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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DOWNTIME RULES

This is intended as a supplement to the Cost of Living rules and the Downtime rules.

Determine number of weeks of downtime available

Each character has 6 weeks of downtime earned every month. This is reduced by 1 for every week (7 days) spent adventuring, exploring, traveling or running the kingdom. This means that even if a character spent his entire time adventuring he still gains 2 weeks of downtime at the end of the month. Any character with a post in the kingdom receives one free week of downtime that can be only used to generate money and Influence Capital. The skill used to generate this is the skill relevant to your post.

UPKEEP PHASE

Decide what your character’s Cost of Living will be at next month.

Destitute: Cost 0gp: Lose 2 weeks of downtime next month. Must track every purchase

Poor: Cost 3gp: Meals or Taxes costing 1sp or less need not be tracked. Lose 1 week of downtime next month.

Average: Cost 10gp: Meals or Taxes costing 1gp or less need not be tracked. May retrieve any mundane item of 1gp or less from his home in 1d10 minutes.

Wealthy: Cost 100gp: Meals or Taxes costing 10gp or less need not be tracked. May retrieve any mundane item of 5gp or less from his home in 1d10 minutes. You gain 2 Influence Capital. Must live in a city with House.

Extravagant: Cost 1000gp: Meals or Taxes costing 100gp or less need not be tracked. May retrieve any mundane item of 25 gp from his home in 1d10 minutes. Must live in a city with Noble Villa or Castle. You gain 20 Influence Capital.

The Rulers of a Nation must subscribe to the highest lifestyle possible in their capital city, but gain 3 or 30 Influence instead of the normal 2 or 20. It is hard to reduce Lifestyle. If you wish to downgrade your lifestyle from the previous month you must make a Willsave DC 10+ half your level or you continue at your previous levels.

After paying cost of living you need to pay for the cost of any buildings or organizations. Since you are paying the cost for a month, multiply the normal cost by 30 and pay it now. If you want to hire a manager for your capital for the month it will cost 120gp per city you wish managed.

If you have been away from your base city the previous month for any period of time more than a week then you lose 1 of each capital you have gained unless you hired someone to manage your resources. If you haven’t touched base with your businesses during the month you also may suffer business attrition.

ACTIVITY PHASE

Each week of downtime can be used to do the following.

Gain 2gp and 5 sp as unskilled labor.

Make a skill check and divide by 2 round down, you can take 10 on the roll. You gain that much gold and/or earned capital. You can mix it up. For instance Rowan gets a 26 on his Survival check defined as trapping while adventuring. Divided by two give 13gp. He decides that he wants 1 earned capital of Goods, leaving 12 gp. He uses 10gp to buy the earned capital, giving him 1 Goods and 2gp for the week of trapping. If you want to combine two weeks of downtime into one roll, you don’t have to divide by 2. The Mastercrafter Feat and any Magic Creation feats can add 5 cumulative to this roll.

You can use your level instead of your skill in the above situation. Instead of a skill use your Level -5+your highest stat modifier. Each feat or class ability that is relevant to what you are attempting can add 3 to your roll. Again you can take 10 on this roll.

Creating Magic Items takes downtime. You can make 5000gp (by spending ½ the cost in Magic or money) of items during one week of downtime. You can combine crafting magic with making money but every increment of 1000gp reduces the skill check by 20%.

Craft Mundane Items. Spend 1/3 the cost in Goods or Money. For the amount of items you can craft in one week multiply your Craft skill check by the DC of the check and divide by 10. Each point of additional Labor spent will add 10 to your check, if your initial roll made the DC.

There are various other downtime activities that can be done. See the Ultimate Campaign or this link.

Each Activity Phase can be used to do the following

Pay the cost and you can construct buildings and rooms. You can construct as many buildings and rooms as you wish subject to the size of the settlement. Once a building has been constructed it provides a discount for buying the same type of building during the Kingdom Phase. For every 1000gp or portion thereof that the building normally costs without Capital the cost to buy the same building reduces by 1 BP to a minimum of 0. Once the building is built it becomes associated with that player and can no longer be used as a discount. Buildings in a settlement are vulnerable to the various random and planned events in the kingmaker activity path and the kingdom rules.

