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

is soft cover +4? lame. i thought it was only +2... :p

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
GM Mustache wrote:

Dicey,

If you stand behind a friend while attacking with reach, the enemy will be given +4 AC in what is called "soft cover". Soft as in Sigurd is fleshy and flabby.

If the enemy is partially obstructed, he will be given +2 AC in what is called "partial cover". In general, you will want an open line of sight to maximize your chances at hitting.

Same thing applies to ranged attacks just fyi for everyone.

OK, if it's allowed, I'll move retroactively into a legal position. It's 30 feet away.

However, all this was caused by my uncertainty about attacking diagonally? I wasn't sure how reach works across that. Is it 5 feet or 10 feet? (I know diagonal movement is both alternatively.)


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

My understanding of diagonals is that the first diagonal counts as 5 ft. The second diagonal counts as 10 ft. The third counts as 5. etc, etc, such that diagonals count as 7.5 ft on average when calculating distance.

"You can count diagonally across a square, but remember that every second diagonal counts as 2 squares of distance."

"As an exception to the way that diagonals normally work, a creature with 10 feet of reach threatens the second diagonal."

source


You can hit anything two squares away, any combination. https://goo.gl/images/ijKAG9

This diagram has got it mostly right, but you can even hit something two diagonals away, per this FAQ.
http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9sp8


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 got a flat tire today and was stuck on the phone and do a lot of driving for my job.


Sorry for your flat! That is the worst.

Diceros killed the gremlin next to you with a crit, so I will instead move you twice toward the other one.

Sigurd, you are down to 3 HP just as a warning.

Otherwise, things seems to be going pretty well for you all!

Grand Lodge

Male Human Skald (Fated Champion) 3 | 23/29 HP | Int +2 | Perception +5 | 15 AC, 11 Touch, 14 Flat | F +5, R +3, W +3 | 7/9 RPD Raging Song (+2 STR/CON, +1 Will, -1 AC) | Rage Power (Lessor Spirit Totem)

OK. Wow. Sorry guys. I didn't mean to ignore you all on here. This is my first PbF and I legitimately didn't know this tab was here. I think I'm caught up now though.

I also apologize for my long absences over the past few days. I ended up having to travel for a funeral and didn't have a lot of spare time.

On to the moon radishes!


My first PBP game, I was three days late to the game because I didn't realize that the gameplay tab existed. I was waiting for a private message with a link in it.


Anyone interested in being a goblin? http://paizo.com/threads/rzs2v3fp?Recruiting-one-new-goblin-for-We-be-Gobli ns-Too#1

I am in a goblin only game and we lost our clan leader. :( We need a smart goblin who likes burning things and hates horses. :) (Intelligence not really required).


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 man that sounds awesome. If I weren't in a bunch of games already, I'd so be there.

Grand Lodge

Male Human Skald (Fated Champion) 3 | 23/29 HP | Int +2 | Perception +5 | 15 AC, 11 Touch, 14 Flat | F +5, R +3, W +3 | 7/9 RPD Raging Song (+2 STR/CON, +1 Will, -1 AC) | Rage Power (Lessor Spirit Totem)

I'm tempted.


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

I actually had an idea a while ago for a goblin inquisitor of Shelyn who takes the Sacred Huntsman archetype to get a goblin dog partner. He's actually more adorably sad than goofy.

Basically, he finds a holy book of Shelyn and becomes so enamored with her beauty that he starts trying to make pretty things, but nothing is ever pretty enough for him. Then he saves a rusty old glaive from being broken by one of the other goblins and realizes that if he can't make pretty things, he can still save them! So he is on an eternal quest to protect anything even remotely artsy, from majestic symphonies to kids' scribbles.

Kinda doubt he'd fit in with a We Be Goblins game, though. X) Though it would be incredibly hilarious if he ends up converting an entire tribe of goblins to Shelyn.

Grand Lodge

Goblin Cleric 3 (Elder Mythos Cultist) | hp 18/18 | Init 0, Per -2 | AC 17, T 11, FF 17 | Fort 3, Ref 1, Will 6 | Channels (6/6 uses/day, 2d6, DC16 Fort for half, 30 ft spread)
Szord slice slice:
[dice=szord]d20+5; d4+d6+3[/dice]

"No! Books! No! Books!"

In our game, books are very terrible since they steal words out of peoples heads. We burn them as quick as we can.


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

It's not a problem to me but killing these kobolds while they sleep just because they're kobolds is a bit evil, imo. Again, Arlen's probably fine with it. He loves such effective solutions.

Grand Lodge

Male Human Skald (Fated Champion) 3 | 23/29 HP | Int +2 | Perception +5 | 15 AC, 11 Touch, 14 Flat | F +5, R +3, W +3 | 7/9 RPD Raging Song (+2 STR/CON, +1 Will, -1 AC) | Rage Power (Lessor Spirit Totem)

I agree. If the sneak checks fail though, they're probably waking up anyway.


But... but... but they ate the radishes that you were supposed to collect to get gold and XP. Burn them!

