Kingmaker. The shadows behind the throne.

Game Master DBH

An odd group gathers together. Their purpose to reclaim the Stolen lands. But what secrets do they carry with them into this dangerous land?

Charter

Party loot

KIngdom tracking sheet

Greenbelt map

Terrain costs and improvements

Notices

Greenbelt RRR

Drake


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Per +12, Init +3, F/R/W +4/+10/+3, AC 21 (T 16, FF 17), HP 39/39, CMB +6, CMD 19 Maps: Thornholme Republic of the Kamelands

Hexes to claim: 23 (Rickety Bridge), 17 (Gold Ore Vein), 31 (Sootscale Cavern), and 24 (Old Sycamore)

Buildings to construct: Foundry, Shrine (Erastil), Shop, Smithy

Also, before I roll the next stability checks, can we confirm whether I successfully ordered the Headband of Charisma via Oleg?


Are you sure you want to do that?

@Colwyn. Yes you did get it.


Male Richard's Map Vig 6, HP: 40/46, AC: 21, FF: 17, Touch: 15, CMD: 20 CMB: +6 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +9, SM +9

Hexes: I support Colwyn's choice.
Buildings: Foundry (seconding), Jail, Hospital

@Niadroub I was thinking we had but defaulted to GM_DBH's map. I'll remove the notation at least.


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Per +12, Init +3, F/R/W +4/+10/+3, AC 21 (T 16, FF 17), HP 39/39, CMB +6, CMD 19 Maps: Thornholme Republic of the Kamelands

Stability Roll 1: 1d20 ⇒ 17
Stability Roll 2: 1d20 ⇒ 5
Stability Roll 3: 1d20 ⇒ 15

I'll let Niadroub apply the updated modifiers since he's in charge of the (excellent!) kingdom tracker.


Female Aasimar (Angel-Blooded) Fighter (Aldori Swordlord) 4 | AC 18 (t 13, ff 15) | F+6, R+5, W+2 | Init +3, Per +4 | HP 5/39

So, something I just noticed. There are actually two versions of the Aldori Swordlord archetype I've been using for Xan. The first, and the one I knew of before today, is this one from the Inner Sea Primer. The second one, as I've just learnt, is the Aldori Defender from the Adventurer's Guide.

Now you might think from the names that one is more offence-oriented (or at least well-rounded) while the latter is more of a defensive style. Except that's not the case - they give the exact same class features, just at slightly different levels with the 2nd, 3rd, and 4th features all now replacing Fighter Bonus Feats.

I bring this up because one of the more awkward things I had with Xan was her eventual progression into the Aldori Swordlord PrC - the older archetype gave its last feature at level 11 (meaning I would either miss out on the archetype's Counterattack ability or miss out on a level of the PrC) while the Defender gives it at level 10.

I very much doubt this campaign'll go all the way to 20 (Kingmaker was one of the early APs after Pathfinder became its own game, so might have ended earlier than intended like Council of Thieves did), but I was wondering if you'd have an issue with me switching over to the Aldori Defender instead of the Aldori Swordlord? There's no difference between the two at fourth level and the switch would actually mean getting its next ability (Disarming Strike) a level later.


Are you sure you want to do that?

@Xantria. That's fine.


Female Aasimar (Angel-Blooded) Fighter (Aldori Swordlord) 4 | AC 18 (t 13, ff 15) | F+6, R+5, W+2 | Init +3, Per +4 | HP 5/39

Incidentally; I'm using the portrait for that barmaid as the forum avatar for an Investigator character I'm playing in a War for the Crown campaign.


Per +12, Init +3, F/R/W +4/+10/+3, AC 21 (T 16, FF 17), HP 39/39, CMB +6, CMD 19 Maps: Thornholme Republic of the Kamelands

Xan, could you take a 5 foot step to the left?
That way, when I take a step to the northwest diagonal, we'll be flanking the serving girl and I can get my sneak attack to better knock her out.


Female Aasimar (Angel-Blooded) Fighter (Aldori Swordlord) 4 | AC 18 (t 13, ff 15) | F+6, R+5, W+2 | Init +3, Per +4 | HP 5/39

Oh, sure.


Male Richard's Map Vig 6, HP: 40/46, AC: 21, FF: 17, Touch: 15, CMD: 20 CMB: +6 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +9, SM +9

To be clear I had it already stated so I assume Richard's surprise round action is to move up beside Niadroub and draw his weapon... I do not want to get into the area of effect.


