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


4,201 to 4,250 of 5,711 << first < prev | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | next > last >>

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

Only the arcane casters need 8 hours' rest.

Preparing Divine Spells wrote:
A divine spellcaster chooses and prepares spells ahead of time, but unlike a wizard, does not require a period of rest to prepare spells.

As a ranger, Zokon should know that.


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

True, but they do suffer fatigue, and exhaustion.


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

Lesser Restoration! Sleep is for the weak!

I mean, we all need sleep in that regard, casters or not, so a 12-hour "night" with three 4-hour shifts gives everybody 8 hours' sleep. It's an early night for those not on the first shift.


Male
statuses:
mage armor
Dwarf Wizard 6 | AC:12(16)[20] T:12[16] FF:10(14)[18] | CMD:19 | hp: 50/50 | Fort:+8(+5) Ref:+6(+5) Will:+8(+5) | Spd 20' | Init +3 | Perc: +3, SensM:+4 |darkvision

actually sorcerers do not need rest to regain their spell slots. AFAIK sorcerers are one of the few classes that don't actually need to "sleep/pray/meditate" to get their spell slots back. If I am not mistaken, sorcerers can party all night and sling all day. haha. (theoretically, with little actual hindrance, since fatigue exhaustion don't really hamper spell casting)


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
Sorcerers and Bards wrote:
A sorcerer or bard needs 8 hours of rest (just like a wizard), after which she spends 15 minutes concentrating.


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 |

There are a few interesting loopholes regarding spell prep(especially with a few specific archetypes - especially for classes usually lacking spells), but let us not go there. We also already had an discussion about that, a long long time ago.

Also note that regular Divine Casters get their refill at a certain time - which can be very tactically relevant if the group adapts.
(Personally, I like getting my spells at late evening, so I can spend the remainder of spells left from the day, then already have a full set ready for nightly trouble(when arcane casters are not juiced up yet).
But I have also seen people make great use of e.g. mid-day, where adventuring starts early in the morning and they get their re-fill during lunch-break.(great if you can wrap things up in a day and have downtime before the next story).


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

@Alia, the "Recent Casting Limit" rule exists specifically to prevent that tactic. Otherwise, a normal "prep at dawn" cleric could cast 1 hr/level spells just before dawn, pray for an hour at dawn, and start with a whole new set of spells in addition to the lasting buffs.

The rule is often forgotten, but it makes midnight encounters a huge problem for most casters. And it makes any prep time other than dawn problematic for divine casters. Prep at midnight? Then you better not cast anything after 4 pm.

I don't think I spelled this out for Durgan, so I will now. He will prepare spells at 8 am, regardless of season. If he has to cast any spells between midnight and 8 am, that is fewer spell slots he has available when he prepares spells at 8 am. I think we probably did have some midnight encounters where I forgot to apply that rule. I will keep it in mind in the future.


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 |
Recent Casting Limit wrote:
As with arcane spells, at the time of preparation any spells cast within the previous 8 hours counts against the number of spells that can be prepared.

I am aware. It still works splendidly. Hence why I said if the group adapts.

It is quite possible to "end" your adventuring day at 4 PM, blow out the rest of your spells(while the arcanites still have some oomph), recharge at midnight, then have the arcanites sleep and recharge at 8 AM. That still leaves 8 hours for dungeon crawling and any other "heavy-duty" assignments involving likely use of large numbers of spells.

With the 3x4 hour shift regular, you also have 12 hours of breaktime - extending that to 16 hours of "off-work" time for actual planned actions is quite reasonable - and for unplanned spell expenditure, as you say, the encounters may be problematic either way depending on timing.

Same thing for mid-day - the caster in question used the remainder of healing spells and hour/level buffs right in the morning, then 8 hours later got all his juice back. It was specifically useful because we had 2 divine casters in that party, so one pulled duty during the first half of the crawl, then the other took over, while still "double-dipping" on left-overs. If #1 was almost spent, we would take a longer break and wait for #2 to come online.

Another time, the divine caster received her spells at sundown. The arcane guys adapted after it was pointed out that the whole party had darkvision, while the majority of the their storyline opposition did not, and the "start time" of their adventuring day became 8 PM, while sleeping away the day in an extradimensional space.

As said, the tactic works despite the recent casting rules, if the group adapts to it.


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

Durgan will prep his spells at 8 am, and try to avoid using spells during any fights between midnight and 8 am.

Should Durgan reach 10th level and be able to cast spells that (barely) persist beyond the 8-hour window and the 1-hour prep time, he will not take advantage of that.


