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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Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

@Warframe: Funny, I played that years ago. Found it nice, but nobody wanted to play with me. Now this.
Not that I have time for that kind of thing any more. -_-


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Update tonight after work.


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

@GM - If I counted correctly Illthir should be able to get to her new position with only one move action. Would it be possible for her to use her second action to get into the right "room" without seeing the veil?


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Give me (your choice) a Wisdom or Intelligence check DC 8 (to remember what the pretty lights do to people). If Illthir makes the check she can avert her eyes at the last moment and avoid the pattern, otherwise she sees it and has to make the save.


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

Aight! Seems fair. I'll get a post up in an hour or so :-)


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

Well Illthir is clearly not the brightest uh pattern right now. But at least she made her save :P


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Serena's still up, but I'll push us onward tonight after work.


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 46/53 (53/53 nonlethal) (-3 Con) || AC 22/10 Tch/22 FF || F+12 R+6 W+14 || CMB +7 CMD 17/17 FF || Init +0 || Perception +6, low-light vision

sorry, everyone. I had to take my wife to Tampa, FL (about 10 hours away) for a doctor's appointment and since we were so close, we decided to stop by Disney for two days. That, plus travel time, took out a lot of my posting ability.


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

So... anyone has a good plan? Scarlet and Zokon are basically on cleanup duty (and Scarlet will probably get carved up by Mr. I kill like I breathe here.) Serena's bleeding out, creepy wizard guy is targeting Alia and the Stag Lord is 360 no scoping us.

Go Illthir and Durgan!
(and welcome to the party, Victoria.)


M Dwarf | AC 20, T 11, FF 19, CMD 23 | HP 75/75 | F +11 R +6 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: None

I'm not sure why everybody split up so much.

I will do what I can to take out Salzarus and the Stag Lord and stop everybody from dying. Maybe release our new witch friend. Killing Salzarus is probably the priority - with DR 8/-, I should be okay against the Stag Lord for a little while unless he crits.

You can move while nauseated, so regrouping is not a bad idea. And your AC isn't penalized.


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

It also didn't help that we rolled poorly on our opening attacks, haha. I was too big to fit anywhere in this fort, so I picked going to the main gate. And then failed the save or suck.

I'm not sure if I should move or not. If he's focused on me at least Zokon will be OK.

Yes, please kill the wizard. I would have gone after him but I failed the Will Save.


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:59/59|AC:19|T:14|FF:15|CMB:+9|CMD:23|Fort:+8|Ref:+8|Will:+4|Init:+4 | Slayer 3 Fighter WM 3

Zokon is near Scarlet atm.. but useless until the spell wears off


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

I think it's too late for a good plan now. We'll have to pray to the dice gods and hope!

Next round will be the last round of Illthir's song as well to add to the things going poorly. (Though I'm not sure if it was of much use :/)


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

Faq! I looked up the Spirit Totem + buff just in case and they do not get buffed.

They're still not an action though so if you just want to get angry it's a free slap!

And accepting the song isn't an action either so it might be something for you nauseated people to roll some dice if you want ^^


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

@GM - Durgan's question raised a good point. Spirit totem certainly uses Illthir's charisma and barbarian level and I've assumed that just means it carries over her BaB as well.

Rules:
Rage Powers (Ex)

When starting an inspired rage, the skald chooses which rage powers (if any) to add to the song, and all affected allies gain the benefit of these rage powers, using the skald’s level as their effective barbarian level. The skald uses his skald level as his barbarian level for the purpose of selecting rage powers that require a minimum barbarian level. If the rage power’s effects depend on the skald’s ability modifier (such as lesser spirit totem), affected allies use the skald’s ability modifier instead of their own for the purposes of this effect.

Spirit Totem (lesser)

Benefit: While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian’s full base attack bonus, plus the barbarian’s Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian’s Charisma modifier.

But that's not explicitly stated. There is no ruling on this that I can find. Most examples of the power being used seems to assume this as well though! Still it's worth bringing up : )

If spirit bab = Illthir's bab then: low-level/poor attacking grunts use it better. For example, summoning a bunch of chaff gives a bunch of nice little attacks

If spirit bab = Rager's bab then: our full bab classes will spirit-slap better.

