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 |

Alia whacks the switch with a backhand stab, making sure they'll at least stay on target, even if they fail to catch up...
Whack: 1d20 + 6 ⇒ (19) + 6 = 25


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

Alia whacks the sign again spinning it back around. Their cart passes over just as the level clicks to the next notch.

Tartuk nearly bites his wand in half at the sight.

He and his fellows race along the rails firing a hail of magic and crossbow fire back at their pursuers.

force damage v Illthir: 2d4 + 2 ⇒ (4, 1) + 2 = 7

gray crossbow (squeezed) v Alia: 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11 damage: 1d6 ⇒ 4

black drive: 1d20 + 5 ⇒ (3) + 5 = 8

red drive: 1d20 + 5 ⇒ (9) + 5 = 14 They remain 70 ft ahead.

The angry-looking kobold stares down Numalar hoping to shake him.

Angry Kobold intimidate v Numalar (crazed look in his eyes, DC 15): 1d20 + 8 ⇒ (16) + 8 = 24

orange drive (+10ft speed): 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18

The copilot grabs his crossbow and loads it.

Round 10 or there abouts! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
-6 hp assuming she continues singing
__ Numalar -10 hp, shaken rd 1
__ Alia
__ Zokon
-20 hp
__ Scarlet -21 hp, 1 nonlethal
__ Celyne
__ Luna
-5 hp
__ Mikmek -5 hp, staggered
__ Nakpik
__ Tartuk -11 hp
__ Very Angry Kobold
__ kobold cultists

Map updated


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

Celyne, seeing Scarlet and Mikmek are both looking the worse for wear, momentarily regrets her lack of channeling ability... and then casts cure light wounds spell on Scarlet.

clw scarlet: 1d8 + 3 ⇒ (5) + 3 = 8

Then she pulls out an alchemist fire from her belt... and tells Scarlet... "Take one of these and toss it in the kobold's cart as they pass us." Scarlet can see she has 2 more just like it tucked in her belt.. or she can take the one out of her hand if that's not allowed.


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

That cart has already passed. I just neglected to update that bit of the map. Updated now.


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

Numalar and Zokon pass into a region where the stone strata around the lead carts changes the walls grow darker, but are now lit not by sputtering, intermittent torches, but luminous, green, crystalline deposits. An odd sign flashes by.

Their cart barrels down upon a switch which controls their future path. Currently the switch is set to loop around the immediate area.


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

nvm then, lol


| 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'd like to, but..." Scarlet watches the carts drive by. "Well, I'm not sure what we can do from here. Maybe there's another cart?" Scarlet lets her rage go.

Perception: 1d20 + 3 ⇒ (19) + 3 = 22
Anything else we can do here? Seems like there's not much we can do for the chase.


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 |

Is that a reflexive perception check or an "active standard action look" perception check? Because if the latter, I'll need to wait for Illthir again in case I have to do something as driver.


Skills:
Perc:+10|Stealth:+11|Acro+10|Climb/Swim +9|SM+9|Sur+8|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+1|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 will use the rapier to attempt to change the switch over

swing switch: 1d20 + 7 ⇒ (7) + 7 = 14


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

"I'd like to, but..." Scarlet watches the carts drive by. "Well, I'm not sure what we can do from here. Maybe there's another cart?" Scarlet lets her rage go.

Anything else we can do here? Seems like there's not much we can do for the chase.

Well, Scarlet is still big enough that she could reach down, grab a cart, and put it on the rails. ;)

Alia of the Blade wrote:
Is that a reflexive perception check or an "active standard action look" perception check? Because if the latter, I'll need to wait for Illthir again in case I have to do something as driver.

Reflexive!

Zokon smacks his rapier across the level sending it spinning.

random track: 1 + 1d2 ⇒ 1 + (1) = 2 Track C

The rail ahead switches to a track parallel to the one Alia and Illthir are on.


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 |

Reflexive Perception Check: 1d20 + 8 ⇒ (14) + 8 = 22
Having wacked the target, Alia looks on ahead again, barely able to make out the cart running from them. With another 2 missiles homing in on her companion, she speaks up without averting her gaze from the track:"How are you holding up? If it becomes too much, make sure to tell me."
Or use the Kobold as a shield...if thats possible-


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

dice:
1d20 + 8 ⇒ (7) + 8 = 15
1d20 + 5 ⇒ (16) + 5 = 21
1d20 + 5 ⇒ (9) + 5 = 14
1d20 + 5 ⇒ (11) + 5 = 16

Alia:
Ahead on the tracks, in ghastly green light of the tunnels, you spot distortion in the air like moonlight on a pond's surface. It is one of those horrible gelatinous cube-let things like from the dungeon beneath the old bear cave/abandoned shrine, only much bigger! It is sliding verrrry sloooowly across the tracks.

Map and Challenge Card Updated


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 |

"Duck into the cart! We're going through!", Alia shouts to Illthir and Nakpik, adding a "Duck!" in Draconic as well(not the animal, the verb in imperative form, if there's a difference in draconic), just to make sure. Then she releases the control brakes, allowing the cart to shoot forward on the straight stretch of rails, hopefully passing by or powering through the jelly.
CMB - Overrun?: 1d20 + 5 ⇒ (14) + 5 = 19
Is it either? Or do they have different effects? - I picked Overrun since I don't want to take it along with us which bull rush would imply...and stepping on the brakes seems like the worst idea...if I misunderstood, please interpret by intent.

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
RPGGGM wrote:
A second later, the warcart crashes down on the rails right behind them, its crew caught in mid-scream and then jarred to nervous, and then hysterical laughter.

"Drat! The're still on us!"

GGGM: How close is the "warcart" behind us?

RPGGGM wrote:
The angry-looking kobold stares down Numalar hoping to shake him.

"Yikes! Ah... he doesn't look very happy."

If all the kobolds behind are NOT within 15 feet:

"Zokon! We can't shake these idiots! Squeeze the brakes a bit! Let them get closer!"

Then-

If/Once all the kobolds behind are within 15 feet:

Numalar points his symbol at the kobolds in the pursuing cart, and shouts,

"Qa' Quv!"

A gout of flame spews out of his mouth onto the approaching cart.

burning hands DC 16 reflex: 4d4 + 4 ⇒ (4, 4, 4, 4) + 4 = 20

DANG!


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

Illthir forces herself to resist the urge to reply in some cryptic or other less helpful way - it was always tempting when caught up in the chant - and replies with a brief "Okay." between the lines of the rhyme.

