Rise of the New Runelords

Game Master Harakani

Kingdom Map (now with Loy's family notes AND the Runelord's Route)
Kingdom Turn
Minions Page

[ ]Forsten [ ]Anglon [ ]Valerianna [ ]Denat [ ]Ronald [ ]Simon [ ]Grey
[ ]Zekat [ ]Legion [ ]Molly [ ]Grey Horror [ ]GreyServants [HQ]ZomBees
Fight Map


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M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1
The Master in Grey wrote:
All of us wizardy types really should just spend a few days homogenizing our spell books.

RIght. Though we won't have every spell, it's probable that if we coordinate we'll have every spell we may want between the group of us. 2 free per level is a lot when you consider how many of us there are.


You should found a school ;P

Mythic Modify Memory is one of my favorites, but you do have to be 8th tier to get the best effect.

Forget hitting Razmir with it, imagine casting it on yourself. Made some enemies? No problem with new "Memory-Away"(TM)

Though a good Lissalan should be horrified at the thought of instantly rewriting books.


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1
Harakani DM wrote:

You should found a school ;P

Mythic Modify Memory is one of my favorites, but you do have to be 8th tier to get the best effect.

Forget hitting Razmir with it, imagine casting it on yourself. Made some enemies? No problem with new "Memory-Away"(TM)

Though a good Lissalan should be horrified at the thought of instantly rewriting books.

Ohh, That's wicked.

You are now the ultimate thief. Steal anything in broad daylight then cast the mythic version. Suddenly everyone thinks that someone else did it. And as a bonus they have no idea who you are. It'd be a lonely life, but a rich one.


Man, that's a campaign right there.

PCs hired by the greatest thief in the world - but no-one knows who they are. Climax of the campaign is discovering that they all "know" the thief, who was just trying to reconnect with the people she/he lost the first time they used the spell.


Simon Demarkus wrote:

As you may have noticed I've found a lot of mythic spells I like. However, Mythic Reduce Person kind of fits my theme. Basically since any thrown/fired weapon returns to normal size once it leaves you it's kind of perfect for my character concept.

I have a couple of questions though.

I have wondrous item. I'd like to make an item that functions as a Pearl of Power 1, doesn't have charges, and only functions for Reduce person (the regular one as it's auto-mythic when I cast it. Also, it can be made so it only functions for me if necessary.

Basically I'd still have to prepare the spell, but I could use it as much as I wanted without a time limit. Shrink and grow at will, basically.

What do you think such a thing would cost?

By raw it'd be 2000-ish, but clearly that's a low number. I'm wondering how much more you think it should be? Remember, it would be calculated as the mundane Reduce person.

On top of the mechanical benefits I think it'd be fun to ride my familiar.

What do you think?

Been thinking about this a lot.

you have to cast the spell, and you have to spend a mythic point.
A pearl of power will give you the ability to recast a 1st level spell once per day.
A pearl of power that let you recast the same spell multiple times per day should be at least five times as expensive... this is really likely to be only a rough guess on this one. Fascinating idea for an item though.
So with this item you could cast Reduce Person, and from that point each time it lapsed you could recast it.
The catch is you would still have to spend a Mythic power each time to get the Mythic version.
I believe you can't create an item that uses a mythic Spell, certainly without it being an artefact or Mythic item.
Arguably you could cast an Ascended Reduce Person, but that is a +5 metamagic, so Reduce Person is now a level 6 spell with a minimum caster level of 11.

The issue with the Reusable Pearl of Power is that there are spells that are broken if you can cast them over and over; I'm thinking Cure Light Wounds, and True Strike. So long as it was limited to spells with a duration of 1 minute or more I imagine it would be pretty fair.


Male Human Wizard (conjurer) 8/ Archmage 3

That may be a silly idea but I'm thinking of taking the "Legendary item" ability. I could use it on my headband. Or I could ask the kind and magnificent (am I being too heavy handed here ? ;) ) DM for a loan for a +1 bec de corbin and use the ability on it as my badge of office.
Any preferences ?