Create organizations. Again you can either pay the money or use Capital to create various orgainzations under your control.

INCOME PHASE

You have probably made some income already, but this phase is where you make income from your organizations and buildings. Unless separately managed each business has the same number of downtime weeks available to it as the character and if a character has assets in two cities he’ll have to split the downtime between them. Managed buisnesses can generate 6 weeks of income.

You can abandon or sell assets at this time.

EVENT PHASE

A random event for the month is rolled at this time.


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

@Wil - I'm awfully sorry, but mundane crafting of armours is one thing I can't really do properly :( (until I get fabricate :D). The price is in SILVER, meaning it would take ten times the time you calculated, or about a month and a half of work :P I'm sure I could actually DO it, but ... Perhaps it can wait until we have a loooooooooooong period of downtime :P? (I was contemplating making an armour for myself as well, but yeah ...)

@Kertuffle Organizations/buildings/teams/rooms don't have any upkeep cost associated with them in the downtime rules (I believe the upkeep cost is included in their 'make money for your master' roll : ) ), only Capital attrition. (Managers do need to be paid!) Will this assumption stand in our game or will we have to negotiate wages proper with our workers? Disclaimer: I might have missed something obvious


(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

@Fhârn: Ouch, I did indeed miscalculate that. I'll think about it some more then. I guess I can just keep that as a project to be worked on when we have the time. I'm thinking we kind of want to take some significant downtime to handle the initial burst of kingdom building anyway.

@Kertuffle: I think the downtime rules sound reasonable, generally. But the prices are going to get pretty rough on a month to month basis pretty fast. I'm thinking, particularly, of the cost of an extravagant lifestyle. I can recoup some of that using influence to turn it into capital of other types, but that's still a significant drain. Let me evaluate the rules some more and I'll see what I think.


@Fharn. I believe you are right. Only managers need to be paid. So I'll replace the basic rate for a manager and just put in to pay 30x the cost of all managers.

@Wilhelm. I'm open to suggestions. I think it makes sense for the rulers to have to live extravagantly and I tried to give an Influence bonus to at least slightly counteract the cost. Actually initially I had set the bonus at 3 Influence for Wealthy and 30 for Extravagant for the non royal(Basically saying that the money spent for Cost of Living was purchasing Influence). I wanted to give the royalty a boost over their peers so I dropped it. Upon consideration I think it would be better to go the other way. So I'm changing it to 3 / 30 Influence non royal and 5 / 45 royal.
EDIT: I think I'm overthinking this. The cost of living for royals should just be something that goes along with the job. Doubling the initial Influence awards will cause this to be a wash. Royals, extravigantly living will generate 60 Influence, best conversion to 20 Magic which can be traded in if wishes for 1000gp.
So it is now 4/6 Wealthy and 40/60 Extravagant.


Rereading the building and organization rules have made it clear that what I have just doesn't work as written. Instead while making skill checks for gaining money add any relevant bonuses for buildings and organizations directly to your roll at that time. I'm going to have to change the income phase slightly also.


DOWNTIME RULES (MK II)

This is intended as a supplement to the Cost of Living rules and the Downtime rules.

Determine number of weeks of downtime available

Each character has 6 weeks of downtime earned every month. This is reduced by 1 for every week (7 days) spent adventuring, exploring, traveling or running the kingdom. This means that even if a character spent his entire time adventuring he still gains 2 weeks of downtime at the end of the month. Any character with a post in the kingdom receives one free week of downtime that can be only used to generate money and Influence Capital. The skill used to generate this is the skill relevant to your post.

UPKEEP PHASE

Decide what your character’s Cost of Living will be at next month.

Destitute: Cost 0gp: Lose 2 weeks of downtime next month. Must track every purchase

Poor: Cost 3gp: Meals or Taxes costing 1sp or less need not be tracked. Lose 1 week of downtime next month.

Average: Cost 10gp: Meals or Taxes costing 1gp or less need not be tracked. May retrieve any mundane item of 1gp or less from his home in 1d10 minutes.

