Kingmaker AP with GM Mustache (Inactive)

Game Master Mustachioed

Start: Pharast 1, 4710
Current Day: Gozran 10, 4710

Kingmaker Stats
Kingdom Building: City Buildings and Terrain Improvements
Mass Combat
Roll20 link


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Male Arrancar

also, a thing i noticed. diceros, the raging song gives +2 STR which only increases the bonus from str by 1. so Pygmy's STR bonus goes up to +3 with the bonus rather than +2 from STR and +2 from the song.

and i think it was ike who said something about temp hp before, so i wanted to address it now. unless they changed something (or the GM has changed something), raging song is like OG rage in that you gain CON not temp hp (which would be "lost first"), so when you lose it, you also lose the health for it (even if you're already damaged).


Diceros the Half-Elf Druid wrote:

clarification on the wolf attack: I think the wolf bit Pygmy and not Diceros?

also, this is a bit where my noob status comes in. I'm a bit unclear about movement and engagement rules, and the AoO attacks. If I understand correctly, Diceros needs to have 1 square between him and an enemy because of my spear's reach? So if I back away 5 feet from my closest wolf, breaking engagement, does that give him an AoO or not, as it is a 5-foot move? Or, if I don't move, can I reach with my spear and attack one of the other wolves that seem to be 10 feet away already, or do I need to stay engaged with my closest melee foe?

Sorry, I have a few different systems in my head and I am not sure exactly where I am getting these rules from.

Yeah, so this was annoying & something for me to remember. Initially, it did land a hit on you. But then I inserted a line for the trip attack and that took the hitting roll from you! So neither Diceros nor Pygmy was hit. And Brokk'r was not tripped because his CMD is high enough (please add that to your vital stat line).

Five foot steps do not provoke AoO, so generally that is what you will do with a spear. You can't hit any of the others at this point, but you would have the option normally.


cuatroespada wrote:

also, a thing i noticed. diceros, the raging song gives +2 STR which only increases the bonus from str by 1. so Pygmy's STR bonus goes up to +3 with the bonus rather than +2 from STR and +2 from the song.

and i think it was ike who said something about temp hp before, so i wanted to address it now. unless they changed something (or the GM has changed something), raging song is like OG rage in that you gain CON not temp hp (which would be "lost first"), so when you lose it, you also lose the health for it (even if you're already damaged).

All of that is true. Don't let the lack of Sigurd's song end up with you passing out. Though, that would be pretty cool.

And yeah, the +2 strength just mean +1 to hit and damage.


Arlen, you've pretty much seen all there is to know about the wolves. Free trip attacks with a hit. Not much else to them.


Male Dwarf Fighter 3 | HP: 19/37 | AC: 20 T: 12 FF: 18 CMD: 17 (22 vs bull rush, 21 vs trip) | Fort/Ref/Will: +5/+3/+2 (+5 vs charm/compulsion spells/SLAs) | Init: +2 | Perception: +7 (+8) | S. Motive: +1 | Status Effects:

quick stats fixed. and just saw that you were able to edit that combat update so i'm changing my turn since i don't have to get up.

Grand Lodge

Male HP 12/26 | AC: 15 Touch: 13 FF: 12 CMD:16 | F:+6 R:+4 W:+5 | Init: +5 Per: +9 Current Buffs: None | Current Debuffs: none

Hmmm, I'll do the Handle Animal check, and I can see why it is in the gameplay, but it seems strange to me that I'd have to tell a rhino to attack a wolf that just bit him.

-ah yes, I understand the Rage now. Okey dokey.

Also, dang, I am hitting a lot of air. I hope all you in back row can feel the breeze off my wiffs.


N/A Human Shifter 6 (Oozemorph) | HP 64/64 | AC 21 T 15 FF 16 (DR 6/slashing)| F +8 R +10 W +4 | CMB +9 CMD 24 | Init +5 Perc +11

...twice in a row, I've rolled a natural 1. At this rate, I'm gonna be a stain on the wall by the end of book one.


