Leinathan/mdt's Kingmaker (Inactive)

Game Master leinathan

Kingmaker with a political twist
LOOT LIST
Map of the Greenbelt/Domierov.
Explored Area
Loot Spreadsheet
How the Patrons View the Player Characters
Mage's Guild
Kingdom Spreadsheet
Map of Brevoy
Kingdom-Building ruleset
Downtime ruleset

Wilhelm's Kingdom Map


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HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

No worries Felix, it seems we got a small epidemic in our kingdom (maybe we should appoint someone minister of health? hmm...). Just get well people :)


Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,

Wow... So I wasn't the only one sick this past weekend?


Mine was self inflicted. I gave up caffeine on Wednesday and have been plagued by terrible, debilitating migranes from the withdrawal. Also I was so, so tired the last half of last week.


Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,

Ouch... Yeah after my 5th failed attempt I gave up.

Gotta love when your family would rather buy soda and such rather than make tea.


Have added Map of Brevoy to the tabs on the page.


Male Human Oracle 3 (Seer)

Ok folks, I am sorry but due to life I am going to have to bow out of all games. I really am sorry.


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Sorry to hear that Felix, please take care.


Status:
HP: 14/14; AC: 10, T: 10, FF: 10; CMD: 13; Fort: 1, Ref: 0, Will: 3 Init +0; Perception +2
Half-elf Sorceress (Serpentine Blood) 2

So sorry to hear that Felix, all the best of luck to you.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

We will miss you - take care in your future endeavours!


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

I'm sorry to hear that, Felix. It's been a lot of fun and I hope things work out well for you. I'm sure we'll have a spot available if a certain kobold ever wishes to rejoin the game. :)


Male Human (Issian) Fighter 1/Transmuter 5

Bye Felix! Hope everything works out!


Male Human Oracle 3 (Seer)

Maybe if I get through this divorce well enough and get back on my feet I will be back before anything major happens.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Well, I wouldn't worry about it. Focus on getting live back on track first! :)

In the meanwhile, I propose we send Felix as an ambassador to the kobolds. That way we still have him around - and ready to rejoin if he wants, regardless of the amount of time passed.


You will always be welcome!


This is a duplicate post to one I made in Wilhelm's Group Discussion Thread. I'm including it here, so that all can take part in the relevant decisions.

Here is step by step the decisions that I need.
YOU NEED TO CREATE A SETTLEMENT
I am assuming that this is going to be Oleg's and not the Stag Lord Fort of the Sootscale Caverns.

Step 1: Acquire Funds: Done, you have 56 BP

Step 2: Explore and Clear the Hex: Done, there are no threats left in Oleg's hex.

Step 3: Claim the hex as yours: This takes 1 BP and represents creating the basic infrastructure of the hex. This will leave you with 55 BP.

Step 4: Prepare site for construction: This includes basic things like sanitation, clearing land, etc. necessary for building a city. Since Oleg's is on the plains this takes no time at all. It does take 1 BP, leaving you with 54 BP.

Step 5: Construct your first buildings: This can be an Inn, Shrine, Monastary or Watchtower. You can also construct a House, Mansion, Noble Villa or Tenement. Once you build a building, Oleg's Trading Post will automatically convert to a Shop, Stable or Watchtower for free. All prerequisites for the construction will be necessary, so be sure and build a house if needed. Not sure what you will spend in this step but it will leave you with 54* BP, where the * represents you should subtract the cost of the buildings from the number.

Step 6: Name the City: This is now the new capital city of Domierov and will serve as the focal point from which you will expand.

YOU NEED TO FOUND THE KINGDOM

Step 1: Choose Alignment: The alignment needs to be chosen.

Step 2: Choose Leadership Roles: You need a new councilor as Felix is going to spend more time with the kobolds. Otherwise, check the kingdom spreadsheet to make sure I have the right people in the right jobs and everyone make sure they agree with me as to what their bonus for their respective job is.

Step 3: Start your Treasury: You will have 54* BP to start.

Once all these steps are done your kingdom will be official. I am willing to say that all these steps can be completed in the remainder of this month. Next month we will use the complete Kingdom Term Sequence rules from Ultimate Campaign.


male human psychic (amnesiac) 7/investigator (questioner) 1 | hp 71/71 | AC 18, touch 11, ff 18, CMD 14 |Fort +6, Ref +6, Will +10 | Perc +13, Init +1 | 1st 7/8, 2nd 8/8, 3rd 4/5, PP 3/5, insp. 6/6, DH 7/8

My votes on the choices:

(Steps 1-4 are moot, and although Oleg's does seem like the logical starting point, I believe I initially voted for the Fort as our Capital).

