Kingmaker: Legacies of Dust (Inactive)

Game Master Wolfspirit

Hexploration and Provisions | Calendar | Loot!


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CG Male Human Bard (Arcane Healer) 3 | HP: 21/21 | AC: 17 (12 Tch, 15 FF) | CMB: +2, CMD: 14 | F: +2, R: +5, W: +3 (+2 poison/drugs; +4 alcohol, bardic, language-dependent, sonic) | Init: +2 | Perc: +6, SM: +6 | Bardic Performance 12/12 | Channel (1d6+1) 3/3
Current Conditions:
none
Active Spells:
none

Boots of elvenkind grant a +5 competence bonus on Acrobatics checks.


Half-Elf Elvara Rivers | Init +2 | Perc +1 SM -1 | AC 16 T 12 FF 14 CMD 11 | HP 21/21 | F +2 R +3 W +5 | 1st level spells: 5/5 SNA:9/9 || Smexy: Init +3 | Perc +6 SM +4 | AC 17 T 13 FF 14 CMD 17 | HP 19/1 | F +2 R +6 W +3

So, how much do we gain? I'm not sure after all this giving back and forth. Can you make a summary here and add it to the sheet Wolfspirit?


Crypt Exploration | Roles

Will have that up at lunch-ish. I started to draw up an encounter slightly different, but decided that after spending so long with the Pathfinder equivalent of Hatfield and McCoys that a little bit of progress was in order :)

Also, it bears repeating, but everyone should level up. Technically that should happen back when you get to Oleg's, but going into the Stag Lord's keep at level 2 probably isn't advisable.


Half-Elf Elvara Rivers | Init +2 | Perc +1 SM -1 | AC 16 T 12 FF 14 CMD 11 | HP 21/21 | F +2 R +3 W +5 | 1st level spells: 5/5 SNA:9/9 || Smexy: Init +3 | Perc +6 SM +4 | AC 17 T 13 FF 14 CMD 17 | HP 19/1 | F +2 R +6 W +3

I actually don't know what third level feat I want for Elvara... I was originally thinking craft wonderous, but that doesn't look as attractive since Alamina is getting it. I know I'm getting Final Embrace for Smexy though. That'll be nice.

Summoner's Call looks nice, but having to resummon every 11 minutes is annoying... I don't suppose we could somehow make that easier?

Sovereign Court

Elf Occultist 4 | HP 27/27 | AC 19 [23 shield]; Tch 15; FF 14 | F +6; R +7; W +4 | CMB+3; CMD 18 | Speed 30 ft | Init +5 | +1 Elven Curve Blade: +9 (1d10+1/18-20) | Perc +10

Also, I haven't forgotten about splitting treasure, but how often do we want to do that? I'm guessing that we can only spend loot back at the trading post?

If so, maybe it makes sense to divide it up only when we go back?


CG Male Human Bard (Arcane Healer) 3 | HP: 21/21 | AC: 17 (12 Tch, 15 FF) | CMB: +2, CMD: 14 | F: +2, R: +5, W: +3 (+2 poison/drugs; +4 alcohol, bardic, language-dependent, sonic) | Init: +2 | Perc: +6, SM: +6 | Bardic Performance 12/12 | Channel (1d6+1) 3/3
Current Conditions:
none
Active Spells:
none

BTW, I picked up the bardic masterpiece triple time. For one round of bardic performance I can give 3 people (bard level) +10 enhancement to land speed for 1 hour. I don't quite have the bardic performance rounds, but in a level or two I should be able to give that to the party all day. I'm not sure what effect that will have on our overland travel speed or hex exploration time.

Elvara, you already have Spell Focus (conjuration). You could pick up Augment Summoning.