Ike, give me another attack roll at the same bonus, whenever you roll a natural 1. Just like confirming a crit. (Might happen quite a bit?? lol)


Diceros, I suppose game wise, think of it as you having a baby rhino, who might be scared and back off instead of attacking, unless you give him continual encouragement. In a couple of levels, you will have +10 to handle animal and won't be able to fail it. When that happens you can stop rolling it. (as if the rhino has then learned to behave somewhat autonomously).


Male Arrancar

so the RAW is a bit unclear about it, but the existence of the "Down" command seems to imply that you only need to command an animal to attack once per target.

PRD wrote:
Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.

Grand Lodge

Male HP 12/26 | AC: 15 Touch: 13 FF: 12 CMD:16 | F:+6 R:+4 W:+5 | Init: +5 Per: +9 Current Buffs: None | Current Debuffs: none
cuatroespada wrote:

... you only need to command an animal to attack once per target.

So in this case I would want a new command anyway, since he did a nice impaling on the original target and took on to a new one.


N/A Human Shifter 6 (Oozemorph) | HP 64/64 | AC 21 T 15 FF 16 (DR 6/slashing)| F +8 R +10 W +4 | CMB +9 CMD 24 | Init +5 Perc +11

Okay, edited for the crit confirm. I'm thinking that will be a safe confirmation, but I don't want to jinx it. Lest boulders fall from the sky on this clear and sunny day.


Huh. Thanks Cuatro! Diceros, then we'll go with it. Just 1 handle animals unless you want to switch targets.

Wow, you guys are rolling terrible, and I am doing great. Just like my live games.


Male Arrancar

that's my understanding. speaking of that original target (wolf #1 i believe), didn't Brokk'r and Pygmy take that one down first round? that one time our rolls didn't suck.

also, while we're covering handle animal, just a heads up

PRD wrote:
Handle an Animal: This task involves commanding an animal to perform a task or trick that it knows. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2.


Ichorius "Ike" Melfesh wrote:
Okay, edited for the crit confirm. I'm thinking that will be a safe confirmation, but I don't want to jinx it. Lest boulders fall from the sky on this clear and sunny day.

you are good


@Sigurd: Occurs to me you might still be up, with your +2 constitution. 1 HP left?


Also you all are posting fast and furious, which is fun and great. I am under no expectation that this is the normal rate. :)


Male Arrancar

nvm i think i figured out what happened. when you said Arlen took a wolf out i thought you meant the dead one. i apparently got them mixed up.

Grand Lodge

Male HP 12/26 | AC: 15 Touch: 13 FF: 12 CMD:16 | F:+6 R:+4 W:+5 | Init: +5 Per: +9 Current Buffs: None | Current Debuffs: none

well, i'm using this as a break as I grade essays. and i am willing to take many, many breaks.

another strategy question...for flanking. this turn, I think I could have moved pygmy way into the fray, smack in the middle of all the wolves, in order to help create flanking opportunities...yes? that would be a 5-foot move (1st diagonal is just one move) and then he'd have an attack...?

now, that seems rather tactical and probably not something the animal would do. I'm just thinking out fighting moves in this here "tutorial where bards die."


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

Haha. This is great. Loving the posting rate.

Ike: Next level I'll take the fortune hex so I can help you out with some of those low rolls. :)


Diceros, well maybe Pygmy isn't smart enough but you as his master are, so you could flavor wise order him to do it. Wouldn't even have to roll handle animal


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

Singing while drinking is quite the feat indeed!


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

Perhaps it's more like professional gargling...

Grand Lodge

Male HP 12/26 | AC: 15 Touch: 13 FF: 12 CMD:16 | F:+6 R:+4 W:+5 | Init: +5 Per: +9 Current Buffs: None | Current Debuffs: none

more "new to PbP" questions. So far, in order to move along the fight, we've just been kind of moving and attacking and trying to build upon what the person ahead of us did. And then when the GM bolds a bunch of us, it is rather free-for-all.

I take it the discussion here is where we might talk about strategy when we are faced with more dire threats (though it seems we did a good job turning these wolves into feared opponents...) such as "hey, on my turn I'm thinking an entangle spell, so you all might want to stand clear." stuff you'd do easy in person but that would slow down the actual action.

So how much of that type of stuff do "we" usually do. For instance, at this moment we don't all have to jump on top of the last wolf, but we also should make sure someone does it. Or, I could have Diceros magic up some berries for those who need healing, unless someone else is prepping to cast some cure spells.

