Of Kings and Commoners - Kingmaker AP

Game Master RPGGGM

With the heart of the Stolen Lands explored and the bandits who ruled there scattered, the long-contested realm finally lies open for pioneers and settlers to stake their claims.:
Amid the rush of opportunistic travelers, the PCs find themselves stewards over a new domain, tasked with the responsibility of guiding and guarding a fledgling nation struggling to grow upon a treacherous borderland. Yet the threats to this new nation quickly prove themselves greater than mere bandits and wild beasts, as the monstrous natives of the hills and forests rampage forth to slaughter all who have trespassed upon their territory. Can the PCs hold the land they’ve fought so hard to explore and tame? Or will their legend be just one more lost to the fangs of the Stolen Lands?

The Current Charter! | Avalon (test) | Party Loot Defunct | The Trading Post | Regional Map Folio | Tactical Map Folio | Ultimate Campaign | Ultimate Rulership


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Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

The whole point of the visual effect is that you know the spell worked. It's not just fluff. The spell is basically useless without it.


hp 27/27; AC 18/ff13/t15; F 2, R 6, W 6, bab 3 melee 3, missile 4, cmb 3, cmd 14, init +1; moonbeam 5/5; wclw 8 | half-elf oracle/4
skills:
acro 5, bluff 5, craft leather 6, craft alch 7, diplo 16, handle animal 9, heal 6, intim 5, kn nature 6, ling 5, perc 11, perf sing 7, prof seamstress 7, sm 9, splcrft 8, surv 8

I thought he agreed to submit to the spell, which means he was supressing any need for a saving throw... I think the caster knows whether or not the spell is successful, like Numalar said.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Yeah, that's what I thought, though a save was rolled, hence my confusion. Technically you can even roll a save if someone tries to heal you if you want to resist. Voluntarily accepting a spell means you don't roll a save.

Dark Archive

Forest Gnome - Male Wizard/4: HP (22/22): AC (12): Saves (Str=-1/Dex=2/Con=1/Int=6/Wis=2/Cha=1): Initiative +2: Perception +0 (15 passive)

Unless anyone has anything other than already noted on the loot sheet, all items = 477gp (except trail rations, amulet, potions) selling to Oleg at 60% = 286.2 gp.

Assuming Gertrude and Luna are not included, everyone's cut is 57.24 gp

Does anyone want to carry any of the potions on there character?

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Fronar_Gossamar wrote:
"Whoa there, my gnome mystic friend."

Yeah, way to call it! Obviously Numalar has very strong feelings about honor and right & wrong, and he hopes to instill in Mr. Felton some sense of honor for himself, the idea that there is more to life than self-preservation. Ironically I think that Fronar probably would find Mr. Felton more useful without a sense of honor! (though Numalar probably hasn't figured that out yet.) Does he become a spy or a knight-errant? So let the competition for the soul of Mr. Felton commence!

BTW, the "protection" potion Numalar can probably use, considering how the last fight ended up.

Dark Archive

Forest Gnome - Male Wizard/4: HP (22/22): AC (12): Saves (Str=-1/Dex=2/Con=1/Int=6/Wis=2/Cha=1): Initiative +2: Perception +0 (15 passive)

Added Numalar to loot for potion of shield of faith

@GM - probably won't make a difference, but is the potion of shielf of faith, also CL:3? It would mean the duration would be 3 min vs 1min.

I will give it until mon or tues before I update the loot list to account for selling items. That should give everyone a chance to post if they want to claim something.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Re: Loot

1. I don't think we should sell the stag amulet yet in case it is some kind of badge.

2. Whoever is the most likely to need them should carry the potions of healing. We shouldn't count it against the person's "share" since once they are used they are gone. If it turns out someone else in the party needs it they can just hand it off to the person in need.

3. Don't forget the two pack horses (75 gp each) and pack saddles (5 gp each).

4. Composite bows cost an extra +100 gp per point of Strength bonus. Since it is a 12 Str bow that is one point of STR bonus, so I'm pretty sure it is worth 200 gp, not 300.