Half-Elf Elvara Rivers | Init +2 | Perc +1 SM -1 | AC 16 T 12 FF 14 CMD 11 | HP 21/21 | F +2 R +3 W +5 | 1st level spells: 5/5 SNA:9/9 || Smexy: Init +3 | Perc +6 SM +4 | AC 17 T 13 FF 14 CMD 17 | HP 19/1 | F +2 R +6 W +3

I know, but I don't actually know any summoning spells yet except for the SLA (which I haven't used yet and given we have so few encounters per day I'm not sure how often I'll actually get to use).. The first attractive summoning spell (beside the SLA) is Summon Monster IV at level 7. Both I and II are somewhat late and lackluster.

@Quint: I'm not sure what GM Wolfspirit allows, but if he does it I think Master Performer and eventually Grandmaster Performer could be great pickups for you. Most GMs I've played with let us just ignore the faction requirement. They do require extra performance though (which incidentally would help with the tripple time problem). I think Tripple Time is generally still going to be worth it for combat with your current rounds, we don't really have that many rounds of combat per day, so it won't be often that you run out... But soon it might also be worth it to speed up the horses for travelling (if we can do that).

I'm also having a hard time figuring out what spell to pick up. Both Shield and Protection From Evil are decent buffs, but given their short duration I wonder how often I get to use it. I might pick up snowball instead.


CG Male Human Bard (Arcane Healer) 3 | HP: 21/21 | AC: 17 (12 Tch, 15 FF) | CMB: +2, CMD: 14 | F: +2, R: +5, W: +3 (+2 poison/drugs; +4 alcohol, bardic, language-dependent, sonic) | Init: +2 | Perc: +6, SM: +6 | Bardic Performance 12/12 | Channel (1d6+1) 3/3
Current Conditions:
none
Active Spells:
none

Those are great feats. I'm getting Selective Channel at 5th, so if the GM allows those feats I could get Extra Performance at 7th, and then start picking them up at 9th level.


Half-Elf Elvara Rivers | Init +2 | Perc +1 SM -1 | AC 16 T 12 FF 14 CMD 11 | HP 21/21 | F +2 R +3 W +5 | 1st level spells: 5/5 SNA:9/9 || Smexy: Init +3 | Perc +6 SM +4 | AC 17 T 13 FF 14 CMD 17 | HP 19/1 | F +2 R +6 W +3

What did you pick up at level 3?


CG Male Human Bard (Arcane Healer) 3 | HP: 21/21 | AC: 17 (12 Tch, 15 FF) | CMB: +2, CMD: 14 | F: +2, R: +5, W: +3 (+2 poison/drugs; +4 alcohol, bardic, language-dependent, sonic) | Init: +2 | Perc: +6, SM: +6 | Bardic Performance 12/12 | Channel (1d6+1) 3/3
Current Conditions:
none
Active Spells:
none

Extra Channel.


Half-Elf Elvara Rivers | Init +2 | Perc +1 SM -1 | AC 16 T 12 FF 14 CMD 11 | HP 21/21 | F +2 R +3 W +5 | 1st level spells: 5/5 SNA:9/9 || Smexy: Init +3 | Perc +6 SM +4 | AC 17 T 13 FF 14 CMD 17 | HP 19/1 | F +2 R +6 W +3

With Alamina channeling too, is that really needed? Since the distances are so large I'm guessing we'll mostly have more than enough healing resources. You could just pick up Extra Performances now. In a few levels inspiring healing will also help out in addition to channeling and spells.


CG Male Human Bard (Arcane Healer) 3 | HP: 21/21 | AC: 17 (12 Tch, 15 FF) | CMB: +2, CMD: 14 | F: +2, R: +5, W: +3 (+2 poison/drugs; +4 alcohol, bardic, language-dependent, sonic) | Init: +2 | Perc: +6, SM: +6 | Bardic Performance 12/12 | Channel (1d6+1) 3/3
Current Conditions:
none
Active Spells:
none

You could get Extra Evolution or Resilient Eidolon. If there are two traits you want, you could take Additional Traits. If you generally want to be tougher you could take Toughness, Great Fortitude, or Lightning Reflexes. There is also Shared Manipulation or Sociable.


