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

Really sorry I hate when something sudden comes up.

I will say that when I finally get the free time I will hopefully be able to run a Kingmaker, &/or Rise of the Runelords, of my own, with some tweaks, and some Shadowrun Games.


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

Well, good luck w/your stuff Masa.

About downtime. Aside from improving my armor and probably crossbow, and making a good supply of holy water, my character has little reason to do downtime.

Can't put a big enough team together to pay for a manager of that team. Can't leave teams untended for more than a week. Don't want to be tied that closely to the team. We may have to be in the field for a long time at some point.
They are too expensive a resource to just lose that way.

With the high cost of living expenses, there is no reason to use downtime, unless you are working on a project of high value.

Due to being starved for skill points, my cleric has no crafting skills, so has no reason to use the downtime.

My character would be far better served by adventuring. She would be hopefully make some money, instead of bleeding it out to no gain.

I also feel that more exploration would be best for the kingdoms overall health. There are undead to be dealt with as well.

Is anyone else interested in adventuring rather than doing downtime?


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

Sad to see you go Masamura, good luck with whatever it is that needs time.

Well Anastacia, I'd be up for some more adventuring myself unless they'd need my diplomatic skills at Oleg's. Don't have craft or profession either.

I can see Lanya being important when meeting new inhabitants of the Greenbelt as well as the matters of state diplomacy.


Male Human (Issian) Fighter 1/Transmuter 5

Good luck Masa!

***

I don't know if I have a saying in the matter, but I kind of like our current team size - 10 people makes for 2 good and balanced parties. That being said, Kingmaker lends itself very well to new characters coming in.

***

I can be serviced by two-three days of downtime then adventuring as well as by two to six weeks of downtime.
I would just like to discuss this in advance OOC because downtime requires a few calculations and I'd like to start planning.

Also, Anastacia, you don't need Craft or Profession. Let's say you plan on building a Temple or a Shrine - you'd need capital (Goods, Influence, Magic, Labor). Gaining this type of capital can be done with skills other than Craft of Profession.

***

last but not least, GM Kertuffle: restoring the Stag Lord's fort is something to be done with Kingdom Building rules spending BP, or with Downtime rules spending Labor and hiring Teams? As a future Warden, Bej would very much like to hire craftsmen and laborers and march south to restore the thing, but if we plan on spending BP on it, I'd like to know.


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

Regarding downtime:

Capital suffer attrition every 7th day you are away from the settlement - reduced to every 14th day by the presence of a manager.

Teams & businesses only try to leave after 30 days without contact. A simple letter or messenger back home resets this. The visit of an authorized representative resets this.

So in essence, if one returns atleast once a month - which we need to do anyway to run the kingdom - Teams & Businesses are going to last forever :)

Capital is going to suffer, but considering that only 1 of each unit spoils each period - it isn't that dangerous.

Which skills that can be used to generate which capital:

Goods: Appraise, Bluff, Craft, Diplomacy, Disable Device, Handle Animal, Intimidate, Knowledge (dungeoneering, engineering, geography, history, local, nature, nobility, religion), Profession, Sleight of Hand, Stealth.

Influence: Appraise, Bluff, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (any), Linguistics, Perform, Profession, Ride.

Labor: Bluff, Climb, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (local), Profession, Ride, Survival, Swim.

Magic: Appraise, Craft, Diplomacy, Heal, Knowledge (arcana, dungeoneering, nature, planes, religion), Linguistics, Profession, Spellcraft, Use Magic Device.

Using Spellcraft/Diplomacy to craft magic and then handing it to the Magic Item Crafters (Dareon, Me & Rowan) lets you have a nice discount, should you be interested in that stuff : )

Also - there is always spells to be researched ^^

And various ways to gather information, both with Knowledge & Diplomacy


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
Sanita wrote:
Ok, so, selling everything but the staff and the armor (nobody indicated any interest in the rest of it), we get a grand total of 15080 gold (see sheet). Add in the 1315 for Sanita's armor, and that's a loot total of 16395. Divided by 10 people, that's 1,640 gp per (roughly). 1,315 of Sanita's will be the armor, with the other 280 in gp. If we take the cost of the tome off the top, we'd have 16395 - 2635 = 13760. So basically, Sanita's armor is her share, we buy the tome as a kingdom treasury item, and everyone else get's 1,376 coins (with Sanita getting 60 gp). Anyone object to that?

Once again, a quick question for the party : ) Note that we only calculated what we managed to steal from the pirates - not the other loot!


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

I for one wouldn't have much to do during dwon time and would be happy to join a group for further exploring during what down time others may need.


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

If influence can be used to attract armies then I could do that in downtime, if one must by armies than I will do that instead, seeing as how I could use Pofession.


(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:
Ok, so, selling everything but the staff and the armor (nobody indicated any interest in the rest of it), we get a grand total of 15080 gold (see sheet). Add in the 1315 for Sanita's armor, and that's a loot total of 16395. Divided by 10 people, that's 1,640 gp per (roughly). 1,315 of Sanita's will be the armor, with the other 280 in gp. If we take the cost of the tome off the top, we'd have 16395 - 2635 = 13760. So basically, Sanita's armor is her share, we buy the tome as a kingdom treasury item, and everyone else get's 1,376 coins (with Sanita getting 60 gp). Anyone object to that?

As far as this goes, I think we'll probably want to have you just bring the gold back, to be divided after we account for all the other gear as well. For example, if I take the horseshoes of speed, I should get a smaller take of the gold. Basically we shouldn't divide the pirate gold on its own. I'm fine with you selling all of the pirate loot, but everyone should take a look and chime in if they want something.

As for downtime, the reason I was suggesting that we take some downtime for everyone is that it's not really fair to our crafters to ask them to spend a long time crafting neat things for everyone while the rest of us go have adventures. It's also something that I think we should be able to fast forward through, generally speaking.


Male Human (Issian) Fighter 1/Transmuter 5
Quote:
As for downtime, the reason I was suggesting that we take some downtime for everyone is that it's not really fair to our crafters to ask them to spend a long time crafting neat things for everyone while the rest of us go have adventures. It's also something that I think we should be able to fast forward through, generally speaking.

This is a good point. We piled up commissions on Fharn and other crafters, if we expect them to do some work we should provide them with time.

***

I really need Keetuffle to elaborate on this:

Quote:
last but not least, GM Kertuffle: restoring the Stag Lord's fort is something to be done with Kingdom Building rules spending BP, or with Downtime rules spending Labor and hiring Teams? As a future Warden, Bej would very much like to hire craftsmen and laborers and march south to restore the thing, but if we plan on spending BP on it, I'd like to know.

If through downtime rules I, Bej, build a Jail (spending 40 Goods, 5 Influence, 33 Labor), then we as a group end up having a Jail in our kingdom without having to spend the 14 BP, right? Or at least spending less than that.

The GM thoughts on the matter will influence a lot of what I end up doing in my downtime.


(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 took a look at the crafting that needs to be done and, based on what is requisitioned right now, we'll need at least a full week of downtime once Fhârn gets back. I'd hazard a guess that there will be more crafting requisitioned (as we divide loot up from all of our adventures since the stag lord's fort.) I'd be tempted to say we want at least 3 weeks of downtime. That would give sufficient time for Fharn, Rowan and the others to manage all of the needed crafting (including any crafting we have yet to requisition). It also gives our crafters at least a week (estimated) to do their own downtime activities including (presumably) copying spells into spellbooks and that sort of thing.

Edit: I broke down the crafting by person in the Mage Guild spreadsheet, if you want to take a look.


Sorry, yesterday was busy and I was unable to post as detailed posts as I would have liked, so Bej's question went unanswered. Sorry about that. If Bej builds a jail (1610gp at full cost) then Bej enjoys all the normal benefits associated with having that building. If a Jail is purchased in that city district (normally 14 BP) and those purchasing the building are willing to say that it represents Bej's Jail then there is a discount of (1610/1000 round up) 2 BP on the kingdom buying the jail. The jail gives a benefit to both Bej and the Kingdom as normal. It also means that Bej can point to icon representing the jail on the city map and claim 'That's my Jail' :)
As for The Stag Lord Fort, you already get a discount on a Castle due to the ruined Fort, but if someone wants to 'build a castle' there I will allow it and I will allow the additional discounted price for the kingdom, but I think Wilhelm will frown if someone other than him tries to claim the castle.

Dante, as Anastacia has pointed out, I had the whole team thing slightly wrong. You can certainly start to hire soldiers.

Let me go on record by saying that I really appreciate the little things that everyone does to help me run this game. Spreadsheets, Maps, the whole nine yards. Thank you.


Tomorrow, a friend of mine is running a game and I'm not going to be able to hit home before heading over to his house after work. So Sunday will be the next time I can post. Nothing else to do on Sunday though so I'm going to work on items available in New Stetvan (theres also a magical school here) and try to determine a fair starting wealth for the new 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

@New starting wealth - We should probably divide the shares of the loot and let people make a plan of what to buy/craft first. If we decide to take a longer downtime, we might be able to stretch our funds further.

@Crafting - Will we be limited to one item/day? Will we be able to spend the rest of the day doing other downtime activities like scribing into our spellbook or recruiting teams?

Currently Fhârn is commissioned for 5 items -

It will take 6 days to complete the orders (if 1 item / day is the limit!)

Or a total of (6450/2000)*8=~26 hours of work (rounded up!) assuming Fhârn can complete other tasks with the time left over.

When we start crafting, I would also require to know if Commissioners supply the cost in Magic (A quarter of base prise [approx, rounding may apply!] but you need to take some time to craft it) or Gold (half of base prise). It one chooses the later, Fhârn might be able - time permitting - to craft some magic himself and give you a discount regardless (customer permitting, he might also be able to pocket some of the savings in order to fund his armour!).

Assuming taking rolls of 10 and the help of Munin with his Valet features, Fhârn can produce 4 magic each day.

To produce enough magic to craft all the currently commissioned work, Fhârn would require (3200/100)/4= 8 days extra.