At Alia's insistent suggestion Illthir ducks into the cart, but tries to do so in a way that maximises their speed. Whatever they were ramming - better ram it down!

Drive (Aid Another?): 1d20 + 5 ⇒ (7) + 5 = 12


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

"Scarlet, can you get us a cart or two... folks up in the front might need some healing... I can't get to them like this on foot... "

She heals Mikmek a little more since he still looks unsteady on his feet...

clw: 1d8 + 1 ⇒ (4) + 1 = 5

"...and do you need more healing, Scarlet?"


| 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 |

"Huh? Oh yeah, let me grab a cart." Mega Scarlet reaches over, grabs a cart and places it on the track. "Can you, Luna and Mikmek go on one cart? I barely fit in one by myself."

Scarlet looks for a second cart. "I'll definitely take more healing if you've got it available."


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

Before getting Luna and Mikmek into the new cart and climbing in herself... she casts another cure light on Scarlet.

clw: 1d8 + 3 ⇒ (6) + 3 = 9


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Alia of the Blade wrote:
Is it either? Or do they have different effects? - I picked Overrun since I don't want to take it along with us which bull rush would imply...and stepping on the brakes seems like the worst idea...if I misunderstood, please interpret by intent.

It's a chase challenge. Use a full-round action and you can do both.


Male Kobold (Blackscaled) Warrior 1 | 5 hp

"...!"

sense motive DC 12:
Oh no! Not again!


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Numalar Auritonius wrote:
RPGGGM wrote:
A second later, the warcart crashes down on the rails right behind them, its crew caught in mid-scream and then jarred to nervous, and then hysterical laughter.

"Drat! The're still on us!"

GGGM: How close is the "warcart" behind us?

The latter.

dice:
Angry: 1d20 + 3 ⇒ (15) + 3 = 18
orange (cover): 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6
green (cover): 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15

Fire engulfs the front of the warcart dropping the two drivers out of sight. For a moment Numalar things he got them all, but the angry-looking one rises like a recurring nightmare back into view from the crouch he was in. He is singed in several places and looks, if anything, even more angry.

I could not have scripted those rolls any batter.


| 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 |

Scarlet looks down on Mikmek as he awakens to a view of Mega Scarlet setting a cart on the track.

Sense Motive: 1d20 - 1 ⇒ (5) - 1 = 4

"Told ya you wouldn't like me when I'm angry!" Scarlet laughs and prepares to push them off before looking for another cart.


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

"Huh? Oh yeah, let me grab a cart." Mega Scarlet reaches over, grabs a cart and places it on the track. "Can you, Luna and Mikmek go on one cart? I barely fit in one by myself."

Scarlet looks for a second cart. "I'll definitely take more healing if you've got it available."

Going with your awesome perception check from before, yes, there is a second cart sitting on a bit of side track just off the main track (call it a full-round to get it to the point it could start moving). It's a '76 (4576 that is) Gran Torino model cart painted red with a white, racing stripe that bends upward toward what you are calling the back. Much classier you think than the '69 (4569) orange Charger with the old Chelish flag painted on it that Alia and Illthir are riding in.

Did Scarlet want to take a round to pick up Celyne's cart, and pull it back along the track a couple of times to wind up the spring inside? ;) No actual springs, but you do have to push them to make the go.


| 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 |

Yes, Scarlet will get them moving first this round. Sounds like I need a strength check, here?

Str, Fatigued, Enlarged: 1d20 + 3 - 1 + 1 ⇒ (16) + 3 - 1 + 1 = 19

You got boost power!


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

Celyne, LUna and MIkmek go flying down the track in their new cart? "Thank youuuuu, Scarletttt!" the words float back to her from the speeding cart.


Skills:
Perc:+10|Stealth:+11|Acro+10|Climb/Swim +9|SM+9|Sur+8|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+1|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

Angry Burned Kobold

I don't see any track C?

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
RPGGGM wrote:
He is singed in several places and looks, if anything, even more angry.

Numalar calls back to Zokon.

"Uh... your turn."


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Zokon Santyev wrote:
I don't see any track C?

Track C

The track leads off to a side tunnel. Here the walls have a rougher unfinished look. The area is dark as well. There doesn't seem to be any of the strange glowing green crystal veins that were so common in main corridor. And worse, there is a terrible ammonia smell, bad enough to make troll wince.

By the light of Alia's stone though the pair see that they are not alone. Besides the angry, singed kobold who is no doubt about leap over and start kicking ass the walls and ceiling are packed with bats. Thousands of them--tens of thousands of them. In fact it is difficult to see the walls at all there are so many bats here.

This one coming up (in Round 11) is a trap challenge (like the ambush), each character needs to make make at least one of the challenge checks or trigger it.


Skills:
Perc:+10|Stealth:+11|Acro+10|Climb/Swim +9|SM+9|Sur+8|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+1|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

Stealth: 1d20 + 10 ⇒ (1) + 10 = 11 As usual.. wtf is with this stupid maze

Zokon tries to shh Numalar and keep hunched down but slips or trips and....

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

Do we both have to make the stealth check? Or is it like the other challenges where only one of us needs to make one of them?

When Numalar sees the bats he calls up with a soothing voice.

"Easy now... stay there... we're no danger to you..."

Handle Animal -2 shaken: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15


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

The broad side of the gelatinous cube glistens like a deer's eyes caught in lantern light. It pauses on the rail a moment before Alia and Illthir's cart slam into it at 70 mph (121 kph)! *SPLOIT-SPRONGONGONGONG!!*

Alia You're right it should be overrun, though I'm not sure that existed/was as big a thing back when I first ran this.

They put a nice, clean, cart-shaped tunnel through the thing. After they pass the overhanging part of the ooze subsides.

Meanwhile, Zokon's affinity for all things small and subterranean seems to extend to bats as part of the vast swarm descends upon him in a flurry of wings.

swarm damage: 1d6 ⇒ 4

Zokon is wounded! And because of their terrific speed, probably has bats stuck in his teeth.

PSRD wrote:

Wounding (Ex)

Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.

The angry kobold aware of the danger and the fact that there is no one left to drive very quietly edges forward along the warcart's ram

stealth: 1d20 + 7 ⇒ (10) + 7 = 17

And then in a crazed fury RAGE!! leaps across through the shrieking storm of bats!

acrobatics (jump!, raging leaper!): 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15

Numalar gets an AoO.

