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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Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

@OM: Per the feats, I think it's a great idea. I've seen those before and I like 'em. Plus, there's no way I'll say no to free feats. :)

@Kalsgrim: Like the Tempered Champion. Don't really like the Oath bit though. And that would be mainly due to the fact you lose Smite Evil. I have to agree with Geraint, that is a LOT to give up. That's an awesome ability. And to be honest, I'm not a huge Bard fan either but that doesn't deter me from the archetype as much as losing Smite Evil does.

Still working on Kriger. Hopefully can get him done by the weekend.


How do the others feal about the free feats?


Other Mastermind wrote:
How do the others feal about the free feats?

I've read the article now. I'm with JdL; I'm not one to turn away free feats. It does bump up the power level in our group, since we lean heavier on the combat side with our characters. If we build our characters to those changes, it would be tough to back off. It certainly wouldn't be as powerful as something like gestalt, but a decent boost.

If we aren't going to look at adding a dedicated arcane character, it would improve our survival chances.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages
Other Mastermind wrote:
How do the others feal about the free feats?

I don't mind either way.

I'll lose a feat (point blank shot) and gain access to Deadly Aim.

But then, I'm still giddy about getting lvl6 spells.


That website has stuff I like and stuff I don't like, but it has the advantage of presenting a complete picture.

I might go for something somewhat different. Still thinking.


Ok, here is my suggestion:

Free Feats
Power Attack
Deadly Aim
Weapon Finesse
Combat Expertise
Heighten Spell
Improved Counterspell
Point Blank Shot

Lumped Feats (You get them if you meet the prerequisites)
Improved and Greater Two-Weapon Fighting
Improved and Greater Vital Strike
Greater [maneuver]
Mobility (comes with Dodge)

That should open up your feat progressions and allow you to have feats and options beyond the vanilla-best feats.

Let me know what you think.


That list does make sense. I still think abilities like Power Attack are only feats in Pathfinder due to their original desire for backwards compatibility with 3.5. The proposed list would open some feat slots for Kalsgrim. And since I'm not really an optimizer, I'd probably go with something more flavorful.

Free Feats = Freats?


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

I have been playing around with sacred summons. It basically lets my cleric summon a boosted Silvanashee Agathion for 11 minutes, using a 6th level spell slot.

For one minute of that time, when it uses all of its boosts, it looks pretty incredible.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

I like the freats.

I might take Dervish Dance as a result, which will be nice flavour for a cleric of Sarenrae.


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

Ok, here is my suggestion:

Free Feats
Power Attack
Deadly Aim
Weapon Finesse
Combat Expertise
Heighten Spell
Improved Counterspell
Point Blank Shot

Lumped Feats (You get them if you meet the prerequisites)
Improved and Greater Two-Weapon Fighting
Improved and Greater Vital Strike
Greater [maneuver]
Mobility (comes with Dodge)

That should open up your feat progressions and allow you to have feats and options beyond the vanilla-best feats.

Let me know what you think.

Works for me.

Okay, I'm gonna add this to Kriger: Wild Hunter. I think it works well.

I also found this Combat Style that I like pretty well because the Two-handed Style is just kinda meh. Combat Style (Menacing)

You'll have to scroll down to get to it. The stupid thing wouldn't let me link directly to it. It's out of Ultimate Intrigue. Which I'm a bit surprised Paizo doesn't have in their PRD yet.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I found this ability for my weapon: Impact

Is this cool to take? It's out of Ultimate Combat.


I'm good with all of those, but keep in mind Wild Hunter does not stack with the guide archetype.


Male Elven Magus (Spell Dancer) 11

Still slowly poking my way through the regeneration of Raveneau.

The 'freats' work well for him as it frees up a couple of feats for him :)

I'll throw in Spring Attack and Wind Stance as the replacements.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Other Mastermind wrote:
I'm good with all of those, but keep in mind Wild Hunter does not stack with the guide archetype.

Ah, gotcha, thanks for that. I did not realize that. I may or may not go with that then. Gonna have to compare and see.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I'm curious, would scaling items be allowed?

Scaling items

Not exactly sure what the nuts and bolts of it are but they seem pretty cool. Will definitely check into it if they are allowed. Back in my RL gaming days we actually had a couple type of items like that. Once enough cash was poured into it, it improved to something better. So it kinda reminds me of the good ol' days.


Javell DeLeon wrote:

I'm curious, would scaling items be allowed?