Male Human Arcanist 6 ~ AC 17* (t 12, ff 15*) *-4 if no mage armor | F+4, R+5, W+8 | Init +7, Per +8 | A.R. pts 7/8 | HP 31/44

Okay, Kingdom Building! Let's go with Richard's suggestions for Turn 3, and and start working on Turns 4 through 6.

I've gone ahead and numbered the blank hexes on the "Greenbelt RRR" map linked above.

Turn 3
Upkeep: We've already done this
Edict/Claim Hexes: Two votes for Rickety Bridge (23) and two for Old Sycamore (24). 23 seems to be prioritized first, so let's go with that one.
Edict/Terrain Improvements: Farm and Mine in new hex.
Edict/Settlement: Two votes for Foundry, so we've built that. We get a per turn bonus from this because we have a river in the same hex as this foundry and a river. ...and the tracking sheet can't support this bonus. I'll have to work this in. I've added a note next to the "BP per turn" cell for now.
Edict/Spymaster: Richard, where do you want to add your +4? Since DBH already rolled our event, you don't need to consider that. If you choose Economy, that will net us an extra 1 to 2 BP during our taxes below. Our Stability is really high already, so we'll only fail for Turn 4 if we roll a 2 or less. Loyalty shouldn't be a roll unless DBH rolls something pertinent for the Turn 4 event, but you'll have a chance to change it before then.
Income: No withdrawals, deposits, or selling items for BP.
Income/Taxes: Colwyn, I'm going to go ahead and roll Economy for Taxes this turn. Feel free to give me 3 more d20s for Turns 4, 5, and 6.

Economy Check: 1d20 + 16 ⇒ (10) + 16 = 26 divided by 3 is 8.6. 8 BP added to our treasury. Plus and additional 3 from our "BP per turn" value.

Event: DBH has already done this.

Turn 4
Upkeep/Stability: Colwyn's roll of 17 plus our score of 21 easily beats the 24 DC. With no Unrest, this means +1 BP.
Upkeep/Consumption: No Consumption! Our 3 hexes are so efficient!
I'm stopping here. Let's make decisions for the remaining phases in Turn 4 below.
Edict/Claim Hexes: Next in the priority list are: 17 (Gold Ore Vein), 31 (Sootscale Cavern), and 24 (Old Sycamore). -- I'm leaning towards 31 since it's a resource and a "lair." Plus it may lead to fun role-playing opportunities.
Edict/Terrain Improvements: I think we should start looking at laying down roads.
Edict/Settlement: Equal votes for Shrine (Erastil), Shop, Smithy, Jail, Hospital, and Brewery (aka "Niadroub Kliip brand moonshine").
Edict/Spymater: Richard?

Turn 5
Upkeep/Stability: 5+

Turn 6
Upkeep/Stability: 15+


Init +3; Senses darkvision 60 ft.; Perception +8 || AC 21 (currently 25), touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 Dodge) || hp 49 || Fort +8, Ref +12, Will +7; +4 vs. bardic performance, language-dependent, and sonic

Ok, due to his martial nature, Reknar's suggestions would be:

Claim Hexes: Sootscale Cavern (31) to make sure they are either allies, controlled, or gone :D

Terrain Improvements: Agreeed with roads (we will need 4 hexes with roads to start seeing some sort of return, right?).
I've got my eyes on the Barracks though.
On the other hand, if hex 31 is a lair, we could benefit from building another Watchtower there (and increase its defense)

Settlement: My vote goes on equal parts to the smithy and the brewery (as they are both essential) :D


Male Richard's Map Vig 6, HP: 40/46, AC: 21, FF: 17, Touch: 15, CMD: 20 CMB: +6 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +9, SM +9

Richard can switch to economy for now.

Hex Claim: I can live with Sootscale Cavern (31)

Terrain Improvements: Roads sound good.

Settlement: Brewery or Smithy, either works for me.


Male Human Arcanist 6 ~ AC 17* (t 12, ff 15*) *-4 if no mage armor | F+4, R+5, W+8 | Init +7, Per +8 | A.R. pts 7/8 | HP 31/44

Double standard!

Quote:
An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book.


Male Richard's Map Vig 6, HP: 40/46, AC: 21, FF: 17, Touch: 15, CMD: 20 CMB: +6 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +9, SM +9

Straight wizards can get an arcane discovery that lets you...