"Faster! Faster!"

black drive: 1d20 + 5 ⇒ (12) + 5 = 17

red drive (aid): 1d20 + 5 ⇒ (17) + 5 = 22

Tartuk drive (aid): 1d20 + 1 ⇒ (16) + 1 = 17 105 ft from nearest PC.

The kobold fanatic with the crossbow reloads and readies to fire.

Round 11 or there abouts! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
-4 hp assuming she continues singing
__ Numalar -10 hp, shaken rd 2
__ Alia
__ Zokon
-22 hp, bleed 1
__ Scarlet -4 hp
__ Celyne
__ Luna
-5 hp
__ Mikmek
__ Nakpik
__ Tartuk -11 hp
__ Very Angry Kobold -10 hp
__ kobold cultists
__ swarm of bat swarms

Map updated


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

Celyne rattles along in her cart with Luna and Mikmek... if she doesn't have to do anything else this round, she will heal Luna

clw Luna: 1d8 + 1 ⇒ (4) + 1 = 5

obviously, if other action is required from her for the next phase of the chase, she'll do that instead


| 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 |

"Hehe. Now, let's find that other cart. Ah, here we go!" MegaScarlet finds a cart and plops it on the track.

If she has time, she'll climb into the cart and give herself a shove.
Strength Check, Enlarged, Fatigued: 1d20 + 3 + 1 - 1 ⇒ (19) + 3 + 1 - 1 = 22
"Alright! We're back in the race!"


Skills:
Perc:+10|Stealth:+11|Acro+10|Climb/Swim +9|SM+9|Sur+8|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+1|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

Spitting out bats and swatting the beasts off of him, Zokon gets a bit more injured and is bleeding

Zokon will attempt to stem the bleeding

Heal: 1d20 + 5 ⇒ (2) + 5 = 7


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

After pulling an Ozzy Osbourne, Zokon grabs what he soon discovers to be a live bat, and places it against his wound.


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 |

Drive!: 1d20 + 7 ⇒ (20) + 7 = 27
Making use of the fact that everybody still is ducked in the cart from before, Alia disregards the steering brakes and has everybody lean left and right, racing down the track like a bobsleigh in an ice track.
70 mph is good, but we're going for 88mph here...

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
RPGGGM wrote:
Numalar gets an AoO.

I rolled a potential AoO HERE for that contingency... if possible I would like to use that roll.

Did my Handle Animal check have any effect?

Also, is he in our cart now? I need to know if he threatens and also if it is still possible to hit him with another burning hands.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Numalar Auritonius wrote:
I rolled a potential AoO HERE for that contingency... if possible I would like to use that roll.

Numalar thrust his spear outward but the now Very Angry Kobold twists in space avoiding the blow.

Numalar Auritonius wrote:
Did my Handle Animal check have any effect?

Numalar was not hit in the face with bats thanks to his understanding of their behaviors.

Numalar Auritonius wrote:
Also, is he in our cart now?

He is officially holding on to the back of the cart with one hand now.

Numalar Auritonius wrote:
I need to know if he threatens and also if it is still possible to hit him with another burning hands.

He threatens. He has a small scimitar in one hand, and sure. Even if he were in your space you could always aim the cone down....


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

Making use of the fact that everybody still is ducked in the cart from before, Alia disregards the steering brakes and has everybody lean left and right, racing down the track like a bobsleigh in an ice track.

70 mph is good, but we're going for 88mph here...

Furiosa kicks her rig into overdrive!


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

Yes! Faster! Illthir thought between the mesmerising rhymes.

Drive (aid another!): 1d20 + 5 ⇒ (16) + 5 = 21


Nakpik's cowering happens to be the optimum vibrational frequency of the cart.

drive (aid): 1d20 + 5 ⇒ (20) + 5 = 25

That brings Allia and Illthir within 60' of Tartuk's cart.


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

At the back of the pack Scarlet and Celyne draw up on the wobbly switch Challenge. Currently it is set to divert them to a number of looping side rails.

Meanwhile, at the head of the pack the air grows warmer, and drier until it almost stifling. Light the color of heated steel can be seen coming from the far end of the tunnel.

Materializing, out of a swirling whirl of screeching bats like some implacable grinning reaper, the Very Angry Kobold slashes at Numalar with his 'That-ain't-a-knife-this-is-a-knife' Knife with one hand while holding on to the cart with the other. *SWISH!*

'That-ain't-a-knife-this-is-a-knife' Knife v Numalar (scimitar, rage!): 1d20 + 6 ⇒ (11) + 6 = 17 damage: 1d4 + 2 ⇒ (2) + 2 = 4 hit

The out of control steam-powered war slams into the back of Zokon's and Numalar's cart driving it forward. The ram on its prowl sticks out a bit so it doesn't squash the raging kobold when it hits.

Angry climb check: 1d20 + 7 ⇒ (20) + 7 = 27

The Angry Kobold hangs on like an iron grappling hook.

Tartuk continues driving his drivers to crazier excesses of speed, but it doesn't seem to help.

black drive: 1d20 + 5 ⇒ (4) + 5 = 9

red drive: 1d20 + 5 ⇒ (8) + 5 = 13 Now 60' separate the carts.

Seeing Alia and Illthir draw closer, Tartuk seems to come to a decision. He grabs the kobold with the crossbow....

Lucky Round 13! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
-2 hp assuming she continues singing
__ Numalar -14 hp
__ Alia
__ Zokon
-23 hp, bleed 1
__ Scarlet -4 hp
__ Celyne
__ Luna
__ Mikmek
__ Nakpik

__ Tartuk -11 hp
__ Very Angry Kobold -10 hp
__ kobold cultists

Map updated


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

Celyne tries to make sure the cart avoids the worst section of track...

whack the stick dc 18: 1d20 + 2 ⇒ (18) + 2 = 20

Luna watches avidly ahead, enjoying the ride for now...


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

Celyne and Scarlet have passed into a region where the stone strata around the carts changes the walls grow darker, but are now lit not by sputtering, intermittent torches, but luminous, green, crystalline deposits. An odd sign flashes by.

Celyne whacks the lever and sends it spinning. In turn it sends her cart down the main path before settling back to its broken starting position.


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

The gap was shrinking. That's good! Even if it felt like they were heading for a furnace, Illthir attempt to help increase the speed of the cart. Also - what is he doing ...?

