Kingmaker (Inactive)

Game Master Dreaming Warforged

Bold and just adventurers exploring and settling the Stolen Lands.
Now at the start of vol. 5 - War of the River Kings
Map of Frieland.


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AC 24 (25) HP 30/30 AP 8/8

Great...Now I have to go recruit a bloodthirsty barbarian, or steely-eyed fighter to restore balance ;-).


For now, I would say human is a good choice. I haven't read the next chapter for obvious reasons. May be Scipion can chime in.

Set, that's a great summary of the group and its challenges so far. It reminded me why I like its interactions. I couldn't fail but notice that you called the Director of HR position, even though it's not in the Player's Guide. ;-)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Other Mastermind wrote:

For now, I would say human is a good choice. I haven't read the next chapter for obvious reasons. May be Scipion can chime in.

Set, that's a great summary of the group and its challenges so far. It reminded me why I like its interactions. I couldn't fail but notice that you called the Director of HR position, even though it's not in the Player's Guide. ;-)

I was thinking human myself, seeing how most bandits are. Just didn't want to go with something that's useless at this point and time.

Thanks!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Y'all are using hero points? Do I go by what's in the other pc's backgrounds or the APG?

Also, when rolling hp's, just a straight up roll or is there a schtick to it?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Here's my character. (Mostly anyway). Still working out minor details. Kriger


Javell DeLeon wrote:

Y'all are using hero points? Do I go by what's in the other pc's backgrounds or the APG?

Also, when rolling hp's, just a straight up roll or is there a schtick to it?

Hero points in this game use the rules as outlined in the character sheet. You can look at Corso in my profile for the complete rules.

For hp, just roll. Scipion, please chime in if I forgot something.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay, thanks.

1d10 ⇒ 4
1d10 ⇒ 5


Javell:

A few things about your sheet. You have 22 ranks, is that right?

Also, as I'm not too familiar with all the APG options, you have taken a feat that means that either you picked the shapeshifter option for rangers, or you're a druid. Could you provide me with some info on the option you took from the APG?

Finally, please put your combat style choice on your sheet (or point me to it if I just didn't see it).

You can add a masterwork weapon, three level one potions, and a wand of CLW with 20 charges (the last one is for the group!)

Thanks.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Other Mastermind:
Not a prob. Sorry, didn't realize the combat style wasn't on there. Just now put it on there.

Natural Weapon: If the ranger selects natural weapon style, he can choose from the following list whenever he gains a combat style feat: Aspect of the Beast*, Improved Natural Weapon**, Rending Claws*, and Weapon Focus. At 6th level, he adds Eldritch Fangs* and Vital Strike to the list. At 10th level, he adds Multiattack** and Improved Vital Strike to the list.

Aspect of the Beast: Whether by magic or a curse of your blood, some part of you is more beast than man.
Prerequisite: wild shape class feature, see Special.
Benefit: Your bestial nature manifests itself in one of the following ways. You choose the manifestation when you choose the feat, and then you cannot change it.

Night Senses (Ex): If your base race has normal vision, you gain low-light vision. If your base race has low-light vision, you gain darkvision out to a range of 30 feet. If your base race has darkvision, the range of your darkvision increases by 30 feet.

Claws of the Beast (Ex): You grow a pair of claws. These claws are primary attacks that deal 1d4 points of damage (1d3 if you are Small).

Predator’s Leap (Ex): You can make a running jump without needing to run 10 feet before you jump.

Wild Instinct (Ex): You gain a +2 bonus on initiative checks and a +2 bonus on Survival skill checks.

Special: A character that has contracted lycanthropy can take this feat without having to meet the prerequisites. A ranger who selects the natural weapon combat style can take this feat without having to meet the prerequisites (even if he does not select Aspect of the Beast as a bonus feat).

I also took the following as an Alt race trait. (Let me know if it's ok. I can change it, no big deal)

Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a bonus equal to half their character level on Survival checks. They also gain a +5 bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces the skilled racial trait.

22 ranks. Yes that is right. I also just noticed I took 1 hp for FC, not 2. Thanks for that.


Javell:

Great, thanks.

Keep an eye on the IC thread. After the ambush, they'll probably move towards the Stag Lords hideout. That's when I'll introduce you.


Male Human Bard 3
Set wrote:
... and Tuck, who, frankly, we know crap-all about, other than he seems to get deeper and more complex the more we learn about him, which could be us unpeeling the layers of his onion, or him just making up new crap everytime we talk to him...

I'll take it as a compliment that you can't tell the difference.

When I was Masterminding. I didn't want to spend any more time talking about Tuck than the party felt they needed to. I've played games where the DM creates an NPC who is a bigger PC than the PC's themselves and was really trying to stay away from that.