Step 5 - I recommend an Inn and a House, and then converting Oleg's into a Shop. This should cost 12 BP, and should leave is with 42 BP.

Step 6 - As for the town name, I recommend we name it after the landmark that we're placing it on. For the trading post, something like Olegton or even Leveton (which happens to be their last name) would be apt. At the Stag Lord's fort, something like Stagfall or Triumph would similarly be apt.

Kingdom:

Step 1 - I've made my vote already, for NG.
Step 2 - He'd love to be the Magister, but Dareon will gladly step into Diplomat or Councilor, as the need arises, with the stipulation that he's cycled back into Magister when a suitable replacement is found.

Anyway, those are my thoughts.


M Human HP 64/64 AC 21, T 11, FF 20/ Fort+8 Ref +2 Will+2 +2 vs fear.

I agree with Dareon's assessment. Might suggest something a bit more lofty for a name, even if it is a lie at the moment. Just because thats how I roll :p Something Like Rivergaurd or Highwater or something silly.


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

I'm fine with Oleg's being our first city, but I don't think it should be our capital. I think it should be our springboard city. The capitol should be at the fort. As long as we make it clear to everyone that the outpost is just a starting point, and not the capitol. In other words, I'd only have temporary government rooms at Olegs with an eye toward the fort for the eventual capitol and seat of Government.

I still vote for LN or NN. Sanita's only good for a couple of positions, and I stated them earlier.


I think the idea is to take advantage of the plains around Oleg's for cheap farmland to fuel the expansion south. Once you reach The Stag Lords Fort, you found a city there and move your capital. Its faily easy to do as long as your kingdom is stable, you gain 1 Unrest if you make a Stability check or 1d6 Unrest if you fail. Not certain if this is the plan, so don't read too much into this post.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

Post in the other thread incoming, but I wanted to clarify. Is the order of things in this post, still how the first months will work out with the gold rush? The post I linked seems different from what you just described, Kertuffle. I'd like to clarify so I can make the right plans. :)

Assuming we're using the old plans, our first few months are pretty well set in stone with:

Month 1:

  • Annex Oleg's Hex and found our temporary capitol (Začiatok gets my vote as the Slovak word for beginning).
  • In our free city district, turn Oleg's into a shop and spend 2 GP to upgrade the Tenement to a house (54 BP remaining) and get a tavern built for free.
  • Generate income as normal
  • Automatic event: Economic boom

Month 2:

  • Annex a new hex that's been explored, build a farm and a road on it. (I suggest we start heading south towards the fort)
  • Build a house (required) for 2 BP and a brothel (dance hall?) for free.
  • Rest of the turn proceeds as normal + Economic boom event.

Month 3:

  • Annex a new hex that's been explored, build a farm and a road on it. (I suggest we continue heading south towards the fort)
  • Build a house for 2 BP and some other building of our choice. I like the idea of a smithy for the economic and stability boost. Our stability seems a bit low to me, hence my concern.
  • Rest of the turn proceeds as normal + Economic boom event.


Everyone also needs to choose their boon if they plan on leading any armies. The boon you choose is dependent on the kingdom position and you can ignore Leadership prereq. (Leadership is Character Level+Charisma Bonus+3 if have Leadership feat). Dante will get to choose an additional boon (any as long as he does qualify) for having 5 ranks in Pr/ Soldier.


I wasn't sure if you were going to let the news of the gold come out. If that is the case then the order that Wilhelm posts is true.


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Wilhelm,
Should Sanita and Fharn, on their way back, stop off for a day and recruit settlers? If so, they could stop in Grayhaven and recruit a bunch of LN dwarves. That goes well with the gold mines, and also would (eventually) get along well with the kobolds. I'm thinking of pitching for younger dwarves who want to establish their own clanholds and are willing to get along nice with humans and kobolds in order to have a shot.


male human psychic (amnesiac) 7/investigator (questioner) 1 | hp 71/71 | AC 18, touch 11, ff 18, CMD 14 |Fort +6, Ref +6, Will +10 | Perc +13, Init +1 | 1st 7/8, 2nd 8/8, 3rd 4/5, PP 3/5, insp. 6/6, DH 7/8

Live off the Land will be my boon. It would be cool if Dareon could lead an army, but it's not a thing that I see him doing over other people.


Status:
HP: 14/14; AC: 10, T: 10, FF: 10; CMD: 13; Fort: 1, Ref: 0, Will: 3 Init +0; Perception +2
Half-elf Sorceress (Serpentine Blood) 2

I'd think Lanya would Take the Bonus tactic Boon, seeing as she would be the Grand diplomat first and foremost, she would already have Merciless and Defensive Tacticsas boons.