We're going to do kingdom turns, so there is money in the treasury... I could be convinced to loan you the +1 bec de corbin if necessary


What it says on the tin; Caffiene addict 20
Harakani DM wrote:
Simon Demarkus wrote:

As you may have noticed I've found a lot of mythic spells I like. However, Mythic Reduce Person kind of fits my theme. Basically since any thrown/fired weapon returns to normal size once it leaves you it's kind of perfect for my character concept.

I have a couple of questions though.

I have wondrous item. I'd like to make an item that functions as a Pearl of Power 1, doesn't have charges, and only functions for Reduce person (the regular one as it's auto-mythic when I cast it. Also, it can be made so it only functions for me if necessary.

Basically I'd still have to prepare the spell, but I could use it as much as I wanted without a time limit. Shrink and grow at will, basically.

What do you think such a thing would cost?

By raw it'd be 2000-ish, but clearly that's a low number. I'm wondering how much more you think it should be? Remember, it would be calculated as the mundane Reduce person.

On top of the mechanical benefits I think it'd be fun to ride my familiar.

What do you think?

Been thinking about this a lot.

you have to cast the spell, and you have to spend a mythic point.
A pearl of power will give you the ability to recast a 1st level spell once per day.
A pearl of power that let you recast the same spell multiple times per day should be at least five times as expensive... this is really likely to be only a rough guess on this one. Fascinating idea for an item though.
So with this item you could cast Reduce Person, and from that point each time it lapsed you could recast it.
The catch is you would still have to spend a Mythic power each time to get the Mythic version.
I believe you can't create an item that uses a mythic Spell, certainly without it being an artefact or Mythic item.
Arguably you could cast an Ascended Reduce Person, but that is a +5 metamagic, so Reduce Person is now a level 6 spell with a...

I thought you only had to spend a mythic point if you were casting the upgraded version.


IIRC
Mythic point to cast
optional mythic points to empower DC
optional point to make harder to dispel
optional mythic point(s) to use Augmented version


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1
Harakani DM wrote:

IIRC

Mythic point to cast
optional mythic points to empower DC
optional point to make harder to dispel
optional mythic point(s) to use Augmented version

Just read up and you're right. I need to reevaluate my options.


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1
Simon Demarkus wrote:
Harakani DM wrote:
I suppose it would make you the "library" of the group. You memorise every spell you can that they have, and if anyone's book is destroyed you could rewrite it.

Oh, That's true. I'd be a great way to role-play an Eidetic memory. Basically, Assuming they're amiable, I know every spell in everyone's book. When we eventually have a mage college (because duh) I'd know every spell they know.

Once we get to the Mage college point it'd be easier to write down the spells I don't know. lol.

Ok, I like this idea. I think I'm going to go with it for my first Path ability.

Now that being said what's the difference between the wizard discovery Fast Study and the path ability Rapid Preparation? WIth the notable exception of the spending of a Mythic power to instantly prepare an open spell slot.

If they're otherwise the same I'll take Fast Study as my 5th level bonus feat to play up the eidetic memory thing.

** spoiler omitted **

** spoiler omitted **

Hey DM,

I know I posted a lot yesterday, but I need this question answered.

I think for my first tier + my 5th level bonus feat I'll take the eidetic memory arcana and Fast study.