Wealthy: Cost 100gp: Meals or Taxes costing 10gp or less need not be tracked. May retrieve any mundane item of 5gp or less from his home in 1d10 minutes. You gain 4 Influence Capital. Must live in a city with House.

Extravagant: Cost 1000gp: Meals or Taxes costing 100gp or less need not be tracked. May retrieve any mundane item of 25 gp from his home in 1d10 minutes. Must live in a city with Noble Villa or Castle. You gain 40 Influence Capital.

The Rulers of a Nation must subscribe to the highest lifestyle possible in their capital city, but gain 6 or 60 Influence instead of the normal 4 or 40. It is hard to reduce Lifestyle. If you wish to downgrade your lifestyle from the previous month you must make a Willsave DC 10+ half your level or you continue at your previous levels.

You can now hire a manager for your capital and buisnesses for the month. It will cost 30 times the daily cost.

If you have been away from your base city the previous month for any period of time more than a week then you lose 1 of each capital you have gained unless you hired someone to manage your resources. If you haven’t touched base with your businesses during the month you also may suffer business attrition.

ACTIVITY PHASE

Each week of downtime can be used to do the following.

Gain 2gp and 5 sp as unskilled labor.

Make a skill check and divide by 2 round down, you can take 10 on the roll. You gain that much gold and/or earned capital. You can mix it up. For instance Rowan gets a 26 on his Survival check defined as trapping while adventuring. Divided by two give 13gp. He decides that he wants 1 earned capital of Goods, leaving 12 gp. He uses 10gp to buy the earned capital, giving him 1 Goods and 2gp for the week of trapping. If you want to combine two weeks of downtime into one roll, you don’t have to divide by 2. The Mastercrafter Feat and any Magic Creation feats can add 5 cumulative to this roll. Any bonus from buildings or organizations can be added to this roll if they qualify for the particular capital being generated.

You can use your level instead of your skill in the above situation. Instead of a skill use your Level -5+your highest stat modifier. Each feat or class ability that is relevant to what you are attempting can add 3 to your roll. Again you can take 10 on this roll. any bonus from buildings or organizations can be added to this roll if they qualify for the particular capital being generated.

Creating Magic Items takes downtime. You can make 5000gp (by spending ½ the cost in Magic or money) of items during one week of downtime. You can combine crafting magic with making money but every increment of 1000gp reduces the skill check by 20%.

Craft Mundane Items. Spend 1/3 the cost in Goods or Money. For the amount of items you can craft in one week multiply your Craft skill check by the DC of the check and divide by 10. Each point of additional Labor spent will add 10 to your check, if your initial roll made the DC.

There are various other downtime activities that can be done. See the Ultimate Campaign or this link.

Each Activity Phase can be used to do the following

Pay the cost and you can construct buildings and rooms. You can construct as many buildings and rooms as you wish subject to the size of the settlement. Once a building has been constructed it provides a discount for buying the same type of building during the Kingdom Phase. For every 1000gp or portion thereof that the building normally costs without Capital the cost to buy the same building reduces by 1 BP to a minimum of 0. Once the building is built it becomes associated with that player and can no longer be used as a discount. Buildings in a settlement are vulnerable to the various random and planned events in the kingmaker activity path and the kingdom rules.

Create organizations. Again you can either pay the money or use Capital to create various orgainzations under your control.

INCOME PHASE

You generate any income for your managers. The income is 3x(18+bonus due to organizations and buildings they manage). Now add the bonus from any buildings or organizations that you have been unable to use for any rolls. They generate (3 x Their Bonus) in gp.

You can abandon or sell assets at this time.

EVENT PHASE

A random event for the month is rolled at this time.


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

So are the downtime rules for players going to be tracked separately from the downtime rules for the kingdom?

That is to say, can Wilhelm construct kingdom buildings and get income without restricting what I have to do with my downtime?

Can I build a few little buildings and hire some teams and managers all by myself that I run all by my lonesome without affecting the kingdom decisions? Because that's what I want to do. No more than a couple dozen people under my employ, though.


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

OK! So, I think I've got enough energy to handle all this now.