CG Male Human Bard (Arcane Healer) 3 | HP: 21/21 | AC: 17 (12 Tch, 15 FF) | CMB: +2, CMD: 14 | F: +2, R: +5, W: +3 (+2 poison/drugs; +4 alcohol, bardic, language-dependent, sonic) | Init: +2 | Perc: +6, SM: +6 | Bardic Performance 12/12 | Channel (1d6+1) 3/3
Current Conditions:
none
Active Spells:
none
Elvara Rivers wrote:
With Alamina channeling too, is that really needed?

I'd rather have too much healing than not enough.


Half-Elf Elvara Rivers | Init +2 | Perc +1 SM -1 | AC 16 T 12 FF 14 CMD 11 | HP 21/21 | F +2 R +3 W +5 | 1st level spells: 5/5 SNA:9/9 || Smexy: Init +3 | Perc +6 SM +4 | AC 17 T 13 FF 14 CMD 17 | HP 19/1 | F +2 R +6 W +3

Elvara:
HP +6
saves: +1 fort, +1 ref
bab: +1
cmb: +1
cmd: +1
adv skills(2): +1 diplomacy, +1 bluff
back skills(2): +1 linguistics, +1 knowledge engineering
feat: Summoner's Call
Upgrade SLA to SNAII
spells learned: snowball, Open/Close
languages: draconic

Smexy:
HP: +6
saves: +1 fort
bab: +1
cmb: +1
cmd: +1
Feat: Final Embrace
AC: -2
Evolutions(+1EP): + Constrict(2 EP) - Improved NA(1 EP)
skills (4): +1 perception, +1 stealth, +1 climb, +1 UMD

Levelup posts make things easier for everyone, both for Wolfspirit to control that things are correct and for us to see what the others are picking up :).

Sovereign Court

Elf Occultist 4 | HP 27/27 | AC 19 [23 shield]; Tch 15; FF 14 | F +6; R +7; W +4 | CMB+3; CMD 18 | Speed 30 ft | Init +5 | +1 Elven Curve Blade: +9 (1d10+1/18-20) | Perc +10

Level 3:
Class Taken: Occultist
Class Feature Gained: focus power
Hit points Gained: 1d8 + 1 Con
Skill Points (4+4+2 background): acrobatics (1), climb (1), diplomacy (1), disable device (1), fly (1), knowledge (engineering)(1), perception (1), sleight of hand (1), stealth (1), use magic device (1)
Favored Class Bonus: increase the occultist's total number of points of mental focus by 1/2 point.
Feat: elven battle training


Melee: starknife +3 1d4 || Ranged: mwk crossbow +7 1d8 19-20/x2 Cleric of Desna 4 Init: +3, Percep: +12. HP 27/27. AC 19. T 13. FF 15. Fort +5, Ref +5, Will +8

Alamina Level 3:

+1 BAB
+1 Reflex
+6 HP

+1d6 / +1DC channel

New Spells:
Aid (Domain)
Bull's Strength
Hold Person

Feat: Craft Wondrous Item

Skills:

Diplomacy +1
Know (geography) +1
Linguistics +1 (learned goblin)
Spellcraft +3
Use Magic Device +1


CG Male Human Bard (Arcane Healer) 3 | HP: 21/21 | AC: 17 (12 Tch, 15 FF) | CMB: +2, CMD: 14 | F: +2, R: +5, W: +3 (+2 poison/drugs; +4 alcohol, bardic, language-dependent, sonic) | Init: +2 | Perc: +6, SM: +6 | Bardic Performance 12/12 | Channel (1d6+1) 3/3
Current Conditions:
none
Active Spells:
none

Quint Level 3

BAB: +1
Fort: +1
HP: +6
CMB: +1
CMD: +1

Class Features:
inspire competence +2
+2 rounds of bardic performance

New Spells:
(gave up 3rd level bard 1st level spell known)
mending

Bardic Masterpieces:
(gave up 3rd level bard 1st level spell known)

Triple Time:
Effect: This bright and spritely tune mimics the sound of human feet, slowly building to a steady, ground-eating pace. When you complete this performance, you affect one ally in hearing range per bard level. This masterpiece increases the affected target’s base land speed by 10 feet for 1 hour. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Acrobatics skill).

