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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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 circles around and takes a swipe at the "back" of the figure. It was a bit hard to tell which end was which but... Other side?

To Hit!: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15 Plus flanking?

Damage? Magical/Slashing: 1d10 + 8 ⇒ (8) + 8 = 16

Action: Move, Smack

Notes: Song is on round 2. Details in spoiler as always :) And don't forget haste is +1 to hit as well!


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 |

Round 1:
"Cool it? You mean, it's vulnerable to cold?", Alia inquires of Dool, but doesn't wait for an answer, instead pointing a finger at the Golem, firing a Ray of Frost at it.

Ray of Frost Touch Attack: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13 Cold: 1d3 ⇒ 2

If that seems to have any adverse effect on it(if it hit), she'd re-cast it on R2(or if that was a miss)

Ray of Frost Touch Attack: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13 Cold: 1d3 ⇒ 3

If it connected and did not seem to have any effect, she would instead pull up Zokons Bow and fire twice, one blunt and a regular arrow.

Alternative:

Bow Attack: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19 Piercing: 1d8 + 6 ⇒ (6) + 6 = 12
Bow Haste: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12 Blunt: 1d8 + 6 ⇒ (6) + 6 = 12

Welp. Here's hoping cold does something and 13 hits touch.


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

With some help from Dool's haste spell, Serena manages to ship the golem, while the wizard Fergus manages to prod out a few panes with his weapon. Durgan connects once but for less effect than he had hoped. Alia's spells go wide as she tries to avoid her allies involved in the melee. Matheus tries to shield her and the other casters in the party with fancy blade-work. Total defense. Dool clears out of the room, while Longtooth launches another attack at the thing's flank shattering a few more panes.

Longtooth glowing longsword v golem (haste, flank): 1d20 + 15 ⇒ (16) + 15 = 31 damage: 1d8 + 3 + 5d6 ⇒ (4) + 3 + (1, 3, 2, 1, 4) = 18

The creature swings it's glass sword about in a reaping arc opening huge gashes in Illthir and Matheus both.

random target: 1d6 ⇒ 4 glass sword v Illthir: 1d20 + 16 ⇒ (14) + 16 = 30 damage: 2d8 + 5 ⇒ (8, 4) + 5 = 17 bleed: 1d8 ⇒ 4 hit

random target: 1d6 ⇒ 6 glass sword v Matheus: 1d20 + 16 ⇒ (18) + 16 = 34 damage: 2d8 + 5 ⇒ (2, 6) + 5 = 13 bleed: 1d8 ⇒ 6 hit

Conditions Dim lighting, hasty allies

Round 4(ish)! (Theme ♬)
The Bold May Act!
_________________
__ Alak Dool
__ Durgan
-3 hp (corrected)
__ Fergus
__ Serena

__ Illthir -17 hp, bleed 4
__ Alia -22 hp
__ Longtooth
__ Matheus
-16 hp, bleed 6
__ Stained glass golem -68 hp

Map Updated


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 again accepts the Raging Song and tries to smash the golem to pieces.

Attack, Raging Song, Haste: 1d20 + 8 + 1 + 1 ⇒ (16) + 8 + 1 + 1 = 26
Damage: 1d8 + 7 + 1 ⇒ (6) + 7 + 1 = 14

Hasted Attack: 1d20 + 8 + 1 + 1 ⇒ (7) + 8 + 1 + 1 = 17
Damage: 1d8 + 7 + 1 ⇒ (8) + 7 + 1 = 16

AC 25 due to Raging Song.


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

Fergus allows the inner flames of anger stocked by the song to take hold as he stabs at the creature again.

prodder: 1d20 + 8 + 2 - 1 ⇒ (4) + 8 + 2 - 1 = 13
damage: 2d6 + 7 + 3 ⇒ (5, 3) + 7 + 3 = 18

prodder,haste: 1d20 + 8 + 2 - 1 ⇒ (9) + 8 + 2 - 1 = 18
damage: 2d6 + 7 + 3 ⇒ (4, 3) + 7 + 3 = 17


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

Ow! The song was approaching its last verse - Illthir just hoped there would be room for an encore and not a swan song. She steeled herself and swung at the angry piece of art. Die?!