My Coin : 3904
Purchases out of My Coin
1875gp -> 2500gp worth of Enchanting Materials
375 gp -> 500gp worth of Alchemical Materials (Makes 1500gp of material)
1000GP -> Donated toward Spell Purchases
Remaining : 654 (63 Platinum, 24 gold)

Spell Coin : 4600 gp
1255 gp : Buy books 1, 2, 4, and 6 (Resell 1 & 2 at next stop for 50%)
Remaining : 3345

NOTE : IF ANYONE WANTS ANYTHING PURCHASED AT THE 25% DISCOUNT WITH THEIR SHARES SPEAK NOW OR THE CHANCE IS GONE! WILHELM, THIS MEANS YOU WITH YOUR WANT FOR MASTERWORK FULL PLATE (1800 * 0.75 = 1350!). ALSO, THOSE WHO BOUGHT SPELLS (YOU KNOW WHO YOU ARE) NEED TO HAVE US BUY YOU ENCHANTING MATERIALS SO YOU CAN SCRIBE THOSE SPELLS INTO YOUR BOOKS! OR YOU NEED TO TELL US TO TAKE IT OUT OF YOUR DONATION FOR SPELLS!

Sorry for the yelling, wanted people's attention. :)


@Dareon, they will be used at the same time. The kingdom phase won't just involve Wilhelm, I hope everyone will participate, although Wilhelm has final say. I won't say that Wilhelm won't interfere in what you build or organize, for instance he might have a lot to say about a Thieves Guild being built. But generally it should be the other way around as buildings you build can be built in the kingdom phase at a discount. If the building isn't built in the kingdom phase it doesn't cease to exist, it still gives the player income and bonuses and is there for roleplay purposes, it just doesn't give the kingdom any bonuses.

@Sanita - looks good.


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

Hey Sanita, refer to my purchasing post for what to buy me and how much it costs: here

I need, personally, 1,560gp worth of scribing materials and 3,500gp worth of magical reagents for my magical items, and have included those costs in the money I gave you.

Kerfuffle, excellent! I have some plans for hiring some folk and building some buildings.

Bej, Sanita, Fharn, how do you folks feel about chipping in to hire some mages and build ourselves a little researching palace and home? I'll design it and write a bunch of NPCs (in fact, I've already done some of this) but I might need help paying for it.


Male Human (Issian) Fighter 1/Transmuter 5
Sanita Malvanna Or'Fana Kalnath wrote:

OK! So, I think I've got enough energy to handle all this now.

My Coin : 3904
Purchases out of My Coin
1875gp -> 2500gp worth of Enchanting Materials
375 gp -> 500gp worth of Alchemical Materials (Makes 1500gp of material)
1000GP -> Donated toward Spell Purchases
Remaining : 654 (63 Platinum, 24 gold)

Spell Coin : 4600 gp
1255 gp : Buy books 1, 2, 4, and 6 (Resell 1 & 2 at next stop for 50%)
Remaining : 3345

NOTE : IF ANYONE WANTS ANYTHING PURCHASED AT THE 25% DISCOUNT WITH THEIR SHARES SPEAK NOW OR THE CHANCE IS GONE! WILHELM, THIS MEANS YOU WITH YOUR WANT FOR MASTERWORK FULL PLATE (1800 * 0.75 = 1350!). ALSO, THOSE WHO BOUGHT SPELLS (YOU KNOW WHO YOU ARE) NEED TO HAVE US BUY YOU ENCHANTING MATERIALS SO YOU CAN SCRIBE THOSE SPELLS INTO YOUR BOOKS! OR YOU NEED TO TELL US TO TAKE IT OUT OF YOUR DONATION FOR SPELLS!

Sorry for the yelling, wanted people's attention. :)

again, here's what Bej asked and paid Sanita. If she can get a discount, awesome.

Bej will of course also pay a share of the spellbooks expenses, but of course he doesn't know he has to until someone tells him so.


