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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I'm OK with you doing this, since you two are actually past the due time for downtime. When we do the downtime, we'll just adjust.


I am fairly certain, with Winter Soldier, work and a roleplaying game scheduled for tomorrow, that I will be unable to post until Sunday. Really looking forward to this movie though.


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

I really liked it.


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

Winter Soldier was really nice : )


(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

Just FYI, Kertuffle, your links to Anastacia's group are broken on this page.


Link should be fixed. Wound up roleplaying all last night, we're going to the movie this afternoon instead.


Have attached a map. You have 9 sailors and Mr. Squib. Feel free to set them up accordingly.


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

On it : )

Edit: Shuffled them out a bit, and put three to the right (hopefully hidden in the woods!). Exact position doesn't matter overly much (since I hazard noone really wants to deal with cover for 20+ combatants ^^), just that they can make a line and don't get outflanked/overrun too easily.

Not much left to do but pray for good rolls and that they are lacking a spellcaster with fireball ^^ (If they do have one, could you kindly stab him Sanita :P?)


Key to map.
Heavy Brush is a tangle of brush and thorny bushes that is almost impossible to move through. (1/4 movement but 10' provides full concealment) Fharn is pretty sure that the pirates won't be coming through those areas.
Light Woods does have some concealment, movement is reduced by 1/4 and represent the most likely line of approach of the pirates.
I'm going to assume that Fharn places Mr. Squib and his two buddies in the northernmost heavy brush, otherwise they are right in the line of approach.


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

Ah, yeah. I just assumed they would be coming from the north (since the 'trapped area' text was there ^^) Is it okay if I just rotate the set-up about 90 degree clockwise :P? But I'm sure a staggered line could work too ... :)


Yes, that is fine.


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've moved them slightly into a line parallel with the forest, didn't want to move them too much : ) I'm assuming you will be moving them around as needed later, right ? (ie, you will control them : ) )


I'm OK with you and Sanita controlling them if you wish, but if they haven't taken an action for the round I will take control for that round. Here are your sailors

Sailors:

Human Expert 1/Warrior 1
N Medium humanoid (human)
Init +1; Senses Perception +4
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+1 Dex, +1 dodge, +2 leather armor)
hp 12 (1d10+1d8+2)
Fort +3, Ref +1, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee longspear +2 (1d8+1/×3) and
shortsword +2 (1d6+1/19-20)
Ranged heavy crossbow +2 (1d10/19-20)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 12, Int 8, Wis 10, Cha 9
Base Atk +1; CMB +2; CMD 14
Feats Dodge, Skill Focus (Profession [sailor])
Skills Acrobatics +5, Climb +5, Craft (ships) +1, Perception +4, Profession (fisherman) +4, Profession (sailor) +8, Survival +4, Swim +5
Languages Common
Other Gear heavy crossbow, longspear, shortsword, 85 gp
--------------------
Special Abilities
--------------------

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What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Hey, I'm just popping in to say that I've been keeping up with the fight on the boards and I am LOVING it. Very nice thing you've dreamed up here, DM.


(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

This is indeed an awesome battle to imagine. Kudos for coming up with the idea Kertuffle. :)

Note for everyone: I've created a second page of the loot spreadsheet to track loot that we find going forward from the Stag Lord's distribution. Once it gets to be of decent size, we can distribute shares and start a new page. I figure having an ongoing track of who gets what and such would be helpful. :)

Feel free to help me keep it up to date. I think I've got everything that's been found in my group's thread.


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

@Wilhelms second page: A good plan indeed. If we play our cards right - we might even be able to add 'a boat' to that list! But it all remains to be seen : ) My only regret is that Masa wasn't with us for some Ninja vs Pirate action ... ^^


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 Malvanna Or'Fana Kalnath wrote:

Kertuffle?

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.

Ok, so I forgot Sanita had Swift Alchemy, which halves the time for making things. Or to say it another way, she get's twice as much done in the same time. So, she got 876 sp worth of crafting done.

After the first five days on the road, she's created 4 Alchemist's fires, and has 7.6 gp toward the fifth. It's cost her 292 sp worth of materials, or 29 gp, 2 sp.


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

Just some random musings:

As I hit level 7, there are three feats that becomes available to me and that I really desire.

The first is Arcane Armour Mastery - for obvious reasons : ) And I get a bonus combat feat on this level - so it is all good!

Then I desire Improved Familiar. I've always wanted a Mephit (dust most likely : ) ) since they are really cool! And now I have a decent HP pool and BaB, so it might even get to flank or fight mooks for me!

And Leadership. Kingmaker and Leadership is a match made in heaven! And I can beg Kertuffle to let me keep Munin as a follower in a non-combat role. I wouldn't have the heart to turn him into an ordinary bird again.