I think you've got it. Rapid Prep is Fast Study + the swift action thing, and, of course, is easier to take (can get it as a Magus, for instance)


The new players should be here soon, please make them welcome :)


New Players
Welcome to the New Runelords

Hargran made a deal to get support to start a Kingdom. Cheliax did not like this and he was forced to flee with his current Runelords.
The Runelords liberated a keep from Bandits. It appears the last charter-holders of this land suddenly joined the local Bandit lord after heading off to assault their base.
The Runelords gave chase to the bandits and engaged Harsk. They were victorious and managed to get enough information to know that when the previous charter-holders assaulted the Bandits the 'lady of leaves' appeared and everyone not claimed by a god (Divine Caster) joined the other side. The Runelords realised this appeared to be some Divine or para-divine compulsion, against which they had no defence.
Returning to Hragran they found a Kobold Tribe, the Sootscales and befriended them - in particular Pikmik. The Kobolds had had a statue stolen by local Mites, with whom they were at war. The MItes used giant wasps as an assault force.
The Runelords went to the Mite's base, and fought giant wasps, then a giant unearthly spider with the statue attached to it. During this fight, the Mites fled.
The statue had 'grown' and the Runelords realised this was a weakening prison for Hasathorex, a minor demon lord. They shattered the statue and the weakened demon lord in short order.
They have allied with the Sootscsales and are on their way back to Hargran

What we'll need to do;

We are just about to start the first Kingdom Phase. During this period everyone gets to go to level 6 recruitment took longer than expected. At the end of this period everyone gains their Mythic Tiers (which are already on your sheet)

The other players are levelling and adding the tiers now.

Would be good to make sure we all have our plans and there is not too much overlap.

We need to work out who will be fulfilling which Kingdom role in this kingdom phase. I wanted a Kingdom phase to take a year, rather than a month. Maybe work out what people want to do, and if they want to do subsequent phases.

There should be plenty of time for crafting during the phase if people want.

Hargran is present, but is badly injured and down to possessing the servants. He is reluctant to every move from Magic Jar range, and will spend most of the time during the phase researching how to fight a god.


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

I think I'm going to take Mythic Floating disk for now. A couple of DM discretion questions please.

Can I direct a floating disk to follow someone else so long as I stay in range?

Can I have the floating disk follow the basic instructions of someone else so long as I stay in range?

Floating disk says "Unless otherwise directed" which leaves a lot of wiggle room for basic commands. I'd like to get a DM ruling before i fully commit please.


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

Also, updated my sheet.

What exactly do we need to do during the kingdom round? This is my first Kingmaker.


M Azlanti Guardian Magus

Woo! Haven't even started playing and I already get to level!

As far as kingdom roles after finalizing my character's background and discussions with the GM I see Forsten fitting into either Warden or Royal Enforcer (+6 bonus from Strength). I don't suppose I'm going to have too much competition for those spots from the other runelords :p

@Simon: the first is usually the worst as you have to establish a tonne of stuff. Subsequent rounds come down to crunching some numbers, making a few rolls and deciding what buildings and how you want to spread/develop your kingdom (claiming areas, building infrastructure like farms and roads, etc)


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1
Forsten wrote:

Woo! Haven't even started playing and I already get to level!

As far as kingdom roles after finalizing my character's background and discussions with the GM I see Forsten fitting into either Warden or Royal Enforcer (+6 bonus from Strength). I don't suppose I'm going to have too much competition for those spots from the other runelords :p

@Simon: the first is usually the worst as you have to establish a tonne of stuff. Subsequent rounds come down to crunching some numbers, making a few rolls and deciding what buildings and how you want to spread/develop your kingdom (claiming areas, building infrastructure like farms and roads, etc)

Well, We're wizards, so I imagine it's going to be a high magic city. That's a starting point.


@Forsten; you also have Valerianna Shard incoming, and she's stronger

Floating Disk:

You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. If used to transport a liquid, its capacity is 2 gallons. The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond its range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.

Mythic Floating Disk:

The disk created by this spell lasts for 2 hours per caster level and can carry up to 200 pounds of weight per caster level.

The disk accompanies you regardless of your speed, always catching up no matter how far you move. If you stand or sit on the disk, as a move action you can direct it to travel up to 30 feet in any direction.

Any objects resting on the disk count as weightless parts of your gear for the purpose of teleportation effects (allowing these items to go with you when you teleport despite the weight limit of the teleportation spell).