Dark Archive

Forest Gnome - Male Wizard/4: HP (22/22): AC (12): Saves (Str=-1/Dex=2/Con=1/Int=6/Wis=2/Cha=1): Initiative +2: Perception +0 (15 passive)
DM wrote:


4 short swords
4 longbows
1 composite longbow (+2 Str)
1 alchemist's fire
1 dagger
2 suits of leather armor (the others were destroyed by the fire)
99 arrows
10 days of trail rations
Silver amulet with a stag on it
60 gold crowns

DM wrote it was a +2 str bow, not a +1

Numalar wrote:
1. I don't think we should sell the stag amulet yet in case it is some kind of badge.

My thoughts exactly, it MAY be useful down the road

Numalar wrote:
2. Whoever is the most likely to need them should carry the potions of healing. We shouldn't count it against the person's "share" since once they are used they are gone. If it turns out someone else in the party needs it they can just hand it off to the person in need.

I agree, any consumables, used by party members (for the benefit of the party, like staying alive) should be considered communal and not individual

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Fronar_Gossamar wrote:
DM wrote it was a +2 str bow, not a +1

There is no such thing as a +1 Str composite bow. They go in +2's; each +2 Str provides a bonus of +1 to damage. And the composite bow costs +100 gp for every +1 to damage.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Took it to be composite bow, +2 str damage, 14 Strength rated.


hp 27/27; AC 18/ff13/t15; F 2, R 6, W 6, bab 3 melee 3, missile 4, cmb 3, cmd 14, init +1; moonbeam 5/5; wclw 8 | half-elf oracle/4
skills:
acro 5, bluff 5, craft leather 6, craft alch 7, diplo 16, handle animal 9, heal 6, intim 5, kn nature 6, ling 5, perc 11, perf sing 7, prof seamstress 7, sm 9, splcrft 8, surv 8

Numalar - I think Valeska is right... that's how I read it too, that +2 was the damage rating, which would make it a 14 str rating.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Okay, well, we'll have to get KDM on that one.

Oh, one more thing - apparently we are letting Jon Felton keep his stuff - I assume that means a bow, a shortsword, some arrows, and a leather armor, and some gp. How much gp did he have?

On the other hand Zokon will likely be selling his old longbow which can be deducted from the cost of the composite bow he is taking.


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

Sounds good afaik a comp longbow + 2 str is 300gp value. Potions are used as needed carried by those who can't heal and the primary healer in case they need it.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

The last time I played this campaign (which ended at the beginning of the second encounter) Happs had a 12 STR and so the +2 Str bow was a 12 Str bow, for a +1 bonus. Those are 200 gp. But KDM may have changed things.

Normally when composite bows are described in published material they refer to the Strength score, not the bonus. You can always double check by looking at the stats of the character that had it.


I'll weigh in on the bow tomorrow. I'll also talk about the procedure for turning stuff you get into liquid capital as well. You can't convert until you actually are somewhere where you can sell it. Oleg can only buy so much so I'll tell you what that will be then.

I'll also weigh in on the truth telling spell then.


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

I've seen a bow in rotrl third book referred to as a +7 str bow.


hp 27/27; AC 18/ff13/t15; F 2, R 6, W 6, bab 3 melee 3, missile 4, cmb 3, cmd 14, init +1; moonbeam 5/5; wclw 8 | half-elf oracle/4
skills:
acro 5, bluff 5, craft leather 6, craft alch 7, diplo 16, handle animal 9, heal 6, intim 5, kn nature 6, ling 5, perc 11, perf sing 7, prof seamstress 7, sm 9, splcrft 8, surv 8

Just a quick update on my status:

My father in law is having triple bypass surgery on Tuesday. I will be on the road traveling on Monday, at the hospital on Tues. and perhaps home by Thurs or Fri. depending on his recovery. During that time, I will be posting but times and frequency may be weird or spotty. My apologies in advance.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Oh dear! Well, your father has my best wishes. Hopefully everything will work out just fine; it's major surgery but it also gets done a lot, so doctors are pretty experienced at it.