But! I only get one normal feat to play with! So I was thinking, Improved Familiar can be obtained as quickly as level 3. So if I were to ask nicely, would you consider letting me retrain one of my Craft X feats (probably Wondrous Items, Rowan can probably manage alone for two levels!) at level 7 to Improved Familiar? Then at level 9 I would pick up the feat again : ) Fluff wise, I could excuse it with Fhârn having his hands full fixing up the Treasury department, Munins retirement party (& benefits!) and summoning and training this new familiar : )

Thoughts or tips : )?


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

Well, first thought is, we're only level 5, so you're getting a level ahead of yourself on the 7. :)

2nd - But what of Munin? Everyone loves Munin. :(

3rd - Ok, I like this one better, with poor Munin still around. Sanita's planning on taking Leadership as well. She's not very charismatic, but that's ok.

EDIT : Also, you could make one of those collars that grants an animal the sentience transformation. That would make Munin able to continue on and get class levels. Honestly, Sanita would take him on as a Cohort if that happened, she gets on well with him. :)


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

What happens to Munin is the core of my predicament - since I both want a Mephit (to fit with my old Eldrich Knight vision!) and to keep him around somehow, so I kindof want both the feats at the same time ^^

Hence my predicament, and why I'm bringing this up early : )


Fharn, I'm OK with you retraining. And we have two levels to consider Munin's fate. I won't consign him to reverting to animal intelligence even though 'Flowers for Algernon' has always been one of my favorite short stories.


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

Okay. Yeah, I just wanted to bring it up early so I could start to look for alternative solutions if needed :)

Also, while I haven't read that shortstory, after reading the summary on wikipedia, I'm fairly sure I've read (and seen!) several adaptations of it : )


ATTENTION EVERYONE!!
OK, I might be making a premature assumption here, but I've updated experience assuming that Fharn and Sanita win their current fight and everyone has hit 6th level. Congratulations! Everybody go ahead and level their characters.


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, may I level Fhârn before the Captain gets his chance (if he gets one :P)?

^^

Edit - also, I realized I don't like level six in my build. But hey - level seven is going to be awesome! And at-least I get a point of BaB and HP^^


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

Wow, really?
Intense. I'll have the level up in this Discussion thread soon.

I'm taking average, 4+1=5, for total health 32.


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

Alright, the level-up!

+1 level of Magaambyan Arcanist
+5 health
+1 Will save
halcyon magic (whispering lore learned)
+faint aura of good
+ ranks in Craft (clockwork), Know (arcana), Know (local), Know (nature), Linguistics (Infernal learned), Spellcraft
+1 caster level, plus one 2nd-level, plus one 3rd-level spell per day.


(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

That was fast. Does that mean I can level up before we have to face the big nasty bear thing? :D It would be a shame if the kingdom lost its ruler before it really got going. :)

Wilhelm - Level 6:

  • +1 level of Paladin
  • +1 BAB
  • +1 Will, Reflex and Fortitude
  • +8 HP (6 from D10 HD +2 CON)
  • +4 skill points (2 ranks Sense Motive, 1 rank Perception, 1 rank Diplomacy)
  • +1 Mercy (Staggered)
  • +1d6 Lay on Hands
  • +1 damage Smite Evil

Triumph - HD 6:

  • +1 BAB
  • +1 Fortitude, Reflex and Will
  • +1 skill (1 rank Perception)
  • +2 natural armor bonus
  • +2 STR/DEX bonus
  • +1 bonus trick (watch)
  • + Devotion (+4 bonus vs enchantment spells and effects)

Note: Planning to get a +INT ioun stone or addition to my headband so I can have automatically scaling ranks of Knowledge(Nobility). :) Maybe the kingdom will pay for that...


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

Lanya - Level 6
+1 level of Sorcerer
+1 BAB, +1 to all Saves
+5hp (+4base +1FC)
4 skills (1 in Bluff, 1 in Diplomacy, 1 in Spellcraft, 1 in Knowledge (Arcana)(so I don't feel like a failed arcanist ;) )
+1 3rd level spell, thinking Heroism perhaps, though storywise she should take Explosive Runes.... I'd have to take the Runes over anything at this point.
+1 new Cantrip: Dancing Lights
+1 second level spell/day, +3 level 3 spells/day

Draekh - Level 4
+2 hp
+1 BAB
+1 Will Save
+1 on skill ranks that Lanya took


The level ping takes place as soon as I get word on how Fharn and Sanita wish to deal with a pirate ship. It can happen in the middle of your fight.


And now we know Dareon's path to Ultimate Power:) Please call it Collegiate Arcanist, I had to wiki search the other phrase and they seem to be identical.

Also, when we get to the juicy stuff at later levels, be sure and let me know if you are leaving open spell slots for the day.


