The Making of a King (Inactive)

Game Master McBugman

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XP: 2860/5000



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I think this AP will be amazing for you solo. There is a whole part to it that is the Kingdom Building. It doesn't come up until level 3 or 4 but think about whether you want to actively play that or put it on auto.

There is a good chance that you'll want to be the eventual King of this nation you're founding. The Ruler is a charisma based station in the government. There are other stations as well if you want this to be a story focused on an ancillary figure.

Ruler Info:
The Ruler is the highest-ranking person in the kingdom, above even the other kingdom leaders, and is expected to embody the values of the kingdom. The Ruler performs the kingdom's most important ceremonies (such as knighting royals and signing treaties), is the kingdom's chief diplomatic officer (though most of these duties are handled by the Grand Diplomat), is the signatory for all laws affecting the entire kingdom, pardons criminals when appropriate, and is responsible for appointing characters to all other high positions in the government (such as other leadership roles, mayors of settlements, and judges).

Benefit(s): Choose one kingdom attribute (Economy, Loyalty, or Stability). Add your Charisma modifier to this attribute. If your kingdom's Size is 26–100, choose a second kingdom attribute and add your Charisma modifier to it as well. If your kingdom's Size is 101 or more, choose a third kingdom attribute and add your Charisma modifier to it too.

If you have the Leadership feat, the bonus from the feat applies to all kingdom attributes you affect (one, two, or three attributes, depending on the kingdom's Size).

If you marry someone of equal station, you both can act as Ruler. You both add your Charisma modifiers to the kingdom attribute (or attributes, if the kingdom is large enough). As long as one of you is present for 1 week per month, you avoid the vacancy penalty.

In a typical campaign where the kingdom leaders have no ties to actual nobility, "someone of equal station" is irrelevant and your marriage is between two Rulers. In a campaign where the leaders are nobles or royals, marrying someone of lesser station means the spouse becomes a Consort rather than a Ruler.

Vacancy Penalty: A kingdom without a ruler cannot claim new hexes, create Farms, build Roads, or purchase settlement districts. Unrest increases by 4 during the kingdom's Upkeep Phase.

All Leadership Roles:

Ruler CHA
Consort CHA
Councilor CHA, WIS
General CHA, STR
Grand Diplomat CHA, INT
Heir CHA
High Priest CHA, WIS
Magister CHA, INT
Marshal DEX, WIS
Royal Enforcer DEX, STR
Spymaster DEX, INT
Treasurer INT, WIS
Viceroy INT, WIS
Warden CON

Kingdom Building Rules incase you're interested.


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I'm not wise on what a character needs to be successful in a solo AP run. 25 or 30pt buy? In the recruitment it sounded like Gestalt lvl 2 to start. I'm open to all Paizo material though, 2 traits or 3 with a drawback.


Honestly, I'm kind of feeling like I want to make a dwarf? If I could have a 30 point buy, that'd let me have a half-decent charisma modifier.

I'd be building a Magus//Warpriest, I think.

Something like Str 16, Dex 8, Con 14, Int 15, Wis 15, Cha 14, after racial adjustments.


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You'll be on your own out there so I feel like 30pt isn't overpowered at all. If you want to dump Cha and place your guy in a different Role like General, the sitting Ruler could be a puppet that your character has influence over.. I'm open to whatever, there are a lot of goofy governments out there.


I think I'll try for making my dwarf a ruler.

Went with a middle aged dwarf, and took the liberty of giving him Background Skills from unchained.
Here's an initial sheet.

I'll set up an alias later, as I get the background done. Basically, he's in it to expand his family's hold over the region, and just maybe, to give the dwarves a place to really call their own, where they're not just squatting on human lands.

I took Family Ties as a drawback, anticipating that there may come a time where the good of his realm and the good of his kin will be two different things.


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Very nice, all looks in order to me!


Hp 20/24 | Ac 15, T 9, FF 15 | Fort +5, Ref -1, Will +6 | CMD 13 | Init -1 | Perception +3 & Darkvision

Here we go.


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Very nice, I think you're level 2 though right?

Otherwise are you ready for me to kick it off?


Hp 20/24 | Ac 15, T 9, FF 15 | Fort +5, Ref -1, Will +6 | CMD 13 | Init -1 | Perception +3 & Darkvision
GM.Shai.Hulud wrote:
I'm not wise on what a character needs to be successful in a solo AP run. 25 or 30pt buy? In the recruitment it sounded like Gestalt lvl 2 to start. I'm open to all Paizo material though, 2 traits or 3 with a drawback.
Quote:

Very nice, I think you're level 2 though right?