For a total of about three weeks, in slowest case scenario (5 days/ week work & a total of 14 days to go!). This is excluding writing down spells in his book and/or recruiting teams and/or spending wealth and/or the extra stuff people no doubt will want : )

TL:DR This is just a quick overview, a lay of the land so to speak, about our current and planned crafting. Crafting Magical Items goes relatively fast, producing the Magic so we can stretch our means further is slow. But almost anyone can help produce the goods required - Magic.

Edit: A quick note - The Appraise skill can be used to gather Magic - and require no training. Taking ten (with no ranks and atleast 10 Int - which I think everyone has!) results in one Magic each day. One needs five magic for every thousand in the Base Price of the item sought.

Just food for thought if anyone wants something crafted and feel like they don't have anything to do on their downtime. Go thrift-shopping - you'll never know that you might find! : P

For the mood


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 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 ⇒ (3) + 14 = 17 On Boat, Day after Pirate Attack
Craft(Alchemy) Day 2: 1d20 + 14 ⇒ (7) + 14 = 21 Silverhall
Craft(Alchemy) Day 3: 1d20 + 14 ⇒ (16) + 14 = 30 Silverhall
Craft(Alchemy) Day 4: 1d20 + 14 ⇒ (7) + 14 = 21 On Boat
Craft(Alchemy) Day 5: 1d20 + 14 ⇒ (11) + 14 = 25 On Boat
Craft(Alchemy) Day 6: 1d20 + 14 ⇒ (15) + 14 = 29 New Stetvan
Craft(Alchemy) Day 7: 1d20 + 14 ⇒ (14) + 14 = 28 New Stetvan

((17*20*2)/5) = (680/5) = 136 (896 sp total)
((21*20*2)/10) = 840/10 = 84 sp (980 sp total)
((30*20*2)/10) = 1200/10 = 120 sp (1100 sp total)
((21*20*2)/5) = 840/5 = 84 sp (1184 sp total)
((25*20*2)/5) = 1000/5 = 200 sp (1384 sp total)
((29*20*2)/10) = 1160/10 = 116 sp (1500 sp total)
((28*20*2)/10) = 580/5 = 112 sp (1612 sp total)

After the next seven days on the road, she's created 161.2 gp worth of alchemy products. 11.2 gp toward another alchemist's fire. It's cost her 57.73 gp worth of material.

5 Alchemist's Fires (100gp)
5 Acid (50gp)


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

Dareon needs just a bit of time to scribe his scrolls, craft his wand and the wand commissioned of him, and scribe spells into his spellbook. He would gladly use the remainder of his time to help Fharn craft Magic to get a discount on the magic items that Fharn is creating - and would gladly give half of the amount saved over to Fharn for the purpose of his own magical items.

What skills are used to create Magic?


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

Goods & their linked skills:
Note, some vague skills (profession) is listed on multiple goods. Ask Kertuffle which goods your particular profession is capable of producing!

Goods: Appraise, Bluff, Craft, Diplomacy, Disable Device, Handle Animal, Intimidate, Knowledge (dungeoneering, engineering, geography, history, local, nature, nobility, religion), Profession, Sleight of Hand, Stealth.

Influence: Appraise, Bluff, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (any), Linguistics, Perform, Profession, Ride.

Labor: Bluff, Climb, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (local), Profession, Ride, Survival, Swim.

Magic: Appraise, Craft, Diplomacy, Heal, Knowledge (arcana, dungeoneering, nature, planes, religion), Linguistics, Profession, Spellcraft, Use Magic Device.

Worth repeating is - Appraise can be used untrained and to produce magic. That should let anyone willing to burn some time get that sweet cost saving : )

Also, I'm not sure if I feel comfortable pocketing your gold if you bring proper Magic to the crafting. That was more if say Wil gives me 2000 gold pieces for the headband - and I take my Magic and craft it (for effectively only 1000gp!). Then I would refund some of his gold - say 500 gp + his Headband and pocket the leftover only if I actually spent my time on Magic production.


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 mean, yeah, I've already given you gold. I suppose if you give me any discounts that I get for you with my Magic production, that would be cool.

I can get a 27 on Know: Arcana with a take 10. How much Magic is that?


(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

At least in my case, I believe you have bought Magic to use to craft my gear already. Specifically I think you used part of my share of the sell off of goods to buy Magic using Sanita's discount. I'll have to dig around and find the post where we outline that. Basically it should end up that I have around 272 gp leftover once all of my gear is purchased. So there's not a lot of room to improve that. :)

One idea that spring to my mind. If you wanted to adjust us closer to WBL, Kertuffle, is to have us take enough downtime for that to be realistic. Using crafting and downtime rules, I assume we'd be able to do that within roughly a year. That would let us fast forward through quite a bit of kingdom building and also make it easy to bring our newcomer's in. It also would be easy to add in a new and convenient hook to start us exploring again. :)


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

@Dareon: Magic is [skill result]/10 and then rounded down (like everything in Pathfinder!).

Fhârn multiplies that by two with Cooperative Crafting (from Munin's archetype).

@Wil I know, you gave me gold. Our shares was about ~3300 gp, and the things you ordered has a cost of 3200 - which is about what I remember you giving Fhârn. The point is, if someone were to craft magic - one could get 3200gp worth of crafting supplies for 1600gp. Which is plenty of savings :P

And we haven't really bought anything specific yet. I kinda assumed everyone had a short conversation about the future before we left. Since there wasn't any obvious trouble on the horizon, Fhârn probably assumed he had time to make the proper reagents himself given good materials to work with.

@Longer break & Wealth by Level

Wealth by level is 16000gp for 6, and 23500gp for 7. If we were to take a longer break, and not ruin ourselves from the cost of living (yey party!), we would probably end up somewhere in that neighbourhood. Probably overshoot it by a bit. Might not necessarily be a bad thing - one could view it a bit as future proofing ourselves.

(Fhârn will end up in the neighbourhood of 6000 coins after this. Given time, Fhârn will turn that into 24000 worth of gear - assuming he manages to spend all. Some will probably end up in teams and scribed spells, making the 'combat wealth' a bit less. On the other hand, there is a really nice armour worth 25000 gp ... and given time...)


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

Costs in gp to create capital:

Goods-10
Influence-15
Labor-10
Magic-50

Those prices are for earned capital. It's double if you just want to buy capital.

So a flow of gp remains critical. Of course teams and buildings can be used to generate gold as well.

A character with no professional or crafting skills can still earn .5 gp/day.

Any character without a trained money earning skill is going to need to have a ton of teams and buildings to be profitable. Actually, even those who do have craft or professional skills will still need to have a substantial organization.

I have doubt as to whether the WBl that Fhârn gave us above is even remotely reachable using the downtime.

With 3 labor teams and 1 team of cutpurses my other character was getting numbers like these:

Spoiler:
Campaign Date: 21-31/Lamashan/4710 AR

Upkeep
Step 1 - Add Up Costs:
Step 2 - Pay Costs:
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None

Activity Phase
Step 1 - Free Activities Performed: None.
Step 2 - Continue Ongoing Downtime Activity: None
Step 3 - Begin New Downtime Activity: Add soldiers, work at bow shop.

Income Phase
Step 1 - Determine Building Income: 0
Step 2 - Determine Organization Income: Varies see below.
Step 3 - Determine Other Income: 0

Daily Breakdown:

11 Hire Soldiers. Add Labor: 1d20 + 12 ⇒ (1) + 12 = 13 +3.1 gp earned
12 Add labor: 1d20 + 12 ⇒ (6) + 12 = 18 +3.1 gp earned
13 Add goods: 1d20 + 12 ⇒ (2) + 12 = 14 +3.1 gp earned
14 Gain Influence: 1d20 + 8 ⇒ (9) + 8 = 17 +4.6 gp earned
15 Earn XP
16 Earn XP
17 Gain Influence: 1d20 + 8 ⇒ (5) + 8 = 13 +4.6 gp earned
18 Add labor: 1d20 + 12 ⇒ (19) + 12 = 31 +4.6 gp earned
19 Add goods: 1d20 + 12 ⇒ (17) + 12 = 29
20 Earn XP +4.6 gp earned
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None

So, for that 10 day period Griar (my character) earned 23.1 gp. Because he was trying to grow his organization, Griar created 2 Labor capital, 2 goods capital, and 2 influence capital. Totaled up for 70gp cost.

So Griar spent more money than he made during that time. Once his cash reserve was depleted, he would have had to spend time strictly on gold piece earning, before he can continue with his expansion.

Doing nothing but downtime does earn somewhat more. Time acquiring XP could have been spent earning gp. Your teams will want some days off, though, so it's not so far off from what can be actually earned.

Once you organization reaches a certain size it can sustain its own growth, but getting there is slow.

Also, I think Anastacia would need a hook to keep her from adventuring. Is she going to leave those undead there? Not likely. And how about the Green Lady? Should we just leave her to plot against us for a year? Leaving vast tracts of land unexplored, also seems to be ill advised.

Some enforced downtime for the sake of fairness seems reasonable, but I'm not sure about a whole year.


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 agree with you Anastacia - long breaks doesn't make sense when there are things to be done. While I don't know which path to pursue for information about the Green Lady, there isn't really any good excuse to not end the undead menace.


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 reckon as soon as we have a library or tavern we might be able to research into information about her or ask around for local gossip.
If we meet more fae, Lanya could always ask them if they would tell her more about her.


(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: I see what you're getting at now. I'll add some thoughts on this below.

@Anastacia: My experience with Kingmaker is that at some point we'll need to take at least 6 months of downtime if not more to meaningfully advance our kingdom. Since you can only claim one hex at a time (if you can afford it) for quite a while, you can imagine that there will be many months of kingdom advancement. We'd hit level 20 long before we took over even the Narlmarches/Greenlands if we only take short breaks and adventure in between.