As a free action, you can transform the plane of force from a concave disk into a bucket-like shape that holds up to 4 gallons (or transform it from the bucket-like form back to its normal disk form).

Simon wrote:


Can I direct a floating disk to follow someone else so long as I stay in range?

Can I have the floating disk follow the basic instructions of someone else so long as I stay in range?

Floating disk says "Unless otherwise directed" which leaves a lot of wiggle room for basic commands. I'd like to get a DM ruling before i fully commit please.

It accompanies *you* - you can specify how close that accompanying is, or presumably order it to move more slowly towards you. I don't think Floating disk can do otherwise unless you are on it.

You can use it to fly (any direction comment)


retired

Greetings, everyone! Thanks for the selection =)

I'll work on adding another level to Valerianna later today. Looking forward to playing with you all!


M Azlanti Guardian Magus

Mmm, pretty decent strength for a wizard :)


Human Illusionist 8/Archmage 3

Checking in. I'm on my phone atm, will have a more detailed post forthwith.


Male Human Wizard (conjurer) 8/ Archmage 3

Updated Denat's sheet. Just have to add followers, cohort and legendary item and to choose another mythic spell.
I took Web as my first mythic spell and was thinking of Grease or Obscuring mist for the 2nd. If you have any opinion on the matter, feel free to tell me.


retired

So I've been thinking about Valerianna and I've come to the realization that she'd do better with her transmutation focus as an Eldritch Knight. The school power is nice for the large stat boost, but such gradual incremental boosts won't scale quick enough to keep her hitting things.

So, I think I'll revamp her slightly and add in a level of Fighter (or maybe Ranger) earlier in her career. An added bonus is that'll free up a few of her feats to shore her up in other areas. I'll figure that out this afternoon though.


retired

Alright, I wound up going with a level of Fighter and reworked her feat selection slightly. Next level and onward she'll be an Eldritch Knight!

She's gained Weapon Focus, Furious Focus, and Arcane Strike, so she can hit a little more reliably at this point.

Really looking forward to pulling off a bull's strength + mythic monstrous physique combo though. Her strength will soar to 24 under those circumstance. The vast majority of the time Forsten will be the strongest by the looks of things though, so I agree that he'd be well suited to the General, Royal Enforcer, or Warden roles.

Valerianna is still primarily a caster, despite how hard I'm trying to make her passable in melee combat =P As such, I think she'd do well as the Grand Diplomat, Magister, Spymaster, or Treasurer. That being said, almost everyone else has a higher Int bonus than her, so she might find a better fit in one of the roles Forsten doesn't fill.

/shrug

I'm open to suggestions!

EDIT: Oh, btw, how are we determining hit points? Are we rolling or using the 1/2 HD + 1 method?


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

Welcome all. Glad to have you.


M Azlanti Guardian Magus

Eldritch Knights are pretty good, I was tempted to play one myself, but the offer of the polearm blackblade was too good :) I played a EK quite succesfully in the Jade Regent AP previously though

As to kingdom building... Will Hargran be our leader, or will we be filling that position from our own ranks? Anglon seems the only real candidate for it as far as stats goes. What NPC allies do we have available to fill the other kingdom roles?

Ruler (Cha): Hargan
Councilor (Cha, Wis):
General (Cha, Str): Valerianna?
Grand Diplomat (Cha, Int): Ronald?
High Priest (Wis, Cha): Anglon
Magister (Cha, Int): Master in Grey?
Marshal (Dex, Wis):
Royal Enforcer (Dex, Str): Forsten
Spymaster (Dex, Int): Simon?
Treasurer (Int, Wis): Denat?
Warden (Con, Str):

The above are only suggestions after looking at everyone's stats (and if it was in your profile your background). Feel free to tell me how wrong I am :p


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

I'd be better as a diplomat than a spymaster. Simon is a "speak softly and carry a big stick" kind of guy.