Wroom wroom!: 1d20 + 5 ⇒ (17) + 5 = 22


Skills:
Perc:+10|Stealth:+11|Acro+10|Climb/Swim +9|SM+9|Sur+8|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+1|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

Seeing the angry Kobold attacking Numalar, Zokon will forget his healing attempts and use studied target on the fellow and then stabificate him

Rapier+1+st: 1d20 + 8 ⇒ (14) + 8 = 22

Rapier+1+st: 1d6 + 5 ⇒ (3) + 5 = 8


| 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 |

Scarlet's fatigue wears off as she sees the switch.

Hit dat switch! Squeezed: 1d20 + 7 - 4 ⇒ (8) + 7 - 4 = 11

But Mega Scarlet's big bones get in the way.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Zokon Santyev wrote:
Seeing the angry Kobold attacking Numalar, Zokon will forget his healing attempts and use studied target on the fellow and then stabificate him

Sure, you can use the special cart rules to squeeze into the back with Numalar to do that.

Zokon shoves his rapier through Numalar's hat to strike the kobold berserker on the back of their cart.

climb: 1d20 + 7 ⇒ (3) + 7 = 10

The Very Angry Kobold nearly slips, but hangs tough.

Meanwhile, Scarlet swings! And misses the sign completely.

Lucky Round 13! (Theme ♬)
The Bold May Act!
_________________
__ Illthir -2 hp assuming she continues singing
__ Numalar -14 hp
__ Alia
__ Zokon -23 hp, bleed 1
__ Scarlet -4 hp
__ Celyne
__ Luna
__ Mikmek
__ Nakpik

__ Tartuk -11 hp
__ Very Angry Kobold -18 hp
__ kobold cultists

Map updated


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

Numalarbot switches seats with Zokon and tries to poke the kobold off the back of the cart with his spear.

long spear (cover): 1d20 - 4 ⇒ (3) - 4 = -1 damage: 1d6 - 2 ⇒ (4) - 2 = 2 miss

Aliabot ducks low, her eyes just over the lip of the cart, almost willing it to go faster.

drive: 1d20 + 7 ⇒ (6) + 7 = 13

Nakpik harmonic cowering drive (aid): 1d20 + 5 ⇒ (14) + 5 = 19

Mikmek drive: 1d20 + 5 ⇒ (12) + 5 = 17


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

Tartuk tosses the screaming kobold off and on to the track in front of Alia and Illithir's cart.

The air gets hotter and Illithir and Alia see a hellish forge light eminiting from the cave ahead.

The mad-eyed Very Angry kobold takes a swipe at Zokon with his 'That-ain't-a-knife-this-is-a-knife' Knife.

'That-ain't-a-knife-this-is-a-knife' Knife v Zokon (scimitar, rage!): 1d20 + 6 ⇒ (5) + 6 = 11 damage: 1d4 + 2 ⇒ (3) + 2 = 5 miss

Zokon evades the swing, nearly tripping backward over Numalar's extended spear.

black drive: 1d20 + 5 ⇒ (11) + 5 = 16

red drive (aid): 1d20 + 5 ⇒ (4) + 5 = 9 They maintain their 60' lead

Scarlet is still doing loops when another chance to whack something presents itself.

Celyne drives ahead unaware of the dangers ahead!

Mikmek perception: 1d20 + 5 ⇒ (15) + 5 = 20

Mikmek sees it an points it out in a panic. There's one of those gelatinous dungeon sweepers crossing the track up ahead-only this one is a lot larger than the ones in the Ol' Bear Cave dungeon!! What are you going to do!? Track 'A' Challenges.

Luckier Round 14! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
-0 hp assuming she continues singing
__ Numalar -14 hp
__ Alia
__ Zokon
-24 hp, bleed 1
__ Scarlet
-4 hp
__ Celyne
__ Luna
__ Mikmek
__ Nakpik

__ Tartuk -11 hp
__ Very Angry Kobold -18 hp
__ kobold cultists

Map updated

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Here we will discuss anything outside of the game that is too long for short OOC comments in the game play thread.

Please use this to get to know one another as well as interacting together outside of our characters.

Any questions/comments/criticisms/suggestions about the game feel free to post here as well. Or PM me.


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

Hi all... first of all.. thanks DM for selecting me!... I will do my best to be a highly interactive and regular poster.

A bit about me:

I am a long time player (been playing rpg's since OD&D in 1974) and I've been playing PBP games for about 4 years now. I do so look forward to meeting each of you ic and ooc too.

ooc, I am an artist, and an archaeologist (retired). I still do textile art though. You can see my work at my webpage (click on 'gallery')... or my blog at Confessions of a Serial Quilter .

I have a regular Saturday Pathfinder game which I DM from my home from about 10-4 pst (during which time I won't be posting here, of course).

I do so look forward to playing this game with you all!


Ha well then, I actually thought that I may have not gotten picked (there is a lot of hate going around the forums for rogues) so I was actually making a PFS version of this character, and was making him an Archaeologist bard Halfling, essentially he does the same thing, just has a few spells to back him up, also was going to multiclass with the Filcher Rogue archetype i think. Role-wise he will be exactly the same, even the backstory can be kept the same (just change the parents to halflings) would you allow me apply the changes to this character?


Also just want to put it out there, I usually can't post anything during work (usually between 3-9pm CST) I have mondays off and can post freely on those days usually, unless I have errands to run, but those never last all day.


Jarvek Orus wrote:
Ha well then, I actually thought that I may have not gotten picked (there is a lot of hate going around the forums for rogues) so I was actually making a PFS version of this character, and was making him an Archaeologist bard Halfling, essentially he does the same thing, just has a few spells to back him up, also was going to multiclass with the Filcher Rogue archetype i think. Role-wise he will be exactly the same, even the backstory can be kept the same (just change the parents to halflings) would you allow me apply the changes to this character?

I'd rather Jarvek stay half-elf as there are no halfling houses in Brevoy. Nor do I really want any at this time. Plus, one of the reasons he was chosen was because he was a rogue. I had another archaeologist bard submitted that I could have chosen but I didn't. :)


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

Hello, Stolen Lands!


Just to let you all know, my work is sending me out of town for an emergency this weekend for a week. I fly out late Sunday night. Just means that next week I will do most of my posting in the evening (CST) where the normal pattern will be during the day.

I will try very hard to get the first post out Sunday evening, but if not it will be there Monday.

Congrats to you all, I look forward to some fun adventures together!


Male Dwarf Archanist 4 / Paladin 3

Hello fellow adventurers. I hope we'll get along well!

