The Once & Future KingMaker

Game Master Aest

MAPS:
Torod's Greenbelt map {link}

Kingmaker Battle Maps


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hp 55/55 | AC 21, [23] touch 14 [16], flat-footed 15 [17] [SoF 3 mins] (+6 armor, +4 Dex, +1 Trait) | F +11 R +11, W +10 | Resist cold 5, electricity 5, fire 5 | CMB +5; CMD 16
Loot and Event Sheet:
Init +0; Senses DarkV 60 ft; Perception +6
Mods:
Melee (L) +1 bastard sword[/i] [dice]1d20+7 [/dice] ([dice]2d8+4 [/dice]/19-20) Ranged mwk composite longbow [dice]1d20+5 [/dice] [dice]1d8+2 [/dice]

Gm Glyn

Good to know. Will continue with my plans with Seraph. Thanks! ;3


:HP:26 (0):0Stat Dam:Init+4:Perception:+8:AC:18(+4Dex,+4Mage armour):Fort +3,Ref+7,Will+5 Theme song
GM Glyn wrote:

Sunset

1) For city districts which are on the water you can build Mills.

2) there are Magical Street Lights, but Greenhart doesn't have the prerequisite builds yet. Any building that adds stability or loyalty bonus would boost moral/law/contentment.

3) There are options to build sewers, dumps, cistern and springs

4) No rules under kingdom building for penal worker or slave labor, there is a rule for using magic (wall of stones, lyre of building...) to help build but it limits to 1BP offset per month.

5) Farm is a generic term for all types of farms. Building a farm on a hex is more like zoning the hex for farming and giving government assistance to the people to establish farms. So it's an approximation of lots of farms of all crops popping up in the 12 mile hex area.

6) The kingdom duties require one week of your character's time each month to keep the position covered. You can adventure and explore in the other 3 weeks. I am toying with an option to allow PCs to work two additional weeks in exchange for making an Aid check to assist anyone of the kingdom rolls. I't suggest you build a few months then adventure/explore. It's suggest you have a kingdom size of 50-60 at the end of book 2.

7) recycling is abstracted away. There are rules for upgrading buildings and or getting a discount on builds where there are ruins or rebuilding destroyed buildings.

Your' welcome to look at the building rules.
Ultimate Campaign - Kingdom turn sequences ... {link}

*Nods*

Thanks for that. Have forgotten most if not all those rules.

Dax Thura wrote:

Sunset, did you miss my suggestion that you move to Magister? That way we could have Kesten fill the Warden position and only need a Diplomat.

We need a diplomat.

Not sure how well the closed liped Sunset would be as a Diplomat. So, a Magister? That's like a Marshal, right? ;)

Grand Lodge

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NPCs
Perlavish - friendly
Tyg-titter-tut - Indifferent
Garret - first PC recruited as guard at Stagfort - friendly
Kesten Garess Leader of men at arms guarding Olegs - friendly
Rod Walker - Horsemen bringing colonists into the area - Indifferent
Kundal - Barbarian ex-werewolf. In custody - Helpful
Lily Teskerten - Quest for Elven Craftsmanship statue - Indifferent

Player Invited - [joking] Sure will just have a thunder dome battle between yours and their character for a spot at the table. [/joking]

Dax/Torod Go ahead have your GM from another game post their character concept here. 4th level, 20pt build, one trait must be from Kingmaker. No 3rd party products. Core race preferred, others races would need a good story for why they are here in the stolen lands.

If anyone has an objection speak up.


:HP:26 (0):0Stat Dam:Init+4:Perception:+8:AC:18(+4Dex,+4Mage armour):Fort +3,Ref+7,Will+5 Theme song

The more the merrier. :)


Hey all. I am the aforementioned GM Dax was speaking of. Did I read you need a mainline healer? Can do. Diplomat? Give me hands to shake and babies to kiss...wait that's Politician...disregard. Still I can have a character up and running tomorrow to look at.

20 pts, 4th level. Starting cash? half hp per level plus...?


Female Human Winter Witch 6; Init +2; Senses Perception +3; AC 16 (+2 Dex., +4 mage armour); hp 59/46; Fort +4; Ref +4; Will +7

Hey, OGGM! ^_^ Fancy meeting you here as well. You still joining the Funfair?


:HP:26 (0):0Stat Dam:Init+4:Perception:+8:AC:18(+4Dex,+4Mage armour):Fort +3,Ref+7,Will+5 Theme song

Not that she's quite got the skills yet... but.. how good are the smithing and artisans about?

(>_>)

What? Why, yes.. that is a gun in my pocket and I am happy to see you....

(<_<)

Also, hello Old Guy GM. Remember a female character who's a Cleric or Oracle of Ashea.

:P

XD


Full hit points first level, half there after. Starting gold I'll look into. Plan on master work items. Not everyone has magic yet. Need to see what items where taken out by previous PC.

-Posted with Wayfinder


hp 55/55 | AC 21, [23] touch 14 [16], flat-footed 15 [17] [SoF 3 mins] (+6 armor, +4 Dex, +1 Trait) | F +11 R +11, W +10 | Resist cold 5, electricity 5, fire 5 | CMB +5; CMD 16
Loot and Event Sheet:
Init +0; Senses DarkV 60 ft; Perception +6
Mods:
Melee (L) +1 bastard sword[/i] [dice]1d20+7 [/dice] ([dice]2d8+4 [/dice]/19-20) Ranged mwk composite longbow [dice]1d20+5 [/dice] [dice]1d8+2 [/dice]

Thunderdome battle! Wait, no. He'd enjoy that and he likes Gorum :S

Welcome aboard OGGM! :D

Grand Lodge

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Ok Kingdom Month Neth processed

Kingdom Status: 14BP, 13 Econ, 15 Loyalty, 16 Stability, 0 Consumption, 0 unrest, 8 Def, 24 Control DC.

