorsense (Ex) and Scent (Ex) do not defeat Shadow Blend. Those abilities allow you to pinpoint the location (square) of a creature only (by differing means). They do not allow you to bypass any form or concealment (or miss chance). Having those abilities would be irrelevant. You would still suffer the 20% miss chance. Even Blindsense (Ex) does not defeat concealment (which is what Shadow Blend is). Blindsight (Ex), which is basically radar, defeats Shadow Blend. As does darkvision.

Shadows aren't necessary for depth perception. Seriously. It is one of many types of visual cues, not the only one. Absence of shadows does not remove depth perception.

Darkvision isn't "black and white" vision. It is way more than that. Darkvision allows you to see perfectly (albeit with no colors) in complete darkness. If you take normal vision and just remove color, of course there will be shadows. But that isn't how darkvision works. It sees through all darkness. Total lack of light is no problem for darkvision. Are you trying to tell me that shadows are darker than complete darkness? How are there even shadows in complete darkness? For a shadow to even exist you need a light source of some kind.

Shadow Blend requires shadows to function. Normally you (and that is everyone) need dim light to get a 20% miss chance versus sighted viewers. If you are in darkness that goes up to 50% (similar/same as being invisible). Darkvision defeats both of those conditions due to the fact that it sees through complete darkness. Shadow Blend allows the user to get 20% miss chance in normal light, but not bright light. It doesn't ramp up in dim light. Still 20%. In darkness it would default to 50% like all things in darkness. Yet darkvision can defeat complete darkness. It is the rule. Are you telling me it is now defeated by something slightly obscured by shadows in normal lighting when it can see through compete darkness? What logic is that?

As for Starlight Blast, none of your options even remotely resemble the ability as written. Why are you changing everything when all you need to do is decide on a range. Spells have standard ranges. Pick one. Close, medium or long. Easy. The rest of the ability is well defined. 5' burst centered on a grid intersection resulting in a 10' x 10' square. All creatures in those squares takes damage with a save. It isn't a splash weapon, 30' radius or single creature targeted.

After all this, I don't think I will bother with the ability in the future anyhow. It is a minor ability on par with a cantrip, being used by an NPC on top of it. It isn't going to win fights. It is something to do when you have nothing else to do. I'll spend my efforts elsewhere.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Heads up guys, I will be travelling July 16 to the 28th and probably won't have access to the internet during this time. Feel free to discuss amongst yourselves during while I'm away or work on KM stuff and Giant stuff :))


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

That gives you 3 days to post! :)


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Hey everyone, I'm off for a week of vacation starting today. Will do my best to post from phone.


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

just got back from camping, there was no service, Chad won't be posting until he gets back.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

There's a lot to catch up on... :)


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Just out of curiosity, why would Kelda be in trouble? Her companions died in combat with a drake on an obvious adventuring trip. Hazards of the job no?

If Pierre and Matt aren't able to contribute anymore should we consider replacing them with additional characters for Stacy and I? I would prefer they play but the reality of the situation is that we are a half party at this point.

This level of activity also doesn't exactly encourage me to get Kingmaker back up and running... :(


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

You know more of what those two are up to than I ;) When I last e-mailed, Pierre did not sound like he would be posting anytime soon.
I won't say no to Stacey playing another character however you are already playing two. Draeven came in when Kenan sat out for a time.


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

I know nothing...

Again, just curious, but 5 PCs, 3 of which are run by 2 players is fine, but 5 PCs, with 5 of them run by 2 players, is not?


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

RE: Kelda. Being Ulfen she is honor bound to be truthful to her shield bearer's families about what happened. The fact that she fled from the battle with the Drake, regardless of how it came to be, makes her a coward and therefore responsible for their lives (cowardice leading to the death of allies being the key phrase that families will latch on to). Also, promises of riches had been made and a boat lost. Resources in these parts are considered more valuable with a particular emphasis placed on lives. The Ulfen are strong headed and would demand blood for blood for losses to families. Weregilds were established to prevent blood feuds and maintain the population. In short, Kelda owes people weregilds or $$. She was dealt a bad hand and now has to pay up. Her options are to never return, return and repay debts owed or return and become a thrall. She chose exile in Jol where she will look for opportunities to make enough coin to eventually return.

I don't have any issues with how many characters players are running. My hang up is this, we started with 4 players running 4 characters and I'd like to return to there being just 4 PCs. Draeven has been doing a fine job filling in for Kenan's role in the group. This is why he came on board and as long as Draeven is around we don't need another character to fill in for Kenan. If Stacey is up to running a second character to fill in for Matt's absence then she can. If she does not want to take on a second then I'd be happy to have you run three. But I'd like to keep the party to 4 PCs.


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Kelda fled from the battle? How does anyone know that?

I might see Pierre this weekend. Maybe I'll get some sort of answer.

Any specific reason for 4 vs 5?


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

The group knows and Kelda will confess as much upon her return - the group has really brought out the good side in her :))

The AP was meant for 4 and none of the encounters seem challenging with 5 PCs. Granted the NPCs aren't supposed to be even involved but with the lack of posting I threw them in just for interaction and tried to up the CR with more bad guys. However even with my efforts, I'm just not the cunning every encounter is a TPK kind of GM and I may just go overboard with the extras one of these days. I'd like to see you guys succeed, but I'd also like to get the sense that I've challenged you. Even with 4 PCs sticking with what's been listed may not be all that dangerous, but we'll see.

Since I didn't ask directly, Stacey are you even interested in playing another character?


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

If all her companions were already killed in the fight and she was out of spells and with no way to kill the drake how is retreating cowardice? Is she to just let herself be killed? Suicide by drake? She did stay and fight til she couldn't fight effectively anymore. Cowardice would have been fleeing at the first sight of the drake or abandoning living companions mid fight to save herself.

All APs are designed for 4. 5 PCs represent a slight increase in power but not too much. Herolab is your friend here. Use the encounter builder to balance the fight to the party. My advice is not to just up the power of a single creature but add additional creatures if and when possible. More than anything the disparity in the number of actions per round per side is what tilts the balance more often than not.

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