Use: 1 bardic performance round.
Action: 1 minute.

New Feats:
Extra Channel

Skills:
(favored class bonus for skills)
Diplomacy +2
Perception +2
Perform (wind) +3 background skill points
Sense Motive +2
Use Magic Device +2


Half-Elf Elvara Rivers | Init +2 | Perc +1 SM -1 | AC 16 T 12 FF 14 CMD 11 | HP 21/21 | F +2 R +3 W +5 | 1st level spells: 5/5 SNA:9/9 || Smexy: Init +3 | Perc +6 SM +4 | AC 17 T 13 FF 14 CMD 17 | HP 19/1 | F +2 R +6 W +3

@Raven: Who are you going to teamwork with? Teamwork feats only works if you have someone else who also have it right?


Female Half-Elf Slayer (Vanguard) 4 | Perception +10 | Initiative +3 | AC 18 | hp 14/39 | Fortitude +6 | Reflex +5 | Will +2 | Speed 20 feet | +1 Harbinger +9 (2d8+15/19-20) | +1 returning spear +10 (1d6+11)

Nope. I have the Tactician feature of the Vanguard archetype. Next level I can share my studied target bonus, too.


Half-Elf Elvara Rivers | Init +2 | Perc +1 SM -1 | AC 16 T 12 FF 14 CMD 11 | HP 21/21 | F +2 R +3 W +5 | 1st level spells: 5/5 SNA:9/9 || Smexy: Init +3 | Perc +6 SM +4 | AC 17 T 13 FF 14 CMD 17 | HP 19/1 | F +2 R +6 W +3

How do we not look like bandits? We are as ragtag band as any...? We don't look like nobles, we don't look like guards, we don't look like merchants nor like farmers. We might as well be bandits.

Both Elvara and Quint are pretty good at lying... I wanted to see how they responded before making something up. I guess we'll have to go with your bluff check now instead. By your actions pretty much any checks made by either Elvara or Quint would be silly at this point.

Edit: I probably overreacted. I'm sorry if I offended anyone. I'm dead tired right now, hopefully tomorrow will be a better day. Our handling of the bandits could certainly have been more inspired up front and I understand if that's what you reacted to Raven.


Crypt Exploration | Roles

Well, you guys would have had some time to work out your story; you did have a couple of days traveling, and I'm fine with some ret-con if you guys would like. Really, at the moment you seem to be working at cross purposes so I have no idea how to respond, so I'll leave it to a vote:

1. Pretend the entire group is bandits (or associated with them)
2. Pretend that Raven is a bandit and the others are captured.

As I've said before, I'm fine with some inter-party conflict, but really, things will go a lot smoother if you work as a team instead of going at cross purposes ;)


Melee: starknife +3 1d4 || Ranged: mwk crossbow +7 1d8 19-20/x2 Cleric of Desna 4 Init: +3, Percep: +12. HP 27/27. AC 19. T 13. FF 15. Fort +5, Ref +5, Will +8

I vote everyone is a bandit or a hanger-on.

Possibly new recruits or specialists.

Being prisoners limits our potential interactions significantly, TBH.


CG Male Human Bard (Arcane Healer) 3 | HP: 21/21 | AC: 17 (12 Tch, 15 FF) | CMB: +2, CMD: 14 | F: +2, R: +5, W: +3 (+2 poison/drugs; +4 alcohol, bardic, language-dependent, sonic) | Init: +2 | Perc: +6, SM: +6 | Bardic Performance 12/12 | Channel (1d6+1) 3/3
Current Conditions:
none
Active Spells:
none

+1 to Alamina's plan.

Sovereign Court

Elf Occultist 4 | HP 27/27 | AC 19 [23 shield]; Tch 15; FF 14 | F +6; R +7; W +4 | CMB+3; CMD 18 | Speed 30 ft | Init +5 | +1 Elven Curve Blade: +9 (1d10+1/18-20) | Perc +10

I'm on board with Alamina, too.