Since we have no summons nor wizards or anything like it atm, and since we have done so before, I recommend we use the first option for this fight at the very least.

But which one for the one after that?


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Illthir Winlowe wrote:
Luckily the Spirit Totem will only attack living foes. Sadly you need to pick if you want the song at the start of your turn and for non-Illthir people it blocks spells.

Totally true! Not that it mattered in that particular fight given the previous rolls.

Illthir Winlowe wrote:
I'm not sure if Inspire Courage applies to the spirit totem or not; if it does +1/1 on the above!

No they don't because otherwise the GM would need a math degree to get through a fight involving them. See your FAQ link above. As for whose BAB, it is the skald's BAB, Charisma, etc... which is nice because then the skald in question can put a little blurb like I do when play bards on the end of her posts like this:

Inspire Courage +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

I know it is a terrible blow to all those huge Charisma fighters out there.

Though with the skaldy info. You know just to remind folks. ;)

Bardic inspiration, the Christmas fruitcake of class abilities.

It is not clear in the description of course because of the legalese that the 3.x rules are written in.

And while I am on about bards and angry bards, when did any bard in any book or movie ever go into battle with his battle tuba, and play it through the entire fight? Spouting sonnets? Their A+ comedy set? Playing their cello? How about line dancing? Okay, a case can be made for the big fight at the end of the first Guardians of the Galaxy, Break It, Break it II: the Electric Bugaloo, and any of those high school cheer squad/drumline movies, but that's about it. Allen-A-Dale never crooned over his lute during a fight with the Sheriff's men. Bards are nice game mechanic-wise, but their flavor's been off since 3.0. Middle-Earth Role-Playing did the best job with them. End rant. ;p


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

I'm fine with bardic inspiration and the like being a simple pre-battle speech on how they might take our lives but never our freedom if we want to do that :P

Let's go with everyone just using the info in the neat little spoiler under Illthir's name then ^^


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M Dwarf | AC 20, T 11, FF 19, CMD 23 | HP 75/75 | F +11 R +6 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: None

I love bards.

I want to run a silly rules-light beer-and-pretzels "all-bard" game where you cast spells on the spur of the moment by coming up with a song's name that fits your bard's idiom.
The Metal Bard gets to do "Iron Man" (e.g, anything from Ironskin to Iron Body depending on level) and "Seek and Destroy" and a ton of cool stuff...
The Rock Bard gets "Eruption" and "Rock You Like a Hurricane."
The Country Bard gets "Ring of Fire" and... well, I don't know a lot of country, but I'm sure it's there.
The God of Bards gets to do "Stone Cold Crazy," "Hammer to Fall," "Who Wants to Live Forever," and whatever else he wants, then "Show Must Go On" if he's dying so his performances last a few more rounds.

For a more mainstream game, singing doesn't jar suspension of disbelief and is the most common Inspire Courage performance type in my experience. Fife & drum has a historical tradition but I don't think I've ever seen it done in Pathfinder.

My PFS Archivist was inspired by the Doctor. His "performance" consisted of rattling off nerdy details about the creatures' abilities and weaknesses.

Biggest problem with bards in PFS is that everybody forgets the bonuses.


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

I want to make a Pipe Organ bard.

I don't know how that would work without the GM declaring every fight takes place next to an opera house or grand temple, but it will work dammit.


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I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Only if you wear a half mask.


M Dwarf | AC 20, T 11, FF 19, CMD 23 | HP 75/75 | F +11 R +6 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: None

I imagine your bard would be on a quest to find Heward's Mystical Organ, even if they had to delve into the depths of past editions to find it.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

How about a carpenter bard? It's so inspiring. ;)

Speaking of past editions: don't f@+* with a 2nd-ED bard. They will f+$$ you up.


1 person marked this as a favorite.
I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Bards.


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

Well, it would be fun to play a proper band.
As in, have 4 or 5 bards, a singer, percussion, guitar, flute Theremin...it's one of those classes with enough archetypes to make it possible, especially with VMC.
Then have them work like a Witches Coven when they play together as a band.
Give everybody Improved Weapon Mastery and let them smash stuff with their instruments(well, the singer will have to go with sound striker I guess).