I'm a youngin at age 22 in Western Canada. I've played pathfinder for two years, but it seems that we've been homebrewing things that we weren't even aware of. I run two campaigns in real life per week. A Rise of the Runelords campaign, and a one-shot series. Online campaigns have appealed to me because I desire more roleplay than the majority of my friends.

I'll have Bella up and running shortly, looking forward to it!


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

Bella is ready to go! Please let me know if there's any questions about her.


Skills:
Perc:+10|Stealth:+11|Acro+10|Climb/Swim +9|SM+9|Sur+8|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+1|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 reporting in.. hopefully we can work together well.


KingmakerDM wrote:
Jarvek Orus wrote:
Ha well then, I actually thought that I may have not gotten picked (there is a lot of hate going around the forums for rogues) so I was actually making a PFS version of this character, and was making him an Archaeologist bard Halfling, essentially he does the same thing, just has a few spells to back him up, also was going to multiclass with the Filcher Rogue archetype i think. Role-wise he will be exactly the same, even the backstory can be kept the same (just change the parents to halflings) would you allow me apply the changes to this character?
I'd rather Jarvek stay half-elf as there are no halfling houses in Brevoy. Nor do I really want any at this time. Plus, one of the reasons he was chosen was because he was a rogue. I had another archaeologist bard submitted that I could have chosen but I didn't. :)

I can definitely keep him half-elf, and him being an archaeologist is literally not going to change anything besides him not having sneak attack, he will still be doing the same tactics and acting the same way with the same skills (though more knowledge) and I will be multiclassing with rogue for extra talents and skill ranks.

I just really feel like he needs access to some enchantment spells since he is going to be the face of the group and I hope for him to make a lot of connections and networks, and detect magic is always a good spell to have. (Essentially the only reason I am choosing bard is because I want to make further use of his high charisma)


TreasureFox wrote:

Hello fellow adventurers. I hope we'll get along well!

I'm a youngin at age 22 in Western Canada. I've played pathfinder for two years, but it seems that we've been homebrewing things that we weren't even aware of. I run two campaigns in real life per week. A Rise of the Runelords campaign, and a one-shot series. Online campaigns have appealed to me because I desire more roleplay than the majority of my friends.

I'll have Bella up and running shortly, looking forward to it!

I'm younger, 20. been playing for 3 years, have 2 real life games biweekly, one group, one solo. player for both. I plan on starting up a monthly game later on and will be GMing that one. I am currently in 2 other PbP one of which is also Kingmaker, the other an evil game homebrew campaign.


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 was thinking Celyne might be party face, but there's no reason we can't work together on that role...


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

Good to meet you all. I'm cool with someone else being the face of the party, I'm hoping to be the lady who keeps the party in line. A morale guide who bolsters the group when times get tough, and offer guidance to those who wish for 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

By the Nine Princes! It is good to meet you all.

Numalar Auritonius signing in.


Skills:
Perc:+10|Stealth:+11|Acro+10|Climb/Swim +9|SM+9|Sur+8|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+1|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 shoot stuff and if it keeps moving I stab it... ;o)

Stealthy Roguelike here... I have my first six levels semi-planned and then I'll be whatever is needed.

So I turn 40 this year and have been doing rpg in one for or another for over 30 years.. the internet... sheesh forcing me to hang with younguns.. ;o)

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

Well this looks like an interesting party!

Numalar is meant to be a blasting sorcerer but with a lot of "tricks" up his sleeve. His primary skills are Bluff, Knowledge:Nobility, Perform:Oratory and UMD. For the record Numalar is LG, and takes his word very seriously, so he will appreciate the rest of you (especially the chaotic ones) not making promises on behalf of the party that you don't intend to keep! :)

My first impression of the rest of you (in no particular order):

Jarvek - looks like a rogue whose main combat focus is feinting. I like the hand crossbow! Don't see those too often. BTW I think you should be +2 to hit with the hand crossbow.

Celyne - a lunar oracle heavy on the spells rather than combat. Looks like her animal companion will do most of her fighting for her. I think Lunar oracle can be pretty powerful. Looks like you haven't picked your spells yet, so I don't know what your magic focus will be. Also, what is your alignment? Since you took the "legalistic" curse I am guessing you are lawful?

Zokon - a slayer, judging by your feats mainly intended to be an archer. When he gets a proper composite longbow he should totally rock.

Valeska - the obligatory Aldori dueling sword wielder - every Kingmaker group should have one. Looks like she will be taking the slashing grace feat later on. Also has better skills than most fighters.

Bella - warpriest of Sarenrae. Blessings include healing and also glory which grants a sanctuary effect. Interesting. I don't know a lot about how warpriests work.

-----

As to who is going to be the party face... well, there are lots of high CHA characters in this party. No one character dominates all the social skills.

That much being said:

Celyne has the best Diplomacy with 13
Numalar has the best Bluff with 12
Jarvek and Bella are tied for the best Intimidate with 8

Note though that just because you don't have the best skill doesn't mean you can't contribute. You can use your skill to Aid someone which gives them a +2 on their roll. In this kind of game I expect that most people will want to chip in most of the time.

-----

@KingmakerDM - I had mentioned that I might want to change enlarge person depending on party makeup, and since it looks like we are chock full of DEX based combatants maybe I should. Reduce person might actually be good for this party. It's an outright win for Zokon when he is using archery (and also Jarvek) and when Valeska gets Slashing Grace (I assume she will) it will be all-around win for her too (and still good even before she gets that feat). What do you think? Or is there any other buff you think would work better?

Actually I am going to send you a PM about my build.


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

Bella is both a front line fighter and a heal/buffer. Considering the number of damage oriented characters, she will most likely be staying in the back when in combat.

Out of combat... she will cook (please don't make that a skill check, my survival is horrible)

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
Bella of the Everlight wrote:

Bella is both a front line fighter and a heal/buffer. Considering the number of damage oriented characters, she will most likely be staying in the back when in combat.

Out of combat... she will cook (please don't make that a skill check, my survival is horrible)

Well, we don't have any big barbarians or any particularly strong STR-based fighters. Bella is probably the 2nd-in-line character to be in the front.

Valeska is likely our main melee fighter. Zokon is good in melee but is great at archery so he probably won't be in the front very much. Jarvek will be good if he can flank but won't be a "heavy." Luna the Tiger is powerful when she (or he?) can get a full round of attacks, but that is not all the time. So Bella probably will have to use her scimitar a fair bit.