That said, you have a solid point that we have immediate concerns to be dealt with. I think our best bet, at this point, is to try and take minimal downtime (Roughly 3 weeks? 1 week to run our kingdom through its first month, 1 week to let the crafters craft and 1 week to let the crafters have some downtime too). I'd then suggest we move on and explore the routes I have highlighted on the map. That will take care of the undead, but we only have rumors about this Green Lady. We can ask around, but if we weren't warned about her already by people at outpost, then I'm not sure they'll have a lot more to say. We can talk about all this IC too, but it's good to have some outline so we don't spend 2 weeks making a decision. :)

Magic and downtime: One thing I'm not in love with as far as downtime goes is the possibility of effectively doubling our money using the Magic creation rules. As we divided loot last time, it will shortchange people who took items (since we based their shares on sell value and not value for crafting goods). For example, Lanya took the bangles (worth 11000 gp with sell value 5500gp) and effectively no gold. If we compare that to my share (fully gold totalling 3900 gp), I could have devoted all of that to being turned into Magic (3900/50 = 78 Magic = 7800 gp worth of Magic). Turning that into items, I could end up with 15600 gp worth of gear. It would have taken me (on my own taking 10 on Diplomacy) a total of 39 days to do the conversion. Just some thoughts.


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

@Magic and Downtime: Indeed - it makes raw gold very valuable. Ideally, we should be able to make items four times our acquired gold. But, as you said, it might (it will!) upset the intra party balance. And it takes forever unless one dedicates some resources to it.

Pros:
* We get more stuff. Simple!

Cons:
* Our shares will become more and more unbalanced
* It will take forever and a day to do the conversion

The pro is simple. We are a bit behind the curve, and this might slingshot ourselves right back on top again! From what I've heard, Kingmaker is sparsely populated with loot - especially since we are so many. Kertuffles input would be greatly appreciated on this, I mean, if the AP assumes we are a bit behind the curve it might upset the encounters.

In response to the first con, I suggest we tally (or at least approximate!) our wealth (excluding consumables?) OOC right after the downtime session and make sure we fill the gaps where we see them next time we divide the loot.

This is one thing teams can be useful for. An expert should be able to hit atleast 10 on his roll, and you usually get five of those in each team. That is a Magic production of 5/day. But on the other hand, we might say that the NPCs can't help with this and use time as a balancing factor.

@Long downtime: I've been thinking a bit more about this - and the more I look the less does now feel like a good time. We have plenty of exploration left right around our kingdom, and the undead remains to be dealt with.

So when would a long period of time fit? Assuming we don't encounter anything earth shattering while exploring Wil's path and slaying the undead, I would suggest right after that. With any luck, we can hit level 7 before or during the longer downtime period. That will give us ample opportunity to introduce cohorts and such, and letting them get to know everyone.

In short, we turn our long downtime into a RP session with focus on kingdom building and new people (inhabitants, cohorts, familiars, teams ect ect). Then we would have plenty to write about IC while we argue strategies and plans OOC : )


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 think one issue with WBL is that not only are we behind it, but some characters (like Sanita) use a ton of disposable gold. That is, in combat, she uses a ton of disposable alchemical items. We saw that in the fights.

Now, she can keep that reasonable because she can create them at 1/3rd cost at twice the rate.

Kertuffle needs to know what our WBL is anyway for new players, I think after we regroup and finish enchanting, we should all calculate our WBL and post it so we have an idea of not only how off WBL we are, but how off we are across the party, as I suspect we are actually off equality within the party by as much as 10%.


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])

Hello all, this is the player Dareon suggested (Aardvark DM).

This profile is the premise, and I have some tweaking to do to it, to say the least. He is primarily a dwarven cleric of Brigh, obsessed with constructs and all things mechanical. He may dabble in roguery (the class, not the acts), just for how well it meshes with what I envision as his focus.


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

Hello!

Also - Yey Brigh! :P


While looking over the loot sheet, I noticed that Remish's (The Dragon Sorcerer Pirate) Staff is not present. I thought I had let you identify it but maybe not. In either case it is

Talking Stick
+1 Quarterstaff (both heads)
Gives the feat Nimble Moves to its wielder
Counts as a Magic Staff (currently 7 charges)
Message (1ch - cannot be used to recharge staff)
Magic Mouth (1ch)
Whispering Winds (2ch)
Tongues (3ch)
Value 20800gp


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

It was listed as (+1) Staff (talking), two steps above the butterfly swords : )


Ah yes, I see it now. It it where a snake it would bite me. Now you have an appraised value for 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

If it were a snake we wouldn't have claimed it as loot. Well, Rowan perhaps :P


Male Human (Issian) Fighter 1/Transmuter 5
Wilhelm Orlovsky wrote:

Magic and downtime: One thing I'm not in love with as far as downtime goes is the possibility of effectively doubling our money using the Magic creation rules. As we divided loot last time, it will shortchange people who took items (since we based their shares on sell value and not value for crafting goods). For example, Lanya took the bangles (worth 11000 gp with sell value 5500gp) and effectively no gold. If we compare that to my share (fully gold totalling 3900 gp), I could have devoted all of that to being turned into Magic (3900/50 = 78 Magic = 7800 gp worth of Magic). Turning that into items, I could end up with 15600 gp worth of gear. It would have taken me (on my own taking 10 on Diplomacy) a total of 39 days to do the conversion.

Well... yes and no. It's true that gp have more value, but it is also true that they require downtime to be profited of, and also, our Crafters offer services to the whole party, not just themselves. As long as we don't abuse the system (and since we are roughly at half the wealth-by-level system, that's not going to be problem for a while) I think we are fine.

***

I'm kind of getting lost in the downtime rules, I'm starting to forget about the kingdom building. I saw Wilhelm and Fharn talking about it, but... do we want to wait until level 7 to actually start claiming hexes and all that? Or are we waiting to explore some more regardless of the level?

I think we should establish a goal (whether party level, number of hexes explored and cleared, wealth, etc...) after which we take a long dowtime to properly start up the kingdom.
I think we can start it right now, but seems most of you don't agree. What is your proposal?


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

While I'm not sure if there's actually any mechanical representation of this in Kingmaker, one thing that may be worth consideration is making sure to fill up areas that have been cleared. After all, nature hates a void, and if the party doesn't claim a hex after they clear it of whatever nastiness is there, who's to say that something else won't move in? Clearing out a horde of undead may clear the undead, but there could be something else that just comes in and squats on its former territory since it's no longer being kept away by the undead presence.

Again, this is presuming that the mechanics in Kingmaker actually assume any of that, and for all intents and purposes, this kind of thinking may be totally useless. In character, I'd probably push for this line of thinking, if just to get the party out of Oleg's trading post and into a more... secure location by his mark. That said, no one will probably take the word of an uncharismatic new guy that seriously, and there does seem to be some dangers that may well attack the party, even if the party leaves them alone out there. These probably deserve taking care of too.


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])

Okay, all is ready in the profile. I'm not sure how you want him to be worked in, I'm still not fully familiar with each of the PC's to know who he might previously associate with.


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

I'm actually in favor of starting the kingdom building now. You can do this by spending 7 days out of the month working on it. Does spending more than 7 days a month allow more edicts per month?

@ Roan. It seems like monsters do occupy hexes that have been explored. We found the worgs in a hex that we had previously cleared a spider out of.


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])

As far as I understand the kingdom building rules, you need to spend at least 7 days a month in the kngdom. Any more than that provides no more benefit mechanically. That's not to say things can't happen in your city while you're away. Also, for some reason I think an edict is a yearly thing, but I may be wrong. Maybe it's just some edicts only happen once/year. Clearing/exploring a hex doesn't occupy it (which costs upkeep to do), so you just may still encounter random (or not so random) encounters.

The kingdom building can become a long slow process, as you also can only build one building/month, and there are some requirements before you can make others. Like you need a housing block before you can have an inn (or something, of the sort). Also, between upkeep and the cost of building, some months you may need to just build income before you can afford to add a new component.


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

Edicts are a constant thing. The kingdom's rulers set them when the kingdom is created and then they provide a constant bonus for as long as they are set like that.

For example, Taxation edicts. There are different levels of the taxation edict, and each provides a scaling bonus to Economy and a scaling penalty to Loyalty.

Normal taxation provides a +2 bonus to Economy and a -2 penalty to Loyalty, which is simply constant.

In terms of doing things, dependent on the size of the kingdom, there is a set amount of the number of things one can build. At a low size, it's something like one house and one other building each month.

I recommend we take a large block of downtime now to start building our kingdom, exploring as we must as it expands. It may be a bit before we ever add new hexes to our kingdom, as new hexes mean a higher kingdom DC, and a higher kingdom DC before we have the kingdom bonuses to support it is a terribly, terribly bad idea.


(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

Welcome to the game Holbrecht and Roan. I'm looking forward to playing with both of you. It sounds like there's some serious potential with Fhârn, Holbrecht and Sanita to set ourselves up as a center of non-magical learning. It might be an interesting tie-in if you are working with/for the Rickerts. It would be a neat tie-in with them. Also, I want our own paddle boat. :)

I'm fine taking a long downtime for kingdom building, I just had the impression people wanted to deal with a few known issues first. That's why I had suggested we spend ~ 3 weeks in downtime (time to craft gear, give the crafter's time to craft and do our first month of kingdom building.) I think Bej's idea has merit, because otherwise we can spend forever debating things. I'm still in favor of my plan as outlined (recounted here to make things easier).

  • Wait for Fhârn and Sanita to get back from their trip (should take about a week).
  • Start the first month of kingdom building (1 week).
  • Crafters can craft. (I estimate this should take about 7-8 days, which is a week in Golarion as I understand it)
  • Give the remainder of the week for downtime for the crafters (6 days or so assuming I'm right about the length of a week.)
  • Go explore along the paths I outlined in the map.

The big things we gain from doing this, as I see it, are:

  • We deal with all known issues and give ourselves plenty of expansion room for a long downtime period before we need to explore again.
  • I suspect we'll hit level 7 from the exploration, which would let us introduce the inevitable flood of cohorts and familiars during downtime.
  • We get our gear before we go exploring, which will be nice.
  • We'll get some more loot, so we can hopefully do a bunch of crafting during our long downtime.