Male
statuses:
mage armor
Dwarf Wizard 6 | AC:12(16)[20] T:12[16] FF:10(14)[18] | CMD:19 | hp: 50/50 | Fort:+8(+5) Ref:+6(+5) Will:+8(+5) | Spd 20' | Init +3 | Perc: +3, SensM:+4 |darkvision

you are correct, I may have been thinking about the 5e sorcerer..


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

Re: Sleep/spells - mhm mhm. Not terribly worried since you only need to rest which one can do while idly poking the fire or looking around : )

Re: Scrolls - it would be my understanding that "you must have the spell" can be achieved via the "you can have the spell by using another wizard/mage for juice" and that the "you must have the spell" is only to stop the "I don't have the spell so I take -5 instead" rule.

But seeing as Illthir has Spell Kenning anyhow it's not something I feel too strongly about right now :D


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

Okay, I'm back. The con was great, but very tiring! We had about 1500 unique visitors, which is pretty good for a convention our size. Guests included Morgan Berry (voice actress), Jay Little (gaming guest), Brendan LaSalle (from Goodman Games), and fantasy artist/gamer Melissa Gay. I found time to run two original Savage Worlds adventures (a fantasy jaunt titled "The Banshee's Tower" and a Weird War II adventure called "The Dogs of War"). Jay Little signed my copies of Age of Rebellion and Edge of the Empire and Brendan signed my copy of How to Write Adventure Modules That Don't Suck. All in all, a good weekend! I'll be getting back into the swing tomorrow.


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

If we are to fight giants, Durgan's role as high-AC tank will be even more pronounced, with his +4 racial bonus.

Feel free to suggest tactics that make use of that. Like having him move in first to soak up the AOO so that Alia can close for melee.


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 |

First suggestion: Hey, Zokon, how about waking up the rest of us ;)

Second suggestion: By all means, Durgan, if they are REALLY giants, and not just monstrous humanoids...lets get closer and try to get a clear ID before deciding on a battle-order.
That said, we do have the wand of enlarge person - so if we initiate combat, we may as well try and do so on equal footing, so to speak.


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

Sorry all I lost internet for a few days. I'll just go read and catch up.


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 |

Did our Scout take note of any light sources where it found those creatures?
It may be prudent to approach using Darkvision and Low-Light Vision so we don't announce our presence from far off...

That reminds me: How are the lighting conditions?
Areas of dim light include outside at night with a moon in the sky, bright starlight, and the area between 20 and 40 feet from a torch.
I mean, we are not underground, once eyes are accustomed to that, we could do decently well just navigating dim light.
(in which case Alia with Low-Light Vision would take point beside one of the Dark-Vision Dwarfs.)

If the sky is overcast and/or the vegetation or the area blocks light on the ground level, the question is how these creatures navigate the night.

Darkvision is great for underground, but if you add sound, scent, etc. then 60 feet is awfully limited for anything but ambush predators/silent hunters in a forest, and those guys don't seem like that.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Alia of the Blade wrote:

Did our Scout take note of any light sources where it found those creatures?

It may be prudent to approach using Darkvision and Low-Light Vision so we don't announce our presence from far off...

No lighting that the leaf moth noted.

Alia of the Blade wrote:

That reminds me: How are the lighting conditions?

Areas of dim light include outside at night with a moon in the sky, bright starlight, and the area between 20 and 40 feet from a torch.
I mean, we are not underground, once eyes are accustomed to that, we could do decently well just navigating dim light.
(in which case Alia with Low-Light Vision would take point beside one of the Dark-Vision Dwarfs.)

It is a cold, dark night, made even darker by the forest canopy overhead. It is dark dark.


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

Typical (as it was) MARCHING ORDER
1. Durgan
2. Serena
3. Alia
4. Illthir
5. Zokon

Typical (as it might be--I'm just really just spit-balling here) MARCHING ORDER
1. Durgan
2. Serena
3. Alia
4. Fergus
5. Illthir
6. Zokon
7. Balzeros


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 |

@Marching Order: If she can't see any more than others(that is, it's not dim light), then Alia will stick with Zokon in the marching order.

If it's "Dark" Dark, then most kinds of Giants are out...as they don't have Darkvision. Trolls or Ogres, most likely. The later, if it's a whole bunch.
Thats in discussion, but I wonder if one of the lads locale to the area could deduce the nature of our adversaries by deduction?
What manner of creature is known to populate the area, able to see in the dark, and of large build?
*looks to the locals*


Male
statuses:
mage armor
Dwarf Wizard 6 | AC:12(16)[20] T:12[16] FF:10(14)[18] | CMD:19 | hp: 50/50 | Fort:+8(+5) Ref:+6(+5) Will:+8(+5) | Spd 20' | Init +3 | Perc: +3, SensM:+4 |darkvision

not local, but Fergus may know something from studies.