BTW cooking is normally rolled with Profession: Cook. So everyone will be bad at that in this party!

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: Some general questions about the campaign:

1. Will you be allowing the Leadership Feat? I don't know about everyone else but when I originally designed Numalar I assumed he would be taking that.

2. Will you be allowing item crafting feats?

3. If so, will you allow customized items? Specifically:

A. Items that are based on existing items that give a numerical bonus (like a cloak of elvenkind for example) but granting a different bonus based on the existing formula, so in the example, a cloak that grants a different bonus, like +3 or +7.

B. Hybrid items that use the formula for combining two or more separate items (for example with slotted items this increases the cost of the secondary ability by 1.5).

3. Are you going to use the Kingdom Building rules from the modules or the rules from Ultimate Campaign? And if you are using UC, will you be using the optional rules as well?

Thanks in advance.


Skills:
Perc:+10|Stealth:+11|Acro+10|Climb/Swim +9|SM+9|Sur+8|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+1|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 Zokon is built to be able to fight melee and have a decent ac in melee, but will use his sword 1 handed. Going weapon master fighter (bow) so further specialising, then back to slayer.

Zokon is support and ranged damage, not too proud to put his bow down if the situation is better for the party as a whole if he does.

We'll need someone to decide on how we are going to explore, to do maps and to look after inventory.

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:
Jarvek Orus wrote:
Ha well then, I actually thought that I may have not gotten picked (there is a lot of hate going around the forums for rogues) so I was actually making a PFS version of this character, and was making him an Archaeologist bard Halfling, essentially he does the same thing, just has a few spells to back him up, also was going to multiclass with the Filcher Rogue archetype i think. Role-wise he will be exactly the same, even the backstory can be kept the same (just change the parents to halflings) would you allow me apply the changes to this character?
I'd rather Jarvek stay half-elf as there are no halfling houses in Brevoy. Nor do I really want any at this time. Plus, one of the reasons he was chosen was because he was a rogue. I had another archaeologist bard submitted that I could have chosen but I didn't. :)

@ Jarvek:

If you want to change your character there are a few things I would suggest.

If the DM likes the fact that Jarvek is a rogue, you should think about working within that rather than switching to a caster. We have 3 casters in the party currently. Obviously you will have to get him to approve your changes.

You have given Jarvek a high INT. INT is mainly for generating skill ranks and as a Rogue you already have a lot. Meanwhile your character is pretty weak physically; you have only STR 10, DEX 14, CON 10. I know having skills is fun but your character needs a way of contributing during combat and Jarvek isn't that strong in that regard. If you shuffled your stats around you could drop your INT to 13 (so you can still take combat expertise), and this saves yourself 7 stat points, which could go into DEX and CON.

Jarvek may have a high CHA but his CHA is actually the third-highest in the party. Other players are better than him at both Bluff and Diplomacy. Party-wise there isn't a particular need for him to fill these roles. However, Intimidate also works on CHA and there is nobody in the party especially good at that. Since Jarvek is neutral rather than good maybe he could be the cold callous one who scares the hell out of any prisoners we take. Intimidate can be used effectively in combat, especially if you are going with the Dazzling Display feat chain (which leads to Shatter Defenses, a very good rogue feat). So you might consider switching your skill focus to Intimidate - your memorable trait will still work with that. On top of that the Rake Archetype works very well with that and still helps your bluff and diplomacy. Rake is a classic character type for a dissipated noble scoundrel. You haven't written up a background for your character but I assume that is where you are going with Jarvek.

Edit - one more thing:
The sword cane is neat but the main point of it is to have a weapon in environments where they aren't expected or allowed. We will be in the wild most of the time and nobody will care what weapons we have. So I would suggest a rapier instead - it crits 50% more often and costs less so you save some cash for other stuff.

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
Zokon Santyev wrote:
We'll need someone to decide on how we are going to explore, to do maps and to look after inventory.

What do you mean by this?

For exploring, I assume we are just going to talk about where to go next and come to a consensus. I would prefer to explore territory that we can clear quickly first (for efficiency reasons) but other than that I have no preference. I think you make survival rolls to explore and I think Celyne is our best in that regard. Also perception checks, which everyone makes, presumably. DM will probably roll those for us.

Mapping - will the DM be doing this for us? Other campaigns I have seen worked that way. If not I have hexographer on my home machine and could put together something crude.

Inventory - we could hire a priest of Abadar to look after that for us. :). Seriously, is this likely to be a problem? Are you concerned about how we divide up treasure? Or just how we keep track of it? When I am online I usually have the chance to post often so if we need to have lists of stuff made up I can do that if need be.


Skills:
Perc:+10|Stealth:+11|Acro+10|Climb/Swim +9|SM+9|Sur+8|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+1|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

Mainly lists of gear and gold, always good to track and the map thing will be gm decide I suppose


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

Jarvek - if you've got a high int, you might want to consider going into Investigator instead of rogue - just a thought... nice class, gives you rogue sneak bonus to dmg and other things as well...

and despite being legalistic about her own word, she is actually NG in alignment, not LG.


Jarvek is supposed to be kind of wimpy.

As for the archaeologist, I could settle for changing the order of multiclassing and start off as a rogue and multiclass with archaeologist. that way he will still be proficient with sword cane.

@Numalar, I plan on getting a belt of physical might and will be putting my first ability score bonus into CHA. He is meant to be a face, a bit cowardly and always looks for others to guard him, thus why he makes so many friends. I don't really care if others have a higher Cha, this is how I built Jarvek and this is how he is supposed to be. He will end up being a saboteur, stealing and dirty trick will be his main focus in combat until he gets gang up which he will then use to implement sneak attacks, as for the beginning levels he will mostly be keeping his distance and shooting his crossbow.

@Celyne, I don't want him to be an investigator, he is smart yes buy his main focus is being Charismatic and making allies, but he is also a bit of a thief and con artist, not a detective or diplomat.

Actually I think I will change his skill focus to bluff now that I think about it.


Numalar Auritonius wrote:
Bella of the Everlight wrote:

Bella is both a front line fighter and a heal/buffer. Considering the number of damage oriented characters, she will most likely be staying in the back when in combat.

Out of combat... she will cook (please don't make that a skill check, my survival is horrible)

Well, we don't have any big barbarians or any particularly strong STR-based fighters. Bella is probably the 2nd-in-line character to be in the front.