I'm pretty sure that Bej/someone else brought up one or two of these points elsewhere, so thank you for your reasoning. I also have some ideas for how we should expand during the first year or so, but that will have to wait.


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])

I have Craft Wondrous Items and Craft Arms & Armor, but sadly primarily because those are required for Craft Construct. That said, I would prefer not to stay home and craft while other things were happening, so doing so during the time of kingdom building is ideal.


(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

Yea, that would be unfair to crafters and I don't want to do that. It should be noted that my bullet points are a sequential order of things that are happening. (E.g. first we wait for Fhârn and Sanita to get back (week 1), then we do our kingdom building for a week (week 2), etc.). I think my bullet points are a little misleading.


Tomorrow I would like to do the first month of kingdom building. I'm pretty sure you did release the news about the mine. I remember it being mentioned but am unable to find it. I'd suggest 1 week of kingdom running, 2 weeks of downtime and then splitting up and exploring again. And yes, even explored hexes are not immune to wandering monsters. Once you have claimed them, you can attempt Stability checks to get rid of the wandering monsters (basicly if I roll a wandering monster in a claimed hex and stability check will negate it) although the random kingdom event can release rampaging hordes of monsters on your kingdom. If we want to follow the guidelines suggested in the adventure path then explore down to the Tuskwater Lake then take an extended break for kingdom building.


(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

Is this the link you're looking for?

For everyone's benefit (mostly mine), I've got a bunch of links in my profile to useful/interesting posts. If we start up kingdom building tomorrow, here's a list of rolls we need and who should roll them. We need to fill our empty seats as a first step. I propose we keep the same seats for now, but Sanita will take over as spymaster and Roan can take over as Councilor. We'll have a week or so for Wilhelm to get somewhat comfortable with Roan before we start kingdom building. The alternative, if it makes more sense from an RP perspective (I'm not convinced it does), is to have Jhod take the role of councilor (temporarily).

I've got an outline of how I think it should go according to the post I linked. Kertuffle can correct me if I'm wrong.

Month 1 turn:
Upkeep phase

  • Step 1) Determine stability. Stability check by Bej (Warden).
  • Step 2) Pay consumption of 0 (no hexes or anything).
  • Step 3) Fill vacant magic item slots (none).
  • Step 4) Modify unrest. (If there is unrest, Vors can attempt to reduce it now.)

Edict Phase

  • Step 1) Assign leadership (already done).
  • Step 2) Claim and Abandon Hexes (We automatically claim B6 - Oleg's for free.)
  • Step 3) Build terrain improvements (I think we want a road and a farm in our first hex in addition to our capital. Agree? That takes us to 53 bp)
  • Step 4) Create and Improve Settlements (Found our first city for free, then build a house (2 BP) and tavern (free). Turn Oleg's into a free stable? Down to 51 BP.)
  • Step 5) Create army units. (Nothing here.)
  • Step 6)Issue Edicts (I'd vote for 1 Holiday per Year, No Taxation and Token Promotion)

Income Phase

  • Step 1) Make Withdrawals. (N/a)
  • Step 2) Make Deposits. (N/A)
  • Step 3) Sell expensive items for BP. (N/A)
  • Step 4) Collect Taxes. (Roll by Fhârn as treasurer)

Event Phase

  • Step 1) Automatic Economic Boom. (Roll by heir, which we lack, so I guess Fhârn?)

Riffing off of Bej's suggestions, I like the names Zatoksta and Zatokstad for our first city. The free building as we annex Oleg's seems to be between a Stable and a Shop to me. The shop can be upgraded towards a market later, but the stable is more expensive and gives more benefits now. I like Stable personally.

Also, I saved the formatting for this Kingdom Turn post because it was a pain to put together and I don't want to do it again.


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

Note that Sanita adds 3 to either Economy, Loyalty, or Stability each turn during the Edict phase. This is after Bej's and Vor's checks. So, I suggest Sanita put it into Economy unless our Stability or Loyalty stats go down.


Male Human (Issian) Fighter 1/Transmuter 5

GM Kertuffle, the Kingdom Spreadsheet still shows Masamura and Felix in the picture, it does not have the Kingdom Alignment, Bej's boost to Loyalty is now +3 instead of +2 (for the ranks in Knowledge [eng]), there might be other stuff to update.

You might want to make that document editable, if you don't wish to edit it yourself.

Wilhelm Orlovsky wrote:

Month 1 turn:
Upkeep phase

  • Step 1) Determine stability. Stability check by Bej (Warden).
  • Step 2) Pay consumption of 0 (no hexes or anything).
  • Step 3) Fill vacant magic item slots (none).
  • Step 4) Modify unrest. (If there is unrest, Vors can attempt to reduce it now.)

That's a lot of pressure on my dice-rolling skills. Geez.

Wilhelm Orlovsky wrote:


Edict Phase
  • Step 1) Assign leadership (already done).
  • Step 2) Claim and Abandon Hexes (We automatically claim B6 - Oleg's for free.)
  • Step 3) Build terrain improvements (I think we want a road and a farm in our first hex in addition to our capital. Agree? That takes us to 53 bp)
  • Step 4) Create and Improve Settlements (Found our first city for free, then build a house (2 BP) and tavern (free). Turn Oleg's into a free stable? Down to 51 BP.)
  • Step 5) Create army units. (Nothing here.)
  • Step 6)Issue Edicts (I'd vote for 1 Holiday per Year, No Taxation and Token Promotion)

Step 1) I'd say to go with Jhod or Svetlana as Councilor for now. As soon as our new players get themselves part of the group, they can step up. Otherwise we're really throwing role-play out of the window.

I'm ok with everything else.

I didn't realize you can only claim 1 hex at the time until you reach size 10. That's awful.


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 played around with the Mage's Guild and added the spells and books be have acquired so far.

Speaking of, the Transmuters Tome is longer then fifty pages (or else all the spells wouldn't fit!), but I can't find how long!

Also, it contains Hush - a spell that don't officially exist! However, I'm fairly certain it got rules in a blog somewhere which I'll try to track down.

@Holbrecht (& Roan) If you check my status bar (or among the other campaign links) you'll find a link called The Mage's Guild. It is a database over our Arcane spells (not so useful) and Crafters, which I thought you might want to check out/sign up on : )

@Bej I know your (dice luck) feeling ... ^^

Edit: According to my findings, Hush should probably be Forced Quiet. With Kertuffles approval I'll add that to our list : )


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

Sounds good, thanks Fharn! Though for some reason I seem incapable of interacting with the only thing I see in there, the picture. Do I just add my spells into the columns?


(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 are multiple different spreadsheet pages that you can move between by selecting different tabs at the bottom of the webpage.

Bej wrote:
Step 1) I'd say to go with Jhod or Svetlana as Councilor for now. As soon as our new players get themselves part of the group, they can step up. Otherwise we're really throwing role-play out of the window.

I'm fine with this as well. I just didn't think we'd interacted with Jhod much either. As we have a week to acclimate to the new characters, and he is of Wilhelm's blood, I figured it wouldn't be entirely inappropriate.


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
Roan of Irori wrote:
Sounds good, thanks Fharn! Though for some reason I seem incapable of interacting with the only thing I see in there, the picture. Do I just add my spells into the columns?

The first page is just a pretty picture to set the mood :P The crunchy stuff is sorted under the other tabs.

I'm afraid it is mostly geared towards Prepared Arcane Casters, the tabs called 'First/Second/ect Circle' contains all the (arcane) spells we know (that is in books!) in our party, to facilitate easy exchange between our spellbooks.

What might be interesting for you (as a divine caster without a spellbook!) is the Crafter's Corner should you want to commission an item.

There is also a Research tab, currently not in use, but the plan was to save information on any spells we research there. Should the urge get to you :)


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

Note also that I've been updating the Wishlist page, marking off spells we got. So the ideal is that all the rows are green in column 1. And that we have both Alchemical and Spell versions. I added two columns to that page, one for Spell and one for Formula, to indicate which ones we have of what.

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A little bit about me. I actually ran the Kingmaker adventure path for a local gaming shop when it first came out so I am not only very familiar with running it but adapting it to large numbers of players. I am not that familiar with Play by Post however. I'd like to try my hand at running a PBP Kingmaker but with a twist. The players are going to have to be political animals. (no, not Animal Farm). I am going to introduce an allegiance score. The player with the highest allegiance score at the start of the game will be selected by the Swordlords of Restov to lead this expedition. They will be the ones who choose the eleven other characters to accompany them into the Greenbelt, hopefully taking into account the future roles they will have. Once there I expect the leader to split the team into 3 groups to explore the lands. To continue to regain some control over the players I do reserve the right to intervene. In particular lack of decision or sudden unexplained cessation of posting by the leader may lead to the next in line taking his or her place.
Basic Character Creation Rules
• Races:
All Paizo Core races will be allowed. Alternate Racial Traits will also be allowed.
Classes: All classes and Archetypes from Paizo will be allowed.
Abilities: Characters have 15 points to buy abilities.
Feats: Any feat published by Paizo will be acceptable.
Traits: Character's will start with two traits, one of which must be from the Kingmaker Player's Guide.
Hit Points: Characters will start out with Maximum hit points for their class at 1st level. After 1st you get half the hit die +1.
Starting Gold: Characters will start with average starting gold for their base class.
Allegiance: Allegiance will be gained from three sources.

Personal Competence: This is (Charisma Bonus)+(Highest Stat Bonus)+(Lowest Stat Bonus)+(Highest rank in Bluff, Diplomacy,Intimidate or BAB)

Patron Support: This applies only so long as the Kingdom is size 20 or less and is not at war with Brevroy. Brigand Trait (-3), Lawful Alignment and/or a woman(-1), Issian or Pioneer Trait (0), Bastard, Rostlander or Sword Scion Trait (+1), Human and/or Chaotic aligniment and/or Neutral on Good/Evil axis (+1), Noble Born Trait (+3)

Personal Support: This is determined by the other players. At the beginning of the game and whenever a level is gained each player chooses whom they with to support and at what kind of support. You are free to lie about who your character actually supports in game.
Open Support (DC 15) Your character openly supports another.
Secret Support (DC 10, DC 15 + Bluff) Your character secretly supports a character while appearing to support another.