Crypt Exploration | Roles

I did some more thinking about the current situation. From a GMing standpoint, in an offline game here's where I'd put the game on pause and say "You guys figure out how you want to handle things" and hope that people came up with a mutually agreeable solution. In a written format that really isn't as much as an option. So here's how I'm going to handle things:

In the interest of keeping the game moving, We will be going with the cover story of "everyone is a bandit or hanger on". While I'm loathe to override an idividual's post, we're going to hand wave some of the specifics from Raven's post that the rest of the group are captives. We can keep the assertion that she's leading the group, maybe with speculating that Quint shouldn't have known it. With propper bluff / diplomacy that your party possesses, it'll smooth over the inconcistencies and get things moving onwards.

If anyone has any concerns with the way this is handled or feedback, send me a PM. In the future, though, in situations where deception is the plan, I'll make sure to add in out of game time for the group to make a plan and use the "rule of two" system for how to run with the plan. Will have a post up at lunch!

(Oh, and I did add the money found from the Kobolds to the Loot sheet. I looked it over, and there wasn't a specific plan on what to take / not take, so I'm erring on the side of "you were given the coin." The kobolds are indebted to you enough, though they appreciate your attempt to give it up.)


Half-Elf Elvara Rivers | Init +2 | Perc +1 SM -1 | AC 16 T 12 FF 14 CMD 11 | HP 21/21 | F +2 R +3 W +5 | 1st level spells: 5/5 SNA:9/9 || Smexy: Init +3 | Perc +6 SM +4 | AC 17 T 13 FF 14 CMD 17 | HP 19/1 | F +2 R +6 W +3

Bleh, I didn't get to vote, but I guess rule of two applies... I really hate retconning, even if what is retconned is extremely unfun/unfortunate for my character. It's not like this is an unrecoverable situation, in the worst case we'll just have to fight our way through things...


Female Timelady Nerd 3/Geek 2/Whovian 13/Writer 2

Okay.

Sovereign Court

Elf Occultist 4 | HP 27/27 | AC 19 [23 shield]; Tch 15; FF 14 | F +6; R +7; W +4 | CMB+3; CMD 18 | Speed 30 ft | Init +5 | +1 Elven Curve Blade: +9 (1d10+1/18-20) | Perc +10

I still had an outstanding question of when and where we should divide loot.

To me, it makes sense we could do purchases at the trading post, so maybe we should just divide loot when we make it back?

Are there any rules about when we can buy equipment?


Half-Elf Elvara Rivers | Init +2 | Perc +1 SM -1 | AC 16 T 12 FF 14 CMD 11 | HP 21/21 | F +2 R +3 W +5 | 1st level spells: 5/5 SNA:9/9 || Smexy: Init +3 | Perc +6 SM +4 | AC 17 T 13 FF 14 CMD 17 | HP 19/1 | F +2 R +6 W +3

I'm pretty sure we can only buy equipment when we encounter someone to buy stuff from. I don't think Oleg have much we can buy.


Melee: starknife +3 1d4 || Ranged: mwk crossbow +7 1d8 19-20/x2 Cleric of Desna 4 Init: +3, Percep: +12. HP 27/27. AC 19. T 13. FF 15. Fort +5, Ref +5, Will +8

I'm cool with rolling that Raven's in charge, and the whole "punch the halfling" bit can work just fine.


Crypt Exploration | Roles

For gear, if there's anything specific you want let me know and I can potentially work it in. Other than that, Oleg's has a limited supply, but there are traders there that you can commission specific items. It can never hurt to ask :)


Female Half-Elf Slayer (Vanguard) 4 | Perception +10 | Initiative +3 | AC 18 | hp 14/39 | Fortitude +6 | Reflex +5 | Will +2 | Speed 20 feet | +1 Harbinger +9 (2d8+15/19-20) | +1 returning spear +10 (1d6+11)

What about my question regarding the Tactician feat?