...but yeah it's a bit annoying.


Cleric 4 | HP 27/27 | AC 21 : TAC 13 : FAC 18 : CMD 13 AC 24 : TAC 17 : FAC 17 : CMD 17 | Fort +5 : Ref +5 : Will +8 | Perc. +13 (DV 60') : S.M. +8 : Initiative +3 | Move 20' | Longbow +7, 1d8 | Wand 28

Hello folks.

I'm afraid I've been bedridden for several days. My stomach is still in knots but I'm starting to feel better and I hope to catch up soon.

Bot me in the meantime if necessary.


Male Human Arcanist 6 ~ AC 17* (t 12, ff 15*) *-4 if no mage armor | F+4, R+5, W+8 | Init +7, Per +8 | A.R. pts 7/8 | HP 31/44

Yikes, feel better!


Are you sure you want to do that?

Just to let everyone know I'm not quite dead. I've had a nasty cold the last two weeks and it hammered me this weekend.

I'm sleeping for a few hours, coughing myself awake. Sitting around staring miserably at anything I can find to distract myself for an hour or two. Then falling asleep again.

So no update tonight, and Tuesday is looking grim as well.


Male Human Arcanist 6 ~ AC 17* (t 12, ff 15*) *-4 if no mage armor | F+4, R+5, W+8 | Init +7, Per +8 | A.R. pts 7/8 | HP 31/44
Niadroub Kliip wrote:
Yikes, feel better!

Yikes, feel better

Part 2
Even yikesier


Per +12, Init +3, F/R/W +4/+10/+3, AC 21 (T 16, FF 17), HP 39/39, CMB +6, CMD 19 Maps: Thornholme Republic of the Kamelands

Very sorry to hear that, GM.
Hope you feel better soon.


Male Human Arcanist 6 ~ AC 17* (t 12, ff 15*) *-4 if no mage armor | F+4, R+5, W+8 | Init +7, Per +8 | A.R. pts 7/8 | HP 31/44

Sorry for the delay.

Turn 4
Upkeep/Stability: Colwyn's roll of 17 plus our score of 21 easily beats the 24 DC. With no Unrest, this means +1 BP.
Upkeep/Consumption: No Consumption! Our 3 hexes are so efficient!

Edict/Claim Hexes: Claiming 31 (Sootscale Cavern) -- DBH, I'm counting this hex as a lair. Let me know if it's not, please.
Edict/Terrain Improvements: Everyone agreed on roads. I'm picking Thornholme's hex because it's central and hex 23 because connecting north to Oleg's seems like a good idea. If anyone feels strongly otherwise, it's easily changed without affecting any stats. 2 roads on hills hexes is 6 BP. -- Reknar, you suggested a Barracks for this step, but that's a settlement building, not a terrain improvement.
Edict/Settlement: 2 votes for a Smithy and for a Brewery, but we can only do one building right now. I'm going to go with Smithy because it's half cost because we already have a foundry. Brewery next round, it looks like.
Edict/Spymater: Richard stated Economy. -- Richard, I'm assuming that you'll leave it here unless you speak up. I'll try to note when we may benefit from a switch, if that's helpful.
Income/Taxes: Colwyn, I'm going to go ahead and roll Economy for Taxes this turn. Feel free to give me 2 more d20s for Turns 5 and 6.

Economy Check: 1d20 + 18 ⇒ (7) + 18 = 25 divided by 3 is 9.6. 9 BP added to our treasury, plus the 3 from our "BP per turn" value.

Event: DBH, you're up.

Turn 5
Upkeep/Stability: 5+
Edict/Settlement: Brewery? Maybe look at more tenements.

Turn 6
Upkeep/Stability: 15+


Init +3; Senses darkvision 60 ft.; Perception +8 || AC 21 (currently 25), touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 Dodge) || hp 49 || Fort +8, Ref +12, Will +7; +4 vs. bardic performance, language-dependent, and sonic
GM_DBH wrote:

Just to let everyone know I'm not quite dead. I've had a nasty cold the last two weeks and it hammered me this weekend.

I'm sleeping for a few hours, coughing myself awake. Sitting around staring miserably at anything I can find to distract myself for an hour or two. Then falling asleep again.

So no update tonight, and Tuesday is looking grim as well.

No worries GM_DBH - Speed recovery!