Magister would also be a decent fit.

SImon will be taking the Eldrich Knight PRC next level, so that's indicative of his personality. He carries a gun.


Human Illusionist 8/Archmage 3

Ronald would work well as Diplomat. His skills in persuasion, chicanery, and all around attitude all blend well for a Diplomat.


@Valerianna; I confess to a trifle of disappointment. I had a thesis that the new Mythic Rules made it possible to play a pure-full-caster Gish, and I thought Valerianna would prove or disprove it. I can understand your reluctance though.

I do think Enhancement over Shapechange might have been worthwhile, with natural weapons via Beast Form I or Alter Self when needed.

@all: Hmm, just had a thought - do you think someone can Mage Strike with a Touch Spell?


M Azlanti Guardian Magus

You mean Arcane Strike? That specifically calls out weapons, otherwise I'm not sure what you mean.

As to the roles, like I said only very preliminary suggestions :)


retired

I was hoping for the same, but at least looking at it on paper it just doesn't seem like her to-hit bonus will scale fast enough for her remain real face-beaty.

Still, you've convinced me to try it none-the-less. I'll revert back to Wiz 6 and we'll see how it works!


retired
Forsten wrote:

You mean Arcane Strike? That specifically calls out weapons, otherwise I'm not sure what you mean.

No, he means Mage Strike, one of the archmage mythic path abilities.

FWIW, if you're holding a touch spell charge, I do think it'd apply.


Thank you, if it turns out it is impossible to keep up then I'll let you retrain.
if you are interested in running through the theory behind the build, we have some great players in this game.

May I ask what do you see as your primary damage output mechanism?


retired

Well, her primary damage is the glaive, not much else to it than that. I'd been aiming for using her battleshape ability to ensure she could make attacks/AoO's if something got inside the reach of her glaive and she wasn't already shifted into a form with a natural attack. I did, however, swap focused schools and picked up enhancement instead.

I don't expect her to hit like a raging barbarian, but one of my main concerns is that it could take a few rounds to buff up suitably to hold her own. Sans self-buffs, she's at a piddly +6 to hit for a possible 6-15 damage.

Though the more I think about it as I type, I think her real strength might shine in going nova. With a bull's strength and mythic monstrous physique in effect, her numbers really spike. Even more so by layering on power attack and mage strike to boot.

The other thing is it's a bit of a bitter pill to have to invest 3 regular feats and a mythic feat just so she can wear light armor and swing a glaive without any penalties.

I dunno, we'll just have to wait and see how it all actually plays out. Her Shifting Mastery path ability will ensure she's super versatile, though. Being able to pop from one form to another as a swift action for various needed movement modes or sensory abilities seems like it'll be awfully fun.


I have to say the light armour does not seem worth it. Mage Armour (or Mythic Mage Armour) can get you similar armour classes for the cost of a few spell slots per day, with no Spell Failure.
Further, if you use Arcane Strike and Mage Strike to pump your damage in combat, then you don't need to worry about ASF anyway - spells burnt in this way don't risk fail chance.
If you plan on beast-forming (or possibly alter-selfing) you won't be able to cast and you won't be able to wear armour.

There are ways to use a Familiar to help you get some of those buffs when you need them, allowing faster build up.
Mythic Initiative forbids the use of spells, but I think can be used to prep potions and scrolls.

Alter Self to a Lizardfolk and get a bite and 2 claws.
A changeling gets 2 claws, +1 damage and looks human.
Serpentfolk get Darkvision, Bite and Scent.


Coupled Arcana can (in perfect circumstances) double the speed at which you nova.

There are spells that can buy you a few rounds to buff up.

Hat of Greater Disguise puts you under a permanent alter self.


At 3rd tier you can get arcane metamastery. You could then get 10 rounds (most combats I know go for less) of Stilled Spell, and wear any damn armour you feel like :)

hey - check out Mythic Beast Shape, then combine it with Shape mastery!