I'll cross my fingers anyways!


Celyne wrote:

Just a quick update on my status:

My father in law is having triple bypass surgery on Tuesday. I will be on the road traveling on Monday, at the hospital on Tues. and perhaps home by Thurs or Fri. depending on his recovery. During that time, I will be posting but times and frequency may be weird or spotty. My apologies in advance.

Very sorry to hear about your father-in-law. I will be praying for him and your family. Take your time.


Catching up on a few items:

1. Felton allows you all to store his longsword, bow, and arrows until you feel he needs it. So, he's not walking around with it but he'd prefer you not sell it. He takes his 2 days rations and his 10 gp so you'll need to make sure you don't account for those items in your loot.

2. The bow is a composite longbow with +2 bonus so it is 300 gp. Everything that I see in the description of the composite longbow talks about the Str bonus, not the Str score. The bow doesn't increase your Str score, it merely takes advantage of an already high Str score.

3. Oleg can currently buy up to 200 gp of goods from you. In a week he can buy 500 gp and then that will rise from there up to a max of 1,000 gp a week eventually. So, if you do want to liquidate what you have so, he will buy it from you at 60% of the listed price up to 200 gp total.

4. Truth Telling spell - The presence of Abadar's symbol above the head of the person only shows that they are affected by the spell, it doesn't indicate whether they made their save or not. It's just fluff. If it's more than fluff then everyone knows when the person lies which makes giving them a save ridiculous. If I know that I can cast this spell and a light will go off every time the person lies then why give them the chance to lie? The save is useless then. The caster knows that it takes a very strong-willed person to lie and that it is a possibility but you have some confidence that it is very difficult for them to lie. I do not believe a 1st level spell is intended to force someone to tell the truth with no other options. And if you give some visual representation of when they lie then they have no other options. Plus, for this game, I don't want that option available. What this spell grants is one more level of confidence in the individual but it doesn't free you up from having to use other means to get the complete picture. You will still have to watch the person, you will still have to use your other skills to further question them, etc. Again, I don't want magic being a "get out of jail free card". As we move along this campaign is intended to have a very political feel to it full of intrigue, double crossing, spies, betrayal, all that fun stuff. Not very much fun if any novice acolyte can cast a 1st level spell to infallibly tell if someone is lying. :)

5. You will probably always see me rolling a save, whether the person really intends it or not. This is because there is no private DM area on this board so I have to roll them here. Thus, I will just always roll them. Doesn't mean that Felton intentionally tried to exert his will over the spell, it just lets me know how that would come out if that's what I wanted. It just keeps you all guessing. Which is far more fun.

6. Oleg does not have any riding saddles. He has parts to repair already existing saddles but he doesn't have any whole ones to sell you.

I think that covers everything from the weekend, please let me know if I missed anything.


Also, we'll need just one of you, per group that goes out, to make the Survival check to find the horses. Let me know if you plan on splitting up and who would be in what group if you do. Of course, you can Aid another in the check if you wish.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

I think we get a couple more Survival rolls...

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
KingmakerDM wrote:

Catching up on a few items:

1. Felton allows you all to store his longsword...

Since he is staying with Oleg maybe Oleg can hold on to them?

KingmakerDM wrote:
2. The bow is a composite longbow with +2 bonus so it is 300 gp.

Well that's even better then.

KingmakerDM wrote:
3. Oleg can currently buy up to 200 gp of goods from you.

What did Oleg think about the "credit" idea? Presumably he also has goods to give us, or can get them.

KingmakerDM wrote:
4. Truth Telling spell - The presence of Abadar's symbol above the head of the person only shows that they are affected by the spell, it doesn't indicate whether they made their save or not. It's just fluff. If it's more than fluff then everyone knows when the person lies which makes giving them a save ridiculous.

I understand that you intended to change some divination magic so I guess this is one of them.

The way the spell is written, the visual effect tells you for certain that the target is telling the truth. If someone makes their save they are not affected by the spell, so no visual effect. The lack of a visual effect means that they might be lying. If someone wanted everyone around to know that they were telling the truth, they could voluntarily submit to the spell and the visual effect would certify that.