CG Male Human Bard (Arcane Healer) 3 | HP: 21/21 | AC: 17 (12 Tch, 15 FF) | CMB: +2, CMD: 14 | F: +2, R: +5, W: +3 (+2 poison/drugs; +4 alcohol, bardic, language-dependent, sonic) | Init: +2 | Perc: +6, SM: +6 | Bardic Performance 12/12 | Channel (1d6+1) 3/3
Current Conditions:
none
Active Spells:
none

I'm fine rolling with Raven's bluff as well, if that is what people prefer. I also don't mind retconning.


Crypt Exploration | Roles
Raven Sirkas wrote:
What about my question regarding the Tactician feat?

I would say in this case you'd need the Dex to meet the pre-reqs for the feat. A belt of Dex might cover that soon, if that's something you're interested in.

However, you might look into : Lookout. It's been amazing for my Slayer.


CG Male Human Bard (Arcane Healer) 3 | HP: 21/21 | AC: 17 (12 Tch, 15 FF) | CMB: +2, CMD: 14 | F: +2, R: +5, W: +3 (+2 poison/drugs; +4 alcohol, bardic, language-dependent, sonic) | Init: +2 | Perc: +6, SM: +6 | Bardic Performance 12/12 | Channel (1d6+1) 3/3
Current Conditions:
none
Active Spells:
none

I'm personally a fan of Escape Route.


CG Male Human Bard (Arcane Healer) 3 | HP: 21/21 | AC: 17 (12 Tch, 15 FF) | CMB: +2, CMD: 14 | F: +2, R: +5, W: +3 (+2 poison/drugs; +4 alcohol, bardic, language-dependent, sonic) | Init: +2 | Perc: +6, SM: +6 | Bardic Performance 12/12 | Channel (1d6+1) 3/3
Current Conditions:
none
Active Spells:
none

Strategy time. So are we going to try to get an audience with the Stag Lord and jump him?

Are we going to try to integrate with his troops and sway them from his leadership?

Who is going to do the talking?

Sovereign Court

Elf Occultist 4 | HP 27/27 | AC 19 [23 shield]; Tch 15; FF 14 | F +6; R +7; W +4 | CMB+3; CMD 18 | Speed 30 ft | Init +5 | +1 Elven Curve Blade: +9 (1d10+1/18-20) | Perc +10

I know I was just recently gone, but I'll also be completely offline on a camping trip Thursday through Saturday. It's been a busy June!


Female Half-Elf Slayer (Vanguard) 4 | Perception +10 | Initiative +3 | AC 18 | hp 14/39 | Fortitude +6 | Reflex +5 | Will +2 | Speed 20 feet | +1 Harbinger +9 (2d8+15/19-20) | +1 returning spear +10 (1d6+11)

So. Guys.

I am kiiinda hurting on the front lines a bit.

Vorsirion is most useful when at the back, summoning skellies and zomboobles like nobody's business and debuffing everyone else.

Smexy is great for stealthy situations, but she's at her most useful when she's choking somebody out, leaving her unavailable for a couple rounds.

Which leaves me, an intimidating target without buffs, and a really big intimidating target with them.

I know, I know, I'm griping a little bit. But still, I would appreciate it if we recruited another frontlines person to help us out here. Maybe in between books, when we're recruiting for kingdom roles?

Also, Wolfspirit, I would like to refresh your memory for a few extremely helpful (at least, that's what I've heard) community mods for Kingmaker.

Here you go!

Redcelt's Game of Thrones in Brevoy: Considering how you advertised Legacy of Dust to be removing the fae elements, tossing in a new villain, and focusing a lot more on politics, I figured that a thread that says Game of Thrones is probably going to be helpful to you.

A Revised Monster Kingdom: The most common complaints I have seen about Kingmaker is that the villains are not very proactive. They make their move, then they sit on their hands and wait for the PCs to kill them. Apparently, this is supposed to change that.

DISCLAIMER: As I did not wish to spoiler the upcoming AP, I did not read any of these threads. As such, they may be complete crap.


