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 Azlanti Guardian Magus

That sounds like a good idea Harakani :)

@Grey. heh, if you'd like :p He mostly just thinks sorcery (and to a lesser degree other forms of Spontaneous Casters) are cheating. Lissala's all about effort and reward after all.


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

I've got an extra Cloak of Resistance +1. We could sell it for 0.125 BP! or someone could just take it


M Azlanti Guardian Magus

I wouldn't mind it if none of the existing characters can use it.


Yeah, I love these guys, but they seem to hate levelling and loot.


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

Grey is now fully leveled and mythicized.

There is surprisingly little for a mythic necromancer. I was really hoping Mythic Undead Mastery would un-f~~# the normal version of that feat, but it doesn't. It's just more of the same completely useless junk. I really wonder what the designers are thinking sometimes.

On the other hand, my spell DCs are getting into the "don't even bother rolling to save" territory, which is pretty much exactly where I want them.


There is Necromantic Mastery and Mind to Mindlessness


...But you might have to convince me, and I might need you to build a Cenotaph ;P


Really Grey? Crafting Mastery? :P


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

It's all I could find!

I'm going to need some links for those abilities. They sound awesome, but I'm drawing a blank on my searches.

Edit: Found Necromantic Affinity. Don't have a 15 Con, so that's out. Besides, at 11th level of so, I plan on becoming a Lich.

Still can't find Mind to the Mindless.


Mythic realms cenotpah linked abilities.

Necromantic Mastery: spend a mythic point to add tier to CL for necromancy spells.
Mind to Mindlessness is a 3rd tier ability that lets you temporarily tuen intelligent undead into non-intelligent undead.

I thought you might get Feat of Charisma for when you are ordering undead around and you really need that extra +20 to your cha roll.


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

I thought about that. It seemed like it would be particularly good to bolster myself in the event another Necromancer tries to wrest control away. It is definitely on my list of things i'd like to get. I thought it would be nice to be able to make any item, ever though.

I'm not sure my mythic necrowizard is panning out like i'd hoped. There's really very little ability synergy and I'm delayed getting into Agent of the Grave for two levels. I'm kinda wishing I'd built him as a Gravewalker Witch or Oracle of Bones.


Yeah - I actually think the Mythic stuff is a bit like being forced to multiclass as a caster. I like that though; a game for 7 18th level casters is impossible. A game for 7 12th level/Mythic 6 casters would be epic, but still essentially doable.


Hah - amusing thought. If you did get the charisma bonus, every now and then you could take the mask off and spend a mythic point every round to Blue Steel everyone.

"The Master in Grey? He's so hot right now."

thanks to google image search


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

>.<


Does this work for people?
Kingdom Phase 4713 AR


A question of scale
We will be using primarily the UC rules for Kingdom Building except as regards scale.
So, the standard rules mix up scale a bit.
You end up with a population density that is ridiculously low.
I'd like to present two options

OPTION 1: SMALL SCALE
Kingdom turns take a month
Each lot is about 1:1 scale. 50ft/15m to a side. Districts are about 350ft/120m to a side.
Individual buildings or customisation of existing buildings can be built by PCs using the downtime rule, and will take up lots. Such buildings will not earn income.
The BP cost of most buildings is high because you are paying a premium.
Eg you build a smithy, it costs 6 BP, it is a building with a family of craftsmen.

OPTION 2: LARGE SCALE
Kingdom turns take a year
Each lot represents a large number of buildings, and is about 250ft to a side. Districts are about half a mile per side.
Individual buildings or customisations of existing buildings can be built by PCs for gp. They do not take up lots, but their location should be noted.
The BP and setup cost represents encouraging particular development
Eg you build a smithy district, it costs 6 BP as you subsidise creation of a guild, multiple smithys, simple houses for the families and education for apprentices. Tens to hundreds of people are employed in the district, and you could easily create an export industry.

Preferences?


M Azlanti Guardian Magus

Well the second option seems to make a lot more sense, the only issues I have with it is the time frame, either our characters are going to age very quickly, or our kingdom is not going to grow very much. Maybe shrink the time a little to being 3 or 4 months per turn so a dozen turns is only 3-4 years rather than over a decade.


retired

Generally, if I'm new to a rule or system I prefer to run it as-written in the book as it's typically easier to learn that way. In this case though, I don't really have a preference.


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

Whatever is easiest for the GM is my preference.


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

I agree with Grey.


I envision you having a metropolis eventually. A larger scale lets us do that in less turns. On the the hand I like the idea of an organic map developing.

Let's do a turn scale-less and see how hard it is. If we can knock over one per day (in a while) then we can go small. if it takes a month, definitely large.


2 people marked this as a favorite.
HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

Having done Kingmaker in PBP, I found that too much time spent at kingdom scale tended to lose people's intrest.

A good way of doing it was to pick a thing that happened on the personal scale (exploration of a discovered mine, or a particularly important trade negotiation, or something) and do that scene. Don't worry about travel, or preamble, just "we find our heroes at the mouth of the cave..." And then we do our thing.

Then, after we wrap up the scene, the narrator expands on the rest of the kingdom turn, it's growth, and the things that happened in the wake of whatever we had accomplished.

That way it still feels like the focus is small scale, even though big things are happening.


retired

I like the sound of what Grey suggested above. That sounds rather enjoyable!


Okay - it has begin. Check the turn.
Got a couple questions there, we can go from that.


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

Am I missing something? Where am I supposed to be checking the kingdom turn?


Harakani DM wrote:

Does this work for people?

Kingdom Phase 4713 AR

Link here


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

Thanks.


retired

Hey guys, I'll be visiting an old college roommate this weekend and there's a good chance I won't be able to post much (if at all). If I do get the opportunity, I'll try and check in with my phone. Should be back to normal when I roll back into town Monday night.