M Azlanti Guardian Magus

Ahh right. Still not too familiar with a lot of the mythic stuff since I haven't had too many chances to use it yet :)

Like Valerianna said, if you've got a charge ready to go then I don't see why that wouldn't work :) Would be useful if you missed with your free touch attack, just spend another point and sacrifice a spell for a boost to hit and damage.


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

Finally got my sheet updated. Sorry it took so long.
Welcome to all the new players!


Human Illusionist 8/Archmage 3

Okay, Ronald should be all up to snuff.

Do we newbies get the level 5 or 6 starting GP now?

Also, how does everyone feel about kobold-cities? They're small, industrious, used to tyrannical rule, can see in the dark, and have a high birth rate coupled with a preponderance for sorcery. Good breeding stock, except maybe for front line soldiers that is...


retired

I'm not thrilled with the idea of relying on the natural attacks afforded by polymorphs, in large part due to the difficulty I'd have in overcoming damage reduction (much easier to bypass with a weapon) and also because I'd need to lean heavily on full attacks to get a lot mileage out of them. I'm not sure what kind of staying power she'll have yet, so I'm not quite yet ready to commit to that particular tactic. However, I do have the option presently with monstrous physique, so I've not ruled it out yet either.

Monstrous physique works like the beast shape spells, except it affords me the ability to take the form of monstrous humanoids rather than animals. It looks like it'll be really great with Shaping Mastery, but also affords me the continued benefit of my armor and glaive as well as the ability to still cast. Down the line, the giant form spells will function in much the same way.

On the subject of armor, I'd considered mythic mage armor, but it'd be capped at the +6 armor bonus. With the elven chain, I still have the option of having it enchanted further and I think it will stay relevant for longer. Arcane meta-mastery + heavier armors would be *really* nice if I were proficient with heavier armors. As I'm not, I don't think I could afford the ACP dinging my attack rolls. For right now, I think the elven chain, shield, and the natural armor bonus from monstrous physique i will keep my AC high enough to be respectable. And as armor's half as expensive to enchant as weapons, I think it'll be fairly easy to keep the elven chain where it needs to be.

---

All good suggestions though! I'm eager to see how things actually play out =)


What it says on the tin; Caffiene addict 20
Ronald Dranstus wrote:

Okay, Ronald should be all up to snuff.

Do we newbies get the level 5 or 6 starting GP now?

Also, how does everyone feel about kobold-cities? They're small, industrious, used to tyrannical rule, can see in the dark, and have a high birth rate coupled with a preponderance for sorcery. Good breeding stock, except maybe for front line soldiers that is...

They make great Sappers. Plus any that are sorcerers can be used to supplement the army.


M Azlanti Guardian Magus

Forsten doesn't think much of sorcerers in general but having servitor/subservient races is definitely in keeping with Lissala's teachings :)


What it says on the tin; Caffiene addict 20
Forsten wrote:
Forsten doesn't think much of sorcerers in general but having servitor/subservient races is definitely in keeping with Lissala's teachings :)

Well, Sorcerers are useful in that we don't have to teach them.


Human Illusionist 8/Archmage 3

Yeah that's the idea.

Free arcane firepower and a servile race fanatically devoted to us.

Yum.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

I can see that Grey is going to have to have a discussion about the philosophy of rulership and servitude with our new arrivals...


@Ronald: Newbies start with 11000gp of gear going into the kingdom phase.

Anyone else waiting on anything?

Experienced players: of your latest loot, what are you keeping and what are you putting into the kingdom.

I would like to start the kingdom phase(s) soon - is everyone ready to do so?


Actually, RE: the Kingdom Phase for 4713-4714 - what say I start a new thread for it in Gampelay, and we can post kingdom only stuff there (so we can work through the first one step by step, and easily refer back to it later)


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

I guess all the loot goes to Kingdom. There's nothing specific I wanted to keep.

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