To Hit! Bonuses are Haste and Flanking: 1d20 + 8 + 1 + 2 ⇒ (1) + 8 + 1 + 2 = 12

Damage? Magical S: 1d10 + 7 ⇒ (10) + 7 = 17

Haste To Hit! Bonuses are Haste and Flanking: 1d20 + 8 + 1 + 2 ⇒ (10) + 8 + 1 + 2 = 21

Damage? Magical S: 1d10 + 7 ⇒ (7) + 7 = 14

After striking, Illthir takes as step back out of the range of the monster.

Full-round to smack then a 5' step. This is the last round of the song. Fast Healing from Skald's vigour applies. About 70% of the people seems to think it is 2hp (aka equal to the Strength bonus, not the Strength bonus :p)


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 |

"This better be worth it over some arrows", Alia states to no one in particular, but in Dools general direction, as she fires another freezing Ray at the Golem, taking some time to correct her aim and waiting until no one was in a position to block her shot.
Ray of Frost Ranged Touch: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26 Cold: 1d3 ⇒ 2


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

Serena controls her emotions, mastering her feelings rather than letting the song work its magic.

Morning star vs. swordlord: 1d20 + 8 ⇒ (13) + 8 = 21 Damage: 1d8 + 2 ⇒ (4) + 2 = 6


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

Back-ish! Just getting over the flu.

The sound of dwarves at war! KRAK! Whiff! Wiff! Wiff!

Illthir Winlowe wrote:
Full-round to smack then a 5' step. This is the last round of the song. Fast Healing from Skald's vigour applies. About 70% of the people seems to think it is 2hp (aka equal to the Strength bonus, not the Strength bonus :p)

Say what? For clarity let me go through my thoughts such as they are at present in the hopes that they answer what may have been a question. Bleed officially needs to be halted by a successful heal check or magic healing. Fast healing is technically an extraordinary (EX) ability and not magical in origin, in any case the Skald's Vigor feat seems to mostly trigger off the skald being so excited to sing so well at major annual sporting event that they don't notice being pregnant. It heals or rather negates some of the fatigue brought on by being exsanguinated 2 hp/round at present because that is the current Str bonus Illthir's raging song gives off. If I am missing anything lemme know and as hint note that I am currently easy to befuddle given my intake of Nyquil and illustrated my missing 2/3's of Longtooth's attacks last round. ;)

Illthir Winlowe wrote:
Ow! The song was approaching its last verse - Illthir just hoped there would be room for an encore and not a swan song. She steeled herself and swung at the angry piece of art. Die?!

There is another faint Wiff followed by a second loud KRAK!


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Alia of the Blade wrote:
"This better be worth it over some arrows", Alia states to no one in particular, but in Dools general direction, as she fires another freezing Ray at the Golem, taking some time to correct her aim and waiting until no one was in a position to block her shot.

The precisely aimed ray of cold seems to slow the creature!

Allowing Serena to come in and clank! hit it for 1 point of damage!

dice:
1d3 ⇒ 3

Sovereign Court

Matheus retreats realizing that discretion is the better part of saving the better part of that arm. Withdrawal

He retreats down one row of bookshelves popping out into sight of Illthir.

"You too, huh?" he says to her. He looks a bit faint.


With his sword held aloft it is hard to see Longtooth smile in the shadows.

Longtooth glowing longsword v golem (haste, flank, v slow): 1d20 + 15 ⇒ (15) + 15 = 30 damage: 1d8 + 3 + 5d6 ⇒ (3) + 3 + (3, 6, 4, 5, 5) = 29 hit

Longtooth glowing longsword v golem (haste, flank, v slow): 1d20 + 15 ⇒ (2) + 15 = 17 damage: 1d8 + 3 + 5d6 ⇒ (5) + 3 + (2, 1, 3, 6, 1) = 21 miss

Longtooth glowing longsword v golem (haste, flank, v slow): 1d20 + 10 ⇒ (4) + 10 = 14 damage: 1d8 + 3 + 5d6 ⇒ (3) + 3 + (4, 5, 2, 1, 3) = 21 miss

Even slowed the golem manages to turn quick enough to provide a too narrow target for most of the old rogue's blows to land squarely.