As I doubt complicated board tags will be needed in the kingdom phase thread, this should actually impact this game the least (those square brackets and previewing dice rolls are a pain on the phone), but wanted to let you know just in case it seems I'm scarce. =)


Denat, Anglon, did you want to weigh in on the turn? Would it be easier if I made it into a campaign as opposed to just a thread?


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'm traveling for work next week so My posting my be sporadic. Just FYI.


Not a problem. Hope it is not too bad.


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

Having it as a campaign would be nice. Then it would show up in our campaigns tab.


M Azlanti Guardian Magus

Yeah, would be handy :) Sorry I haven't weighed in too much, but I'm a bit uncertain about several decisions not knowing what the current situation is in game. Need to read some of the recent gameplay posts I think.


Man, I've been waiting for that for a long time... Hope it was okay.


M Azlanti Guardian Magus

Awww, I don't get a spoiler? :p


Why would you get a spoiler? She talked to your boss. ;P


M Azlanti Guardian Magus

psh, says you


! :)


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

So is the Heart of Hasathorex is effectively +1 Epic level, correct? Meaning we don't add the bonuses for another level, but we can do things with our current abilities as if we were +1 level. Right?


M Azlanti Guardian Magus

nah I think we get everything from the second level. Harakani hasn't said otherwise.


At this point level 6 mythic rank 2. Before the heart was rank 1.

Long as you don't lose the rune or the statue you will be finem count as rank 2


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:

At this point level 6 mythic rank 2. Before the heart was rank 1.

Long as you don't lose the rune or the statue you will be finem count as rank 2

Cool, Thanks.


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

So I need opinions.

My original plan was to take Perfect Preparation as my 2nd level path ability. However, given that our deity said that I was allowed to know everything I thought Flash of Omniscience may be more appropriate.

What do you think?

Perfect Preparation (Ex): You have discovered the secret to preparing spells without having to refer to outside sources. You no longer need to prepare spells from a spellbook (if you're a magus or wizard) or a familiar (if you're a witch). You still must spend the normal amount of time preparing spells. You may keep or discard your spellbook or familiar.

Flash of Omniscience (Ex): Your ability to recall information is astounding. When you take 10 on any Intelligence-based skill check, add your tier to the result. As a free action, you can expend one use of mythic power to ask one question as if using divination. The base chance for a correct answer is 70% + your highest arcane caster level + your tier (maximum 100%). The answer doesn't come from a divine agent, but from your own native understanding; therefore, the answer is never cryptic. If you don't get a correct answer, it's like failing a Knowledge check, and you can't use this ability on this question again.


M Azlanti Guardian Magus

both pretty good. Would Perfect Preparation mean you no longer need to scribe spells to learn them (thus giving access to every wizard spell you can cast)? Or just that you only have to scribe them and then you remember them perfectly?


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:
both pretty good. Would Perfect Preparation mean you no longer need to scribe spells to learn them (thus giving access to every wizard spell you can cast)? Or just that you only have to scribe them and then you remember them perfectly?

I still have to scribe, but there's no physical book.


I really liked the idea of everyone cooperating to make Simon into a living spellbook of every spell known. I get that it isn't the most useful. Flash of Omniscience is nice, but eventually you'll all have spells that can do pretty much that - divination - anyway... and I can't remember the last time someone hasn't made a knowledge check.


Human Illusionist 8/Archmage 3

Spells Prepared (CL 5, Concentration +13, Save DC 16+Spell Level/DC18+SL for illusions):
Cantrips: Acid Splash, Detect Magic, Dancing Lights
1st: silent image, enlarge person, charm person, mage armor, color spray, vanish
2nd: blur, create pit(2), invisibility (2), scorching ray (2)
3rd: arcane sight, fly, major image (2)

Spellbook (3lbs)(prohibited schools: Abjuration/Necromancy):

1st:color spray, silent image, shield, mage armor, charm person, enlarge person, obscuring mist, vanish, magic missile;

2nd:blur, invisibility, scorching ray, create pit ;

3rd:arcane sight, fly, invisbility sphere, major image


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:
I really liked the idea of everyone cooperating to make Simon into a living spellbook of every spell known. I get that it isn't the most useful. Flash of Omniscience is nice, but eventually you'll all have spells that can do pretty much that - divination - anyway... and I can't remember the last time someone hasn't made a knowledge check.

Fair enough. Perfect Prep it is.


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

Wizard Spells Prepared (CL 5):
3 (2/day) Firestream, Firestream
(DC 16)
2 (3/day) Acid Arrow, Flaming Sphere (DC 16), Acid Arrow, Snapdragon Fireworks, Rime (DC 15)
1 (4/day) Shocking Grasp, Shocking Grasp, Windy Escape, Mage Armor , Windy Escape
0 (at will) Mage Hand, Prestidigitation (DC 14), Message, Ray of Frost


retired

I like perfect prep for all the same reasons Harakani listed. Flash of Omniscience would have probably gotten my vote if this wasn't basically a party of full-casters though.

Cantrips Prepared (4): mage hand, mending, prestidigitation, read magic
Level 1 Prepared (3+2+1): enlarge person [ ], illusion of calm [ ], liberating command [ ], mirror strike [ ] [ ], shield [ ]
Level 2 Prepared (3+1+1): alter self [ ] [ ], blindness/deafness [ ], bull's strength [ ] [ ]
Level 3 Prepared (2+1+1): extended false life (mythic) [ ], haste [ ], monstrous physique (mythic) [ ], resinous skin [ ]
Bonded Item Spell: [ ]

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