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

Pardon my slowness again. Way too mesmerizing watching the world flop around right now ...


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

It seems like in this case everybody is hanging back because nobody wants to be Leroy Jenkins. At least, that's how I feel.
I am fine if Illthir wants to be tactical commander for this mission - her suggestions made sense, and Durgan will go on her mark.


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

Ahh thanks for the confidence :)

I'm good with slowly inching forward and see what horrible things await us though :D


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 |

Dim Light and Low-Light vision...

Please clarify, as it seems table variance is at play.

Low-Light Vision wrote:

Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light.

Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

And

Vision and Light wrote:
Characters with low-light vision (elves, gnomes, and half-elves) can see objects twice as far away as the given radius. Double the effective radius of bright light, normal light, and dim light for such characters

As such, my interpretation was that moonlit night or the outer cone of a light source is sufficient for a character with low-light vision to see properly, and they actually have, under the right circumstances, an advantage over darkvision.

A normal Torch should be 20 feet normal light, 40 feet dim light.
But for Elf Eyes, dim Light is enough to see normally, hence the "double radius" - even in dim light(out to 40 feet) they can see normal, and they see "dim"(with a 20% miss chance, but with colorvision) on the doubled radius of 80 feet.
Otherwise it would make no sense to double the effective radius of all light levels for characters with Low-Light Vision. So my reading is that the rules for normal light apply, in case of a torch, out to 40 feet, and the rules for dim light out to 80 feet. In case of a Sunrod it would be 60 normal/120 dim feet, and with the hooded lantern even 120 feet cone respectively 240 feet.

The last sentence of low-light vision then also makes sense: If there is a moonlit night(that is, dim light conditions everywhere), then low-light vision actually allows to see as well as during a day. Not that we ever had such a night :)


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

Have I ever mentioned how much I love the way the Pathfinder Core Rules write out their rules so that simple straight forward rules are spread over 7 different sections under 14 different headers (check out invisibility sometime)? Have I?

Yes, upon getting my doctorate in Comparative Illumination (and lighting a scented candle) I can now see that Alia is correct: illumination caused by carried light sources (such as torches, everburning torches, wooden sticks with the burning condition, and tindertwigs--which count as tiny torches) double the radius of any given lighting provided (spelled out in the item's description) for those with low-light vision, meaning that Balzeros, Zokon, and Fergus are (figuratively at least) in the dark about what's out there, while Durgan can see only the chained man.


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

Sorry all, lots to do and lots to figure out, i'm having trouble getting the time, now i'd never think of quitting.. like ever, I will ask you to bear with me. I shall attempt to be better than this latest week or so.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Zokon Santyev wrote:
Sorry all, lots to do and lots to figure out, i'm having trouble getting the time, now i'd never think of quitting.. like ever, I will ask you to bear with me. I shall attempt to be better than this latest week or so.

If you like, we can leave Zokon back at the barge to harangue Captain Undercurrent, allowing him to possibly show up at the last minute, and rescue everyone? Or not.


Human Grasping Vine of the Wood 5| HP: 29/41 | AC: 20 [24] T: 12 FF: 18 CMD: 15 | F+3 R+3 W+9 | 20' | Init +2 | Perception +24, SensM +5, Nature/Planes/Spellcraft +10
Tracked Resources:
1st 2+1/5+1, 2nd 1+0/3+1, 3rd 2+1/2+1; Extend 0/3; SwP 2/2 +1 Suggestion

Adjusted movement! Despite being his own light source now, Balzeros isn't willing to move away from the party so he just shuffled 20ft after casting his spell.


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 been monitoring, I just didn't see any posts until the last 3 showed on my campaign tracker.. with a 3. Odd seeing as I hadn't seen any since my last post 15 or so posts back.


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 |
Quote:
Just saw there were 15 or so posts my campaign tracker didn't show me. I would have followed Durgan and Alia's advice and gone to higher ground

We were allowed to discuss, but in the end, only given ~1 round of preparation/reaction time before the enemy showed up and iniative started.

I suppose for balance reasons, our starting situation should be disadvantaged.
That said, you did not yet act in Round 1 but were listed as having an action. I did spend mine(pre-haste) to illuminate the Trolls for you, so you may as well unload a volley.

Also, we should not feel bad about the man getting speared. In the time alotted, we could only have moved next to him, for the same end result. Before we would have gotten a second action to even start freeing him, he would have gotten hit

I moved Zokon back to us. We would have fallen back as a group. And the new position he had on map would only have made it impossible for him to target the trolls, which then would have wasted Alias action completely(it being done based on wrong positioning). Also, we do hear one of the Wolves likely coming that way, so sending an isolated ranged attacker up to meet it seems ill-advised.