So what you're saying is that you REALLY are a bigger PC than the other PCs. You just didn't want to dwell on it as a DM...

Hummmm! ;-)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Hey Set, doesn't look like you rolled the crit confirm on your eagle's bite.

Dark Archive

Some dude
Javell DeLeon wrote:
Hey Set, doesn't look like you rolled the crit confirm on your eagle's bite.

Ooh, thanks! Somewhere between 8-17 pts, possibly, depending on whether or not the elf is evil (and if a 17 hits with the claw), on an elf that was probably in the single digits. :)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

No worries here Warforged. I ain't going anywhere. :)


AC 24 (25) HP 30/30 AP 8/8

1d8 ⇒ 1 Hit Point Roll

Sigh!!! The Forum roller strikes again...Some warrior god priest...;-)


Reroll 1, once.


Hit points roll 1d10 ⇒ 7


AC 24 (25) HP 30/30 AP 8/8

Thanks!

1d8 ⇒ 3


(AC 18, hp 15 of 77) Summoner 9

1d8 ⇒ 7


Hey guys! Long time no see. Sorry for the disappearance there. I have spend the last month or so getting situated in my new job and that has left little time for play-by-post. I should have left a note here, but it kinda slipped my mind. However, I am pretty comfortable now in my job and feel that I have more time to devote to keeping up with my posting. Then I got Dreaming Warforged's note and thought to myself, "oh yeah!". So I spend a little time reading up on what has occurred and wouldn't mind taking up Lukasz once more. Though, as a group, would you prefer another spontaneous arcane caster or do you think a front-liner would be better for the group? I think one of the reasons that the game slipped my mind was that Lukasz isn't really matching the idea that I had for the character, whether it was my lack of knowledge on building a sorcerer or what not.

Anyway, please let me know if you will have me back and whether you would prefer Lukasz to return, though possibly with a slight aided revamp or if you all think it would be better to get a tougher, more armored character in there.


Good to see you!

I don't think there is a need for anything, really.

I would say to build the character you had in mind. I would like Lukasz to stay in the game. The mechanics under the hood could change though.

What do you think?

Also, make it level 3!


Ok, any change I would make would be to the mechanics, as a perosnality, I like how he stands up to frothing clerics of Gorum, though he might pee his pants afterwards :P. Would it be possible to change to a wizard? That way we can get knowledges taken care of as I know that we had some problems before with that. If not, then I will most like change his spell selection.

Dark Archive

Some dude

Servayn would love to see Lukasz (his name is Lukasz, he lives on the second floor?) come back as a wizard, so that he can be the only Cha-based caster. :)

Seriously, though, play what you want, and if you want to make some changes that seem 'too close' to something Servayn is doing, I'd be willing to tweak something on Servayn to make it more fun for you.

Servayn's schtick, right now, is pretty much grease and summon monster, which synergize with his Spell Focus (conjuration) and Augment Summon feats.

Charm person, color spray, enlarge person, hypnotism, ray of enfeeblement and sleep all seem like popular and effective 1st level spell choices, apart from grease. At 3rd level, burning hands and magic missile aren't terrible choices either.

Heck, changing Lukasz to a Witch and making heavy use of the Misfortune and Cackle hexes (and perhaps even taking the Extra Hex fear a time or three, to pick up Healing, Fortune, etc. and / or Ability Focus (misfortune hex)) could be a fun option, giving the character something to do every round, even when he doesn't cast a spell!

Somewhat perversely, given the changes to the Summoner (or, more specifically, the Eidolon), I think *I'd* rather be playing a Witch, these days. :)


He lives upstairs from you? Do you hear sometimes late at night, some king of trouble, some kind of fight?

I agree with Servayn/Set about playing what you want. Wizard and Witch are fine choices. And don't let him convince you that the summoner is not such a good choice (it's not AS GOOD a choice as it was though). He still got dropped and contributed immensely to the last fight, even without his eidolon...

Let me know when you're ready. We could have Kriger know that they are supposed to meet at some point later in the day. He would have left clues for Lukasz to rejoin them.


Finishing up the character changes now, here is the HP roll for level 3

1d6 + 2 ⇒ (2) + 2 = 4


Great! I'll introduce you back right away.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Dreaming Warforged wrote:

He lives upstairs from you? Do you hear sometimes late at night, some king of trouble, some kind of fight?

Just don't ask him what it was. Really, just don't ask him what it was.


Please post here the new things you got from levelling (feats, new spells and abilities).