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 :
+1 BAB
+1 Fort/Reflex
+1 Discovery (Lingering Spirit)
+2 second level Formulas (Cure Moderate & Darkvision)
+1 Second Level Infusion
+6 skills (includes favored class bonus)


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

Magaambyan Arcanist is the correct name, but since it is protected by Paizo (Golarion specific names/fluff is not covered by the ogl) PFSRD have to invent more generic terms. This mostly affects PrCs : )


Learn something new every day.


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

Fun fact: the URL still reflects the proper Golarion specific name^^

Ahem: Level up data:

+8 hp
+1 BaB
+1 first level slot
+1 second level slot
+5 skillpoints (not yet assigned)

It is tempting to put them in Profession (merchant) for the bonus, but I think I'll go a similar route as Wil with a headband some day in the future ^^


On a related note
**PING***
Everyone can now use their new abilities.


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

Don't mess with me, I've learned one druid spell.

I think I might be the only character here with the capability of making any roll with a modifier higher than 20...If I cast whispering lore and then make a Knowledge (arcana) or (nature) roll, my modifier is +21...


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

Anastacia level 6 cleric.

+ 1 BAB

+1 Fort, Reflex, Will saves.

+ 6 HP

+5 skill pts (+1 diplomacy, knowledge-religion, sense motive, perception, spellcraft)

+1 second lvl spell, +1 third lvl spell.


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 can hit a +20 mod in an Alchemy lab with a single assistant on Craft Alchemy.


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

Barbarian level 6
+ 1 BAB
+ 1 Fort, Ref, Will
+ 10 hp
+ 5 Skill points (Knowledge Nobility, Perception, Ride, Stealth, Survival)
+ 1 Rage power (Knockback)


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 can hit +20 on Craft (Armours). But you are right, unless I get to hire an assistant you seems to be the only one to come with a modifier above 20 ^^

And it is good that you have a decent Know modifiers, I'm kindof running low on skillpoints ... : )


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 have a +23 Modifier to deceive someone who finds me attractive, using Bluff, does that count?


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

Yepp! Every modifier so far have been followed with a 'if I do X or if Y happens' ^^ (I need Munin at my side and Crafters Fortune : ) )


Lanya Beladon Medvyed wrote:
I have a +23 Modifier to deceive someone who finds me attractive, using Bluff, does that count?

Poor Wilhelm :)


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've updated the loot spreadsheet with some more things : )


Am suffering from a splitting headache this evening. I apologize, but just don't feel like any detailed posts tonight. I'll catch up tomorrow.


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 also, while traveling on the boats, takes a few days to transcribe spells into her formulae book. She also creates a duplicate of it, for the mage library Dareon is going to keep. This costs 320 gp in inks, and doesn't count toward crafting limits, as it's not crafting just writing in her books. Sum total is about 30ish hours over the two week trip.

I've updated the Mage Guild spreadsheet, and added the formulae to Sanita's books.


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

Looking at the spell wish list, we're doing pretty good so far. We've got a lot of our wanted spells done. Now I need to start looking at 2nd level formulae. Joy. :)

Character sheet updated. Stat/Skill blocks above updated.


Male Max HP 38
Stats:
AC/Touch/Flat: 19/13/17 | Fort/Ref/Will +5/+4/+9 | Init +2 | CMD 17
Druid of Erastil 7
Skills:
Bluff 2, Climb 3/5, Perception 22, Sense Motive 4, Stealth 15, Swim 3/5, Kn(Geo/Nature) 8, Profession (Cartographer) 8, Survival 14

Updated Rowan to level 6:

+ 1 BAB

+1 Fort, Reflex, Will saves.

+ 5 HP

+6 skill pts (+1 knowledge (nature), +3 knowledge (geography), +1 perception, +1 stealth)

+1 second lvl spell, +1 third lvl spell.

+1 use per day of wild shape (tiny to large animals or small elemental)

Haven't finished Argos's update yet

Also, Dareon, my current modifier for Perception is +20, I think even Sanita and Masu will have trouble sneaking around me. =D


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

So, what you are saying is that I need to work up something to boost my stealth. Got it. At 8th level I get Skill Focus(Stealth) that should help.


Male Max HP 38
Stats:
AC/Touch/Flat: 19/13/17 | Fort/Ref/Will +5/+4/+9 | Init +2 | CMD 17
Druid of Erastil 7
Skills:
Bluff 2, Climb 3/5, Perception 22, Sense Motive 4, Stealth 15, Swim 3/5, Kn(Geo/Nature) 8, Profession (Cartographer) 8, Survival 14

It should help, but it also might just encourage me to get Skill Focus (Perception) at 7th. Not really necessary though. Someone has to keep an eye on you guys, and as long as Wilhelm doesn't know that I'm susceptible to bribes then it might as well be me.

