Kingmaker: The Stolen Lands [Gestalt]

Game Master Æroden

Progress of Exploration, Map.

NPCs...

Loot

Kingdom Stats

Here is the battle map.


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HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

a gun that makes you vomit rainbows and dance the macarena


Far better than no movement. :P

Yeah, that would be awesome Fizzy! LOL


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

so i get it! sweet


You just have to wait until level 15. LOL!


Family reunion this weekend, starting today, Friday until Sunday. I will likely not have internet, so if you don't see me post you know where I am.


Daily:
1st Level: 2/6 2nd Level: 4/4
Half-Elf
Vital:
HP: 27/44, - AC: 20/T: 12/FF: 18 – Perception +10 - Initiative: +2 - F: +7 / R: +3/ W: +6 - CMB: +8 - CMD: 20, Speed: 30
Skills:
+11 Perception, +10 Diplomacy, +10 Know(Local), +18 Intimidate, +9 Spellcraft, +9 Survival

Enjoy Wolf! I have one next weekend for a week, but I am hopeful we will have internet (we have in years past, but this is a new location)


Unnamed

have fun!


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

Pssst, Fizz...

Quote:
Inspiration (Su) A nymph can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection (typically a lock of her hair). As long as the nymph retains her favor for this creature and as long as the creature carries the nymph's token, the creature gains a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks. A bard who has a nymph for a muse in this way can use his bardic performance for an additional number of rounds per day equal to his nymph muse's Charisma modifier. The nymph retains a link to her token and its carrier as if she had cast a status spell on the carrier. The nymph can end this effect at any time as a free action. A single nymph may only inspire one creature at a time in this manner.

:)


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

ooo, I will leave it to DM to determine if my roll knew that, but I wll RP that I did which can be ignored


Something along those lines. Very interesting.


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

Did we receive XP for surviving the encounter with the nymph? We were pretty close to leveling when we left the stag fort. :)


Sounds good, everyone levels up, and since you have rested and traveled for two days, you all will be at 3rd level now. No Gestalt yet, though Torq and Fizzy are getting close to picking it up.


Unnamed

woo hoo!


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

random question about the gestalt. When we do hit it will we just be jumpin to the same level or tracking them separate.

ie would klaus be wizard3/sorcerer 1 or wiz 3/ sorc 3 ?


Honestly it depends the situation, I hope that everyone will be able to go straight 4/4.

Also understand that you are now entering into the second module.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

sounds good.

dm:
I know I am closer than some, but I would be totally down to wait, maybe find my racoon, but not gain any powers, just be able to rp withhim


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

Will post when I level up. It'll give me 2nd lvl spells!

Also, let us be careful about going far in book 2. We need to get kingdom building going before all that.


Well you guys just keep hounding the tracks, that never seem to end. The Stag Lord must be a major trooper of a Ranger. This fight might scare you guys off his trail.

Good luck, yall!


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

My point is that book one doesn't end until he is dead and we get a kingdom charter because of it. :)


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

1d8 ⇒ 5 HP


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

DM if I select this feat Groundling could I have a dispensation to also be able to speak with my raccoon when I get him?

I know that at level 5 I can do taht anyhow

But this is totally something that he would learn!


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

Hit Die: 1d6 ⇒ 5


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Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

And now Klaus crafts Wondrous Items. For when we finally have our cash liquidated and can spend it!


Yes Fizzy you may take that feat, your choice. Nice Klaus!


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

wahoo! Fizzy gets to talk to Fuzzy's!

Fizzy will probably take create potion at 5 folks.


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

I need to put some of my Identify/Spellcraft rolls in here because they fall waaay back in the Gameplay thread. They'll be a bit easier to keep track of here.

Klaus should be getting one more opportunity to memorize those spells from a week ago before this encounter:

Spellcraft: 1d20 + 11 ⇒ (19) + 11 = 30 vs. DC 16 to copy Arcane Lock
Spellcraft: 1d20 + 11 ⇒ (10) + 11 = 21 vs. DC 16 to copy Darkness
Spellcraft: 1d20 + 11 ⇒ (3) + 11 = 14 vs. DC 20 to identify Backpack

THAT MOTHERF%&#ING BACKPACK

But I do get a second night to try!

Spellcraft: 1d20 + 11 ⇒ (12) + 11 = 23 vs. DC 20 to ID Backpack

Hooray! Bag of Holding Type I, is it, GM?


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

Spells for the day:

0: Detect Magic, Read Magic, Ray of Frost, Spark
1: Mage Armor, Shield, Burning Hands, Feather Fall
2: Scorching Ray, Fox's Cunning

Evocation Extra Spells: Magic Missile, Scorching Ray


Daily:
1st Level: 2/6 2nd Level: 4/4
Half-Elf
Vital:
HP: 27/44, - AC: 20/T: 12/FF: 18 – Perception +10 - Initiative: +2 - F: +7 / R: +3/ W: +6 - CMB: +8 - CMD: 20, Speed: 30
Skills:
+11 Perception, +10 Diplomacy, +10 Know(Local), +18 Intimidate, +9 Spellcraft, +9 Survival

Leveled up. I will post tomorrow, but I'm heading out on vacation after tomorrow, just hoping to have internet at the beach.


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

Have fun!

Shadow Lodge

Planning on it, though we do have really crappy internet at the moment (Something is wrong with the local network and the person who owns the place is supposed to fix it, so it might get better), but we do a great view of the ocean.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

awesome! Hope you get it all fixed up

Hopefully we can pick the pace back up again as well


Yay!!! Handy Haversack!

Sorry guys, I have been really busy. :(

Thanks Klaus!


And the none updateing discussion thread monster strikes again..

1d8 ⇒ 4

His feat will be sap adept..


GM:
Was just curious about the cloak.. I understand that in order to progress the 3.5 legascy items you had to basically fulfill a ritual, spending monies etc.. Is this basically the same thing? Are there any hints as to what i need to do if so?


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

Yay Torq for being alive!


I know right.. Stupid tree..


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

dm:
we talked about maybe a bonus skill focus in baking. Whatta ya say?


Sorry Torq, I just updated where everyone was roughly for both rounds.

Yup Fizzy go for it!


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

What does a gnome sing in the bathroom?


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

?


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

Plop plop fizz fizz OH what a relief it is!


LOL!!!


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

nice


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

I love it that you all know how pissed Klaus is bound to be when he finds out. :)


No one likes a pissed off wizard.. And he has a short fuse.. Its quite funny that the skinniest, least intimidating person in the group is actually the most terrifing lol..


what fuse, he just blows other up! LOL!


Please when you make a check please write next to it what check it is, much easier to read that than to guess what check you were doing.

1d20 + 5 ⇒ (2) + 5 = 7 Linguistics check

or another example

1d20 + 5 ⇒ (20) + 5 = 25 Acrobatics (Jump) check

Also if doing a knowledge check try to give me a few simple questions you are trying to get answered, then I can add some more flavor that can be beneficial directly to you.


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

Hey, Blood, what are the weapon stats on that scepter I found? Just in case I wield it like a weapon I can make the right attack/damage rolls.


Light mace, +2


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

Thanks. Do the temp hit points come from a separate damage die, or is it a direct transfer. As in, do 6 points of damage, total, gain 6 temp HP?

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