Valeska is likely our main melee fighter. Zokon is good in melee but is great at archery so he probably won't be in the front very much. Jarvek will be good if he can flank but won't be a "heavy." Luna the Tiger is powerful when she (or he?) can get a full round of attacks, but that is not all the time. So Bella probably will have to use her scimitar a fair bit.

BTW cooking is normally rolled with Profession: Cook. So everyone will be bad at that in this party!

IDK what you are talking about, warpriests are nasty in melee, no they don't have the d12 hit dice but they've got great divine abilities to back them up both in damage and in healing.


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 all about balance.


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

I have a charlatan type rogue in one of the games I run. Very fun character. Sure, not particularly great in combat, but he can talk his way out of just about anything, fights included.

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
BigP4nda wrote:
IDK what you are talking about, warpriests are nasty in melee, no they don't have the d12 hit dice but they've got great divine abilities to back them up both in damage and in healing.

I haven't played with them in a game before but they look a lot like clerics to me. Battle clerics can be really great. So I assume that warpriests fall into the same mold.

They seem to get less spells but on the other hand get bonus feats, an ability to buff their armor, heavy armor proficiency, free weapon focus, and a boost to sacred weapon damage (which will make a difference for Bella at 5th level).

The only thing about characters like this is that they usually need to spend a round or two buffing themselves before they really get going. It helps if we able to achieve surprise and sneak up on people. Of course Bella can also wear heavy armor so once we get some money she could turn into a tank.


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 they can buff as swift actions. And, because of the few rounds you mention other characters needing...

Some feel they are over powered.

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
BigP4nda wrote:

Jarvek is supposed to be kind of wimpy.

@Numalar, I plan on getting a belt of physical might and will be putting my first ability score bonus into CHA.

Belts that boost physical stats are a good idea. But they are a good idea for everyone, and what your new stat is will be limited by what your base stat is.

BigP4nda wrote:
He is meant to be a face, a bit cowardly and always looks for others to guard him,

If he is able to get NPCs to do this then that is outstanding. But I expect other players might get tired of protecting you if there isn't some payoff.

BigP4nda wrote:
... but he is also a bit of a thief and con artist ...

If that's true, maybe he should be chaotic rather than lawful? FYI the "normal" alignment for both Brevoy and the River Kingdoms is CN.

Anyway, if you are still looking at character ideas, what about the Swashbuckler? They get to use Charisma for combat purposes, not only their Panache pool but also the effect of the dodging panache deed.

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:
I think they can buff as swift actions.

Yes, the sacred weapon boost starting at 4th level and the armor boost at 7th level are both swift action buffs. Of course, there is precedent for that - the judgements of inquisitors are also swift actions.

Mind you, they stack with stuff like divine favor and shield of faith so Bella will probably still want to use spells to buff herself.


BigP4nda wrote:
KingmakerDM wrote:
Jarvek Orus wrote:
Ha well then, I actually thought that I may have not gotten picked (there is a lot of hate going around the forums for rogues) so I was actually making a PFS version of this character, and was making him an Archaeologist bard Halfling, essentially he does the same thing, just has a few spells to back him up, also was going to multiclass with the Filcher Rogue archetype i think. Role-wise he will be exactly the same, even the backstory can be kept the same (just change the parents to halflings) would you allow me apply the changes to this character?
I'd rather Jarvek stay half-elf as there are no halfling houses in Brevoy. Nor do I really want any at this time. Plus, one of the reasons he was chosen was because he was a rogue. I had another archaeologist bard submitted that I could have chosen but I didn't. :)

I can definitely keep him half-elf, and him being an archaeologist is literally not going to change anything besides him not having sneak attack, he will still be doing the same tactics and acting the same way with the same skills (though more knowledge) and I will be multiclassing with rogue for extra talents and skill ranks.

I just really feel like he needs access to some enchantment spells since he is going to be the face of the group and I hope for him to make a lot of connections and networks, and detect magic is always a good spell to have. (Essentially the only reason I am choosing bard is because I want to make further use of his high charisma)

I like players to play characters that they really like and enjoy; that are interesting to them and that they can really get into. Makes it more fun for everyone and leads to a long-lasting game.

Having said that, if you want to change Jarvek from a rogue to something else, just let me know and I will put him back into the pool with the others and evaluate him in his new class. It wouldn't be fair to the other players who were not selected to select Jarvek based on one thing and then change that one thing after the fact.

So, if you want to change, just let me know and we'll pull him out, you can make the changes and then I will evaluate all the others together again to pick the 6th character for the party.

Just let me know what you want to do.

To all, I will be traveling later this afternoon so I might not be on again until Monday evening.

Let's remember, we all want to respect each other and have fun!!


Nah, I think I'm just going to withdraw all-together, the game should be about what the players want to play, not what the GM wants on his party. Have fun you guys.


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

Well that's sad... who will replace our rogue, DM? Are you gonna pick from the original applicants or recruit again? There WAS one more rogue on the list... plus lots of other choices too.


That is sad. Never seen anyone submit one character and after being chosen try to completely change concepts. But anyway.

Yes, I will pick from the others and we'll move ahead.

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

Well, it seemed like he didn't really know what he wanted exactly. I had had concerns that Jarvek would not be an effective character overall - I don't ascribe to traditional Rogue hate (I actually like rogues) but the system isn't very forgiving if you don't build them well. Ideally someone who is playing a rogue will have good system mastery.

Anyway it's water under the bridge now.

In case they got lost in the shuffle, KingmakerDM: did you get a chance to look over these questions? Also, I sent you a PM about my character build.

Numalar Auritonius wrote:

@KingmakerDM: Some general questions about the campaign:

1. Will you be allowing the Leadership Feat? I don't know about everyone else but when I originally designed Numalar I assumed he would be taking that.

2. Will you be allowing item crafting feats?

3. If so, will you allow customized items? Specifically:

A. Items that are based on existing items that give a numerical bonus (like a cloak of elvenkind for example) but granting a different bonus based on the existing formula, so in the example, a cloak that grants a different bonus, like +3 or +7.

B. Hybrid items that use the formula for combining two or more separate items (for example with slotted items this increases the cost of the secondary ability by 1.5).

3. Are you going to use the Kingdom Building rules from the modules or the rules from Ultimate Campaign? And if you are using UC, will you be using the optional rules as well?

Thanks in advance.


Numalar Auritonius wrote:

Well, it seemed like he didn't really know what he wanted exactly. I had had concerns that Jarvek would not be an effective character overall - I don't ascribe to traditional Rogue hate (I actually like rogues) but the system isn't very forgiving if you don't build them well. Ideally someone who is playing a rogue will have good system mastery.

