motteditor RPG Superstar 2012 Top 16 |
Orin Ro |
I think Orin approached the lion to keep it calm while the others attempt to pass by it.
Orin Ro |
Treasury= 7 BP
Upkeep Phase:
Stability Check (DC:25): 1d20 + 16 ⇒ (16) + 16 = 32 (+1 BP)
Pay Consumption: -4 BP
Fill Magic Item Vacancy: No Vacancies
Unrest: 0 Unrest
Improvement Phase:
Claim Hexes: No New Hexes
Establish and Improve Cities: No New Improvments
Build Roads: No New Roads
Develop Open Spaces: No New Development
Edicts: No Change
Income Phase:
Deposits: No New Deposits
Withdrawals: No New Withdrawals
Sell Valuable Items: No Items Sold
Generate Income (DC:25): 1d20 + 25 ⇒ (16) + 25 = 41 (+8 BP)
Event Phase: (25% Chance) 1d100 ⇒ 17
Kingdom Event: 1d4 ⇒ 4
Good Event: 1d12 ⇒ 8
Song or Tale: A song of the ruler’s legend or a
tale of the kingdom’s bravery spreads through
your land, lightening the hearts of your people
and increasing the income at breweries, inns and
tavern everywhere. Gain a +2 bonus on Economy
checks until your next Event phase if you have at
least one such building. Reduce Unrest by 2,
regardless.
Treasury: 12 BP
Treasury= 12 BP
Upkeep Phase:
Stability Check (DC:25): 1d20 + 16 ⇒ (6) + 16 = 22
Fail, +1 Unrest
Pay Consumption: -4 BP
Fill Magic Item Vacancy: No Vacancies
Unrest: +1 Unrest
Improvement Phase:
Claim Hexes: No New Hexes
Establish and Improve Cities: No Improvements
Build Roads: No New Roads
Develop Open Spaces: No Developments
Edicts: No Change
Income Phase:
Deposits: No Deposits
Withdrawals: No Withdrawals
Sell Valuable Items: No Items Sold
Generate Income (DC:25): 1d20 + 24 ⇒ (16) + 24 = 40 (+8 BP)
Event Phase: (25% Chance) 1d100 ⇒ 59
Kingdom Event:
Treasury: 16 BP
Jon Surtova |
Real Life over the last month has been a bit busy for me. Both professionally, less slacking off at work, and personally, I'm house hunting and working on selling two homes. All of which has contributed to a lack of time to contribute quality postings.
So for the stability of Thronehold, Jon will retire from the campaign trail and rule directly for as long as Abadar, Erastil, and the council favors him.
Prazil |
When I got out of college 5 years ago, I moved back home to help out my parents because they were in the midst of trying to sell 2 houses at the same time. I don't think I've ever seen them more stressed out.
I hope you have a lot more success then they did and that you find a new home with little (or no) hassle! =D
motteditor RPG Superstar 2012 Top 16 |
Thanks for letting me know, Illuminar. Good luck, indeed. Just buying one home was enough stress for me.
Everyone else, do we want to continue with five players (which considering we also have a dozen animal companions and mounts and whatnot, puts us at like 23 combatants) or should I recruit for a sixth?
Until we return to Thronehold, I'll DMPC Jon.
Prazil |
23 combatants... lol!
Let's see how we do for a bit before re-recruiting. If we really struggle in the combats, then you could just fast-forward us to... ooooh, I dunno... maybe level 8? =P
In all seriousness though, I'm fine with continuing on down a member for the time being and seeing how things shake out.
Orin Ro |
I agree. Between Orin, Prazil, and our menagerie we've got melee combat covered.
The only thing we seem to be missing is a skill-monkey/traptripper...err, finder. but we've managed so far without one.
motteditor RPG Superstar 2012 Top 16 |
Orin Ro |
Treasury= 16 BP
Upkeep Phase:
Stability Check (DC:25): 1d20 + 15 ⇒ (15) + 15 = 30 (-1 Unrest)
Pay Consumption: -4 BP
Fill Magic Item Vacancy: No Vacancies
Unrest: 0 Unrest
Improvement Phase:
Claim Hexes: No New Hexes
Establish and Improve Cities: No Improvements
Build Roads: No New Roads
Develop Open Spaces: No New Developments
Edicts: No Change
Income Phase:
Deposits: No New Deposits
Withdrawals: No New Withdrawals
Sell Valuable Items: No Items Sold
Generate Income (DC:25): 1d20 + 25 ⇒ (3) + 25 = 28 (+5 BP)
Event Phase: (25% Chance) 1d100 ⇒ 2
Kingdom Event:1d4 ⇒ 1[/ooc]
Bad Event: 1d12 ⇒ 11
Sensational Crime (continuous): A serial
killer, arsonist, flamboyant cat burglar, or daring
bandit plagues your kingdom. Make a Stability
check to catch the criminal. Failure increases
Unrest by 2.
[ooc]Stability Check (DC:25): 1d20 + 16 ⇒ (10) + 16 = 26
Treasury: 17 BP
Treasury= 17 BP
Upkeep Phase:
Stability Check (DC:25): 1d20 + 16 ⇒ (7) + 16 = 23 (+1 Unrest)
Pay Consumption: -4 BP
Fill Magic Item Vacancy: No Vacancies
Unrest: +1 Unrest
Improvement Phase:
Claim Hexes: No New Hexes
Establish and Improve Cities: No New Improvements
Build Roads: No New Roads
Develop Open Spaces: No New Developments
Edicts: No Changes
Income Phase:
Deposits: No New Deposits
Withdrawals: No New Withdrawals
Sell Valuable Items: No Items Sold
Generate Income (DC:25): 1d20 + 24 ⇒ (11) + 24 = 35 (+7 BP)
Event Phase: (25% Chance) 1d100 ⇒ 82
Kingdom Event: No Event
Treasury: 20 BP
motteditor RPG Superstar 2012 Top 16 |
Prazil |
I was just looking over Prazil's sheet while adding the Ring of Protection and realized I'd never put that CSW potion in my inventory! d'oh!