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

The golem turns on it's remaining foes. It's sword arm grinds slowly upward casting a colorful pattern over Serena. At the apex of its movement the glass arm comes free and falls to the floor in big glass chunks that shatter more of its lower structure until at last the entire thing collapses in a noisy heap i.e. difficult terrain.
The darkness continues to persist.

END COMBAT!

RESULTS!
_________________
__ Alak Dool
__ Durgan -3 hp
__ Fergus
__ Serena
__ Illthir -19 hp, bleed 4
__ Alia -22 hp
__ Longtooth
__ Matheus -22 hp, bleed 6

Map Updated


"Well that didn't seem so hard." Alak Dool says from just outside the doorway.


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

"..Yeah.." Illthir sighs looks down. She was *fairly* sure the glass shard knight had crashed. Even if that wasn't the case they'd hardly be helpful leaking their bodily fluids all over the place. Unfortunately she wasn't entirely unfamiliar with such situations; giving herself a few more moments at least. Wasn't sure about Matheus though so let's start there.

Fighting the pain and worrying flow of red liquid out of her wound Illthir grabs a scroll of Cure Light Wounds from her handy box and attempts to use it at Matheus.

Concentration DC 13: 1d20 + 9 ⇒ (17) + 9 = 26

Hp!: 1d8 + 1 ⇒ (5) + 1 = 6

Seeing it mildly successful she attempts to repeat the process for herself.

Concentration DC 13: 1d20 + 9 ⇒ (18) + 9 = 27

Healing!: 1d8 + 1 ⇒ (8) + 1 = 9

So there's were the good d20 were hiding! Not that I' complaining :p

"Welp. Let's agree to disagree." Illthir notes sourly as she emerges from her tactical retreat/panicked hiding place. She wasn't in the greatest of shapes even before all this; now she could add exhaustion and injury to her list of complaints.


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 |

"The amount of preparations that went into making basically every location on the premises a kill zone astonishes me. By what you told me nowhere seems to be safe. We can't continue recklessly - so far we have not encountered any roaming dangers but ran into them. We should do the smart thing, establish some sort of safe zone, rest up, heal, then venture out and look for other survivors. At this point, I believe everybody who was attacked either is dead already, or was smart enough to stay in place and wait for rescue. Which we can't provide if we perish first.", Alia states while staying safely away from the sharp-edged remains of the glass golem. "And we should all stay together. Wandering off alone seems likely to be a death sentence for most who would try. Lets hunker down and reflect on our options and next steps - and contemplate our recent experiences."


"And the door?" Longtooth says hitching a thumb toward the room's locked door. "That thing was guarding something. My nose is sure of it."


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 half expecting it to bite us to be honest." Illthir replies to Longtooth. Though the man might be right - he certainly had the experience. Most of the places had only had one main course? Hmm. Wasn't sure if she'd want to risk her limbs though. "Maybe just a peek ... And then we can mend our wounds."


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

"I trust your experience on that, Longtooth. We already defeated this guardian, may as well take a look. But if there's more unpleasantness behind that door, I say we back up and regroup."
As she speaks, Alia unslings Zokons bow, notching an arrow and aiming in the general direction of the door, not drawing the string back just yet.


Longtooth sets to work on the lock.

dice:
1d20 + 16 ⇒ (18) + 16 = 34

And a moment later there is an audible click.

He gives the door a tug. It resists at first before swinging open upon a vault chamber filled with prone humanoids.

Sorry. I left the list at home.


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

"Uhh what?" Illthir looks over the shoulders of her companions into the vault chamber. That wasn't what she had expected ... Not at all. But uhhm...


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

Laying within the party finds:


Sandralane of Rahadoum,


Imeckus Stroon,


Samuel Renault,


And Lord Varn!


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

All of them crumpled against the walls and door as if felled in the act of trying to escape.

** Map Updated **

Sovereign Court

"MY LORD!"