At the beginning of the game and each time a character gains a level I will roll Sense Motive or Diplomacy check to determine if he knows who his supporters are, DC is based on the kind of support. Each PC that supports your character adds 1 to his Personal Support. Some NPC's may add to this support, if they will then I will let you know.

These three sources of allegiance are added together to form the final total allegiance score that will determine who is the leader. If the allegiance score of another character ever exceeds 150% of the current leader then the leadership changes hands (Married Characters add their allegiance together for this purpose) and the Kingdom gains 1d6 Unrest unless a loyalty check is made. Characters can marry if the allegiance of one is at least half that of the other, otherwise they are just considered consorts.

Note these rules are completely untried and I may need to modify them in situ

Deadlines
I'd like characters to be submitted by 10 pm CST Thursday. I will post a list containing Character names and Personal Competence and Patron Support. Then I expect everyone to PM me who they support for leader by 10 pm CST Friday. By midnight I'll declare who the leader is and PM the leader who he thinks is supporting him. By noon Saturday, or hopefully sooner I will expect a PM from the leader about who is in the total group, the composition of the three groups and the individual leaders of the subgroups. As soon as I get this PM, I'll send out the info and we will start the game on Sunday.

I'm looking forward to this and here's hoping it goes well :)


I would like to submit Vors Garess, a human barbarian. Let me know if you have any comments.

Vors Garess

Crunch:

Male Human Barbarian (Invulnerable Rager) 1
NG Medium Human
Init +1; Senses Perception +5
--------------------
DEFENSE
--------------------
AC 14, touch 11, flat-footed 13 (+3 Armour, +1 Dex)
hp 15 (1d12+1 Con+1 favoured class)
Fort +4, Ref +1, Will +1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Greatsword +5(2d6+4/19-20/x2)
.. Greatsword, Power Attack +4(2d6+7/19-20/x2)
.. Dagger +4(1d4+3/19-20/x2)
Ranged Javelin +2(1d6+3/x2/30 ft.)
--------------------
STATISTICS
--------------------
Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +4, CMD 16
Feats Power Attack, Weapon Focus (Greatsword)
Traits Highlander, Noble born (Garess)
Skills Climb +7, Knowledge (Nobility) +1, Perception +5, Stealth +6, Survival +5
Languages Common
Combat Gear Dagger, Greatsword, Javelin x2, Studded Leather armour
Other Gear Backpack, Bedroll, Flint and Steel, Trail rations x7, Signet Ring, Torches x3, Waterskin, Winter Blanket, Cold Weather outfit, Travellers outfit, 11.8 gp
--------------------
SPECIAL ABILITIES
--------------------
Fast movement
Rage - 6/day, +4 to Strength and Constitution, +2 to Will saves, -2 AC (+2 to hit, +2 damage and +2 hp)

Background:

Multiple candles and a roaring fire illuminated the room as the middle-aged woman put down her goose quill, looking at the elegantly written page before her. “What are you working on this late mother?“ a young dark haired man leaning against the doorframe asked. “I am securing the story of your father for future generations.” A tired smile played on her lips as she answered her son. “But why now, father died years ago?” came the reply. “House Garess is spreading filthy lies now that your grandmother Lady Ionnia died.” She spat, not trying to hide her contempt.

Stiff from the hours spent in front of the writing desk, she moved to a more comfortable chair by the fireplace. “Let me tell you what little, he shared with me,” she began and pointed to another chair. “Your father was born on the slopes of the Golushkin Mountains into the House Garess, that much you know.” She paused and then continued: “He was the result of an affair between your grandmother and a Numerian tribesman.”“Father was a bastard?” the young man burst out. “Yes,” came the short flat reply. ”Yet the blood of House Garess flowed strong in his veins and yours for that matter. The story goes that your great-grandfather acknowledged this, before he scolded his daughter,” she continued.

She reached for a goblet and poured herself a glass of wine before returning to her story. “Your father never talked much about his youth. I think, it saddened him, that he chose to leave, but he did, what he thought would protect your grandmother. That is why he came to these lands.”

Letting her words sink in, she took a sip of her wine. ”In fact your father only told me one story about his childhood. He must have been 7-8 years old. A dwarf set out to hunt in the mountains and your father begged him to go along. The old geezer let him tag along, but made him work for it. Your father used to gets this smile when he told the story, I think it is one of his happiest childhood memories.”

Appearance:

Age: 18 (Adult)
Size: Medium, 6’1”, 221 lbs.
Type: Humanoid (Human)

The young Vors’ mixed heritage couldn’t be kept a secret in his late teens. The boy was taller than most of the other Talden men and marked brawnier. The classic bronze skin tone and brown hair helped maintain the illusion in his childhood but his steel grey eyes had that Kellish hue.

Personal Competence: 4

Patron Support: 4


CHARACTER LIST AND ROLE

Melee Fighter
Vors Garess Invulnerable Rager 1
STR +3, PerC 4, PatSup 4, Total 8

Rikash? Holy Tactician Paladin 1
STR +3, PerC 6, PatSup 3, Total 9


Big OM - Vors looks like a solid character. And you know Noble Barbarians are all the rage these days:) I am pleased you thought to give yourself a rank in Knowledge Nobility without any prompting on my part! Kudos!


I'll get a character crunch up and running shortly. I'll be a Falconer Ranger.


I've got a concept for a Holy Tactician Paladin and leader type. I'm thinking that he's a bastard son of a noble family's patriarch who thirsts to make his mark on the world. He's a worshipper of Iomedae who appreciates her valorous/honorous aspects in particular. He's vain and full of himself (he is a noble) but with a real desire to be the shining hero out of stories and to do good in the world. He chafes under his father's thumb (serves as a member of the familial guard?) and notorious avoidance of conflict. If you allow drawbacks, I think the Vain drawback would be appropriate for him. Note: I won't play him as Lawful Stupid.

Preliminary Crunch:

Human Holy Tactician Paladin 1
STR 16 Dex 12 Con 13 Int 10 Wis 10 Cha 14

Traits
Noble Born - Orlovsky
Seeker (he's looking for power and glory)

Skill Ranks
Knowledge(Nobility) - 1
Knowledge(Religion) (or maybe Ride?) - 1
Diplomacy - 1
Sense Motive - 1

Feats
Weapon Focus (Falchion)
Toughness

One last thing, I'm currently running Kingmaker for some friends on the tabletop. I wouldn't metagame, but it can still be a concern. Would it be a problem for you?

Sovereign Court

I know I'll be rolling up a guy soon - flavored summoner to be an inspiring arcane engineer who isn't afraid to get down and dirty with his eidolon [read: machine!]. I think he'll definitely be someone who's out to make his mark on the world!


Dotting for interest. I will see what I can come up with


Zotsune - The Falconer Archetype for Ranger is just fine.

Rikash - Even unskilled you can make K/Religion checks of DC 10 or less,it just means you don't have any advanced knowledge. That said it would be very appropriate for you to have it. On the other side, if you are wanting to be a leader, you should probably start out with a horse for the additional status it will give you versus those who will have to trudge in the mud. Between the two I'd say ride if you are going to start with a horse. Note, Orlovsky Nobility get to choose a skill they get +1 with. And finally, Kingmaker has been around for a long time, I doubt there are many who are not familiar with some aspect of it and it is a credit to its quality that people are still running it. Don't metagame and we'll be fine. Oh, and I'd rather not use drawbacks. Once one person uses them, everyone will want to even if they don't really want it.

Big OM - I threw Vors into HeroLab and it came out perfectly except...We seem to have a problem with the final money. I came out with 4gp 8sp, 7cp but was doing it pretty fast. Just double check your money and if you get the same number as before I'll just use yours.


Dantalion the Elven Ranger reporting for duty! (Will get combat stats up and running shortly just figured that I'd post what I have right now.)

EDIT: Finished with everything! If anyone has any other questions PM me!

Back Story:

Dantalion was born and raised in the northern lands of Brevoy and always felt a part of the proud nation.

His days, well years, were filled with learning the art of the bow and making best use of it in every situation possible. If forced to engage the enemy in melee combat he would retreat and shoot more arrows with his bow. Along the way he found a bird, an eagle in fact, far away from its home. He took in the eagle and named him Caelus.

After a few months of feeding and watching over Caelus, Dantalion taught his new friend how to hunt for food and such. The two had become inseparable and Dantalion vowed that he would never put Caelus in harm’s way until Caelus could take care of himself once more.
Dantalion’s studies with the bow and with nature itself brought him even closer to understanding the true Brevoy spirit and a want to always protect this land from invaders.

Noting the regional strife as the years past he knew something big was going to happen soon. As such when he heard call for people to tame the Stolen Lands and reclaim them in the name of Brevoy he simply asked “Where do I sign up?”

Appearance:

Dantalion is a tall Elven male wearing a green garb, and brown leggings, which allow him to almost blend in with any forest, or other dark green setting. Under his garb is simple leather armor, everyone needs to protect themselves and leather armor is the least restricting armor that provides some protection. He has long brown hair that is put in a ponytail and goes down to the middle of his back. On his left shoulder is his feathered partner Caelus, a noble eagle who looks like he can take on the world by his master’s side.

Racial Traits:

Elf Racial Traits

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Languages: Elves begin play speaking Common and Elven.

Traits, Feats, Class Features:

-----Traits-----
Issian: You were raised northern Brevoy, a land of
misty shores and harsh hill lands, of snowy vistas and
violet-hued mountains. You are descended from an able
and intelligent people, and you have grand ambitions, a
mind alert for opportunity, and the tenacity to fight for
your goals no matter the challenge. You care for little
more than achieving your aspirations and opportunities
to win wealthy and grandeur, for which few costs
prove too great. You see yourself as a citizen of Brevoy
through and through. The call for champions willing
to help take back your country’s rightful holdings in the
Stolen Lands has inflamed your dreams of profit and
possibilities, so you have joined an expedition to quest
south. Your agile mind grants you a +1 trait bonus on all
Will saves made to resist mind-affecting effects.