AC 24 (25) HP 30/30 AP 8/8

4 - HP
1-Level one spell, 1-Level 2 spell
+1 BAB
+1 REF Save
Skill Ranks: Diplomacy, Heal, Knowledge History, Knowledge Religion, Spellcraft

Feat - Heavy Armor Proficiency


Male Human Cleric 1 (Unholy Barrister)

+4 hp
+1 Will
1 2nd level spell, total of 2 with intelligence bonus
6 skill points
1 each in Know Arcana, engineering, nobility
1 in Spellcraft
1 in Ride
1 in Diplomacy

Favored bonus to Hit Points

Extend Spell

Dark Archive

Some dude

Servayn
Hit Points +8
Feat Improved Initiative
Skills (Favored Class +1) +2 ranks Perception, +2 ranks Diplomacy
Spells read magic & summon monster I
Class Abilities summon monster SLA upgrades to SMII

Ember
Hit Points +6 hp
Feat Weapon Focus (claws)
Skills +1 Perception, +1 Stealth, +1 Survival, +1 Acrobatics
Evolution Stealth (+8 racial to Stealth)


+9 hp
+1 Reflex
+1 BAB
4 skill points: Diplomacy, Knowledge (Religion), Ride, Sense Motive
Favored bonus to Skill Points
Action Points: 7

Character Level Feat: Cleave

New Class Abilities: Aura of Courage, Divine Health, Mercy (Sickened).

Edit: Sorry, the spell was part of a bad copy/paste.


Kal: 2nd level spell? Something we ought to know?

Also, I thought you were going archer? Is this still part of your plan? (Just so others might adjust their own characters)

RPG Superstar 2011 Top 4

Sorry guys, moved to a new department, and until today I was at a different desk every day. I'll get Tuck updated before the end of the day.

3rd Level Hit Points; 1d8 + 1 ⇒ (1) + 1 = 2
[ooc]3rd Level Hit Points (reroll); 1d8 + 1 ⇒ (6) + 1 = 7


I was trending toward archer with Kal, but I wasn't sure if the party could do without him on the front line. I was considering trading feats between archery and melee/healing.


Thanks Markofbane. Be careful though, as splitting feats can sometimes lead to frustrating experience in game.


Male Human Bard 3

Tuck's all updatedk. Fixed a couple inconsistencies between sheets and all that -_-


Don't forget your Arcane Strike bonus... (It's a swift action, but it's easy to forget.)

Would you check Versatile performance? I think you only have one Perform at level 3. Let me know.


Male Human Bard 3

Ha, oops your right. All fixed!


Based on that, I think I'll change the feat to Point Blank Shot then. He can still be effective in melee if he needs to be (absorbing damage if nothing else), but true to his Erastil roots he'll dominate more with archery. Thanks!


About the approach to the Stag Lord's fort, how would you like to proceed.

If Kriger gets in, the game could be handled the following ways:

-interactions with Kriger behind spoilers.
-interactions with Kriger above spoilers.
-definition of a plan and appropriate rolls. Then I present how events unfold, perhaps with one or two moments in private with Kriger, if necessary.

Let me know if you have other suggestions and what's your preference.

RPG Superstar 2011 Top 4

I won't mind reading the spoilered interactions of Kriger's adventure while he infiltrates on his own. We should probably make a camp at the river and set a specific time to expect him to return. If he misses that then our characters can assume they have a rescue on their hands.


I wouldn't mind reading along. To prevent any sort of metagaming, we could set a time limit or condition on which the rest of the PCs will assume things went poorly. Perhaps give him 36 hours, or have him shoot an arrow off the battlements every so often to keep the cavalry from charging in...


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I would agree with Scipion and markofbane. I think that could be quite cool.

Although, I will say, the last option I figured would be best. Mainly because it would speed things up AND it would avoid excluding you all. Seeing how I'm the new guy, I'd feel a bit guilty about 'taking the limelight' per se.

But as I said intially, personally I really like the read along option. There is the possiblity of some 'edge of your seat' type stuff and that's always fun. And if the others don't mind, I'm game.


AC 24 (25) HP 30/30 AP 8/8

Read along is good with me. That's one of the cool things about PbP is that you can take the time to enjoy the other characters more easily.

Dark Archive

Some dude

Read along works for me, as well. I'm okay with keeping IC and OOC knowledge separate.


Ok, so we'll go with the reading, but I'll try to keep it shorter by using some rolls and longer posts. Finish up your plan and let me know when you proceed.

(Also roll Knowledge (local) if you can.)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Kriger can make untrained Knowledge checks vs. favored enemy. Would this check apply?

And do we make the check here or on the pbp thread?


No, it wouldn't. Sorry.

Rolls in the IC thread please.

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