Or, do you try not to discuss OOC too much and RP more like a group of strangers would who just encountered their first wild animals and don't really know what they are all capable of, and try to organize it all from the gameplay tab in character?


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

@Rai: That is just far too funny... XD

@Diceros: In games I've played, we usually do something like what you're describing but try to avoid meta-gaming. Essentially, we can use the discussion to discuss things that are characters could talk about but wouldn't be that interesting or valuable to do in character in gameplay, e.g. who takes what loot. Things like "stand back I'm about to fireball this wolf" I would normally put in gameplay. But most important here is rule 0. GM, thoughts?


Male Arrancar

yeah, what Arlen said. it's usually preferable to discuss strategy and tactics in character to avoid metagaming.


Rule 0 meaning that the GM gets to decide.

In character, talking is a free action. But while in character, you can't do it in a metagamey way that makes it seem like you are being your real self instead of the character. If you want to talk tactics with the team, I think doing it in character outside of battle make sense.

You could also do here in discussion, if you didn't want to talk in character... But NOT in the middle of a battle. At that point, it wouldn't be realistic at all, the battlefield is simply too chaotic to do more than yell simple commands.

Also when talking strategy you have to be careful about not trying to get another player to do what you think would be best for them to do. That is usually what happens in live games when you have newbs. Suggestion is fine, but it is a fine line between suggestion and making someone feel dumb that they aren't behaving optimally. People have to be free to make their own mistakes.


You guys might be interested in the Ultimate Wilderness book, given that this AP occurs primarily in wilderness. Feats, items, hexes, etc:

http://archivesofnethys.com/SourceDisplay.aspx?FixedSource=Ultimate%20Wilde rness


This is too funny. Ah sure, I can skin a wolf. Ummm.. anyone got a knife? What a bunch of first level noobs you all are. :D :D

Remember to put quotes around talking. Diceros, I'm looking at you this time. "Stern teacher glare"


Male Arrancar

hey i'm at work rn, but i meant to ask earlier. i didn't get normal gear before we started but i was just going to have grabbed the fighter kit if that's okay.

Grand Lodge

Male HP 12/26 | AC: 15 Touch: 13 FF: 12 CMD:16 | F:+6 R:+4 W:+5 | Init: +5 Per: +9 Current Buffs: None | Current Debuffs: none

here's hoping Oleg's is well stocked. I was kind of counting on that...


N/A Human Shifter 6 (Oozemorph) | HP 64/64 | AC 21 T 15 FF 16 (DR 6/slashing)| F +8 R +10 W +4 | CMB +9 CMD 24 | Init +5 Perc +11

The group just hands off the pelts to the traders, and one them goes 'Thank- ...why is this one slimy?'


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

Hahaha!


cuatroespada wrote:
hey i'm at work rn, but i meant to ask earlier. i didn't get normal gear before we started but i was just going to have grabbed the fighter kit if that's okay.

Yeah, that is fine. Once we hit Oleg's, tutorial time is over! And your characters will be locked in. So any character adjustments you have to make, gear that you should have, do it before we get there.


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

I took advantage of that and took extra hex instead of extra traits. Figured I'd rely on my rabbit familiar more for perception (since he's way better at it) and help my party out a bit with the fortune hex. Anyone want to roll twice and take the higher on a skill check? Just let me know. :) For speed of gameplay, if you're making a skill check Arlen isn't opposed to (I don't know why he would be) out of combat, feel free to assume he puts the fortune hex and guidance on you whenever he can.

Grand Lodge

Male HP 12/26 | AC: 15 Touch: 13 FF: 12 CMD:16 | F:+6 R:+4 W:+5 | Init: +5 Per: +9 Current Buffs: None | Current Debuffs: none

so we should go ahead and retroactively stock up rather than wait for Oleg's?

The only adjustment I'm looking at character wise right now is to switch my spells, but I'll do that during meditation tonight.