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

Hmm, I was planning getting some advisers and such first - and enough money to cover my bases, so I'm afraid I'm a bit low (or will be, as soon as I have time to spend it :P) on gold at the moment. But I am not opposed to the idea


Male Human (Issian) Fighter 1/Transmuter 5
Dareon Lebeda wrote:

Bej, Sanita, Fharn, how do you folks feel about chipping in to hire some mages and build ourselves a little researching palace and home? I'll design it and write a bunch of NPCs (in fact, I've already done some of this) but I might need help paying for it.

That would be a bit far away in Bej's plan. He is very much down to earth: a magical research facility would not be his first priority.

I'll have Bej save up to build a large farmhouse in a farm-suitable hex near the Stag Lord's fort, once we start building there. As a Warden, he'll have to stay in a central position. My long-term plan is to add a Library and perhaps a Trade Shop and have this community be one where people go to learn trade skills, not magic.

So for now, paying low-level wizard NPCs to do research is not something I'd be too interested in.

EDIT: Bej will follow an Average cost of living.


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

Bej, Dareon, that note was more for everyone else. :) I hadn't posted yours because I didn't think I needed to, since you'd already laid it out. However, just to avoid confusion...

Bej Gold : 1130 GP Includes bonus from good sales
350gp -> 400GP worth of Enchanting Materials (scribing).
Remaining : 450

Dareon Gold : 4543 GP Includes bonus from good sales
1170 GP -> 1560 GP worth of Enchanting Materials (Scribing).
1125 GP -> 1500 GP worth of Enchanting Materials (for glasses).
281.25 GP -> 375 GP worth of Enchanting Materials (for wand).
75 GP -> 100 GP worth of Enchanting Materials (for scrolls).
Remaining : 1891.75 GP

Wasn't sure if Dareon wanted us to find the headband or not, if so, then we can save some money on that one as well.


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 believe he wants it crafted. I have no idea if he was planning on crafting the magic first or if he wants us to buy it.

Alss, Fhârn will settle for an average lifestyle. Seems to suit him currently since we are on the move - and its not like Olegs currently can support luxury. Now, when we get our kingdom up and running - Fhârn will probably aim for a wealthy lifestyle.


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

I want it gotten to me however cheaply I can :) I asked for crafting because that's just half price, which seems mightily low.

Dareon will settle for average, but will upgrade to wealthy when he can...and then no higher than that. He sees no point in flaunting his life and wealth.


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

REPOST

Bej Gold : 1130 GP Includes bonus from good sales
350gp -> 400GP worth of Enchanting Materials (scribing).
Remaining : 450

Dareon Gold : 6543 GP Includes bonus from good sales
1170 GP -> 1560 GP worth of Enchanting Materials (Scribing).
1125 GP -> 1500 GP worth of Enchanting Materials (for glasses).
1500 GP -> 2000 GP worth of Enchanting Materials (for Headband).
281.25 GP -> 375 GP worth of Enchanting Materials (for wand).
75 GP -> 100 GP worth of Enchanting Materials (for scrolls).
Remaining : 2391.75 GP


(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

Finalized my list of purchases and sales including what I'll be asking someone to craft:

Total gold after counting my share: 5039.6 gp

To buy for Sanita/Fhârn: 3817.5 gp

  • 20 Magic for Headband of Alluring Charisma +2 - 2000 gp
  • 1 Magic for Sleeves of Many Garments - 100 gp
  • Masterwork full plate - 1237.5 gp (25% discount)
  • Masterwork chain mail barding - 412.5 gp (25% discount)
  • Heavy steel shield - 15 gp (25% discount)
  • Military saddle - 15 gp (25% discount)
  • Masterwork backpack - 37.5 gp (25% discount)

To buy from Oleg (ordered): 1150 gp

  • Masterwork cold iron falchion - 450 gp
  • Masterwork composite longbow (+3 str) - 700 gp

Received as a quest reward 0 gp

  • Masterwork lance - 0 gp

Sold at Oleg's: 205 gp

  • Falchion - 37.5 gp
  • Longbow - 37.5 gp
  • Banded mail - 125 gp
  • Riding saddle - 5 gp

Given to Sanita for clothing for Wilhelm/Lanya: 150 gp

Total cash after all of the above: 127.1 gp


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,
You have 525 more GP than you calculated. Enchanting Materials are also discounted, so that 2000 gp for the enchanting materials for the headband is actually only 1500 gp. Same for the sleeves, 75 vs 100 gp.