Warrior of Old: As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on Initiative checks.

Ability Scores:

Str: 12
Dex: 17
Con: 8
Int: 10
Wis: 13
Cha: 14

Equipment:

Longbow | 3 lbs.
Arrows, Common (40) | 6 lbs.
Leather Armor | 15 lbs.
Masterwork Backpack | 4 lbs.
Bedroll | 5 lbs.
Trail Rations(5 days) | 5 lbs.
Waterskin | 4 lbs.
Explorer's Outfit | 8 lbs.
Pouch, Belt | .5 lbs.
Soap | .5 lbs.
Total Gold Spent: 141 G, 6 S, 1 C Total Weight: 50 lbs (light)

Total Gold Left: 33 G, 3 S, 9 C

Caelus's Stats:

Size Small;

Speed 10 ft., fly 80 ft. (average);

AC +1 natural armor;

Attack bite (1d4), 2 talons (1d4);

Ability Scores Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6;

Special Qualities low-light vision.

Combat:

-----Offense-----
Movement: 30ft.
Ranged To Hit: +4 (+6 if Human)
Ranged Damage: 1d8 (1d8+2 if Human)
Melee To Hit: +2 (+4 if Human)
Punch Damage: 1d3+1 Nonlethal (1d3+3 Nonlethal if Human)

-----Defense------
HP: 10
AC: 15 FF:12 Touch: 13
Saves: Fort: +1 Ref: +5 Will: +1

-----Caelus Offense-----
Movement: 80ft (flying average)
Melee To Hit: +2
Melee Damage: Bite (1d4), 2 Talons (1d4)

-----Caelus Defense-----
HP: 8
AC: 14 FF: 12 Touch: 13
Saves: Fort: +4 Ref: +5 Will: +2

Skills:

Handle Animal +6, Knowledge (Geography) +4, Knowledge (Nature) +4, Perception +5, Stealth +7, Survival +5

Caelus's Skills:

Fly +6, Perception +6, Stealth +6 (no ranks just +4 from being Small and +2 from Dex)

Personal Competence: 5

Patron Support: 1


Dotting


CHARACTER LIST AND ROLE

Melee Fighter
Vors Garess Invulnerable Rager 1
STR +3, PerC 4, PatSup 4, Total 8

Rikash? Holy Tactician Paladin 1
STR +3, PerC 6, PatSup 3, Total 9

Dante Skyborn Fighter 1
STR +4, PerC 1, PatSup 4, Total 5

Ranged Specialist
Dantalion Elven Falconer 1
DEX +3, PerC 5, PatSup 1, Total 6

Arcane Caster
Marick June Elven Alchemist 1
INT +3, PerC 5, PatSup -3, Total 2


Alright getting going here. Have a crunch and finishing some details but Human Fighter NG Dante Skyborn applying

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I am stepping in with an alchemist.

Marick June

Elf Alchemist

Crunch:
Abilities
Str: 12, Dex: 14, Con: 10, Int: 17, Wis: 10, Cha: 12

Skills
Craft (alchemy): +7
Disable Device: +5
Knowledge (Arcana): +4
Knowledge (Nature): +4
Perception: +6
Spellcraft: +4
Use Magic Device: +5

Feat: Extra Bomb, Brew Potion, Throw Anything
Trait: Dangerously Curious, Brigand (Daggermark)

Weapons:
Spear
Light Crossbow
Dagger

Bombs: 6/day 1d6+3, splash: 4

Armor: Studded Leather

Gear: Alchemists Kit (Ultimate Equipment pg. 58)

Money: 1 gp

Formulas: Cure Light Wounds
Bombers Eye
Enlarge Person
Expeditious Retreat
Jump

Background:

Marick grew up in the Daggermark after being abandoned when he was an infant. Growing up around assassins and poisoners Marick picked up the skills needed to brew minor alchemy products to provide for himself and after a couple decades he attracted the attention of the Poisoners Guild. Marick was forcibly recruited into the guild and Marick quickly knew he would never graduate alive. Although he was very good at making alchemist potions and poisons he just didn't have the indifference to continue to create things used to kill innocent people.

One night an opportunity arose and he took one of his mutagens he learned to brew and physically overpowered one of the guards and fled the city.

Marick fled north to Brevoy always looking over his shoulder. He learned of the expedition into the Stolen Lands and he took the opportunity to disappear in the wilderness.


PerC=6 (str+4)+(+1 for lowest stat bonus)+(+1BAB)=6 (Unless negatives count against you)

Patron support=4 (+1 From human +3 From Noble Born)


Personal Competence = (Cha +1)+(Int +3)+(Con +0)+(Intimidate +1) = 5
Patron Support = -3 (Brigand Trait)


Dotting for interest...


Dante Skyborn wrote:

PerC=6 (str+4)+(+1 for lowest stat bonus)+(+1BAB)=6 (Unless negatives count against you)

Patron support=4 (+1 From human +3 From Noble Born)

If they don't then my PerC now equals: 6...


Dot.


Dantalion - I like your character but I have some questions. I'm assuming your favored enemy is humans and alignment is Chaotic Good. You have no melee weapon, that is very brave of you. Masterwork Backpacks cost 50gp and you are lightly encumbered even without it, are you sure it's necessary? You might take the extra money and upgrade your bow to a composite longbow. Also you seem to missing the feat you gain at 1st level. I like Caenus. For determining hit points of companions we will use the same rule for leveling up, ie Caenus has 2 hit dice so he rolled 5 twice, with 2 HP coming from CON if he was a normal companion he'd have 12 HP. But the Falconer's companion starts with half hit points, it's the price they pay for starting with a companion early. Don't worry as Dantalion levels this disadvantage goes away. So Caenus has 6 HP. On the plus side he alos seems to be missing the feat that comes with his first hit dice. Also because he is small his Fly skill is +8 instead of +6. Finally Dantalion needs to teach Caenus 7 points worth of Tricks. Look under the Handle Animal skill and The Falconer archetype for suggestions.

Dante - Negatives do indeed count against you. Given this info if you'd like to switch some things around go ahead.


My alignment is Neutral Good not Chaotic, I know that Masterwork Backpacks cost 50 G and I miscalculated on the weight. Give me some time and I will rectify the difference in weight with the coins I can spend. I may as well spend the 25 G to upgrade the Longbow to Composite level. At first level I gain 1 feat right? (Unless Human, Fighter or Monk but I am an Elf and a Ranger.) At level one people have max HP right so why not Animal Companions for their first HD I will accept your HP value for Caelus I just used this reasoning for his HP. Also Caelus gets a feat at first level that I forgot to post I choose toughness to help this HP issue, so does that mean that Caelus's HP is now 6+6+3=15 15/2=7.5 so would his HP now be 7 or 8? As for his Fly skill thank you and thanks for the heads up on the tricks!

EDITED INFO:

New Equipment:

Composite Longbow | 3 lbs.
Arrows, Common (40) | 6 lbs.
Leather Armor | 15 lbs.
Backpack | 2 lbs.
Bedroll | 5 lbs.
Trail Rations(4 days) | 4 lbs.
Waterskin | 4 lbs.
Explorer's Outfit | 8 lbs.
Pouch, Belt | .5 lbs.
Soap | .5 lbs.
Alchemist's Fire(2) | 2 lbs.
Total Gold Spent: 158 G, 2 S, 1 C Total Weight: 50 lbs (light)

Total Gold Left: 16 G, 8 S, 9 C

Caelus's Skills:

Fly +8, Perception +6, Stealth +6 (no ranks just +4 from being Small and +2 from Dex)

Caelus's Feats:

Toughness

Caelus's Tricks:

Bombard
Deliver
Entertain
Exclusive
Roam*
Guard
Attack


Marick June - Good character. He gets to choose three languages to speak in addition to Common and Elven. Not sure what his alignment is. Use Magic Item is already a class skill for Alchemist so the Dangerously Curious Trait doesn't help much beyond flavor. Because they are class skills both of your knowledge skills and Spellcraft are +7 not +4 and due to Dangerously Curious your UMD goes from +5 to +6. You also didn't use your favored class bonus so you are due either an extra hit point or skill point. Brigand gives you 100 gp extra starting gold so you start with 205 gp. By my calculations you have plenty left to spend. Yea!

Dantalion - Changed your alignment to Neutral Good. Everyone gets a feat at lst level. As for Companion hit points, I've run many pathfinder campaigns for many years. Animal Companions are an incredibly cool class feature but it is one that has the capability to overshadow the other starting characters. I'm just guessing at the designer's motive but I'd say they start at 2HD because that way they have a BAB of +1. If you give them max hit points then they are going to better than the 1st level melee fighter the druid is adventuring with. Even at average hit points the companion is probably comparable. If you look carefully at the rules you'll find that the suggestion is for Core classes to have max hit points at first level and that is the suggestion I follow. Companions and NPC classes do not get this advantage but neither do monsters. I'm sorry you don't like this rule, but its one I use in all my games. Choosing Toughness as his starting feat will raise his hit points to 15 if he was a normal so you are correct we'll round up to 8.


Learning something new everyday! (First time with an animal companion.)


Submission complete.

Personal Competence: 6 = 3 (Charisma) + 3 (Highest Stat [Charisma]) + -1 (Lowest Stat) + 1 (Rank in Diplomacy)

Patron Support: 4 = Lawful Alignment (-1), Human and Neutral on Good/Evil axis (+1), Noble Born Trait (+3)

Backstory:

As a child, Casimir was always known for his ingenuity - or rather his wit with how mediocre his designs were. Always aspiring to be some kind of architect, even his early toys resembled the pieces of a foundation - though perhaps not the kind he'd envisioned. His fate was written differently from the day his mother wed into the history of House Orlovsky.

