
Kragg Stoneheart |

Thanks Striker. Since it edema the monkey goblins are just a nuisance then and not a threat then Kragg will indeed work towards his goals of a brewery and bar.
Downtime of 14 days need 9 labor, 2 influence and 7 goods for brewery.
Profession brewer for labor 1d20 + 10 ⇒ (15) + 10 = 25
Profession brewer for labor 1d20 + 10 ⇒ (1) + 10 = 11
Profession brewer for labor 1d20 + 10 ⇒ (13) + 10 = 23
Profession brewer for labor 1d20 + 10 ⇒ (16) + 10 = 26
Profession brewer for labor 1d20 + 10 ⇒ (17) + 10 = 27
Profession brewer for influence 1d20 + 10 ⇒ (14) + 10 = 24
Profession brewer for goods 1d20 + 10 ⇒ (6) + 10 = 16
Profession brewer for goods 1d20 + 10 ⇒ (16) + 10 = 26
8 days spent and 150gp.
Work at smith for gp...
1d20 + 10 ⇒ (8) + 10 = 18
1d20 + 10 ⇒ (6) + 10 = 16
1d20 + 10 ⇒ (15) + 10 = 25
1d20 + 10 ⇒ (14) + 10 = 24
1d20 + 10 ⇒ (11) + 10 = 21
1d20 + 10 ⇒ (6) + 10 = 16
Last 6 days earned 12 gp

Kaldan Tide |

Sorry for my silence, very sick at the moment, Bot me until I can keep solid food down please.

Kragg Stoneheart |

each good and labor cost 10gp if earned and 20gp if purchased. You earn labor and goods by make skill rolls. Every 10 of the result nets you 1 of your choice.
Survival can be used for labor while know nature can be used for goods.

Kaldan Tide |

Kaldan will be happy to supply labor for Kragg and Trieste if they need a strong back?
Still not 100%, but I can sit in front of a computer and post now. :)

Kaldan Tide |

Free beers sounds good to me. :)
Knowledge Nature: 1d20 + 5 ⇒ (12) + 5 = 17
Knowledge Nature: 1d20 + 5 ⇒ (6) + 5 = 11
Knowledge Nature: 1d20 + 5 ⇒ (10) + 5 = 15
Knowledge Nature: 1d20 + 5 ⇒ (17) + 5 = 22
Four days work to gather the goods Kragg needed.
Kaldan comes running out of the woods with a happy cry. "Hops! Hops!"

Kragg Stoneheart |

Woohoo! That means that on day 9 Kragg can initiate orders to start construction. If everything goes as planned then it will be done 24 days later. Will get an ic post accordingly once we are finished clearing out the chokers.

Trieste Carre |

apologies, but for some reason this just isn't clicking with me (my PhD clearly isn't in math). So you have to have money, in addition to labor/skill checks, to get each component? So 10 skill checks+100gp=1 labor?

Kragg Stoneheart |

1 skill check at a time representing 1 day of work.
Each multiple of 10 on the check nets you 1 unit of Capital and costs a certain amount of gp. Labor and goods costs 10gp per unit while influence costs 15 and magic I believe is 30.
You can also buy the Capital without skill checks for twice the gp amount.
--------------
If you want help just let me know what you want to do and I can help you out with cost and what rolls are needed.

Ansha |

The Downtime Rules from Ultimate Campaign essentially say that you earn a certain amount of 'capital' by making skill checks. The amount of 'capital' (whether Goods, Labor, Magic, etc.) depends on your skill check.

Trieste Carre |

what confuses me is the gold cost. So if I as a character work, instead of earning money for my labor, I'm paying money into the system. At the moment, Trieste only has a few GP, so she's too poor to actually build anything. I get paying for capital (e.g., you can't build a house without tools) and goods (e.g, you can't build a house without wood or whatever), and even influence (e.g. zoning regulations or prime real estate). My confusion is the cost of my own labor. I can pay someone to build a house for me, I get that, but my OWN labor costs me money? Marx would be appalled :)

Ansha |

Presumably, the amount of money you pay when you set yourself to "earn Labor" is for tools, maybe food/clothing, and maybe various fees or other incidentals.
Think of purchasing capital as a stranger coming to town and throwing lots of money around to make things happen. It's effective, but the locals are inclined to overcharge for their work and may resent the obvious display of wealth. Earning capital is a person working with the locals and trying to be a part of the community in order to get things done. It takes longer, but the locals give a fair price and appreciate the person's honest dealings and lack of arrogance.

Kaldan Tide |

Hope you're feeling better soon.

Trieste Carre |

Dear all,
Having computer problems. Will likely be unable to post for a few days. Apologies. Please bot me as needed. I hope to be back soon, but with the holidays, my computer repair may be delayed.

Kaldan Tide |

Just checking in to wish everyone a happy New year. It's only a few minutes away down here. Especial thanks to GM Striker, I run a number of games so I know what challenges you're facing. I'm enjoying the game a lot.

GM Striker |

Alright, Thanks everyone for your patience. Sorry for dropping off the map I was expecting to have time to continue with the games over the holidays but traveling across country ate up most o my days and I didn't have nearly the availability to get online I was expecting. Now back to our regularly scheduled game!

Kragg Stoneheart |

Hey guys I am torn with leveling up. Eventually I want to take a level of ftr to get heavy armor and a different 2 handed weapon. Should I take the hit now and get it out of the way or wait till 4th or 6th lvl to get the much needed 2nd or 3rd level spells.

Kaldan Tide |

I'd say hold off till 6th, Clerics are pretty tough anyway. Get those 3rd level spells in then slip in a level of Fighter. Kaldan is going all Ranger from now on. I only took the Rogue level for trapfinding in the early part of the AP.

Kragg Stoneheart |

I am good either way and since we don’t have any heavy armors found yet can easily hold off til 4th or 6th level.
The other option is there any prestige classes that grant armor and martial weapon prof that a cleric can fit?

Kragg Stoneheart |

Thanks Trieste. The other option I guess is just take heavy armor proficiency and use a war hammer or battle axe 2 handed.
Thame what feat are you thinking about taking? Was thinking for me take craft arms and armor at 5th and wondrous at 3rd originally.

Kragg Stoneheart |

Thanks Thame, that really helps my decision! I will go with that option then and stay straight cleric for the boost to spells and healing. I will take magic arms and armor at 5th then to spread the crafting feats around.

Kaldan Tide |

Agreed, take the time to look after yourself.

Thame Smythe |

Level 3 Update:
HP: 4 + 1 Con
Saves: Fort & Ref +1
Feat: Craft Wondrous Item
Skills:
Appraise
Spellcraft
Bluff
Kn Arcana
Kn Dungeoneering
Kn Geography
Kn Nature
*Kn History
*Linguistics
Added Language: Aquan
Added Spells:
2nd Level - Mirror Image, Steal Breath

Trieste Carre |

ahh, yeah, I got a few new HP and augment summoning, but I also got access to 2nd lvl druid spells. right now I just jotted down a couple (barkskin and vine strike +savage maw... heh so I get a bite attack with my claws before my tentacles grow in), but if anyone has any specific spell requests, let me know.

Kragg Stoneheart |

3RD LEVEL CLERIC
BAB +1
reflex save +1
feat: heavy armor prof
2nd level spells: barkskin*, resist energy, shield other (adventuring)
masterwork transformation, make whole, locate object (in town)
skills 7: spellcraft x1; sense motive x1, prof brewer x2, heal x1; diplomacy x2
HP: +7

Lara Evangeline |

Lara's leveled. Biggest change is she has Precise Shot now.