I like how Arlen pretty much hexes everyone and everything in his path... When it comes to the fortune hex, I'm not sure I dig it being okay that he puts fortune and guidance on every checks without even posting to do it. The OP of it bugs me a bit and it assumes that Arlen is always right there in arms reach. I may loosen up on it eventually, but right now I want people to play their character out...If you post to do it, that is your right... but people can't claim it without your help (I will let you do it retroactively if you get a post in before I settle the outcome so that should help)

With regards to rabbit perception, the rabbit can't talk to you yet, correct? So somethings should be fine to perceive, but others may not be appropriate. I suppose you should write out in your posts his manner of conveying information to you.

Yeah Diceros, except for knives and daggers, that has already been RP'ed, but you can buy other mundane equipment if you have the gold. But I think we can assume that you left Restov actually prepared to travel in the wilderness.... At least the druid should have. I'm not so sure about the ooze...


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

I heard kingmaker was all about getting as many hexes as possible. *crickets*

Gotcha on the fortune and guidance. I'll pipe up when applying it then.

Yes the rabbit and I only have an empathic link at this point. I was thinking of just conveying a general emotion of hunger to the rabbit for him to look for grasses. I assume that he could convey a general sense of danger to me in lookout situations, if that seems reasonable to you.

Haha. Yes. Was Sigurd the only one who thought to bring a knife?


ba dum dissssshhh! Some of us got that reference; those who didn't: Just wait a day or two.


@Rai Zon, remember, present tense. Don't use the word "will". Gotta live in the present man!

I'm not sure why the future tense is used in some games. As for me and my games, present tense all the way!


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

Got it


As things continue to get launched here:
1. @Ike: Please get your vital stats line in there. Perhaps including the # of hours per day you can be in humanoid form

2. @Rai Zon: Could you put # of bombs into your vital stats line?

3. Everyone: Diceros has this in his vital stats: Current Buffs: None | Current Debuffs: None. I like it; please do this also. Note that it you can use the race line and class/levels line to enter this information.

Grand Lodge

Male HP 12/26 | AC: 15 Touch: 13 FF: 12 CMD:16 | F:+6 R:+4 W:+5 | Init: +5 Per: +9 Current Buffs: None | Current Debuffs: none

PS he only likes it because I copied from one of his aliases...


*whistles innocently*


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

Haha. Nice, Diceros.

Question 1: What's our standard operating procedure for exploring areas of the map on roll20? Should I only move my avatar to see what's in a region if I declare it in gameplay so you can apply ambushes, traps, etc that might keep me from moving around? It seems like Oleg's is a friendly location where we could walk around freely and see what we want but some places will be less friendly.

Question 2: Are we tracking XP and how? I don't see it in the Kingmaker Stats spreadsheet. Should we just track the amounts you tell us in the alias?


1. Good question. Feel free to move around Roll20. If you get to a place where I don't want you to look, I will put up doors or some other blocker than prevents you from wandering freely.

2. I'm tracking it in the spreadsheet. It's there. But I'll track it so you don't need to worry. Given that random encounters are a part of this game, we are definitely using XP instead of other alternative leveling methods.

3. @Ike: If you get a chance to alter your post before it locks in, you have two past tense verbs in there. But getting better! Just like Ike. I am really not a grammar stickler, but getting us all on the same page as we start is important to me.


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

Great! Thanks!


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

Didn't think about it until I saw how tough this place is but it seems we should use Oleg's as our base of operations at first, if he'll let us. Looks far more secure than anything we'd whip up in a month or two. Only disadvantage is it's a known location, which is bad for guerilla warfare if it comes to it.

Grand Lodge

Male HP 12/26 | AC: 15 Touch: 13 FF: 12 CMD:16 | F:+6 R:+4 W:+5 | Init: +5 Per: +9 Current Buffs: None | Current Debuffs: none

certainly looks like the story is going to encourage us to start our base here, what with a whole bandit army about to come down on us here tomorrow.

since we took care of them wolves so easily, I figure we should have no problem with a bandit army...

(and I seem to be 'playing from behind' when it comes to my spells. now that i've prepped water and fire creation because I forgot to as we were traveling, it looks like i should go back and prep my best battle spells. good thing I've got some meditation time coming up tonight.


The game does force you to use Oleg's as... maybe not a base of operations, but at least a place to sell stuff and relax. You don't really get a true base of operations at this point. Your charter is to explore, map, and restore order to the region, not settle it.

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