The Bonus Tactic would be False Retreat, in flavour with Lanya's high Bluff checks, not that I ever expect her to lead an army actually. That's more for Dante, Wilhelm or Vors to do.

I agree with Dareon and Wilhelm's idea for setting up our economy and stability first, through Gold Rush or no, that doesn't matter to me.

Alignment: NG (Lanya might shift in terms of alignment eventually to CG, we'll see)

Capitol name: I'd like to at least be able to pronounce it, Wilhelm's name is fine, but can we alter it a bit? How would you pronounce that name/word?


M Human HP 64/64 AC 21, T 11, FF 20/ Fort+8 Ref +2 Will+2 +2 vs fear.

So can we choose any ignoring leadership feat? How would that work for the ones that get better with higher leadership?


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

Boon: Hold the line.

Alignment: NG

We should found a temporary capitol at Oleg's to take advantage of the resources there, then move to the Staglord's once things are established. Or maybe we'll find a more suitable location as we explore.

Anyway, I like the idea of naming the town around Oleg's after him or Svetlana.

Svetlanastat? Olegsburg? I know it's not a mountain. Just a thought.


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

You get 1 free, from a small list corresponding to you position within the kingdom. I believe.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

@Bej - could you quickly jump by the gameplay thread ? We got some spellbooks up for poaching, and we need to decide which one to grab : )


Anastacia is right, you get one boon based on your position in the kingdom, and you gain the boon regardless of prerequisites. (For most positions, you have no choice, you automatically get Loyalty)

Your Leadership score when referring to boons (honestly, they should have consulted a thesaurus) is your character level + Charisma bonus. If you have the Leadership Feat then your Leadership score increases by 3.

You gain an additional boon every full 6 levels your character achieves and for this one you do have to worry about prerequisites. You also gain a boon for every full 5 skill ranks in Pr/Soldier (I know the rules imply its either/or, but I think its fairer this way. Means a general actually has a good reason to put all those ranks into Pr/Soldier)


Status:
HP: 14/14; AC: 10, T: 10, FF: 10; CMD: 13; Fort: 1, Ref: 0, Will: 3 Init +0; Perception +2
Half-elf Sorceress (Serpentine Blood) 2

Then the boon would be Defensive Tactics instead. I can't really see Lanya being Merciless in a NG kingdom... Also when she'll lead an army it is probably the last ditch defense ^^


HP 65/65, AC 17, T 12, FF 15, CMD 21, F +7, R +4, W +5, Init +6, Per +10

Is there somewhere I can read more about kingdom construction buildings etc?

I am thinking either Bonus tactics - Dirty fighters or Relentless Brutality. Another opton could be Merciless


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Kingdom building rules at Pfsrd d20. It is available online around the web since it is covered by the OGL, but I usually use that site =)

Edit: Fhârn will obviously be choosing Loyalty !


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

There's also the actual Paizo SRD which I prefer because of the formatting. I'll have to take a look at the boons a bit later, my post took up a bit more time than I thought it would. :)


M Human HP 64/64 AC 21, T 11, FF 20/ Fort+8 Ref +2 Will+2 +2 vs fear.

Alright I think I will take the flexible tactics and loyalty boons.


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Triage, obviously.

Dante?

You are the General, you automatically get the following boons : Bonus Tactic, Flexible Tactics, Merciless, Sharpshooter


Male Human (Issian) Fighter 1/Transmuter 5

Perhaps I'm slow, but I don't get it. Do you:

1) automatically get the boon(s) linked to your position, and can choose another one (plus one for ranks in Pr(soldier)).
OR
2) get to choose one boon (plus one for ranks in Pr(soldier))from those linked to your role?

***

As for the kingdom

SETTLEMENT

Step 1: done

Step 2: done

Step 3: do it

Step 4: do it

Step 5: build Inn (10 BP), build House (3 BP), get free Stable (why Shop? Shop costs less, let's get for free something more expensive. I'm ruling out Watchtower since we said to focus on Economy). This leaves us with 41 BP.
We could start working on a Foundry given our close mine? Library would also be good, cheap, and IC very much in synch with the mage's guild Dareon, Bej, Fharn and Sanita are putting together.