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Alliah Surtova


played by Bane88 (9 posts)
Duchess of Wintercrux Svetochka Elvanna
Anastacia Stormwing

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

played by Waterhammer (622 posts)
Lictor Severs
Dante Skyborn

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

played by Bane88 (363 posts)
Dr Davaulus
Dareon Lebeda

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

played by leinathan (432 posts)
Falconer
Evelynn Kalnath

Female Human HP (32)
Stats:
AC/Touch/Flat 18/11/17 | Fort/Ref/Will +4/+2/+2 | Init +2
Skills:
Diplomacy 8, Intimidate 9, Linguistics 10, Perception 13, Sense Motive 8, Survival 5, Kn(Dungeoneering/Geography) 7, Kn(Nobility) 11
Fighter (Tactician) 5

played by mdt (15 posts)
Eligos
Felix Sebastian Orlovsky

Male Human Oracle 3 (Seer)

played by Havocprince (445 posts)
Rogue
Fhârn

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


played by Lessah (1,148 posts)
Perelir
Lanya Beladon Medvyed

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

played by Rocan (482 posts)
Drow Priest
Lineera Vonnarc

Skills:
Diplo +9, Intimi +9, K Arcana +8, History +8, Nature +8, Planes +8, Religion +8, Sing +10
Drow Oracle/Witch (1) Female HP 8/8
Stats:
AC/Touch/Flat 13/12/10 | Fort/Ref/Will +0/+2/+4(+6 v Enchant) |PER: +4| Init +2


played by Duderlybob (513 posts)
Crow
Munin the Raven

| HP 16/16 | AC 17/14/15 | CMD 9 | Fort +3 Ref +4 Will +5 | Init +2 | Per +13 | Fly +6 | Stealth +19

played by Lessah (105 posts)
Valeros
Roan of Irori

Male Human HP 39/39 ⎢ AC 18/12/16 ⎢ CMD 18 ⎢ Fort +6 Ref +4 Will +9 ⎢ Init +5 ⎢ Per +12

played by Duderlybob (124 posts)
Valeros
Rowan Gideon

Male Max HP 38
Stats:
AC/Touch/Flat: 19/13/17 | Fort/Ref/Will +5/+4/+9 | Init +2 | CMD 17
Druid of Erastil 7
Skills:
Bluff 2, Climb 3/5, Perception 22, Sense Motive 4, Stealth 15, Swim 3/5, Kn(Geo/Nature) 8, Profession (Cartographer) 8, Survival 14


played by Doc Watson (365 posts)
Trinia Sabor
Sanita Malvanna Or'Fana Kalnath

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

played by mdt (874 posts)
Baron Hannis Drelev
Wilhelm Orlovsky

(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


played by Rikash (935 posts)
Rosie Cusswell
Wyssal Sloboda

Female Halfling Bard 7

played by Corsario (138 posts)

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M Human Inquistor/1 NE | HP:8/11| AC 16 | touch 12 | FF 14 | CMD+15 | Fort+2 | Ref +2| Will+2 | Init+2 | Perception+7 | Sense Motive+6 |

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Male Elf Falconer Ranger 3

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Gath Morian
Holbrecht Bastionne

Male Dwarf Cloistered Cleric of Brigh 1 (AC: 16 [T: 12 /F: 14] +4 vs. Giants; CMD 13 [+4 w/Stability]; HP: 8/8; F+2, R+2, W+5 [+2 vs Poison, Spells, and Spell-like]; Init: +2; Perc: +3 [+4 more w/Stonecunning, +2 more for Ancient Osirion C or S doors])

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Karver -Maricks darkerself

Mutegenic Elf

played by Dreamweaver (5 posts)
Monk
Kesso

Female Human Fighter (Sensate) 1 |HP9/11| AC16 Flat14 Touch12| F+3 R+2 W+1| Perception 5, Sense Motive 5

played by Kertuffle (101 posts)
Erutaki
Majda Orlovsky

AC 17 FF 15 T 12 // HP 8//Fort +0 Ref +2 Will +4// Init +2
Tracking:
HP:8/8, 1st -4/4


played by Brian Minhinnick (72 posts)
Lantern Bearer
Marick June

Male Elf Rage Chemist 1

played by Dreamweaver (63 posts)
The Scribbler
Masamura Yoshirou

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


played by JTMC93 (244 posts)
Jakardros Sovark
Swordlord Jemandi Aldori


played by Kertuffle (4 posts)
Wyrm Sniper
Venkar Trevain

Male Human Sorcerer/1

played by Tobaris (40 posts)
Mathezic
Victor Windlass

Male Human Barbarian (Geminate Invoker)1

played by Kertuffle (9 posts)
Pathfinder
Viktor Stovyet

Male Human HP 7/12 | AC 14 T11 F13 | CMD 14 | F +0 | R +3 | W +0 | Init +3 | Per +3

played by TLO3 (122 posts)
Valeros
Vors Garess

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

played by Big OM (156 posts)