Kertuffle said enchanting material get's the discount, but not the magic for the kingdom. That's because, I assume, the magic can be used for the kingdom, whereas the enchanting material can only be used to make personal items.

Also, Wilhelm? You need to make a final decision on who goes where in the kingdom, now that we've lost Felix.


(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
Sanita wrote:

Wilhelm,

You have 525 more GP than you calculated. Enchanting Materials are also discounted, so that 2000 gp for the enchanting materials for the headband is actually only 1500 gp. Same for the sleeves, 75 vs 100 gp.

Good to know, thanks! In that case, I'll add a request for 5 more Magic so that I can have a Cloak of Resistance +1 made as well. That should cost me 375 gp which changes my total cash after all of the above to 277.1 gp.

Sanita wrote:


Also, Wilhelm? You need to make a final decision on who goes where in the kingdom, now that we've lost Felix.

We still need to resolve this IC, but my plan is to have Sanita take over as Magister and to shift Dareon into the role of Councilor for the time being. I suppose an alternative is to leave Dareon as a magister and ask Jhod Khavkin to take over as Councilor. The downside to that is it leaves a PC (Sanita) without a job in the kingdom aside from being a political advisor. Any thoughts?


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

Sanita is really only good for the following positions :

Grand Diplomat (Don't laugh, it's Charisma or Intelligence), and she does have diplomacy skill, even if she chooses not to use it a lot of the time.

Magister (Intelligence)

Spymaster (Intelligence)

Now, of those three, Dareon is really interested in being the Magister. And he's a good fit there. He'd do a good job as Councilor, but I don't see how it's temporary, it'd almost have to be permanent.

For Grand Diplomat, Sanita could pull that off, not nearly as well as Lanya, but well. And Lanya would be a good Councilor, for the same reason she's a good diplomat (High charisma), so that's an easy switch out, if Lanya doesn't mind it. (See below though, for a better way if Lanya would be happy in Councilor position).

Spymaster is a really good fit for Sanita from both a theme and stat standpoint, but also for Masamura from a theme standpoint. From a mechanical standpoint, she's actually a better spymaster than Masamura (int/dex higher). Masamura would actually make a better Warden than Bej, honestly. But that leaves where to put Bej. He's another Int/Dex based character like Sanita. He would be equally good at Majister (Or Grand Diplomate), but that would push Dareon or Lanya into Councilor. From a mechanical standpoint, this rearrangement would give the highest stats for the kingdom overall (with Lanya as Councilor being slightly better than Dareon in same). But it also requires moving the most people around.

So, that's my analysis. Not advocating for any of them, just giving my thoughts from a mechanics standpoint.


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

I'm a WIZARD!


Male Human (Issian) Fighter 1/Transmuter 5

When you say that Masamura would be a better Warden than Bej, do you mean roleplay-wise or stat-wise? Warden is Str or Con based, and Bej's Con=Masa's Str. Also, next level Bej would max out Know (engineering) for extra Wardeness.

As I said before, Bej is fine being a Mayor of somewhere instead of Warden. He works fine as a Magister, but realyy doesn't care for the position. Grand Diplomat no, please no.

Treasurer may work for Bej, but Fharn is perfect for it, so I don't even want to propose it.


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

Mechanically. Not preference wise.


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

Okay so many walls of text I am unsure of what it is talking about...

Also I think a STR or DEX based Role is best for me... I forgot what the roles are and require though... Gonna have to study them up.

Though guess we could always through Sanita in as a Consort or Co-Ruler. *Ducks behind a table.*


Sorry for the delay in posting. I had to run down to Fort Smith yesterday and got back late and tired.
Currently we are down to 11 players. I have sent a PM to Talindel to let him know about the opening but he has yet to PM me back. I'm kindof wary about restarting recruitment for just 1 player. Any suggestions?

Oh and Pharast has 31 days, I need to retcon that a bit.