I also took at look at what I'll be getting over our upcoming levels and the next 3 are great for hopefully avoiding horrible dire lions taking down Spike again. =P
Level 5 is Mounted Combat, I can make a ride check to negate a hit once/round.
Level 6 is Mounted Shield, both Spike AND Prazil's ACs benefit from Prazil's shield.
Level 7 Spike becomes a full grown triceratops and while he'll loose some AC from his size increase, it's a net gain since he'll pick up an extra +3 natural armor.
Things are lookin' up! =D
motteditor RPG Superstar 2012 Top 16 |
Kereek! |
2 people marked this as a favorite. |
Given that we're losing Jon, Kereek is going to need a new ride. Can I have a non-combat trained ram? Since it wouldn't be combat trained there's no need to worry about it being a combat asset and I really dig the idea of Kereek riding around on a sheep. It just seems right somehow.
I envision Prazil in a montage trying to get Kereek to ride various vicious mounts, starting with a dinosaur, which throws him off, a lion, which tries to eat him, a giant lizard, which sits on him, a horse, which he keeps sliding off of, a pony, which bolts at the smell of him and finally a ram, which just ignores him and eats grass.
I shall name it Bacon.
Agnar Hrolfson |
Sorry, guys. I've been trying to juggle a writing deadline, house renovation, and a few other things for the past week. Keep me in DMPC mode as you need to, mott, and I'll jump in when I can.
James, I'm getting ready to combine the Wounded Earth groups as soon as I wrap up the current activities of each, probably next week. Just a heads up.
motteditor RPG Superstar 2012 Top 16 |
motteditor RPG Superstar 2012 Top 16 |
motteditor RPG Superstar 2012 Top 16 |
motteditor RPG Superstar 2012 Top 16 |
Kereek! |
I can do it as well, but I really don't know paladins nearly as well as I should. However, if no one else picks him up, I can take him over.
"And that, kids, is how Kereek controlled the King. And Kereek lived happily ever after. The End."
motteditor RPG Superstar 2012 Top 16 |
Marik Whiterose |
From the PRD:
You can move 5 feet in any round when you don't perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity. You can't take more than one 5-foot step in a round, and you can't take a 5-foot step in the same round that you move any distance.
motteditor RPG Superstar 2012 Top 16 |
Marik Whiterose |
Any movement over 5' will provoke an AoO from anyone who threatens you, unless you do the Withdraw action.
Withdraw:
Withdrawing from melee combat is a full-round action. When you withdraw, you can move up to double your speed. The square you start out in is not considered threatened by any opponent you can see, and therefore visible enemies do not get attacks of opportunity against you when you move from that square. Invisible enemies still get attacks of opportunity against you, and you can't withdraw from combat if you're blinded. You can't take a 5-foot step during the same round in which you withdraw.
If, during the process of withdrawing, you move out of a threatened square (other than the one you started in), enemies get attacks of opportunity as normal.
You may not withdraw using a form of movement for which you don't have a listed speed.
Note that despite the name of this action, you don't actually have to leave combat entirely.
motteditor RPG Superstar 2012 Top 16 |
motteditor RPG Superstar 2012 Top 16 |
Prazil |
It's slung over Prazil's back like a spear or any other polearm might be. Drawing a weapon as part of a move action is allowable once you've got a BAB of +1, but if you want to say that's no bueno here because there technically isn't a move action (it's a full-round action to charge) I'll understand.
In which case Prazil would keep his hammer and do 1/2 the posted damage.
Edit: Found a thread discussing this very thing.
Double Edit: better and more recent thread
Based on the 2nd thread and its very helpful information, you can draw a weapon as part of a charge but only if the total distance moved is equal to or less than your speed. Spike's speed when charging is 35 feet.
motteditor RPG Superstar 2012 Top 16 |
I think my bigger concern is that I don't see a lance really being able to be slung across a character's back in the way a spear or other pole arm could be (actually, I think it's kind of silly to have any pole arm slung across a character's back, as that would seem really unwieldy to me). I suppose the rules do indeed treat them as any other pole arm, though, so even though it feels a bit silly, I'll allow it.
Prazil |
Oh, I can completely understand that. It's one of those bits where the rules fall on the abstraction side of the scale rather than the simulationist side. I'm never going to use a lance if I'm not already on Spike, so if you'd prefer it visually going forward maybe Prazil can fashion a harness/holster for his lance as part of Spike's barding/saddle. I'm envisioning a leather cup or sleeve that the tip of the lance could slide into and then a hook or bracket of some kind that the handle of the lance could rest in.
Tangentially Related Image: Spike all grown up? I hope so!
Agnar Hrolfson |
With super-long things like longspears and lances, I usually houserule that they can be "planted" in the ground as a move action, like sheathing a weapon, and picked up from where they're planted like drawing a weapon. The rules as written allow you to stow them as any other weapon, which I agree is silly, but I usually require that polearms be in hand unless planted or dropped (though I allow a one-hand carry, since they can be shouldered easily enough.) Knights usually had a leather cup attached to their saddle that they planted the butt of the lance into while riding, but it still required one hand.