Half-Elf Elvara Rivers | Init +2 | Perc +1 SM -1 | AC 16 T 12 FF 14 CMD 11 | HP 21/21 | F +2 R +3 W +5 | 1st level spells: 5/5 SNA:9/9 || Smexy: Init +3 | Perc +6 SM +4 | AC 17 T 13 FF 14 CMD 17 | HP 19/1 | F +2 R +6 W +3

Smexy really is another frontliner... Getting grab and constrict on all her attacks changes things quite a bit. She'll be able to attack, grab, release and reattack/grab, finishing lesser enemies quickly and being ready with her reach to protect you. I'm sorry that her "hit-rate" right now is kinda lackluster. She'll improve significantly as we level, though touch of luck, bless and IC are all awesome for her (especially touch of luck, it also helps out grab on all her attacks). Even if she is choking someone out, that enemy won't be attacking you. That'll likely only happen against priority targets though.

There are a number of things pretty much all of us can do to make things easier for you though: Summons and crowd control can limit the enemies options for attacking you sufficiently. So far we haven't really been using those options much though.

  • Alamina got all summons and several great crowd control effects on her list. Burst of radiance is my personal favorite for this level (with command and murderous command being nice at level one), but hold person works too. She also got a number of buffs to help you survive, shield of faith for example would help you out quite a bit.
  • Quint got a number of crowd control effects on his spell list. Sadly he haven't chosen any of them though. Ear-piercing scream, hideous laughter, grease(though Elvara got this already), glue seal, silent image, unnatural lust can all cause the enemies to be busy with other things than tearing through our frontline. Not to dictate anything, but it might make things easier/more fun if he picked up one of these and traded in one of his exidting spells for tripple time instead. I'm not sure if GM Wolfspirit allows this or if we are locked in to level ups already.
  • Vosirion do as you've mentioned got summons and the ability to raise minions. These can help out immensely in melee by blocking enemies and soaking blows. Though of course for this to happen he has to actually use those abilities. I was under the impression that Raven had asked him to refrain from using them? He's also actually quite good defensively with shield (the spell) and hopefully we'll acquire a mithral breastplate at some point to help that further.
  • Lastly there is me. For now there is only grease, but next level I'll get glitterdust. That'll hopefully help take even more pressure of our frontline.

As a conclusion, I don't think we need another member. However we should stay mindful of our composition and try to make the game as fun for each other as possible.


Female Half-Elf Slayer (Vanguard) 4 | Perception +10 | Initiative +3 | AC 18 | hp 14/39 | Fortitude +6 | Reflex +5 | Will +2 | Speed 20 feet | +1 Harbinger +9 (2d8+15/19-20) | +1 returning spear +10 (1d6+11)

Right, thank you for pointing that out. My home group just generally make whatever kool idea they want and toss it into the mix and not really worry about how they work together, so it's kinda jarring for me for people to actually talk about group synergy rather than treating combat as just a DPS race.


Crypt Exploration | Roles

Apologies for my unexpected absence this weekend; what was already a busy weekend wasn't improved by a massive storm that killed internet and downed a tree Saturday night that had to be removed on Sunday. If a tree falls into a neighbors yard, it definitely makes a sound! ;)

And now resuming our regularly scheduled RP.

Sovereign Court

Elf Occultist 4 | HP 27/27 | AC 19 [23 shield]; Tch 15; FF 14 | F +6; R +7; W +4 | CMB+3; CMD 18 | Speed 30 ft | Init +5 | +1 Elven Curve Blade: +9 (1d10+1/18-20) | Perc +10

I'm back, and will be posting regularly.

Raven wrote:
Vorsirion is most useful when at the back, summoning skellies and zomboobles like nobody's business and debuffing everyone else.

I'm not planning to be in the back. Vorsirion will end up being a front-liner, though he's a little fragile at the moment. I'll be a switch-hitter, at the very least, but he should be able to hold his own on the front-line soon.


Female Timelady Nerd 3/Geek 2/Whovian 13/Writer 2

Ah, kewl. That'll be nice.