Through his education, graciously paid for by his house, he had been given a gift for arcane insight. Always aiming to create conjure abstract machinations for all of his demonstrations, he showed a specialization in manifesting conjuration, much in the manner an untaught mage might. His talent truly kicked in upon his sixteenth birthday, however, causing a horrific accident.

One evening, a couple of pickpockets had ambushed him. Finding himself outmatched and unarmed, he looked to his spells, and in the middle of a conjuration spell, an incant was replaced by a swift elbow to his back. The spell went awry, and he summoned a being from what must have been Mechanus, something his far-off visions and dreams had only known.

The being had large, metallic razors for fingers, all set in a triangular pattern for grasping and slicing. Its hide was covered in plates of iron, and steam leaked from where rivets seemed to be. Where a face might have been, was instead a knight's helm, where small amber dots broke the darkness. It roared in a metallic manner, and nearly killed one of the young men as it slammed an arm into him.

Naturally, the pickpockets ran. As it turned towards the fearing Casimir, he realized upon its surface, he could see there was a sigil upon his own forehead that matched one on its shell. It looked to him as if to await orders... and he could only smile.

He ended up missing the graduation of his school training - he believed he'd learned enough. His luck changed again, though, as he no longer had the earned respect of a "real" education. Days later, he had heard a call was being placed out to mark the wilderness for the setting of civilization. Abadar be praised, he'd be sure to participate in such a grand task, and set off from the lands of Orlovsky to seek new glories, and perhaps stake a claim himself!


CHARACTER LIST AND ROLE

Melee Fighter
Vors Garess Invulnerable Rager 1
STR +3, PerC 4, PatSup 4, Total 8

Rikash? Holy Tactician Paladin 1
STR +3, PerC 6, PatSup 3, Total 9

Dante Skyborn Fighter 1
STR +4, PerC 1, PatSup 4, Total 5

Ranged Specialist
Dantalion Elven Falconer 1
DEX +3, PerC 5, PatSup 0, Total 5

Arcane Caster
Marick June Elven Alchemist 1
INT +3, PerC 5, PatSup -3, Total 2

Casimir Orlovsky Summoner 1
STR +3, PerC 6, PatSup 4, Total 10


Background

Spoiler:
Appearance: Dante is a large man standing 6’6 and weighing 255 pounds. He is muscular and toned, the build of a professional warrior. His eyes are steely gray and harshly piercing, though not unkind. Some would call him a handsome man, with a square jawline and distinguished features, though his nose is ugly in his opinion and slightly crooked if you look at it the right way. He is clean shaven with a shaved head, his eyebrows give away the black of his hair though.

Background Dante is one of the recognized bastards of King Surtova, being the King’s son with one of his favorite courtesans. At birth Dante was taken from his mother and given to the clan midwives to raised, allowing his father to grant him the titles, and lands of nobility. Enrolled in Skywatch academy at the age of ten, Dante graduated at eighteen with honors at the top of his class for swordsmanship and tactical combat. In school Dante found his calling, he is a master of battle.

Dante went on to distinguish himself further by helping to establish a new city guard that was much more effective at keeping crime down, and eventually was offered a job teaching at Skywatch.

Personality Dante is 34 years old and has yet to really achieve greatness, this worries him as his love is battle and his ambition is to lead men and win honor and glory on the battlefield. He is stern and hard headed but fair. He tends to be direct and to the point, a military traditionalist not one for fancy ploys and daring tactics. He is a passionate man and has been known to have a temper. He is loyal to those who serve him and those he serves. A man of honor who will do what is necessary to win the day. While wise and strong Dante realizes that he is no genius and seeks to surround himself with intelligent and crafty advisors, albeit he requires them to be brave despite their scrawniness.


Crunch EDIT

Spoiler:

Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 12

Skills: Perception +4, Survival +4, Knowledge(nobility) +4

Feats: TWF, Improved shield bash, Power Attack

Attack: Scimitar +4 1d6+3/ PA +3 1d6+ 5

Defense: AC=17, Touch=11, FF=14

Gear: Backpack, Bedroll, Winter Blanket, 3 Candles, Map Case, Flint and Steel, 2 Inkpens, 30 sheets of paper, 50 ft Hemp rope, signet ring, inkvial, waterskin, whetstone.

Total spent 113.25gp Remaining 61.75 GP

Sorry its not pretty my first two attempts crapped out as I tried to post them so I've been trying to get this info up for over the last hour. It looks less shiny every time. ERR


Basic Crunch is up. I had a background that the intetnet ate, I will attempt to retype it soon

background short version:
Venkar had a large family of which he was the eldest sibling. He grew up very protective of them. When he was 16 he began to develop as a sorcerer. He trained his talents in secret. Just before his 17th birthday his home was raided by gnolls from distant Alkenstar. All of his siblings were killed in the attack. Since that day he has hated gnolls and held a fixation on guns. He kept a lock of each siblings hair and hopes to resurrect them all someday.


Casimir - Looks pretty good and I know how frustating losing your posts can be. I am quivering in fear as to what you plan to do with a mechanical outsider and 10 fishhooks. I'm going to assume since you are taking SF(K/Engineering) for the human bonus feat that you are going to use the Alternate Racial Ability of Focused Study. I do have a favor to ask. I would prefer people with Skill Focus to at least start out with the skill they are focusing in. Also Talon has 4 skills you can choose as class skills and I can tell Intimidate and Use Magic Device are two of them. What are the other two? Craft/Traps and K/Engineering?

Dante - I'm afraid you've used 20 points to buy your stats.


My bad, I doubled up on my racial strength bonus. Im just gonna reconfigure a bit.

Reflected changes to my PerC 5, PatS 4


I'll update my class skills / bonuses for both characters shortly.

Fish hooks have a very, very nifty usage, that many people don't always use, that you'll be sure to find out.

I am using Focused Study, I'll put it in to reflect that. I honestly ran out of skill points, and it came down to effective +2 Con, or +2 Int. being in melee with my eidolon will be a thing, or I'd have that skill also. I just figured K(Arcana) might be stronger at level one.

Also, noticed I had an older iteration of my sheet where STR was 16 and not CHA. Fixed; CHA is my highest statistic at 16.


Oh sorry I forgot to add my Competence and Patron scores
Personal Competence 8
Patron Support 3


I'm interested in playing a Halfling or Gnome Bard (Archaeologist).

Getting the concept working now.

I might make him a rogue if I find a better concept.


This is Rikash chiming in with a more complete crunch for Wilhelm 'Orlovsky'. I'm still working on his background and will update my profile when it's done. I did drop the Holy Tactician archetype as I think I prefer to just go straight Paladin.


For your viewing pleasure, I present Rowan Gideon; Druid of Erastil

Crunch:

Rowan Gideon
Male Human Druid (Erastil) 1
NG Medium Humanoid (Human)
Init +2; Sense: Perception +7

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DEFENSE
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AC 18, touch 12, flat-footed 16
HP 8
Fort +2 , Ref +2 , Will +4

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OFFENSE
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Speed 30 ft (20 ft with Hide Armor)
Melee- Club +1 (1d6+1)
Sickle +1 (1d6+1)

Ranged- Sling +2 (1d4+1)

Spells- Magic Stone

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Statistics
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Str: 12 Dex: 14 Con: 10 Int: 10 Wis: 15 Cha: 14
Base Attack Bonus +0; CMB +1; CMD 13
Feats: Point Blank Shot, Precise Shot
Traits: Pioneer (begin play with a horse, +1 Perception), Highlander (+1 Stealth/ +2 in hills or rocky areas. Stealth is always a class skill)

Skills: Climb +0, Craft - , Fly - , Handle Animal +6, Heal - , Knowledge (geography) - , Knowledge (nature) +7, Perception +7, Profession - , Ride +6, Spellcraft - , Stealth +7 (+8 hills/rocky terrain), Survival +8, and Swim +0

Languages: Common, Druidic, Sylvan
Combat Gear: Club, Sickle, Sling w/ 20 bullets, Hide armor, Lg Wood Shield
Other Gear: Druid's kit (5 days animal feed), backpack, belt pouch, blanket, flint & steel, holly, mistletoe, iron pot, mess kit, soap, spell component pouch, 10 torches, 5 days of trail rations, and a water skin), wooden Holy symbol (Erastil), Holy text (Parables of Erastil), Riding saddle, Saddlebags, Bit & Bridle, 1 lb of tobacco, tobacco pipe (carved)
Wealth: 3gp (67 of 70gp spent)

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Special Abilities
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Nature Bond- Dog
Nature Sense- +2 Knowledge (nature) and Survival
Orisons- Create Water, Light, Guidance
Spells- 1st: Magic Stone, Cure Light Wounds
Wild Empathy- 1d20+3 diplomacy check to improve the attitude of an animal


Companions:

Animal Companion: Argos
N Small animal (Dog)
Speed 40 ft.
Hit Dice (2d8+4) HP 12
AC 16 (+2 Natural Armor, +3 Dex, +1 Size)
Attack: bite +2 (1d4+1)
Ability Scores Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6; Fort +5, Ref +6, Will +1
Feats: Skill Focus (Perception)
Skills: Acrobatics +3 (+11 jumping), Perception +8, Survival +1 (+5 scent tracking)

Special Qualities low-light vision, scent
Tricks: Attack (including unnatural creatures), Down, Fetch, Heel, Seek, Track

Other Companion: Sleip
N Large animal (Horse)
Init +2; Senses: low-light vision, scent; Perception +6

AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
HP 15 (2d8+6)
Fort +6, Ref +5, Will +1

Speed 50 ft.
Melee 2 hooves –2 (1d4+1)

Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats: Endurance, Run
Skills: Perception +6
SQ: docile
Special Abilities:
Docile (Ex) Unless specifically trained for combat (see the Handle
Animal skill on page 97 of the Pathfinder RPG Core Rulebook), a
horse’s hooves are treated as secondary attacks.