(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

We did lose two players in the form of Dantalion and Felix. We could always re-open recruitment looking for 2 people instead. :)

An alternative to opening recruitment officially is to do a more private recruitment. If any of our PCs knows someone who'd be a good addition and who'd be interested in a divine caster type of character, they could ask for a submission for you to review. That would limit the number of submissions quite a bit.


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

Np : )

While I'm a late arrival - do we need 12? I suspect people are going to start picking up leadership and such soon, so it might turn out pretty crowded (depending if people are going to go for combat capable cohorts). But it might leave one group weakened (with only 3 people!). But we are currently not really looking to split up and adventure - we are looking to get the kingdom up and running. That will probably take some time (both IC and OOC). I'll say we can afford to wait a bit for this Talindel if we want : )

Oh, and good to know about Pharast. My Golarion calendar isn't good at all.


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

2 more levels and I will take leadership. I NEED an army STAT!


(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

So to clarify, Kertuffle. Are Dante/Masamura/Dareon still off doing their own thing (that needs to be resolved in Felix's Group thread) or are they immediately joining us in my group's thread?

Seems like things have a slowed down a bit, hopefully we can get through this exploration phase and get on to other things shortly. :)


DANTE, MASAMURA and DAREON are now at Oleg's and are in your thread. I agree about the slowing down. Partly my fault as I am devoting alot of neccesary energy into downtime rules and rolling up random stuff.:) Wilhelm feel free to start exploring with those 3 plus Lanya if you wish.


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 as I said in that thread I seemed to have missed both of Kertuffle's last posts.

I am currently trying to get caught up. Though that might be a bit slow as I am currently posting in-between turns in my IRL Shadowrun Game.

We have started a Astral, Matrix, Material rotation that means we rotate through with Matrix getting 3 Turns, Astral 2 Turns, then Material having 1 all in the same Combat Phase. It is a surprisingly easy way of speeding up combat.

And the final thing to say for this post: "I fragging hate Lone Star!"


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

Ok,
Sorry for the delay. I've updated the Mage Guild sheet and marked off all the spells we have with Green, that leaves the white to be found. I've also added the extra spells we got, and put N/A for requestor. THat way we can keep track.

For the 3 spell books we found in Grayhaven, I don't see any that we would buy. There's some nice spells in 1 and 3, but nothing that anyone requested. Three especially has a lot of new spells we don't have on the list, but they weren't requested. Thoughts?


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

If they are worth the cost get them regardless.

On an unrelated note: Anyone have ideas on how to smooth over a fight between a Technomancer and a Mage? The Mage refuses to heal the Technomancer given the fact that the technomancer's wounds were from their own mistake with a grenade that injured both of them.


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

Remind the Mage that everyone makes mistakes, and that it may be the Mage who needs the Tech to clean up some traces of him in the matrix the next time he flubs up and get's caught on camera firing off a fireball at Lone Star.


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

On the lifestyle thing, Sanita will maintain a Wealthy lifestyle, although she'll probably sleep in her lab more often than not. She isn't really into the lifestyle, but it's expected.


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

I just had the Troll Street Samurai Tranq Patch them.

I am still trying to make heads or tails from that and keep getting confused... (Downtime that is.)


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

@Masa - they seem to be worth the cost (especially nr 1, it contains several goodies) but we don't have infinite money. Especially since we still have quite a few spells that were requested that still needs to be acquired. And if you are feeling really nasty - have the 'emotional trauma' from their disagreement result in localized background count until they sort it out ^^ Or just fetch the technomancer an ordinary medkit :P


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

What I was meaning is if their acquisition would maybe be worth the set back and at the vary least make those spells a bit lower on the list.

Like a Fireball instead of Burning Hands kinda thing. But I haven't dealt with Magic in PFRPG for a bit and Shadowrun Magic has really got me with the number of spells one can have so having a massive spellbook with many spells appeals to me.

On the SR Front: They have been healed up thanks to my Shaman (Think of her as the Doctor from SR:R's Initial Quest) contact. No one can insult my characters that I built as a Face. You do he will either ruin your rep, shoot you dead with an Ares Predator, or have one of his contacts get you.