Step 6: I say we keep the "-ton" suffix, or use a new one for all cities (perhaps excluding the capital). Other viable suffixes are "-gard" (more military) or "-burg/-borg" (gives a nice northern Europe feeling).
I don't like naming the town after the Levetons.
Let's play around with Zaciatok. That "cia" sound is a nightmare, everyone will pronounce it differently. Let's tighten it up, and add a suffix. Zatokborg. mmm... perhaps Zatakborg. We can say that Zatak means "beginning" in Hallit or whatever other language is spoken aorund here, we don't have to go by perfect slovak!

So I like languages. Sue me.

KINGDOM

Step 1: Bej would vote LG, but NG is fine.

Step 2: Not really suited to Councilor. Probably the best course of action is to put Dareon into Councilor and Sanita into Magister?

Step 3: depends on step 5 above.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

As a dweller of northern Europe, I would like to point out that Slovakia is in eastern Europe (if there were any confusion).

Also - more suffixes:

-by (village)
-torp (really small village)
-stad (city)
-sta (same, just a few sounds shaved off)
-köping (mercantile city)
-hamn (harbour city)
-borg (for completion, means 'castle')


M Human HP 64/64 AC 21, T 11, FF 20/ Fort+8 Ref +2 Will+2 +2 vs fear.

I wonder who we will fight. I am really excited to use the army rules! Bej is right we should get the stable. It allows the mount rescource for armies, here comes the calvary?


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

I think I like Zatoksta or Zatokstad better than Zatokborg. I had mostly suggested the shop as it can be upgraded to a Market which gives some nice discounts. I also noticed that the stockyard is something we'll want to build in our new city eventually, if it's going to be a farming hub. It gives a discount on stables. I'm flexible on what we do, but I thought it worth noting my reason. :)

As far as magic items/etc goes, I'll update my wishlist for crafting a bit later, but the big thing is there already. One thing I was thinking about is that it may eventually make sense to get everyone who doesn't otherwise want a Headband of Vast Intellect one of these: Scarlet and Blue Sphere Ioun Stone so that their kingdom role skill can get buffed. It's only 2 BP from the treasure, so once we get things rolling, it may even be worth having the kingdom pay for it. It's basically 2 BP for at least a +1 to a Kingdom Skill, but it scales with our character levels.

Alignment votes: (I pretty much just added you to every alignment that you expressed interest in)

  • Lawful good(1): Bej
  • Neutral good(6): Wilhelm, Dareon, Lanya, Anastacia, Bej, Dante
  • Neutral(2): Sanita, Fhârn
  • Lawful Neutral(2): Sanita, Dante
  • Undecided: Fhârn(LN/LG?), Vors(NG?), Dante(LG/LN?), Rowan(NG?), Masamura(N?)

Edit: Edited for Fhârn and Dante's vote.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

I'll cast my vote for Neutral


M Human HP 64/64 AC 21, T 11, FF 20/ Fort+8 Ref +2 Will+2 +2 vs fear.

NG or LN for Dante.


During the week of shopping Fharn and Sanita find the following magic for sale.
Potion of Protection from Arrows (300gp)
Silver Masterwork Kama (322gp) (not magic, but it looks nice)
+1 Darkwood Buckler (1205gp)
Ring of Sustenance (2500gp)
Horn of Goodness/Evil (6500gp)
Periapt of Health (7400gp)

Sanita can get the 25% discount on these items.

There is a limit to how much you can buy. Over the weeks time you can purchase any number of spellbooks or items and up to 75 points total of Goods(20gp/point) and Magic(100gp/point). Each Unit of Goods and/or Magic I'm going to say weighs 10 pounds, so you may need to pick up a pack animal. Goods you can use for mundane crafting. Magic you can use for alchemical and arcane crafting.


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Do we get the discount on goods/magic? I've not done crafting/enchanting using goods/magic before, I've always done them with materials (IE: 100 gp of alchemy crafting materials -> 300 gp worth of alchemical items (assuming you don't mess up your rolls), while 1000gp of enchanting material is used to make a +1 sword).

Also, Alchemy isn't magic, so why is magic required for it? Per base rules, it's mundane and uses the 1/3rd cost for materials. Is this a house rule?


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7
Kertuffle wrote:
There is a limit to how much you can buy. Over the weeks time you can purchase any number of spellbooks or items and up to 75 points total of Goods(20gp/point) and Magic(100gp/point). Each Unit of Goods and/or Magic I'm going to say weighs 10 pounds, so you may need to pick up a pack animal. Goods you can use for mundane crafting. Magic you can use for alchemical and arcane crafting.

Would it be okay to hold on to my gold and then pick up generic materials - so that I can use the craft rules to make Magic once crafting comes around. Or scribe spells. Or something else : ) (like perhaps spend some more time putting together a Team of advisers ... :D)


Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,

Sorry for being MIA. My mouse was kaput all week and my laptop's touchpad doesn't work...