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 honestly don't get it ...we took out a bunch of elk with no qualms except the hippy druid. but a bunch of kobolds, known to be evil?


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. Well Arlen has no qualms about any of this. Elks aren't sentient humanoids, which makes a big difference. Also, we don't know if this is the same group of kobolds as the ones that are causing trouble.


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

Had I been able to post at the time, Ike would've just as soon let the elk pass by. But he rushed in when they started to threaten back.

That'll probably change when Ike can actually change into animals.

Also, pleeeeeeeeease tell me that worked. That's probably Ike's entire year of luck right there.


I have a good amount of rolls to make. I probably shouldn't do it during work hours, so look for it later. As for evil evil, I will let Arlen evil eye 12 times and will just say they all autofailed because they are sleeping. So every round of me rolling perceptions for the kobolds, one additional kobold will be evil eyed and at round 9 the first one will recover, etc etc.

edit: Wow, actually... those are amazing rolls. With what is essentially a minimum of a -10 to their perception, not to mention evil eye and lullaby, a non-debuffed sleeping kobold still has a MAX perception of 12. Since your lowest roll was a 14, they have NO chance of hearing you. That means I don't even need to make the checks, or do all that math for each individual kobold. Thank you!


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

Woot! I didn't even think of that fact. Way to go, Ike!!! Leveling up on the backs of oozy agility!!!

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

does leveling up just happen, or only when we're resting, or only back at the trading post?


When you level up to level 2, let us know of anything special you get. (I don't care about numbers, like bab or saves).

Also, roll for your HP here in discussion. I will also roll HP. You can take the greater of my roll or your roll.

arlen: 1d6 ⇒ 3 Arlen... how do you have 14 HP with a 12 con and a d6 hit dice? or maybe you leveled already? in that case have to roll HP here.

dicey: 1d8 ⇒ 5
ikey: 1d10 ⇒ 5
rai: 1d8 ⇒ 8
sigurd: 1d8 ⇒ 7
brokk'r: 1d10 ⇒ 3


Dicey, eh... we'll do it differently all the time. This time, you are sleeping tonight, so you get all your new spells.


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

Gotcha on the HP. I'd assumed avg hit die so I'll fix it now. Should be 13. Had 8, +3 from hit die, +1 con, +1 fcb.

I get a few more spells but most importantly, I get the cackle hex:

"A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round."

Now I can put fortune on one of you and move. Next round I cackle that fortune and put fortune on someone else while 5 ft-stepping. For a fight that lasts a few rounds and if I'm not too busy doing other things, several of us will be rolling twice taking the higher once per round every round.


I'm not sure about the combination of fortune and cackle. The hex specifically says: "Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours."

That leads to the interpretation that you can only do the double roll once. The extended duration just ensures that the player is able to use it if they don't use it immediately, not that they get to do the double roll multiple times.

I am interested in hearing from our resident rules lawyers.


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

Clarification from Lead Designer, sadly not in an FAQ yet. The thing that makes this combo not OP is that a little squishy witch is cackling madly within 30 feet of the bad guys and doesn't get to use his squishy little move action.


thumbs up. thanks.

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

HP: 1d8 ⇒ 1
I'll...take yours.
My special Plains Druid new trait:
Plains Traveler (Ex)
At 2nd level, a plains druid gains a bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks equal to 1/2 her druid level in plains terrain, and she cannot be tracked in such an environment.

Grand Lodge

Male Human Skald (Fated Champion) 3 | 23/29 HP | Int +2 | Perception +5 | 15 AC, 11 Touch, 14 Flat | F +5, R +3, W +3 | 7/9 RPD Raging Song (+2 STR/CON, +1 Will, -1 AC) | Rage Power (Lessor Spirit Totem)

HP: 1d8 ⇒ 4

I'll take yours. Thanks.

I finally took some ranks in Perception and Survival...you know, skills that a wilderness adventurer should probably have.

I can cast Ventriloquism now, which has the potential to confuse enemies and lead to some sort of a surprise round.

I also gained Versatile Performance. It let's me use my Perform(Sing) skill in place of Bluff and Sense Motive, which could open up some cool roll playing.

You know "Ba Dum Bum Bum...I'm a Goblin...Ba Dum Bum Bum."


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 will just take your roll as it's Max and my bombs become precise. I also get frost bombs which can stagger opponents, and can imbue weapons including bombs with other alchemical creations.


Diceros is holding some alchemical fire. Rai can now use that better if you want him to have it.

Sigurd: Wow, look at that scatting goblin!


Well.... so ah this is embarrassing. For some reason, I had in my head that the xp for level 2 was 1000. Well, total group XP is now 7000. So I advanced you quite a bit sooner than you should have. Keep level 2, but the reason I bring this up is that you are going to be at level 2 for a pretty looooong while, so you should know that.

Grand Lodge

Male HP 7/22 | AC: 21 Touch: 12 FF: 14 CMD:15 | F:+5 R:+5 W:+1 | Init: +2 Per: 7 Current Buffs: None | Current Debuffs: none

Hey I get some HP too!