Here's an update on the logistics side of the current three groups.
Wilhelm's and Dante's Groups are currently on Pharast 16 at Olegs.
Rowan's group will be arriving at Olegs late on Pharast 17.
Sanita and Fharn are probably not going to be arriving back until early to mid Gozren (depending on how much time they spend shopping along the way back).
Essentially everyone bur Sanita and Fharn can form back up and make plans.
So I'm faced with a choice. Fharn and Sanita are at a wonderful spot to have an exciting encounter, but I don't want to do it if the rest of the group is just going to wait for them to show back up.
My instinct is to give them the encounter, that way they can be busy while everyone else is exploring. But if I give them the encounter and everyone else is waiting on them to show back up that is worse.
So if no one lets me know by the end of today that they are intending to wait on Sanita and Fharn to return then I'll give them the encounter.


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

People IC is probably aware that Fhârn and Sanita will be gone for a while. And somehow I doubt they will be content to just wait around : ) But one never knows : )

Speaking of which, I was thinking of preparing Whispering Wind from the bought spellbook, but the range is limited to 5 miles. While my imperial units aint that good - but if I'm not too far off 5 miles is hopelessly short compared to the distance between Olegs and us, right ?


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

Yes, 1 mile = aprox 1.69 Klicks. So 5 miles is about 8 kilometers.

I'm fine with us being off on our own adventure while they do a bigger one that catches us up.


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

Which is way within the effective range for smoke-signals or something : P Still useful for short range comms, but certainly no substitute for mail or messengers ...


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

Certainly better than message, that's for sure, but still quite limited.

As to the encounter, I certainly don't mind if Fharn and Sanita get to do something exciting. We'll just sit back and start organizing the kingdom while they're away. Maybe Rowan can make me those two items I'd asked of Fharn.


(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

Once Rowan's group arrives, I think I'll probably want the groups at Oleg's to divide and do a bit of exploration around Oleg's starting on Pharast 18. Seems like there'll be plenty of opportunity for Sanita and Fharn to do something. :)


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

I would think we need to continue with exploration and not do any sitting around. Of course I will want to have a look at what Oleg has in his shop. And make holy water.


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

Maybe we can take the time it takes for Sanita and Co. To return to regroup do some crafting and maybe get some Hirelings/Volunteers.


Male Human (Issian) Fighter 1/Transmuter 5

well, Sanita & Fharn are at least two weeks away, perhaps more. We could do a fair bit of exploring while we wait for them.


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

True. But recruiting some low level Warriors and such could prove beneficial for us long term.


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

Kertuffle?

Sanita will do some crafting while travelling. She has her alchemy kit, no bonus, but counts for tools for crafting, so no penalty either. She should be able to do a full day of crafting while riding on the boat (given she has nothing else to do), and 4 hours in camp at night while travelling.

Craft(Alchemy) Day 1: 1d20 + 14 ⇒ (8) + 14 = 22 Trip to Grayhaven
Craft(Alchemy) Day 2: 1d20 + 14 ⇒ (6) + 14 = 20 In Grayhaven
Craft(Alchemy) Day 3: 1d20 + 14 ⇒ (15) + 14 = 29 On Boat
Craft(Alchemy) Day 4: 1d20 + 14 ⇒ (13) + 14 = 27 On Boat
Craft(Alchemy) Day 5: 1d20 + 14 ⇒ (20) + 14 = 34 On Boat

((22*20)/5)*0.5 = (440/5)*0.5 = 88*0.5 = 44 sp
((20*20)/10) = 400/10 = 40 sp (84 sp total)
((29*20)/5) = 580/5 = 116 sp (194 sp total)
((27*20)/5) = 540/5 = 108 sp (302 sp total)
((34*20)/5) = 680/5 = 136 sp (438 sp total)

So, after the first five days on the road, she's created 2 Alchemist's Fires, and she has 38 sp toward a third. She's going to make 5 Alchemist's Fires total, and then switch to other alchemist weapons.

Cost so far is 146 sp worth of materials, or 14 gp 6 sp.

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