This is spelled out a bit better in the more recent wording of the spell [urlhttp://www.d20pfsrd.com/magic/all-spells/t/touch-of-truthtelling](or here)[/url] from Inner Sea Gods.

Of course a clever illusionist could cast his own illusion to "fake" the spell being successful.

BTW, the later version of the spell doesn't have the symbol of Abadar - it's a different visual effect. Maybe that would make more sense considering Celyne isn't a priest of Abadar.

If you want to change the spell, maybe it should just grant a bonus to sense motive in an area of effect.

KingmakerDM wrote:
5. You will probably always see me rolling a save, whether the person really intends it or not.

Okay - though you could always create a thread somewhere else that we don't know about if you want to hide rolls from us.


Experience Time!

Defeating Happs and group: 156 exp each

Exploring Hex with Oleg's Trading Post in it: 25 exp each

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Should we put our XP on our sheets? Or are you keeping track of it?

And are we on the Medium XP track?


Yes, Medium XP track.

I will keep track but I always love it when someone else is also keeping track so that we have someone double checking and a second source in case my spreadsheet gets lost or corrupted.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Valeska, do you need me to move your letter on the map again? If so where should I put it?

I think Zokon should be back from his trip now so we shouldn't have to act for him.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

LOL, right below the W. Thanks!

Being exiled straight to bed (sick), no PC access... Sorry.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

OK, done.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

BTW Bella that was a very nice poem, and very fitting for Sarenrae.

I have never seen it before but I did a search and have seen it attributed to Rabindranath Tagore who was a renowned Bengali poet and artist.


Female Human (Kellid) Warpriest 1 | HP 9/9 | AC 17 T 12 FF 15 | Ft +3 Rf +2 Wi +5 | Init +2 | Perc +3 l CMD 14 l Blessing 3/3

Thanks Numalar, I thought so too

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Putting this here so as not to clutter up the gameplay thread.

Valeska Talanova wrote:
You could also charge the worg, as a melee touch attack.

For most characters that would work, but for Numalar getting into melee is pretty risky. He's at 2 HP. Also, his ranged attacks are at +3 but his melee attacks are at -1 due to a low STR. So the -4 penalty I had makes it the same as a melee attack for Numalar, so there's no real benefit. Charging would have given me a +2 to hit but would have also dropped my AC to 12. Didn't want to risk it. I do have a spell to protect myself but there's no sense burning slots if you don't have to.

FYI if it goes into round three Numalar will probably be able to position himself to get off a burning hands that will just get the Worg. Zokon will probably take it out but if he hits and doesn't kill it I will definitely try that if I can.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

When I post @ 2am, I forget things like... You got chewed on! Sorry!

I guess a calculated risk for a more desperate time.

+1 (str, charge - be certain they don't have reach) vs -4 (range into melee without precise shot).

+5 swing.

Valeska will make you look good by never hitting!

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Valeska Talanova wrote:
Valeska will make you look good by never hitting!

You're just trying to lull the enemy into a false sense of security! Works every time!

If I end up in melee I will probably do a lot more by aiding you or Zokon with my longspear. My chance to give one of you a +2 on AC or to hit is 50%.


More Experience!

Numalar/Zokon/Valeska - 200 each for defeating the Worg
Celyne/Fronar - 100 each for finding the horses
Bella - 50 for burying the bodies with Felton and nice RP.

Totals so Far:
Numalar: 381
Zokon: 381
Valeska: 381
Celyne: 281
Fronar: 281
Bella: 231

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Woot! More XP!

@KDM Did my knowledge check about the Worg suggest that it has an inherent ability to impart disease with its bite? i.e. the disease monster ability, like a rat.