Niadroub Kliip wrote:
Reknar, you suggested a Barracks for this step, but that's a settlement building, not a terrain improvement.

Duh, dunno why I mixed that up... Thanks again for compiling the info Niadroub.


Male Richard's Map Vig 6, HP: 40/46, AC: 21, FF: 17, Touch: 15, CMD: 20 CMB: +6 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +9, SM +9

Sticking on Economy sounds good.

Next turn Richard will be pushing more for a jail as the interference continues.


Cleric 4 | HP 27/27 | AC 21 : TAC 13 : FAC 18 : CMD 13 AC 24 : TAC 17 : FAC 17 : CMD 17 | Fort +5 : Ref +5 : Will +8 | Perc. +13 (DV 60') : S.M. +8 : Initiative +3 | Move 20' | Longbow +7, 1d8 | Wand 28

Sorry I was gone for a while. Trying to catch up.

I have no particular preference for which hexes we should claim first, except I think we should grab the river hexes that are adjacent to us first. Every 4 river hexes we have we get a +1 to Economy.

I also want to remind you guys that we don't need to claim a new hex each turn. Stopping gives us time to expand our road network and build other terrain things that we haven't done yet.

Niadroub Kliip wrote:

Turn 3Edict/Settlement: Two votes for Foundry, so we've built that. We get a per turn bonus from this because we have a river in the same hex as this foundry and a river.

...

Turn 4
Upkeep/Stability: Colwyn's roll of 17 plus our score of 21 easily beats the 24 DC. With no Unrest, this means +1 BP.

One thing you forgot here: A Foundry causes 1 point of Unrest. Presumably because they are big and smoky and noisy. So at the start of turn 4 you would have unrest. This gives -1 to the Stability check, and also gives a -1 to the economy check to raise taxes, and a -1 to any event checks we might have to make (if we haven't done those).

I would therefore suggest also building a house (which you can do in addition to your 1 building per turn). This will cost 3 BP and get rid of that unrest. Especially since you've already done the math based on no unrest.

If we have the BP (i.e our farms and fisheries exceed our country's demand for food) I would also suggest starting a military unit. Something low-level, like a "town watch." Maybe 25 guys. Just so we have something to call on in case of emergencies.


Cleric 4 | HP 27/27 | AC 21 : TAC 13 : FAC 18 : CMD 13 AC 24 : TAC 17 : FAC 17 : CMD 17 | Fort +5 : Ref +5 : Will +8 | Perc. +13 (DV 60') : S.M. +8 : Initiative +3 | Move 20' | Longbow +7, 1d8 | Wand 28
Niadroub Kliip wrote:

Turn 4

Edict/Settlement: 2 votes for a Smithy and for a Brewery, but we can only do one building right now. I'm going to go with Smithy because it's half cost because we already have a foundry. Brewery next round, it looks like.

Elena would definitely want to get that shrine built. Worth mentioning that it gets rid of 1 unrest if we have any. Also worth mentioning that it gives us a place to buy minor items, and can be upgraded into a temple which is a great building.

A smithy is a good low-cost building (especially with the discount) but the shrine would seem to be a basic need for the settlement.

My vote for round 5 would be for a mill. We have all these farms and need to be milling that grain. Keeps you from having to do it by hand.


Are you sure you want to do that?

Still not feeling too good, and I have now lost my voice due to the amount of coughing I've been doing. I will start posting again though. I have carefully noted those who wished me well, and those who didn't! :)


Female Aasimar (Angel-Blooded) Fighter (Aldori Swordlord) 4 | AC 18 (t 13, ff 15) | F+6, R+5, W+2 | Init +3, Per +4 | HP 5/39

The sentiment was there, but hampered by procrastination and distractions. Like a certain video game related to this AP.


Are you sure you want to do that?

Niadroub, the Sootscales cavern is definitely a Lair.

Turn 3 event?.
Event: 1d100 ⇒ 15 Beneficial Kingdom event.
Beneficial kingdom event: 1d100 ⇒ 39
Beneficial kingdom event: 1d100 ⇒ 98

First roll doesn't really apply yet, So I rerolled.

Political Calm:
A sudden absence of political machinations coincides with an increase in public approval. Unrest decreases by 1d6. Until the next Event phase, you gain a +2 bonus on checks to resolve continuous events. If your kingdom has no Unrest and no continuous events, both Loyalty and Stability
increase by 1. If you are using Law settlement modifiers for the kingdom (see Expanding Settlement Modifiers on page 230), this also increases Law by 1 for the entire kingdom.