Anyway it's water under the bridge now.

In case they got lost in the shuffle, KingmakerDM: did you get a chance to look over these questions? Also, I sent you a PM about my character build.

Numalar Auritonius wrote:

@KingmakerDM: Some general questions about the campaign:

1. Will you be allowing the Leadership Feat? I don't know about everyone else but when I originally designed Numalar I assumed he would be taking that.

2. Will you be allowing item crafting feats?

3. If so, will you allow customized items? Specifically:

A. Items that are based on existing items that give a numerical bonus (like a cloak of elvenkind for example) but granting a different bonus based on the existing formula, so in the example, a cloak that grants a different bonus, like +3 or +7.

B. Hybrid items that use the formula for combining two or more separate items (for example with slotted items this increases the cost of the secondary ability by 1.5).

3. Are you going to use the Kingdom Building rules from the modules or the rules from Ultimate Campaign? And if you are using UC, will you be using the optional rules as well?

Thanks in advance.

Let's see...

1. Yes to the Leadership Feat but as we get closer we might modify it a bit. Any changes would be worked out between us all.
2. Yes to item crafting feats. However, again, we will be working together on approving anything to be crafted.
3. I'll have to think more about the customized items. Initial thought is yes, if there are some good rp reasons for the change. I want you to be working the desire or the concept for the item into your character for some time. I don't want them just waking up and deciding to craft some odd item out of the blue.
4. We will be using the Ultimate Campaign and some Ultimate Rulership adjustments. We will NOT be using the rules for selling magic items as is. We have plenty of time to worry about all that and we'll work it out together.


Message to all...

Just wanted to let you know right away about some of my thoughts on magic. Although I don't shoot for low magic games... In a way I do. Here's what I'm talking about. As we get further along, should you be successful and actually found a kingdom, you will be drawn into events unfolding in Brevoy and other regions. To make that campaign as fun and challenging as possible, you won't be able to just use magical means to eavesdrop on your enemies or just teleport into their bedchambers to assassinate them, etc. So, in that regard, I limit the use of magic in the campaign. But, the good news is that so do the bad guys. You can think of it a couple of ways. One, those high level spells are extremely costly and no one just really has the funds or the desire to spend on them. Or, if you don't like it, basically consider that everyone has set up magical wards to protect them so it won't really do you any good.

So, what I will be looking for is a campaign that requires you to build up contacts, to develop a spy network, bribe contacts, all those fun and interesting things that we actually read about in stories and not just someone casting a spell in the course of one page and dealing with the threat. That's no fun for anyone, least of all me.

The gods are pretty active in my campaign, watching the world and their followers. And they are jealous. So you will see that they will often interfere in your magical machinations if it interferes in something they have planned.

Anyway, just wanted to get that out there from the very beginning. We won't really have to worry about any of that coming up for quite some time.

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

1. Cool. Overall Leadership can be used to fill in vacant kingdom government slots without having to think about it too much. But if there are enough well-developed NPCs around then it is less of an issue.
2. Okay. I had some thoughts about that which I will post separately.
3. When you have items that are fairly expensive but provide a big bump to something, it seems to me that it is better to introduce them in stages rather than all of a sudden. Instead of making eyes of the eagle right off the bat I would like to be the kind of character who would say "here, I made these lenses for you which will give +1 to perception." It also makes it possible to have interesting stuff at low level. The hybrid items thing is another one where I sometimes would rather have the abilities of two neat but minor items rather than one great big item.
4. Yeah, I really hate the "revenue by selling magic items" thing so I am glad you are not using that. Is Ultimate Rulership a 3PP thing?


Numalar Auritonius wrote:

1. Cool. Overall Leadership can be used to fill in vacant kingdom government slots without having to think about it too much. But if there are enough well-developed NPCs around then it is less of an issue.

2. Okay. I had some thoughts about that which I will post separately.
3. When you have items that are fairly expensive but provide a big bump to something, it seems to me that it is better to introduce them in stages rather than all of a sudden. Instead of making eyes of the eagle right off the bat I would like to be the kind of character who would say "here, I made these lenses for you which will give +1 to perception." It also makes it possible to have interesting stuff at low level. The hybrid items thing is another one where I sometimes would rather have the abilities of two neat but minor items rather than one great big item.
4. Yeah, I really hate the "revenue by selling magic items" thing so I am glad you are not using that. Is Ultimate Rulership a 3PP thing?

On Leadership, I've often though about letting you roll up secondary characters when we get to that point who you can use for other things within the kingdom and for side adventures. But, that will depend on what you all want to do and how much time I have. :) But I do anticipate there being plenty of NPC's around to fill kingdom roles. I like NPC's...

I like the way you are thinking about the progressive crafting. That would be worth further exploration.

Ultimate Rulership is a 3PP product. It was put out by Legendary Games. It cleans up some of the stuff from how the rules were put forth in the modules and brings out new buildings and stuff.

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

As a gnome I think Numalar would be the type to like to tinker with things like magic items.

If you want to avoid the runaway wealth issue of crafting feats, I came up with this Crafting Variant that does away with crafting feats and discounts but still makes crafting possible. No big deal if it isn't for you; it's just an idea.


Skills:
Perc:+10|Stealth:+11|Acro+10|Climb/Swim +9|SM+9|Sur+8|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+1|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

A warrior type would be awesome to get or a cleric.. we have 1 front liner at the moment.

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
Zokon Santyev wrote:
A warrior type would be awesome to get or a cleric.. we have 1 front liner at the moment.

I would be happy with that too. We don't currently have a STR-based character.

On the other hand, our best Perception in the party is only +8 or +9 I think, and we have nobody with disable device. So I'm cool with a rogue type as well.


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

well, we do have a secondary fighter in Luna (the tiger), so our tactician is not without some help on the front lines.

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

Bella will also often be out front.

It's up to KDM of course, but I like the looks of Froanar Gossamar and Gideon Schrade. At least purely crunch-wise.


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

Those look like solid choices, Numalar. At face value I'd be happy with either of them.


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 have to agree.. I was looking over the list independently and though Fronar would be a good choice also... Just looked over Gideon too and agree as well.. either would be fine.

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

I think Froanar's story presents a bit more of an interesting twist for the way the game will go. But Gideon is a devotee of Erastil and it's always good to have one of those in a Kingmaker game.

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