Scaling items

Not exactly sure what the nuts and bolts of it are but they seem pretty cool. Will definitely check into it if they are allowed. Back in my RL gaming days we actually had a couple type of items like that. Once enough cash was poured into it, it improved to something better. So it kinda reminds me of the good ol' days.

That would be fine, but because we are going to use automatic WBL by level, you can already upgrade your items without selling them. In a way, automatic WBL also means scaling of items is possible. Makes sense?

I guess what I'm saying is yes.


Javell DeLeon wrote:
Other Mastermind wrote:
I'm good with all of those, but keep in mind Wild Hunter does not stack with the guide archetype.
Ah, gotcha, thanks for that. I did not realize that. I may or may not go with that then. Gonna have to compare and see.

It's versatile, but it's minutes.


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


That would be fine, but because we are going to use automatic WBL by level, you can already upgrade your items without selling them. In a way, automatic WBL also means scaling of items is possible. Makes sense?

I guess what I'm saying is yes.

Makes total sense. Cool. Thanks!

And as far as Wild Hunter, I'm gonna stick with that one - mainly due to that versatility you mention - and drop Guide.

Guide's pretty cool but losing Evasion/Improved evasion has always been like a gnat around the ears. It's just always been kind of annoying.

Cool. Should have Kriger pretty much wrapped up by tonight then.


I should have Kalsgrim finished up today. I am going to pass on adding an archetype. I'll post again when his profile is up to date.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay, I've got a question. The Wild Hunter archetype takes away favored enemy, swift tracker, and woodland stride. That's it.

What you would not realize until you're 11th level is the fact you also lose Quarry(Improved Quarry as well) EVEN THOUGH the archetype never specifically says you lose either of thase.

You lose it as a byproduct of losing FE. Personally, I think the archetype needs to be fixed.

I guess my question is, is there some way we can tweak Quarry to where I can use it? Like not limiting it to favored enemies only? Or maybe replace it with something else? I'm open to anything really if anything is viable.

Honestly, I never knew it had to be favored enemy until I just read it recently(Probably because I've never had an 11th level ranger). I've always just thought it was any creature. Especially considering you can only use it on 1 creature. And after it ends, you've got to wait until the next 24 hours before you can use it again. Basically 1 creature per day unless you're chasing one over a period of days. That just doesn't make any sense to me why limit it to FE. Because I bet you there are other archetypes that take away FE's which in turn takes away Quarry and is also probably not mentioned. More than anything it's just annoying. It feels like you're getting ripped off.

But if there's no viable solution then no worries. I'm not changing archetypes now after putting so much work in it. I'll just deal with it, no biggie.

Outside of that, Kriger should be ready to go. :)


Hmm...

This is the text:

Quarry wrote:


At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature’s type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.

I don't mind removing the FE requirements, but it says you can get a new quarry after the previous quarry is dead, after an hour. That might be a bit much, but I'm not sure. How about the following changes:

Quarry wrote:


At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed receive an additional +2 bonus to confirm. A ranger can have no more than one quarry at a time and the creature’s type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.


Okay, I think Kalsgrim is ready. Let me know what you think.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Oh man I can't believe I never saw that line.

Yeah sure, that's cool, I can easily roll with that because it sure beats the heck out of nothing. :)

Thanks!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

@OM: Can we keep the folding boat? Because that's just a handy item. :)

@Kals: Just fyi, your will save should be 17.


Javell DeLeon wrote:

@OM: Can we keep the folding boat? Because that's just a handy item. :)

@Kals: Just fyi, your will save should be 17.

Sure.


Male Elven Magus (Spell Dancer) 11

Blergh... kids have given me the dread lurgy.


Get better. No worries on this side :)


Javell DeLeon wrote:

@OM: Can we keep the folding boat? Because that's just a handy item. :)

@Kals: Just fyi, your will save should be 17.

Thank you!


Male Elven Magus (Spell Dancer) 11

HP: 44 + 11d4 + 11 + 5 ⇒ 44 + (3, 3, 4, 2, 2, 3, 4, 4, 3, 4, 1) + 11 + 5 = 93


Raveneau, max hp at level 1, right?


Male Elven Magus (Spell Dancer) 11
Other Mastermind wrote:
Raveneau, max hp at level 1, right?

Hmmm.... indeed :P - been a while since I put a character back together.

I'll swap a 4 in for the 3 first rolled, so he'll bump up to 94.

Only things left to do on profile is gear and cleanup.


I'd prefer if you'd replace the last dice rolled by a 4. That should give you 96 :)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay, Kriger is ready to roll.