Healed of his most pressing injury, Matheus rushes to his master's side.


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

"It's a trap!" Illthir yells and grabs Matheus collar. She didn't actually know that - but everything else had been a trap so far! Her eyes narrowed and she glared at the room. "Probably... Just give us one moment to check."


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

"I agree - most certainly not what I had expected...are they...gone?"
Alia returns the arrow to the quiver, then retrieves her wand of detect magic, burning a charge before taking another look through the open door, without stepping inside the room.

Perception: 1d20 + 12 ⇒ (13) + 12 = 25

Sovereign Court

Alia of the Blade wrote:

"I agree - most certainly not what I had expected...are they...gone?"

Alia returns the arrow to the quiver, then retrieves her wand of detect magic, burning a charge before taking another look through the open door, without stepping inside the room.

No traps that Alia can see from outside.

Matheus looks up from Lord Varn's side and says "He's alive!"


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

"Well, there's that, at least."


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

"Serena, can you channel to heal? My powers are exhausted."


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

"Let's see if we can get them out as well ..." Illthir wasn't quite convinced something terrible wouldn't happen. But maybe they were in luck. Or the glass knight had been dreadful enough!


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Illthir Winlowe wrote:
"Let's see if we can get them out as well ..."

And they can! Although the vault-dwellers all seem unconscious.


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

Serena gathers those who are injured around her and calls upon the light of Sarenrae.

Channeling to heal: 3d6 ⇒ (2, 4, 5) = 11

"And that's all I can do," she says apologetically.


"Air. At last." says a groggy Lord Varn from the floor. "I had thought never to see my home and child again."


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

The others in the room slowly regain consciousness.


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

After helping dragging out the last of the trapped, Illthir sighs in relief when the healing energy washes over her. That felt... Better. "Thank you Serena." Also that nothing terrible seemed to happen right now.

At the sword-lords comment she glances at the door. Had it been sealed that tightly? Hmm. Impressive workmanship if that was the case. This would have had to been planned a long time - or this place had been warped by dark magic as well. Which seemed to be the most obvious answer. Didn't really matter right now though.

"Welcome to the world of the mostly living." Illthir offers some water as they stir. "How soon can you walk?"


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

"We need to find a safe place to rest. We have no good options.
There would likely be more attacks and ambushes on our way out. And yet resting on this estate poses its own challenges.
I think Ser Richard is long since dead and replaced by the undead that Fergus and I (mostly Fergus) destroyed."

Fergus nearly solo'd that thing!

"We don't know what became of his seneschal, who claimed to be Szam Tass. That was an illusion, but there may have been a real being as well.

They (the one or two of them) seemed to be upset about the earlier Charter holders stealing from some old temple of Erastil in the woods. And for that, they went through an immense amount of effort to gather all the potential settlers of the Stolen Lands and try to wipe them out.
A golem?? That is no trivial thing to construct. It takes time and money.
Add to that the services of an Efreet.
A huge number of monsters.
The animated suits of armor that slew other guardsmen.
This was planned for a long time. So any place that we choose to rest could also be a death-trap; we'll have to search carefully before making camp."


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

After helping dragging out the last of the trapped, Illthir sighs in relief when the healing energy washes over her. That felt... Better. "Thank you Serena." Also that nothing terrible seemed to happen right now.

At the sword-lords comment she glances at the door. Had it been sealed that tightly? Hmm. Impressive workmanship if that was the case. This would have had to been planned a long time - or this place had been warped by dark magic as well. Which seemed to be the most obvious answer. Didn't really matter right now though.

To be fair, this room appears to be a vault full of old books, paperwork and trinkets.

dice:
1d20 + 4 ⇒ (1) + 4 = 5

Durgan Far-Walker wrote:
They (the one or two of them) seemed to be upset about the earlier Charter holders stealing from some old temple of Erastil in the woods. And for that, they went through an immense amount of effort to gather all the potential settlers of the Stolen Lands and try to wipe them out.