Background:

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Background
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Rudyard Kipling's "If"

If you can keep your head when all about you

Are losing theirs and blaming it on you,

If you can trust yourself when all men doubt you

But make allowance for their doubting too,

If you can wait and not be tired by waiting,

Or being lied about, don’t deal in lies,

Or being hated, don’t give way to hating,

And yet don’t look too good, nor talk too wise:
If you can dream–and not make dreams your master,

If you can think–and not make thoughts your aim;

If you can meet with Triumph and Disaster

And treat those two impostors just the same;

If you can bear to hear the truth you’ve spoken

Twisted by knaves to make a trap for fools,

Or watch the things you gave your life to, broken,

And stoop and build ‘em up with worn-out tools:

If you can make one heap of all your winnings

And risk it all on one turn of pitch-and-toss,

And lose, and start again at your beginnings

And never breath a word about your loss;

If you can force your heart and nerve and sinew

To serve your turn long after they are gone,

And so hold on when there is nothing in you

Except the Will which says to them: “Hold on!”
If you can talk with crowds and keep your virtue,

Or walk with kings–nor lose the common touch,

If neither foes nor loving friends can hurt you;

If all men count with you, but none too much,

If you can fill the unforgiving minute

With sixty seconds’ worth of distance run,

Yours is the Earth and everything that’s in it,

And–which is more–you’ll be a Man, my son!

These are the words Rowan Gideon guides his life by. To be a Good man and to set a standard for others to follow. To not be afraid to offer a helping hand to those in need, even if they seem the type to bite. To work hard and have pride. Not to fear getting his hands dirty or suffer arrogance.

Rowan grew up in the highlands of Southern Brevoy, in a small hamlet with no name. He loved the community and everyone in it. It was a life of hard work and hardships but they had a good living. Rowan will agree that he has lived a blessed life and enjoys the simple pleasures that come with it. His grandfather was a prominent Elder among several nearby villages and it was by him that Rowan was tasked to seek out the Ol' Deadeye and his wisdom. To journey and learn all that he could, to become a man that his people would respect and follow upon his return. Rowan has recently had several dreams, portents that the lands of his village will be swept away from them and that he should find a new home for them. And so he sets off, good horse under him and faithful Argos by his side, with a few belongings in his pack, and the soft kiss of his fiancé, Rhiannon, upon his smiling lips.

Personal Competence +4, Patron Support +1


CHARACTER LIST AND ROLE

MELEE FIGHTER
Vors Garess Invulnerable Rager 1
STR +3, PerC 4, PatSup 4, Total 8

Wilhelm Orlovsky Holy Tactician Paladin 1
STR +3, PerC 6, PatSup 3, Total 9

Dante Skyborn Fighter 1
STR +3, PerC 5, PatSup 4, Total 9

RANGED SPECIALIST
Dantalion Elven Falconer 1
DEX +3, PerC 5, PatSup 0, Total 5

ARCANE CASTER
Marick June Elven Alchemist 1
INT +3, PerC 5, PatSup -3, Total 2

Casimir Orlovsky Summoner 1
CHA +3, PerC 6, PatSup 4, Total 10

Venkar Trevain Sorcerer 1
CHA +4, PerC 8, PatSup 2, Totl 10

DIVINE CASTER
Rowan Gideon Druid 1
DEX, WIS, CHA +2, PerC 4, PatSup 1, Total 5

Highlighted Characters I consider approved. Good Job!


I've been wanting to get in on a Kingmaker. I can post a ton, and am experienced player so I would love to try for the leader spot. Looks like that limits me to beating Casimir and Venkar, and there are no divine casters so I'll go for an oracle.

Edit:Nature oracle, Noble born Orlovsky trait human. More to come later.


Good morning everyone
Wilhelm - he's still showing up as Holy Tactician and not a palaldin.

Dante - TWF requires a DEX of 15. I can tell that he is noble born but not which noble house. Also what is his alignment.

Venkar - I don't have trouble with guns. You do need Exotic Weapon Proficiency (Firearms) to use them without any minuses however. Right now your character is an incredible weaponsmith, terrible shot. But nobody in the area makes guns right now. Buisnesswise you're sitting on a gold mine, but unless you make them, it will be very hard to get ahold of one. The good news with your crafters kit and the crafter's fortune spell you have more than enough bonuses to take 10 and still get the 18 to make an exotic weapon. This means with enough downtime your weapons will be 1/3 cost.

Rowan - Pioneer gives you a bonus in a skill and it is unclear what you choose. Also Hide Armor and Heavy Wooden Shield have a total Armor Check penalty of 5. It looks to me like with the Highlander Trait you plan to be a sneaky bastard so you might want to have a 'Stealth Mode' of lighter armor for sleeping and sneaking.

DM Jelani and all Orlovshy Nobles - DM Jelani, you are always welcome. Looks like almost all the nobles are Orlovsky. Do you want to be related?


We have nobody with the bastard trait yet, so I think I'm going to do a half-elf rather than a halfling or gnome.

It's limited to humans though...

So if I were to do that I'd need your permission.

On second thought I think I'll have him be a noble of Lebeda, seems like the house most likely to consort with other races.


I do say, it's a good morning to wake up and find approval! I look forward to extraordinary deeds with the most mundane of items... and a 'jack to boot.

That said, I don't mind cooperating with players to be related if they so choose. Distant or immediate, either works. I left my story pretty open, so I can tweak it.


Alright, switched out TWF fighting for Weapon Focus(scimitar), He is of house Surtova, and Neutral Good


I have updated everything. Skills are right, change weapons, added AC and updated HP. Also added three languages.


Ekeli - I think bastard would be appropriate for both half elf and half orc if you or anyone else wishes to go that route.


Alright well I'm thinking I'm going to use a whip, with some dazzling display in there. A bit of trip at times, but not too much of it.

The idea is a sort of Indiana Jones-esque character, except without the academic background and more a wanting to give nobles what-for when out looking for artifacts and such than just doing it for knowledge's sake.

Of course, he's somewhat intelligent and realizes that in order to do that, you have to play by their rules.

I'm thinking neutral on account of this, as he's mostly self-centered (though not extremely mind you), and he isn't completely anarchistic in nature so I feel chaotic neutral doesn't quite fit.

Rough ability score crunch for now is as follows.

Spoiler:
STR 14 DEX 12 CON 12 INT 13 WIS 8 CHA 16

The low wisdom will be taken into account while role-playing.


Kertuffle wrote:


Venkar - I don't have trouble with guns. You do need Exotic Weapon Proficiency (Firearms) to use them without any minuses however. Right now your character is an incredible weaponsmith, terrible shot. But nobody in the area makes guns right now. Buisnesswise you're sitting on a gold mine, but unless you make them, it will be very hard to get ahold of one. The good news with your crafters kit and the crafter's fortune spell you have more than enough bonuses to take 10 and still get the 18 to make an exotic weapon. This means with enough downtime your weapons will be 1/3 cost.

The Amaeteur gunslinger feat makes me proficient with all firearms and the gunsmithing feat should further improve his ability to purchase and craft guns. Right now he doesn't have any as his last one was destroyed in a fight. He knows he's not a good shot but, he hopes to start experimenting with his sorcery to improve his skills. He hopes that the opportunities that should arise from exploring and colonizing an area of wilderness will give him the capital to start manufacturing guns. He has started to dream that his crafting skills can get him the capital to resurrect his siblings if only he could get started.


Dante - Character looks good except Perception and K/Nobility are not class skills for a fighter. You also haven't chosen a second trait. Might I suggest Seeker from Ultimate Combat, it would make Perception a class skill.

Marik - Looks good but unfortunately the bonus languages an elf gets is from a list. Draconic is on it but the other two are not.

Rowan - Looks good but Sylvan is unavailable as a language unless you raise your INT to 12 or get a rank in linguistics. You've also only chosen one spell and no cantrips. Let's talk about the pioneer trait. I've always thought of it of the Bait and Switch trait of Kingmaker. On the surface it looks pretty cool, you get a horse. And yet the very first serious encounter everyone gets a horse and the poor pioneer is left out in the cold. Therefore although it says light riding horse I'm inclined to let it be a combat trained light horse. Also you are forbidden from adding 'ner' to the end of your horse's name:)

Venkar - I've run for gunslingers before, but never for someone who is taken the route you are. My first inclination was yours, Amateur gunslinger gives you the ability to shoot firearms. Yet when I tried putting it into HeroLab it didn't give you the proficiency. Now HeroLab isn't perfect, although I strongly recomend it, so I went back a closely examined the feats. Unless they are very badly worded it seems clear that they intended EWP(Firearms) to be seperate from Amateur Gunslinger. Now immediately after posting this, I'm going to go over to the rules thread here on Paizo and ask for a clarification. So we'll consider this undecided for now.


Looking on the PRD it looks like you're right. I was using YAPCG and it seems to have miscalulated that. I think I will trade that out for EWP(Firearms) if thats ok and take Amateur Gunslinger at a later level.
I think it will be interesting to play a character that has to save up in game just to afford the weapon he plans to make his primary.


Arghhh. Had 90% of my crunch done, but like I fool I was not working in a document file and lost it. It will have to wait for tomorrow to be redone.

Basic story is that she was born with a club foot and was a disappointment to her noble family who wanted a male heir. Due to her decreased mobility she took to riding (and eventually hunting) constantly, enjoying nature much more than other people. The longer she spent in the wild, the more she understood it, until with the blooming of her womanhood she became able to channel the power of nature itself into spells. No proper nobleman would marry a crippled, tomboyish witch. Her parents became even more ashamed of her.

Through her teen years she learned to control and expand her power, and to master the arts of nature, so that she can prove herself worthy of the Orlovsky name. She remained positive and determined to become successful despite being a "cripple" and an "improper lady". High Above is the family motto for a reason. She will win a kingdom with honeyed words and diplomacy. She will heal the land of its neglect and make it productive for all. She will show them what a true Orlovsky can accomplish.


Also is it possible to establish player support at creation too? If so that might give us the option to further collaborate on our characters.


Tobaris wrote:
Also is it possible to establish player support at creation too? If so that might give us the option to further collaborate on our characters.

Feel free to talk amongst yourselves. I encourage it!

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