F Human Winter Witch-5 | HP 34/34 | AC15, T14, FF12 | F+3, R+6, W+4 | Init+3, Perception+3

there's a couple of teamwork bard feats (like basic harmony, compelling harmony, and counterpoint to inspiration) that might go well with a group like that. And don't forget about the skalds! They're like the Spinal Tap of bards


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:59/59|AC:19|T:14|FF:15|CMB:+9|CMD:23|Fort:+8|Ref:+8|Will:+4|Init:+4 | Slayer 3 Fighter WM 3

Must have a bard with a Hurdy Gurdy.. too awesome.. and one named Cacophonix..


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Sorry, my browser decided it needed to update. Back later tonight.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Zokon Santyev wrote:
You've used favoured target from the Staglord on a halfling.. doesn't favoured target work on specific races and you've used in on Selena?

It does, though rangers (as well Zokon knows) can have multiple favored enemies. His effects humans and anyone with significant human ancestry (including half-orcs and half-elves--like Serena and Illthir). And yes, halfling is a kind of racial slur--even for actual halflings. Exactly what are they 'half' of anyway? They should probably have a better name in Golarion like Hobbits, Kithkin, or Kender do in their respective worlds.

I saw it used in the terrible first Terry Brooks novel Sword of Shannara (which could more-rightly be called a cheap knock-off of J.R.R. Tolkien's last trilogy). The term 'half-elf' was used to describe two of the main protagonists, a pair of short kinsmen related to elves. I believe they both had curly hair. One had undertaken a great quest and the other was dependable and helped him along. Oh, and there was a wizard and a traveling hero/lord of men, and a dark lord, and well if you ever read (or seen) The Lord of the Rings you have read this elementary school musical version of exactly the same story with all ISBN numbers filed off.


M Dwarf | AC 20, T 11, FF 19, CMD 23 | HP 75/75 | F +11 R +6 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: None

BTW, Durgan's four main options were:
1) Attack wizard
2) Attack Stag Lord
3) Channel to heal Serena
4) Free Victoria

I went with 4 for the meta-game consideration of letting the player get into the game (Durgan has no idea if the person in there can be helpful), and will likely try to stabilize Serena next unless someone else can get there.


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:59/59|AC:19|T:14|FF:15|CMB:+9|CMD:23|Fort:+8|Ref:+8|Will:+4|Init:+4 | Slayer 3 Fighter WM 3

I've read many books and have even been known to read the odd bad book, but Sword of Shannara was too low brow for me and I even managed to read the garbage Wizards first rule.. so yeah Shannara is dirt...

Isn't Elrond described as a half elf?


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Yep. Elrond's brother, Elros, was too, but chose to live the life of a mortal while Elrond chose to live as an elf and be immortal. Elros founded the line of Numenorian kings that would after thousands of years end up producing Aragorn II.

Oh, and Galadriel is Elrond's mother-in-law. Talk about pressure.


Male Gnome Bard/ 3rd AC: 15 (T 12, FF 14), HP 20/20 5NL, Fort +2, Ref +6, Will +1; +2 Enchantment | CMB +1, CMD 14 | Init +3 | Perc +4
Illthir Winlowe wrote:

@Squeeze - Excellent!

@Warframe - Funny now some people are hyping it over at my end too. So if I randomly disappear ... :P

(But no I'll try not to do that^^)

I've been escaping it recently since I have pretty much completed all the content in it now...


F Human Winter Witch-5 | HP 34/34 | AC15, T14, FF12 | F+3, R+6, W+4 | Init+3, Perception+3

thanks Durgan :)


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:59/59|AC:19|T:14|FF:15|CMB:+9|CMD:23|Fort:+8|Ref:+8|Will:+4|Init:+4 | Slayer 3 Fighter WM 3

Yeah I found it interesting that Aragorn and Arwen are related through her Uncle...