Unrest: 1d6 ⇒ 1 Lose 1 unrest if you had any?

Turn 4 event?.
Event: 1d100 ⇒ 4 Good weather and roll again.
Event: 1d100 ⇒ 19 Beneficial Kingdom event.
Beneficial kingdom event: 1d100 ⇒ 32 Stop rolling this one!
Beneficial kingdom event: 1d100 ⇒ 78

Natural Blessing:
A natural event, such as a bloom of rare and beautiful wildflowers or a good omen in the stars, raises your kingdom’s morale. You gain a +4 bonus on Stability checks until the next Event phase.

Natural blessing?: 1d10 ⇒ 3

Several patches of a rare and beautiful flower known as a Moon lily have taken root on the banks of the river by your settlement. These pale flowers are small and rather dull by day, but glow softly at night when the moon is shining on them. Many of your people find this very romantic.

So, Political calm for Turn 3, Good weather and a natural blessing for turn 4.


Male Richard's Map Vig 6, HP: 40/46, AC: 21, FF: 17, Touch: 15, CMD: 20 CMB: +6 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +9, SM +9

So what you are saying is... the people wanted that foundry built as no one got upset...


Male Human Arcanist 6 ~ AC 17* (t 12, ff 15*) *-4 if no mage armor | F+4, R+5, W+8 | Init +7, Per +8 | A.R. pts 7/8 | HP 31/44
Elena Voritzova wrote:
One thing you forgot here: A Foundry causes 1 point of Unrest. Presumably because they are big and smoky and noisy. So at the start of turn 4 you would have unrest. This gives -1 to the Stability check, and also gives a -1 to the economy check to raise taxes, and a -1 to any event checks we might have to make (if we haven't done those).

I feel like I did count the -1 to Unrest from the foundry and we have since removed the penalty from another building or event, but I can't say with certainty. I can go back and check the tracking sheet since it saves every version, but with my new job I can't view Google Sheets at work, which means I have to do it during my free time at home. This weekend will be pretty packed, which means it's most likely weekday evenings, but that has to happen after I get my two kids (4 and 7) to bed. So Monday night at the latest, which will push Turn 5 back to Tuesday or later.

Or... since turn 4's event gave us an Unrest bonus that we currently can't use, I'm fine with calling it a wash, as Richard suggests.


Cleric 4 | HP 27/27 | AC 21 : TAC 13 : FAC 18 : CMD 13 AC 24 : TAC 17 : FAC 17 : CMD 17 | Fort +5 : Ref +5 : Will +8 | Perc. +13 (DV 60') : S.M. +8 : Initiative +3 | Move 20' | Longbow +7, 1d8 | Wand 28
Niadroub Kliip wrote:
Or... since turn 4's event gave us an Unrest bonus that we currently can't use, I'm fine with calling it a wash, as Richard suggests.

Turn 3's event (not turn 4's) removed 1 unrest, so yes, that would make it a wash (though the -1 unrest penalty would still affect the economy check we made for taxation that round, which happens before events).

But if we had no unrest it would have instead given us a permanent +1 to Loyalty and Stability. I would have preferred the permanent bonus.


Cleric 4 | HP 27/27 | AC 21 : TAC 13 : FAC 18 : CMD 13 AC 24 : TAC 17 : FAC 17 : CMD 17 | Fort +5 : Ref +5 : Will +8 | Perc. +13 (DV 60') : S.M. +8 : Initiative +3 | Move 20' | Longbow +7, 1d8 | Wand 28

If any of you guys are in Canada, Happy Thanksgiving!

Those of you in the US, Happy Columbus Day (or Happy "Guy Who Was Looking For China and Ended Up In Puerto Rico" Day).


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Male Human Arcanist 6 ~ AC 17* (t 12, ff 15*) *-4 if no mage armor | F+4, R+5, W+8 | Init +7, Per +8 | A.R. pts 7/8 | HP 31/44

For Columbus Day, I'm going to walk into my neighbor's house and declare that I live there now.