@Sanita. You do get your discount Generally this will be true for any noble in my game. They go home to their old stomping grounds and they have contacts and connections they can use. The contacts and connections in the kingdom we will use the downtime organizations and buildings to simulate. Non nobles are a little different, not having a lucky birth on their side, but they will get connections due to their past history. As for the material goods, here are some terms I'd like to make clear.

Capital - this can be used for the basic materials for items you craft. It comes in 4 Flavors. Goods (20gp), Magic (100gp), Influence (30gp) and Labor (20gp).
Goods can be converted into 20gp of material components for crafting mundane items and alchemical item that are covered by an Item Creation Feat (ie. Poisons, Alchemical Fire, etc.). The amount needed is 1/3 the final price of the stuff being made. How fast and whether the item can be made is governed by a skill check.
Magic can be converted in 100gp of material components for crafting magical items and alchemical items that are governed by a Item Creation Feat (Potions, etc.) The amount needed is 1/2 the final price of the stuff being made. How fast an item can be made is govnerned by 1000gp/day and success is determined by a skill check.

Earned Capital - this represents an opportunity to acquire a type of Capital at half price and is usually gained by the Downtime rule. This essentially will allow you to make mundane items for 1/6 price and magic items for 1/4 price.

@Fharn. It certainly will be OK. And probably cost effective in the long run.

Sorry I wasn't clear earlier, when I equated alchemy with magic I meant the item creation portion of alchemy not the crafting alchemical items.


DOWNTIME
Before covering the downtime rules I plan to use in detail, I'd like to explain what I am trying to do and give everyone the spirit of the rules. Why? Because there is too much here for me to go into every detail and possible situation, and by making clear what my philosophy underlying these rules at the start you can see what my intent is and by inference what your characters can expect. Also this is very much an experiment and if I feel it isn't working, I'll change it.
First, looking at the Pathfinder downtime rules as written you can see the following. It is done by the day. The underlying essence is that in 10 days of downtime you can make an amount of gold equal to the result of a skill roll. You can also use Goods and Magic to essentially craft magic and mundane items at 1/4 and 1/6 cost instead of the more normal 1/2 and 1/3. You can build up organizations and buildings and use them to make money for you. Again you can use various Capital to make these buildings and organizations at half cost. And finally you can use downtime to do everything you normally do under the core rules by taking time.
I don't want to deal with downtime in days and months is too long of a period of time, so weeks seems the right period of time to do the downtime to me. Next question is should a week be 5, 7 or 10 days. For various reasons I am going to set the definition of a week using these rules as 5 days. You'll see why later. I want to add options to players, not take them away, so whatever method I choose needs to incorporate that the most common use of downtime from the core rules was an item creator being able to get 2 hours of crafting while adventuring. 2 hours for a whole month is equal to 60 hours or 7.5 days of crafting available if the entire month is spent adventuring. So that means that if someone adventures for an entire month they get at least 2 downtime weeks. I want to incorporate the cost of living rules from the core book into the downtime rules. Lastly, it is possible to build buildings for yourself using downtime and I wish to see a congruence between the buildings the players build for themselves and the buildings in the city they live in. This means the downtime rules need to give some sort of incentive to build buildings in the kingdom rules that already exist as part of player's holdings.
The downtime rules as written in Pathfinder are slightly broken, and I'd like to discuss that next. Because using these rules its possible to craft magic at 1/4 cost, then sell it at 1/2 cost at the rate of thousands of gold pieces a week, magic crafting is basically a license to print money under the downtime system. So I want to introduce the following 'Gentlemen's Agreement' between my players and myself.
MAKE WHAT YOU WANT OR NEED, NOT WHAT YOU SELL
I'm going to give a bonus to skill roll you use to make money for having item creation feats and that is the mechanism I'd like to be used for making money from crafting items.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

This seems like a fair way to go about it : )

Fhârn will probably hold on to his gold and not buy goods since;

This way I can have a discount. Yey!

And more importantly:

This way I don't have to figure out exactly what I need yet. YEY!


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

Sounds good to me, though I'm a bit lacking in skills so I'll just have to requisition work with our resident mages. :) I'm still figuring out precisely what I want to buy (aside from the stuff I asked Oleg to order for me).

@Fhârn: Would you be ok if I asked you to craft a Masterwork full plate set of armor for me? Assuming you take 10 (for a 20), we'd be looking at 4 days (1500 / (20 skill result * DC 19)) for the base armor + 1 day for the masterwork (300 / (20 skill result * DC 20).

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