Numalar has never heard of any transmission of disease from a worg.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Valeska is reasonable.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

BTW Celyne, how is your father-in-law? Did the surgery go okay?


hp 27/27; AC 18/ff13/t15; F 2, R 6, W 6, bab 3 melee 3, missile 4, cmb 3, cmd 14, init +1; moonbeam 5/5; wclw 8 | half-elf oracle/4
skills:
acro 5, bluff 5, craft leather 6, craft alch 7, diplo 16, handle animal 9, heal 6, intim 5, kn nature 6, ling 5, perc 11, perf sing 7, prof seamstress 7, sm 9, splcrft 8, surv 8

Surgery went fine...he's recovering nicely but it will be a long road back to full health.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Glad to hear it!

Dark Archive

Forest Gnome - Male Wizard/4: HP (22/22): AC (12): Saves (Str=-1/Dex=2/Con=1/Int=6/Wis=2/Cha=1): Initiative +2: Perception +0 (15 passive)

ditto, with numalar


Glad to hear as well, Celyne.

On another note, what will be your standard order of watch at night?

Dark Archive

Forest Gnome - Male Wizard/4: HP (22/22): AC (12): Saves (Str=-1/Dex=2/Con=1/Int=6/Wis=2/Cha=1): Initiative +2: Perception +0 (15 passive)

Fronar doesn't need min hours for spells, so probably would be best to put him in the middle somewhere.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Numalar needs 8 consecutive hours of sleep to recover spells. I am guessing that is how it works for Celyne too (it is never spelled out specifically for oracles but when I asked for my game people generally suggested I run them like sorcerers, since their powers are not granted by a deity).

So Numalar (and Celyne) needs to take a watch at the end or the beginning; I have no preference as to which.

The other question is do we want to have one person on watch at a time or two? One person at a time would make 2 hour watches while two at a time would make four hour watches.

Maybe we should go by Perception scores? Make sure at least 1 person on watch has a good perception skill?

1st Watch: Celyne +8 & Valeska +0
2nd Watch: Fronar +5 & Bella +3
3rd Watch: Numalar +2 & Zokon +5

How does that look?


hp 27/27; AC 18/ff13/t15; F 2, R 6, W 6, bab 3 melee 3, missile 4, cmb 3, cmd 14, init +1; moonbeam 5/5; wclw 8 | half-elf oracle/4
skills:
acro 5, bluff 5, craft leather 6, craft alch 7, diplo 16, handle animal 9, heal 6, intim 5, kn nature 6, ling 5, perc 11, perf sing 7, prof seamstress 7, sm 9, splcrft 8, surv 8

It looks fine to me, and first watch is great - but for future reference, you need 8 hours of rest as a sorc, but they don't have to be all consecutive hours... that was in d&d 3.5... in pathfinder, you just need to get 8 hours somewhere in there, but any great amount of activity does add to the 8 hours a bit... but it's not a game killer (ie you don't have to start the 8 hours all over again) so you DO need to be on first or last watch, but if you have to wake up, you're still good to go with a bit extra rest:

"To prepare his daily spells, a wizard must first sleep for 8 hours. The wizard does not have to slumber for every minute of the time, but he must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest in order to clear his mind, and he must have at least 1 hour of uninterrupted rest immediately prior to preparing his spells. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells."

Divine casters DO work differently however, so Celyne is good with any watch but first works great.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Yes, but if your rest is interrupted you lose 1 hour, so I would require 9 hours if I took the middle watch.

Oracles don't pray for their spells like clerics and paladins do. It is never specifically spelled out how their abilities work. I have an oracle in the RotRL game I am running and when I consulted the forums the general consensus was that I should run them like sorcerers.

BTW I promise to put a rank into perception next level!


Off topic question.

Please respond if you are or are not interested in using Downtime rules for this campaign.

Thanks.

Dark Archive

Forest Gnome - Male Wizard/4: HP (22/22): AC (12): Saves (Str=-1/Dex=2/Con=1/Int=6/Wis=2/Cha=1): Initiative +2: Perception +0 (15 passive)

never used downtime before. I have no plans for Fronar to do any crafting, so... either way is fine. I would like to learn how "downtime rules" work, so if I would be a tie breaker, I would vote FOR them.


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

Downtime rules are good allows for stuff to be made viably.. can be abused but dm can stomp that.. allows for character flavour.

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