Init +3; Senses darkvision 60 ft.; Perception +8 || AC 21 (currently 25), touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 Dodge) || hp 49 || Fort +8, Ref +12, Will +7; +4 vs. bardic performance, language-dependent, and sonic

All the way in Europe myself - but I wish you all great celebrations! ;)


Female Aasimar (Angel-Blooded) Fighter (Aldori Swordlord) 4 | AC 18 (t 13, ff 15) | F+6, R+5, W+2 | Init +3, Per +4 | HP 5/39

I'm a bloody Strayan, we just see Columbus as some idiot from Europe who found a whole continent by accident because he wanted faster shipping from China, then stole the credit of the discovery from the vikings. :P


Male Richard's Map Vig 6, HP: 40/46, AC: 21, FF: 17, Touch: 15, CMD: 20 CMB: +6 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +9, SM +9

Have you ever managed to go Super Strayan?


Male Richard's Map Vig 6, HP: 40/46, AC: 21, FF: 17, Touch: 15, CMD: 20 CMB: +6 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +9, SM +9

A bunch of minor magical items and masterwork gear from the Lady Assassin and her hired goons not yet.

Richard will gladly take a cloak of resistance. There's a Ring of Resistance and two Amulets of Natural armour still on the loot doc? Have they been claimed, if not I'll snag them... I haven't looked at the loot doc in a while.

The new hat of disguise is useful, Richard is likely not the only person interested.

MW Greatclubs (6)
MW Breastplates (6)
MW Brass knuckles (6)
Cloak of resistance + 1 (6)
+
Deathblade poison
Large scorpion venom (4)
Potion of cat’s grace
+1 chain shirt
MW daggers (2)
MW hand crossbow w/10 bolts
Cloak of resistance +1
Hat of disguise
Clandestine voucher* containing 1500 gp
Disguise kit
MW thieves’ tools
500gp.


Init +3; Senses darkvision 60 ft.; Perception +8 || AC 21 (currently 25), touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 Dodge) || hp 49 || Fort +8, Ref +12, Will +7; +4 vs. bardic performance, language-dependent, and sonic

I wouldn't mind grabbing an Amulet of Natural Armor :P


Female Aasimar (Angel-Blooded) Fighter (Aldori Swordlord) 4 | AC 18 (t 13, ff 15) | F+6, R+5, W+2 | Init +3, Per +4 | HP 5/39
Richard Harmon wrote:
Have you ever managed to go Super Strayan?

No, that'd be going Full Bogan. Never go Full Bogan. :P

With the loot, Xan wouldn't mind one of the cloaks of resistance and the +1 chain shirt.


Per +12, Init +3, F/R/W +4/+10/+3, AC 21 (T 16, FF 17), HP 39/39, CMB +6, CMD 19 Maps: Thornholme Republic of the Kamelands

I've updated the loot spreadsheet with the new stuff. I've also "sold off" the non-masterwork armor and weapons and added the value to our pool of gold.

I've crossed out a cloak of resistance for me and Xantria, the amulet of natural armor for Reknar, and the +1 chain shirt for Xantria.


Male Human Arcanist 6 ~ AC 17* (t 12, ff 15*) *-4 if no mage armor | F+4, R+5, W+8 | Init +7, Per +8 | A.R. pts 7/8 | HP 31/44

Guys if you want an item, take it off the loot list, please. NK will want what's not being used, but I can't tell who has already claimed an item and taken it off the list and who has claimed (or expressed interest in) an item but hasn't taken it off the list. NK is pretty mobile with his dimensional slide ability, so he has that to better keep out of danger.

That being said, it looks like there are five cloaks of resistance on there, so I'll claim one, editing the spreadsheet to say four are left.


Cleric 4 | HP 27/27 | AC 21 : TAC 13 : FAC 18 : CMD 13 AC 24 : TAC 17 : FAC 17 : CMD 17 | Fort +5 : Ref +5 : Will +8 | Perc. +13 (DV 60') : S.M. +8 : Initiative +3 | Move 20' | Longbow +7, 1d8 | Wand 28

With 6 cloaks of resistance, everyone who doesn't have one already should grab one. I will take one.

Don't really see anything else that catches my eye. The potion of cat's grace is nice but if Colvyn is an unchained rogue it should definitely go to him.

Edit: Also adding my Mwk Scale Mail to the Pile and taking a Mwk breastplate.


Init +3; Senses darkvision 60 ft.; Perception +8 || AC 21 (currently 25), touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 Dodge) || hp 49 || Fort +8, Ref +12, Will +7; +4 vs. bardic performance, language-dependent, and sonic

I took out the Composite Longbow +1 (STR+2) (cool if someone else wants it), a few arrows, and a grappling hook.