Just to be clear this sort of meeting was always going to happen. Explore and clear the lands and then get together with all the interested parties to divide the spoils and move forward. It wouldn't have been super general knowledge but most of the courtiers in New Stetven, the offices of the various religions, and the Mayor of Restov's social circle would have been aware that it was going to happen and that Iannuchi's estate would have been for a number of reasons (his own supposed neutrality, the size of his holdings, its location, etc....) a good location to hold it. All that said, even with a month or two's lead time someone went to huge expense to arrange this ambush. Side note: It's been a couple of months in-game since the party raided the dungeon beneath the desecrated Temple of the Elk in the forest. Side-side note: no one I think has actually mentioned the existence of the place to Jhod Kavken the cleric of Erastil back at Oleg's Outpost. ;)

Currently (the illusion?) of Szam Tass is standing at the top of the spiral stair on level three, and the rest of the NPCs in the party are on the second floor down the hall that was assigned to the PCs, the other hall was for Drelev and his party while the top floor was reserved for Lord Varn and the manor's owner Richard Iannuchi.


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

I think we failed the ID-process to know what that temple was before. We slaughtered that demon bear there and the water got all fancy, if memory serves. But nobody was able to ID it as a Erastilian temple that could be of interest to Jhod. Maybe if Alia tells the story to some of our newer members they could make the connection and give us a pretext to tell Jhod. If he's alive.

Alia looks around:"It is good that you are alive, but not everybody is accounted for. Alas, our resources are spent. Drasven is right in that we have to be cautious when resting, but rest, we'll need. We should also align what we learned. Breathe, drink some water, collect yourselves, then tell us what you remember before you awoke in this chamber.", Alia addresses the survivors, avoiding eye contact with Imeckus.


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

Maybe it's better to not know this is our "fault" for the moment :p

"Why *does* someone have a vault of papers?" Guess books could be worth a pretty penny. Especially if they contained stuff you didn't want anyone to see like "evil plots to trap people in hedge mazes". Hmm. Illthir takes a quick peek at the paperwork just in case. It was *probably* correspondence, records or deals of some sort. But maybe there'd be clues?


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 |
Illthir Winlowe wrote:
Maybe it's better to not know this is our "fault" for the moment :p

That's why I was not bringing it up in-character. Not much to gain from saying "Ooops" at this point. But also, hard to forget.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Illthir Winlowe wrote:
"Why *does* someone have a vault of papers?" Guess books could be worth a pretty penny. Especially if they contained stuff you didn't want anyone to see like "evil plots to trap people in hedge mazes". Hmm. Illthir takes a quick peek at the paperwork just in case. It was *probably* correspondence, records or deals of some sort. But maybe there'd be clues?

The little bit she looks at seems to relate to the estate's income (from farmland, vineyards, sheep, other vassals, hosting young noblemen interested in learning bladework from a Swordlord, etc...) and taxes (going back more than two centuries).


Alia of the Blade wrote:

I think we failed the ID-process to know what that temple was before. We slaughtered that demon bear there and the water got all fancy, if memory serves. But nobody was able to ID it as a Erastilian temple that could be of interest to Jhod. Maybe if Alia tells the story to some of our newer members they could make the connection and give us a pretext to tell Jhod. If he's alive.

Alia looks around:"It is good that you are alive, but not everybody is accounted for. Alas, our resources are spent. Drasven is right in that we have to be cautious when resting, but rest, we'll need. We should also align what we learned. Breathe, drink some water, collect yourselves, then tell us what you remember before you awoke in this chamber.", Alia addresses the survivors, avoiding eye contact with Imeckus.

After a quick glance around his surrounding Imeckus Stroon says "Where is my sister?" The way he says it makes it sound like a command as much as a question.


....


"And the rest of the men?" adds Varn. His answer comes from Matheus's downcast countenance. "I see.... And the others? The Lord Mayor? Lord Orlovsky?"


"Is anyone injured?" asks the cleric from Rahadoum.


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 ones we've found are upstairs." She wasn't quite brave enough to add "go fish!" to Stroon's question. But he was (probably?) smart enough to put two and two together.

I'm fairly sure Serenas channel topped Illthir off.

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

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

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

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

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

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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