HP: 1d8 ⇒ 7
HP twice: 1d8 ⇒ 5

(just to save time. if you don't like that GM...twirl your mustache at me.)


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:

looks like a missed a lot!

anyway, a long level 2 is probably preferable. which advancement track are we using?

HP: 1d10 ⇒ 8

Also, I gain these things:
Close Control (Ex): At 2nd level, a brawler becomes skilled at forcefully moving his opponent around the battlefield. The brawler gains a +1 bonus on bull rush, drag, and reposition combat maneuver checks. The brawler also gains a +1 bonus to CMD when attacked with the bull rush, drag, and reposition maneuvers. These bonuses increase by +1 for every four levels after 2nd (to a maximum of +5 at 18th level).

Defender's Reflexes (Ex): At 2nd level, a high guardian gains Combat Reflexes as a bonus feat, and he can use his Strength modifier instead of his Dexterity modifier to determine the number of additional attacks of opportunity he can make per round. If he already has Combat Reflexes, he instead gains Stand Still as a bonus feat.

Unassailable Allegiance (Ex): At 2nd level, a high guardian gains a +1 bonus on Will saves against compulsion spells and effects. This bonus increases by 1 for every 4 fighter levels beyond 2nd.


Male Arrancar

Arlen, are you sure you don't want to roll a d6 and see if you can get a few more hit points?


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

Definitely want to! Didn't catch the "better of two rolls" part on the first read-through.

HP: 1d6 ⇒ 5

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

If we get the 250gp promised in the task notice for the radishes, we will have 670gp from this trip.
I'm proposing 100gp each, with another 70 for the party bank account if we decided to get anything together again.

Also, Mustache...you are saying that when we earn XP, it is party XP and needs to be divided 6 ways? Yuck. That's so not DDO. :)

Grand Lodge

Male Human Skald (Fated Champion) 3 | 23/29 HP | Int +2 | Perception +5 | 15 AC, 11 Touch, 14 Flat | F +5, R +3, W +3 | 7/9 RPD Raging Song (+2 STR/CON, +1 Will, -1 AC) | Rage Power (Lessor Spirit Totem)

RAW is dividing XP equally among party members.

I'm find with Diceros' idea for the gold. It's nice to have a communal pot to get things like wands or potions.


Yeah, you have to split it all...

Sorry I missed Pygmy. I thought he didn't get HP this level, but that doesn't happen until level 3.

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

Hey Mustache,

I came across some animal companion archetypes today, which I never saw until today. Would you be down with me making some changes to Pygmy...looks like it is just feat swapping (and I haven't used those feats in game yet.)


Male Arrancar

i don't suppose Oleg has a forge...?


can you send me the link? If it is Paizo absolutely let's do it. If it is non-Paizo, I want to see if first.

Sorry no forge. Poor dwarf... You'll have your own forge soon enough.


Male Arrancar

looks like they're mostly from Ultimate Wilderness. couldn't find them on the prd, but here's the pfsrd entry.

also, Diceros, just a heads up! a lot of the archetypes are really cool, but since you're a druid (and therefore have full casting), consider carefully whether or not it's worth giving up share spells for some of them. the ability to cast self (and humanoid) only buffs on your animal companion can be very valuable and very strong depending on your spell list.


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

Rolling those HP dice!

HP Roll: 1d10 ⇒ 9

And I will gladly take that sweet 9!


Forgot to do this in game, and now Arlen is roaring drunk. Tuskgutter is just a really big boar. There isn't much special to be determined about him. He will charge and goar!


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

Brace weapons for the win!

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

Pygmy is basically a really really big boar. Let's bring it on!

Speaking of Pygmy, he really wants to become a charger:
https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions/anima l-companion-archetypes/charger-companion-archetype/

Given his ....rhinocerous nature... many of the typical animal companion feats and skills seem to not fit with him (getting evasion and greater evasion and multiattack...) If I could build him myself I'd make him much more tank-ish.

But unfortunately, Charger really seems to be built for a cavalier mount. I'm not going to give up shared spells for an ability that only affects mounts. (Pyg isn't planning to let anybody ride him.)

Ah well.


Male Arrancar
Diceros the Half-Elf Druid wrote:

Pygmy is basically a really really big boar. Let's bring it on!

Speaking of Pygmy, he really wants to become a charger:

But unfortunately, Charger really seems to be built for a cavalier mount. I'm not going to give up shared spells for an ability that only affects mounts. (Pyg isn't planning to let anybody ride him.)

yeah, it's also a little silly that that particular ability for that archetype has to give up share spells considering the cavalier doesn't get spells and other classes don't benefit from that ability. i suppose it anticipates multiclassing, but it seems more likely the share spells thing is an oversight and it just shouldn't have that requirement. *shrug*

Diceros the Half-Elf Druid wrote:
Given his ....rhinocerous nature... many of the typical animal companion feats and skills seem to not fit with him (getting evasion and greater evasion and multiattack...) If I could build him myself I'd make him much more tank-ish.

if charger is out, wrecker seems like a rhino-y thing that doesn't give up share spells and does swap out multiattack.

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