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

@Diceros in case you didn't know, you can leave slots empty and take 15 minutes or so to fill them later. this allows you to pick combat spells at the start of the day and pick up utility as you need it.

PRD wrote:
Spell Selection and Preparation: A divine spellcaster selects and prepares spells ahead of time through prayer and meditation at a particular time of day. The time required to prepare spells is the same as it is for a wizard (1 hour), as is the requirement for a relatively peaceful environment. When preparing spells for the day, a cleric can leave some of her spell slots open. Later during that day, she can repeat the preparation process as often as she likes. During these extra sessions of preparation, she can fill these unused spell slots. She cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because she has cast a spell in the meantime. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if she prepares more than one-quarter of his spells.

this is the divine entry. there isn't a separate one for druids.


Wow, that is cool.


Male Arrancar

im sure there's some debate about whether the italicized part is cleric specific, but i don't think it is because the prepared arcane caster entry says the same about wizards. i think it's just a perk of preparation.


Male Arrancar

yes, i'd love to be enlarged. i'm reading along when i can but being at work makes substantial posts difficult. feel free to move me to the stable. on phone atm


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

How crazy do you want to go with this? You could borrow Diceros' longspear since he won't be using it... :) 20 ft reach.


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

Plan of attack:
1) Cast enlarge person on Ike. (Because he still technically counts as humanoid, I think)
2) Storage just bursts with a flood of gray slime.
3) Bandits wet their armor and run
4) All bandits leave the Stolen Lands for fear of the wave of gray goo that might slowly consume the land
5) ???
6) Profit


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

6) Profit. Always a key part of any good plan.

I can prep two enlarge persons if Ike would also enjoy being enlarged. :) Three if Sigurd likes the idea too. The biggest obstacle is having somewhere for a large creature to hide with full cover before popping out to say hello. At level 1, the duration of the buff is only 1 min and the casting time is a full round. That's why I was thinking of just casting on one person who can charge out the barn door. But if Ike and Brokk'r both hide inside the barn, I can enlarge one then the other then send them out with a good 8 rounds or so of enlarge left. I figure I should probably have at least one CLW prepped, just in case.


Male Arrancar

so, i'm not really sure if it's technically against RAW, but it seems reasonable that i should be able to charge those bandits from where i am especially since i'm not large yet, but i wanted to check before i post about it.


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

The barn door looks like it's intended to accommodate large creatures (e.g. horses) so I don't think being large would be a problem. That's why I picked the barn.


Male Arrancar

right, but atm i'm behind a wall not in the doorway, which is why i might not be able to charge. there's technically an obstruction, but i haven't carefully reviewed the charge rules in a bit.


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

Arlen's positioned himself to be ready to throw the door open for you, which you can see in character. Anyhow, I don't think you could charge anyway since we only get a move action or a standard action in the surprise round. Charge is a full round action.


Male Arrancar

you can make a standard action charge when you're limited to a standard but you can only move your speed.


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

Oh gotcha. I actually never noticed that. Thanks! Then Arlen throwing the door open should work fine, right? I assume he can open the door while standing out of the way or 5 ft stepping out of the way.

Edit: Haha you guys look awesome enlarged on the map. I do think only you or Ike will be able to charge. Not both.


Wow, standard action charge. Cuatro is really enhancing my knowledge of the unused rules.


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

Mine too! In honor of his knowledge, I nominate cuatro to take the standard action charge while Ike follows behind. Ike's greater move speed should allow him to follow up and get in position nicely anyhow.

Edit: Oh Ike also has a 20 ft move speed? Is that due to armor and how does that work if you're in ooze form? 30 ft speed in ooze form? I assume you're in ooze form right now in order to maximize profits?


Male Arrancar

i was waiting for Arlen's post to kick off the action unless you want me to go ahead, GM.


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

Oh I was just waiting for Rai to toss a bomb as I thought that was the signal.


Male Arrancar

i actually meant Rai, but my brain wasn't on the same page apparently lol


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. Np. I was just surprised but I believed it since I'm opening the door. It's open now! Go dwarf all over them!


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

I didn't wait for slime attack damn it. Slappity slappity...


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

Oops! I accidentally moved the entangle effect while moving my character around! Sorry! I think I put it back in the right place but please correct if I messed it up.

What's the issue, Rai? I thought you were supposed to attack first.

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

the spell effect seems to be grabbed as a square shape even though it looks circular, so it will often in the move. If you need to move it out of the way, the top purple line should be right under Ike's current position and then one square to the right.

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

i've been adding loot from the gameplay to our Kingmaker spreadsheet...not sure if we want to designate that or our profiles as the main place to upkeep inventory (both I guess). But, that spreadsheet will help us divide up stuff and and sell stuff together.

does anybody want any of that loot besides Rai's bow & arrows? we can sell the leather armors, short swords, and long bows. I can always put the potions in Pygmy's saddlepack.