Crypt Exploration | Roles

Ok, so what is the plan now? You guys have pretty well infiltrated the place, gotten most of the background info you'll get; it's pretty much on you to make a move however you plan.


Half-Elf Elvara Rivers | Init +2 | Perc +1 SM -1 | AC 16 T 12 FF 14 CMD 11 | HP 21/21 | F +2 R +3 W +5 | 1st level spells: 5/5 SNA:9/9 || Smexy: Init +3 | Perc +6 SM +4 | AC 17 T 13 FF 14 CMD 17 | HP 19/1 | F +2 R +6 W +3

My idea right now is to go inside, surprise the stag lord while he's alone to kill him, then hopefully the rest will surrender (or at least they might if we also deal with the lieutenants). Certainly not a perfect plan by any stretch of the imagination, but Elvara is neither the most experienced, nor the wisest strategist. Maybe guile and seduction will let us have a surprise round.


CG Male Human Bard (Arcane Healer) 3 | HP: 21/21 | AC: 17 (12 Tch, 15 FF) | CMB: +2, CMD: 14 | F: +2, R: +5, W: +3 (+2 poison/drugs; +4 alcohol, bardic, language-dependent, sonic) | Init: +2 | Perc: +6, SM: +6 | Bardic Performance 12/12 | Channel (1d6+1) 3/3
Current Conditions:
none
Active Spells:
none

BTW, I disconnected from the internet for the 4th of July weekend. I'm back and am checking on my various PbPs.


Half-Elf Elvara Rivers | Init +2 | Perc +1 SM -1 | AC 16 T 12 FF 14 CMD 11 | HP 21/21 | F +2 R +3 W +5 | 1st level spells: 5/5 SNA:9/9 || Smexy: Init +3 | Perc +6 SM +4 | AC 17 T 13 FF 14 CMD 17 | HP 19/1 | F +2 R +6 W +3

So what happened to the plan? The way things are now, it's even worse than if we had attacked right from the get go. Our party is split up, leaving all the casters/squishies alone in the courtyard with the majority of them. Alamina: Why not at least try to buy time by duping them instead of provoking them to attack us?


Melee: starknife +3 1d4 || Ranged: mwk crossbow +7 1d8 19-20/x2 Cleric of Desna 4 Init: +3, Percep: +12. HP 27/27. AC 19. T 13. FF 15. Fort +5, Ref +5, Will +8

Raven & Vosirion are on the boss man, who appears to be disadvantaged at the moment.

I'm hoping I can convince Akiros to ally with us against a known bad guy who he hates, or at least stay out of the fight.

Not too covered about the runn of the mill bandits, and I have a hold person with Dovan's name written all over it.


Female Half-Elf Slayer (Vanguard) 4 | Perception +10 | Initiative +3 | AC 18 | hp 14/39 | Fortitude +6 | Reflex +5 | Will +2 | Speed 20 feet | +1 Harbinger +9 (2d8+15/19-20) | +1 returning spear +10 (1d6+11)

Sorry about that. It looked like Vorsirion was about to attack the Stag Lord (apologies if I misinterpreted that), so Raven went to make sure he had backup, seeing as she thought that the plan was already out the window.

And wow... exact same result as last time. Rotten luck!


Half-Elf Elvara Rivers | Init +2 | Perc +1 SM -1 | AC 16 T 12 FF 14 CMD 11 | HP 21/21 | F +2 R +3 W +5 | 1st level spells: 5/5 SNA:9/9 || Smexy: Init +3 | Perc +6 SM +4 | AC 17 T 13 FF 14 CMD 17 | HP 19/1 | F +2 R +6 W +3

I think we would have needed a lot more sweet talking to win over Akiros. And I don't like our odds outside at all. It's not like we have great AC so we can just ignore the the archers... Anyway, enough pessimism, let's see how it goes. If Smexy's grapple lands (which it might given that he's probably prone and flatfooted), things will at least be a whole lot easier inside.

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