Otherwise are you ready for me to kick it off?

Yes, I thought I was supposed to be. I'll rebuild him real quick, one second.

How much money do I get at level 1? Average?


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You are supposed to be! The sheet just said 1 but all the stats looks good for 2, just wanted to make sure the level was a typo and you are 2.


Hp 20/24 | Ac 15, T 9, FF 15 | Fort +5, Ref -1, Will +6 | CMD 13 | Init -1 | Perception +3 & Darkvision

Alright, my mistake, whoops.

I'll fix him again real quick, but otherwise yes, ready to start.

By the way, how do I do hp after level 1?


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Let's do Half+1+CON for now, if you start feeling squishy we can throw a max in there down the road or start rolling and taking the result if it's higher than half+1.


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Got the maps and such up. I'll add slides for location and encounter maps as needed but feel free to flush out the NPC and equipment data as you like. For the regional map of the Greenbelt, I'll remove hexes as areas are fully explored but you can draw stuff on top as you like in the meantime.


I'm thinking he could maybe hide on the walkway just east of the gate. Would he be visible from the ground up there, if he lay flat and pressed himself up against the pallisade? Then he could Feather Fall his way down.


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That would definately work. As you have all night to prepare and adjust the space as needed, it's an auto success on the hide as well.


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Feel free to do whatever prep you need in a
Earlier this morning

area if needed.


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I'm been reading about Arcane Mark, it doesn't seem to have any dorect effect. Do you get buffs against marked enemies? I want to make sure I understand the mechanic you're using before I post.


Arcane Mark leaves a mark on whatever you touch. It's not a big deal, but the thing about it is that it's a touch range spell, and it can target creatures, so you can use it to get an extra attack out of spellstrike.

If he manages to land a hit with it, he'll leave a mark depicting an anvil that only he can see.


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Ahh alright cool.


The Hammer is already masterwork, so it doesn't get a to-hit bonus from becoming +1 via Arcane Pool.

My to hit breaks down like this;

BAB +1, Str +3, Weapon Focus +1, Masterwork(Enhancement bonus) +1

So Divine Favor adds +2, (+1, +1 Fate's Favored)

Arcane Pool doesn't add anything, because I already have a +1 enhancement bonus.

So +8 right now, +6/+6 when using spell combat.


Hp 20/24 | Ac 15, T 9, FF 15 | Fort +5, Ref -1, Will +6 | CMD 13 | Init -1 | Perception +3 & Darkvision

3*longbow(37.5)
3*leather armor(5)
3*20 arrows(0.5)
3*2 trail rations(0.5)
3*10gp

Composite longbow +2str(150)
leather armor(5)
dagger(1)
Alchemist's Fire(10)
2 trail rations(0.5)
Silver Stag amulet(???)
35gp

5*horses (75 or 200)

Are the horses heavy or light?

Either way, Magnar would like to keep the amulet, the alchemist's fire, all the gold(65gp), all the trail rations(8), one of the horses, and the rest in miscellaneous to bring his total up to half.

Some math, calling that the amulet is worth 50 gp:
204 out of 790(meaning he'll grab as close to 293 worth of misc items as he can).

That's assuming the horses are just normal light horses of course. I think I'd like to buy him a warhorse eventually - actually, he could probably afford it, and some barding for it too (studded leather barding is 100gp, yeah?)


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Light horses. You have one extra leather armor, longbow, 2 trail rations, and 10gp listed in there as well. Amulet is worth 20gp.

Total including the horses is 724. Half would be 362. Left over from what you immediately claim (161.5 worth) is 200.5.


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As this is my first experience with a solo game, let me know your thoughts as we're moving through it about balancing. I see in the RotR game we're on the fast track for experience, is that common for under manned games?


Hp 20/24 | Ac 15, T 9, FF 15 | Fort +5, Ref -1, Will +6 | CMD 13 | Init -1 | Perception +3 & Darkvision

Nope, it's just there because that AP was written for third edition, so you're supposed to run the pathfinder version with fast track xp.


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Man, you're doing well with these cold-hearted rolls. I looked at your d20 stats because I feel you're missing too much. Average is an 8, currently on a 6 roll streak under 10. Hang in there!


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Tough to make every check in a solo group, but no worries that quest isn't lost for you. You can finish charting this Hex and camp out again if you'd like. It'd be finishing a bit late but with your Darkvision I feel like you can get away with working a little overtime. Else you could make a late arrival to Oleg's.

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