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 |

Are we already in round 2 ? I thought only Durgan and Zokon were missing for Round 1 but we seem to fluidly go into the next round there...


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Alia of the Blade wrote:
Are we already in round 2 ? I thought only Durgan and Zokon were missing for Round 1 but we seem to fluidly go into the next round there...

Honestly there is only so long I can wait for folks to do things. Zokon said he wanted to move, I moved him (though as always I would prefer folks to move themselves when possible) and we were moving on.


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'm good with GGM's movement..


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 |

Can people verify their light sources? My light arrow I shot in the first round of combat seems to have vanished, so I re-placed it.
But I am not sure if it got moved accidentally.


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

I think we are okay on the light now....

Zokon I'm not going to move you to where I moved you because then you couldn't possibly shoot 3 times because you would have to move back to where you started (or at least a little bit closer through difficult terrain). Listen to your wife, man! ;)


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 thought I had sight on the wolf, you moved me up didn't ya?


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

Balzeros finished the wolf first, and when I initially rolled your 20% miss chance for each shot, Zokon missed with the first arrow. I just redirected Zokon's arrows to the next visible nearest enemy, who has since withdrawn out of sight.


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 |

Also, Zokon, why is your third attack at +2? It's not an iterative - and rapid shot has the penalty distributed on all attacks.
I think rapid-shot plus haste should be 3 attacks at +7 -


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

Cos I forgot that I didn't get an extra attack at -5.. and added it...

Yes My secondary attacks, so the last ones of each set should be +5 to hit


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 |

What do you mean secondary attacks? You're not an animal are you?
Rapid shot gives extra attack for overall -2, Haste adds an extra attack without penalty.
With Weapon Focus and +1 Bow, +4 dex and 5 BAB you are at +11 base - minus deadly aim and rapid shot thats 7.
With Bless and Haste bonus added back to 9.
So in my opinion there should be 3 Attacks all at +9 - (or +7 before adding the boni).


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

Yes I was forgetting that I don't have a second attack at -5 cos i'm not level 6.. but I did have a rapid shot and haste extra attack and thus calculated wrong.


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 |

Ah, I misread :P You meant they should be +5 over what you posted them with. I thought you meant they should be at +5, absolute :P
Sorry, my fault. -_-


1 person marked this as a favorite.
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

Don't forget to take the free spirit slap attack if you are angry and adjacent to a foe :D


Human Grasping Vine of the Wood 5| HP: 29/41 | AC: 20 [24] T: 12 FF: 18 CMD: 15 | F+3 R+3 W+9 | 20' | Init +2 | Perception +24, SensM +5, Nature/Planes/Spellcraft +10
Tracked Resources:
1st 2+1/5+1, 2nd 1+0/3+1, 3rd 2+1/2+1; Extend 0/3; SwP 2/2 +1 Suggestion

Btw GM, Balzeros targeted the Troll Zokon was firing at, not the wolf this past turn.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Balzeros of the Narl wrote:
Btw GM, Balzeros targeted the Troll Zokon was firing at, not the wolf this past turn.

Corrected.


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 |

Ack. No precise shot :)
Almost posted, eager to help Illthir, but right now, I'd incur the -4 penalty on all targets -_-
So I'll wait and see if it's worth the gamble(if it gets seriously wounded, I'll try and finish it off...otherwise I may go after yellow(under the assumption Fergus steps away from it).


Male
statuses:
mage armor
Dwarf Wizard 6 | AC:12(16)[20] T:12[16] FF:10(14)[18] | CMD:19 | hp: 50/50 | Fort:+8(+5) Ref:+6(+5) Will:+8(+5) | Spd 20' | Init +3 | Perc: +3, SensM:+4 |darkvision

I'm more than a feeble defenseless wizard lassie. But I DO step away haha.


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 |

Didn't mean to imply you were :)
But out of all targets, yellow was the most likely not to have someone adjancent.
But thanks regardless - realizing your sturdyness made me wonder, and I realized I never actually transferred the Level-up to the character sheet/statline.
I figured we'd have downtime soon and some retraining could take place - oh boy was I wrong :)
But I should still have those things :)


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

Having Con on a wizard is really neat :D

Speaking of dwarven mages, anyone seen that webcomic/art/story thing on reddit (or elsewhere) with the shovel wielding dwarf necromancer? Also really neat :)


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 going to post here, just in case, that the following is true for Illthir's song!

1) She gets 1 hp back per turn maintaining it

2) She can actually cast spells while singing :)

4,201 to 4,250 of 5,711 << first < prev | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Of Kings and Commoners - Kingmaker AP Discussion All Messageboards

Want to post a reply? Sign in.