F Human Winter Witch-5 | HP 34/34 | AC15, T14, FF12 | F+3, R+6, W+4 | Init+3, Perception+3

royal families are like that :)


Male Gnome Bard/ 3rd AC: 15 (T 12, FF 14), HP 20/20 5NL, Fort +2, Ref +6, Will +1; +2 Enchantment | CMB +1, CMD 14 | Init +3 | Perc +4
Victoria Velasco wrote:
royal families are like that :)

Sometimes they're even closer than that. Unless you believe that whole reptilian alien narrative.


M Dwarf | AC 20, T 11, FF 19, CMD 23 | HP 75/75 | F +11 R +6 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: None

Was it a standard or move action for Durgan to force open a locked door?


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Durgan Far-Walker wrote:
Was it a standard or move action for Durgan to force open a locked door?

Standard since he bashed it open.


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

@Healing - The feat Skald's Vigor gives Illthir fast healing 1 while she maintains Raging Song.

Eventually she'll be able to pick up the greater version which would be excellent for stopping friends from bleeding out on the floor :P


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 46/53 (53/53 nonlethal) (-3 Con) || AC 22/10 Tch/22 FF || F+12 R+6 W+14 || CMB +7 CMD 17/17 FF || Init +0 || Perception +6, low-light vision

If Durgan's channel does not reach her, this may be Serena's curtain call. She's at -12 and bleeds out at -14. Good luck, all. I'm still here, just keeping a watchful eye on the damage track.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Determining Range ♪♫

Important number channel positive energy radius 30'.

(20' x 20') vertical distance squared + (15' x 15') horizontal distance squared = 625' the square of the hypotenuse.

√625' = 25' = Alive, but currently laying at the feet of the Big Bad End Guy.


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

Err hmm. Illthir will get tagged by the channel as well right?

I might change her actions then if the Stag Lord flubbs his Will save vs laughter. If he does she can grit her teeth and try to be brave and move up to him.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Illthir Winlowe wrote:
Err hmm. Illthir will get tagged by the channel as well right?

Actually no. Channeling is a burst (scroll down), and because of the floor/ceiling Illthir has total cover form it.

EDIT Normally, because the group is all going in one big block of initiative I would be more open to it (as a group you can often optimize your moves), but in this case because of the timing between what is going on upstairs and down and to keep things moving I'm gonna say no.


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

Trying to pay that change-of-heart forward but the dice didn't agree. At least Arris (that was the name right? Something close at least!) isn't fountaining blood everywhere anymore.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Heads up, it will probably be tomorrow before I can update.


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

Bleh. Nasty. I accidentaly wrote the post here first, and before realizing Durgan blocks my direct path.

Mirror Images: 1d4 + 1 ⇒ (4) + 1 = 5
Attack: 1d20 + 8 ⇒ (18) + 8 = 26
Attack Confirm: 1d20 + 8 ⇒ (17) + 8 = 25
Damage+Cold: 4d4 + 10 + 2d6 + 8 ⇒ (1, 2, 4, 2) + 10 + (4, 5) + 8 = 36

I was already quite happy on max images and a good strike, then realized this is discussion. Then realized I could not even reach. Good times, bad times. -_-


M Dwarf | AC 20, T 11, FF 19, CMD 23 | HP 75/75 | F +11 R +6 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: None

Sorry about that, have now added myself to the Ground Floor too.


F Human Winter Witch-5 | HP 34/34 | AC15, T14, FF12 | F+3, R+6, W+4 | Init+3, Perception+3

@Alia: can't you just move through allies unless you're charging?


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

I can, but I could barely reach due to difficult terrain. There is no movement left to move "through" Durgan.
I think he placed himself next to Staggie to prevent him from withdrawing effectively - all good.
But it means I can't move to the "closest" space which is all I could have reached, but would have needed one more 5-foot movement(that would also provoke to get to a free space from which I can attack).

As said, no worries there. Besides, I saw the rolls before I realized Durgan was there and it would likely have been a miss anyway :) So no big loss there.


"Who? Owlbears, that's who!"

Owlbears are the official monster mascot of the Kingmaker Adventure Path. Many of the early APs had a classic D&D monster mascot (for instance in Crimson Throne it was otyughs). These 'mascot' beasties would show up frequently in various forms over the course of the AP they were featured in (usually one encounter per module). Enjoy. :)

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