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'm fine with selling the weapons and keeping the potions.

LOVE the sidequests board. Very fun.


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

Let's try to grab some side quests and put them in some geographical order if possible to make our way out and back again a few times.


Well, you don't really KNOW where the side quests are...


Male Arrancar

well what does the mini map say?


Maybe like in Neverwinter, you guys should get a sparkly trail that leads from the quest giver to the quest location.

edit: Fully toggle-able of course

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

some questions:

1) so we should go ahead and just transfer items to gold on the spreadsheet, mustache? just make sure they are half price sales, and the total doesn't go above 500?

do the furs sell for 1/2 their value or is that a straight up "they are worth 50gp sold?"

2) GM, let's assume in game that I'll reroll survival tracking every mile, until we think we may be getting close to their hideout? if you want to bot it in a summary, fine with me.

3) how many miles can we cover typically in a day of normal conditions and speed?


1. Here is a good way to think of it. Anything you have to look up on an pathfinder table or PCGen is going to be 50% off the listed price. Any special find or trade good or gem or jewelery will sell for whatever we say it is in chat.

questions 2 and 3) Hold onto those til you read my next post, then ask if you want clarification. But for now, don't worry about going straight for the bandit hideout. You may want to explore a bit first.

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

alright, from the armor, swords, wolf pelts, and long bows, we got 290 gold. add to that the 75 gp found on the bandits bodies, and I divided it 6 ways for 60 gp each, 10gp in the party pot. updated on the spreadsheet.


Alrighty Diceros, now that you got a sense of the exploration thing, if you wanted to go straight through a hex, like if you picked up the tracks and wanted to follow it straight, it takes 8 hours to cross the 12 miles plains hex at your current speed.


To give more details: If you don't properly explore a hex, you may miss out on xp and treasure, and (eventually), can't make it part of your kingdom. You can always go back to finish it up, though.


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

Thanks for tallying, Diceros!

GM: Would fortune and guidance be appropriate in the exploration context? I'm not thinking I'd do that for every roll. Just toss it on a friend every now and then to give someone a happy boost. "Ike is really good at perception right now."

Also, bought a dagger and 4 waterskins.


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

Hey guys!

I'm probably going to be pretty busy today with the family, so I might not be able to post anything until later tonight. Go ahead and move around me and I'll try to catch up as soon as possible.


Arlen Graytale wrote:

Thanks for tallying, Diceros!

GM: Would fortune and guidance be appropriate in the exploration context? I'm not thinking I'd do that for every roll. Just toss it on a friend every now and then to give someone a happy boost. "Ike is really good at perception right now."

Also, bought a dagger and 4 waterskins.

I think this is a good use. I think you should use your hexes, on yourself is fine, on another is fine, I just want you to say you are doing it.


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

Ok thanks for the clarification. :)

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

just for clarity, Diceros and I aren't itching to go fight more bandits. It felt RP to be focused on the source of a future battle, especially since it would be logical that another group could be sent to Oleg's, and maybe it would be larger and meaner. So Diceros isn't against exploring this hex, he's just advocating to figure out the general direction the group would come from, and trying to stay in between that group and Oleg. I wouldn't think they'd be too far off.

anyway, Diceros will be happy to explore the plains tomorrow! But since I've made the rolls to find the tracks...can I find out which direction they were heading off?


Right, I was going to tell you that but just plumb forgot. The tracks went to the southeast.


Male Arrancar

so i'm still a little bit confused about our options right now. like... if we wanted to hunt the elk, would that be someone making a survival check for the exploration or would we just engage normally and make exploration checks after?


this is a possible battle scenario


Male Arrancar

i have a vague recollection of you mentioning it but couldn't find it in the recruitment thread, what is the status of firearms in your campaign?


This is a no firearm campaign! I am running others in which they are abundant... I wanted the classic feel for this one.


GM Mustache wrote:
Right, I was going to tell you that but just plumb forgot. The tracks went to the southeast.

Ah, duhhh. Southwest. Getting my directions confused.


Male Arrancar
GM Mustache wrote:
This is a no firearm campaign!

yeah, i thought i saw you mention this but couldn't find it. np


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

Rai avoided the religion topic but will definitely look for other fine topics as we go!


I'm guessing everyone is waiting for Rai to go. But buffing could still happen here, or... I'm not sure what else. Buffing and more buffing.


Male Arrancar

Arlen, you double posted that.


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

Will fix. Thanks.


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, sorry! I'm back in action! Weekend family stuff took up more time than expected, but it went well! Now then... hunting!

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