Cleric 4 | HP 27/27 | AC 21 : TAC 13 : FAC 18 : CMD 13 AC 24 : TAC 17 : FAC 17 : CMD 17 | Fort +5 : Ref +5 : Will +8 | Perc. +13 (DV 60') : S.M. +8 : Initiative +3 | Move 20' | Longbow +7, 1d8 | Wand 28

Actually I see a +1 breastplate on there. I'll take it if nobody wants it, though Elena doesn't get attacked very often so if someone else wants that they should take it.


Female Aasimar (Angel-Blooded) Fighter (Aldori Swordlord) 4 | AC 18 (t 13, ff 15) | F+6, R+5, W+2 | Init +3, Per +4 | HP 5/39

Adding the Masterwork Chain Shirt Xan's been wearing to the loot list.


Male Human Arcanist 6 ~ AC 17* (t 12, ff 15*) *-4 if no mage armor | F+4, R+5, W+8 | Init +7, Per +8 | A.R. pts 7/8 | HP 31/44

I'm taking two of the potions of cure moderate wounds. I've updated the loot sheet to reflect this. There's still one more and two clw potions that I'll hold onto to keep in the party so that they're not sold, but I'd prefer to spread those potions around. I've also grabbed the potions of protection from arrows and barkskin.

Reknar, Xantria, and Richard, I can't find a magic weapon on your character sheets, so one of you should grab the oil of magic weapon. I don't see any of our melee with weapon finesse, so one of our archers should grab that potion of cat's grace.

If anyone wants an item, just grab it without feeling guilty about taking it from someone else who wants it more. There's been plenty of time for someone who really wants something to grab it by now. These potions and items aren't going to do us any good unless they're on your character sheet.

Elena Voritzova wrote:
Actually I see a +1 breastplate on there. I'll take it if nobody wants it, though Elena doesn't get attacked very often so if someone else wants that they should take it.

TAAAAAAKE IIIIIIIIIIIIT


Female Aasimar (Angel-Blooded) Fighter (Aldori Swordlord) 4 | AC 18 (t 13, ff 15) | F+6, R+5, W+2 | Init +3, Per +4 | HP 5/39
Niadroub Kliip wrote:
Reknar, Xantria, and Richard, I can't find a magic weapon on your character sheets, so one of you should grab the oil of magic weapon. I don't see any of our melee with weapon finesse, so one of our archers should grab that potion of cat's grace.

If you were looking at the sheet in Xan's profile, that's woefully out-of-date. The up-to-date one is the Google Sheet linked on there (I know, it lags like a b&+~* the first time you open it, works fine after that, though) where you'll see she does have a magical weapon and Weapon Finesse.

That being said; I don't think Xan needs the potion of cat's grace just yet - all it would give her is +1 AC (not enough to worry about, I feel) before she hits the dex cap on her armour, and +2 on attack rolls (which is a drop in the bucket compared to the +10 she already has).

I'll give the list another look through now, though, might've overlooked something.


Male Richard's Map Vig 6, HP: 40/46, AC: 21, FF: 17, Touch: 15, CMD: 20 CMB: +6 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +9, SM +9

Richard has weapon finesse and his max dex with it wouldn't be capped by his armour. If someone with a range focus wants it I'll pass.

His to hit is pretty solid though, I'm working on the damage, slashing grace next level will get it from 1d8+0 to 1d8+4 which should help a lot.


Female Aasimar (Angel-Blooded) Fighter (Aldori Swordlord) 4 | AC 18 (t 13, ff 15) | F+6, R+5, W+2 | Init +3, Per +4 | HP 5/39

Looking at going into the Aldori Swordlord PrC as soon as I can since one of the class features they get right off the bat is Dex to Damage. Should be able to take that first Swordlord level for Xan's sixth character level.


Male Human Arcanist 6 ~ AC 17* (t 12, ff 15*) *-4 if no mage armor | F+4, R+5, W+8 | Init +7, Per +8 | A.R. pts 7/8 | HP 31/44
Xantria Aldori wrote:
If you were looking at the sheet in Xan's profile, that's woefully out-of-date. The up-to-date one is the Google Sheet linked on there.

Okay, good to know. I did look at the Paizo sheet, not the link.

Richard Harmon wrote:
Richard has weapon finesse

I see that now; not sure how I missed it last night. Sorry.

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