Whenever Kalsgrim lets us know about those Hill giants, then the game's afoot! ;)


Great!

So Kriger and Kalsgrim are ready.

Raveneau, Malaswyn? Are we close?


Male Elven Magus (Spell Dancer) 11

Raveneau should be good to go. Have cleaned up the profile, and if possible will defer gear until the next downtime section?


Great. Malaswyn?


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

I just need to tweak my feats and I'm good to go.


Ok. Let us know :)


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

Ready!


Great! Well, time to post in the IC thread. My last post is a kind of recap. There is also an NPC recap further up on this page.

Feel free to ask as many questions as you'd like. At this moment, you're in no imminent danger.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

We started this game before I was married or had kids: I'm now married with two sprogs and my eldest is four. Blimey!

I've read through and feel up to date: do we have enough diamonds to raise Numasti, the boy and the girl?

Also, I've accidentally wiped my spell-list.

I made a tally of spells used (surprisingly few) and channels (rather more). I hope you are happy, OM, for me to repopulate the rest.


How you came to Fort Drelev (highly condensed version): You got words of attacks to the west of Frieland. A young woman named Kisandra Numesti came to warn you that Fort Drelev had made an alliance with a tribe of barbarian calling themselves the Tiger Lords and planned to attack Tzatzilfjord.

You came to meet the attackers, preceding them at the town and made short work of them. You then proceeded west across the lake, fought and bested a tribe of Boggards, then arrived at Fort Drelev, where you had a contact, a madam named Satinder Morne.

You invaded the Fort and made your way to the cellar, where you found an unconscious and sick prisoner, then proceeded to the throne room, where you fought and bested Drelev.

(Let me know if you need more details.)


Malaswyn Tyddewi wrote:

We started this game before I was married or had kids: I'm now married with two sprogs and my eldest is four. Blimey!

Well, congratulations thrice over! :D

OM, were her children indeed innocent bystanders? Do we know?


The young boy is the one that passed for a servant, leading you to the prisons, and then acting more royal, brought you to the throne room.

The girl was presented to you in Restov, with a discussion on marriage and alliance. You shot her down during the fight, then she got crushed by the tentacles.

You have not seen either of them attack you.


The bodies in the throne room:

-Baron Drelev
-Son of the Baron
-Daughter of the Baron
-Wizard
-Sick Prisoner
-8 guards


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

The Baron called the sick prisoner 'Lord Numasti".


Indeed he did, and you've met Kisandra Numesti, a young woman who warned you about the impending attack on Tzatzlfjord.


To some degree, I am still trying to get my bearings after our hiatus.

To summarize where I think we are...

Our town of Tzazlfjord was threatened with an invasion, a mix of soldiers, barbarians and monsters. Kisandra Numesti warned us, so we were there to meet them and managed to stop the invasion. Kisandra stayed at Tzazlfjord to oversee the repairs and defense.

We moved on through the swamp. Our aim was to get to Fort Drelev, with the name of Satinder Morne as a contact. We had some problems in the bog, but nothing that really related to the main mission.

We arrived at Fort Drelev and met up with Satinder. She let us know that Armag, leader of the barbarian Tiger Lords, had conquered Drelev and took hostage all of the officers' daughters to ensure loyalty.

We snuck into the tower. In the basement, we found only Kisandra's father as a prisoner; we still don't know who where the daughters are. We went upstairs and battled with Drelev and his minions, with several innocents getting killed in the battle.

So now we are in the tower in the aftermath of the battle. Below, there are enemy forces. We've seen hill giants and Drelev's soldiers, and we have heard there are some of Armag's men around as well.

We can flee, but we don't know where Armag has gone, or where he is based. Also, we don't know where the daughters are.

If there is information here at the fort, we need time to find it. Our choices seem to be flee or fight, but if we flee we are back at square one.

So, fight? Some giants and barbarians, and some soldiers if a stirring speech doesn't win them over?


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

Fight


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

Incidentally, I would dismiss all of her demands.
Let her know that the children will be raised because they are innocents, not because of anything she does.
Her husband and brother are traitors and shall not be raised.
If she sticks with us then she and her children may live.
If Armagh wins then her children will be fed to trolls and she will, at best, become a barbarian's concubine.
After this is over, we will decide if the children should be raised by their mother or fostered to a non-traitorous family.
Her title will be stripped from her family and she may start anew in Friesland or return to her father's lands.
Treason is no basis for negotiation. If she refuses to help us to the best of her powers, she is a traitor.

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