Kingdom Status sheet.

Sunset makes a good Magister - The Magister guides the kingdom's higher learning and magic, promoting education and knowledge among the citizens and representing the interests of magic, science, and academia.

Kesten willing excepted the role of Warden.

Grand Lodge

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OGGM - from the last major loot sharing it looks like 3800gp would put you on par with the the other characters.


Ok. 3800gp, got it. Will get to work on it


Hey Asta! Ive just started reading the Funfair, but I think so.


hp 55/55 | AC 21, [23] touch 14 [16], flat-footed 15 [17] [SoF 3 mins] (+6 armor, +4 Dex, +1 Trait) | F +11 R +11, W +10 | Resist cold 5, electricity 5, fire 5 | CMB +5; CMD 16
Loot and Event Sheet:
Init +0; Senses DarkV 60 ft; Perception +6
Mods:
Melee (L) +1 bastard sword[/i] [dice]1d20+7 [/dice] ([dice]2d8+4 [/dice]/19-20) Ranged mwk composite longbow [dice]1d20+5 [/dice] [dice]1d8+2 [/dice]

Yep, our loot sheet is looking kinda sparse atm, xD


Sunset, wrote:
Also, hello Old Guy GM. Remember a female character who's a Cleric or Oracle of Ashea.

Was this a requirement? Because I didn't go this route...


Male Human Cleric of Iomedae 5 ac:19/11/18 hp: 42/42 f/r/w: 5/2/7 Perception +3 Init: +1 Channel 3/8

Ok, some minor details to fill, but ready. Unless I have to be female, and of Ashea, then some MAJOR changes.

Grand Lodge

Menace Under Otari map | Icons: ◆◇↺

OGGM

No requirement on class gender or religious following. They party's makeup been mostly female and boy-toy Torod. So the players like to throw that out there as a suggestion.

Is a cleric what you wanted to play?

Character Issues:
only spent 19 or the 20 stat point build.
spent 20 skill points only have 16 total. Cleric 2 + 0 Int + 1 human + 1 favor class = 4/level.


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Female Human Winter Witch 6; Init +2; Senses Perception +3; AC 16 (+2 Dex., +4 mage armour); hp 59/46; Fort +4; Ref +4; Will +7

Boy... toy? ^^;
I doubt anyone's been toying with Torod.....


Male Human Cleric of Iomedae 5 ac:19/11/18 hp: 42/42 f/r/w: 5/2/7 Perception +3 Init: +1 Channel 3/8
GM Glyn wrote:

OGGM

No requirement on class gender or religious following. They party's makeup been mostly female and boy-toy Torod. So the players like to throw that out there as a suggestion.

Is a cleric what you wanted to play?

Character Issues:
only spent 19 or the 20 stat point build.
spent 20 skill points only have 16 total. Cleric 2 + 0 Int + 1 human + 1 favor class = 4/level.

Group said mainline healer, so I'm a cleric. I just want to play, the role doesn't matter :) If we needed a holier-than-thou paladin, I'd be in. Sword and board? Yep. I really enjoy the RP in pbp games, so I can play anything.

I'm built in Hero Lab, so I don't believe there are errors. If anything, the errors are in my typing. According to HL, I've spent 20/20 on Abilities (STR 2, DEX 2, CON 3, INT 0, WIS 10, CHA 3) with the +2 for Human thrown into CHA. Skills are 16/16, spent thusly:

  • Diplomacy 2
  • Heal 1
  • Kn arcana 1
  • Kn history 2
  • Kn nobility 1
  • Kn planes 1
  • Kn religion 3
  • Linguistics 1
  • Ride 1
  • Sense Motive 1
  • Spellcraft 2

I also have Feat: Persuasive (+2 Diplomacy); Trait (Kingmaker): Pioneer (+1 Ride, and I get a horse!); Trait (Religion/Iomedae): Regal Presence (+1 Diplomacy). I believe that's the 4 Skill points we are looking for. Skills are listed on my sheet by the total bonus/penalty so I don't have to figure it out each time.

EDIT: Added +2 bonus to CHA, Diplomacy ranks 2, not 1


Male Human Cleric of Iomedae 5 ac:19/11/18 hp: 42/42 f/r/w: 5/2/7 Perception +3 Init: +1 Channel 3/8

As I'm thinking about this, and reading frantically trying to catch up. I'm wondering if as the new guy I should come as a new guy. Not knowing anything except the very basics. Then earn and learn my way in.

The coronation seems to be a good spot, so I'll post in if that's ok - mostly to get the thread on my Campaigns list. Also as an introduction. Dax and Aelbliss have seen my posts, but the rest haven't, I believe.


Female Human Winter Witch 6; Init +2; Senses Perception +3; AC 16 (+2 Dex., +4 mage armour); hp 59/46; Fort +4; Ref +4; Will +7

Sounds like a plan to me. ^_^

Grand Lodge

Menace Under Otari map | Icons: ◆◇↺

Yes starting your entrance during the celebration day is an excellent idea.

I see what you did with the stat point, which add up to 20. Adjusting for your skill point makes your skill point total correct.

Whats your extra language? A rank in Linguistics give you an additional language.


I have Common, Elven.

Grand Lodge

Does Hero Lab have a window for the kingdom building rules? I can only get it to do that Downtime thing.

Can we purchase magic items? Potions from Bokken? Torod would like to replace his Potions of Cat's Grace and Invisibility.

To help me remember
* Control lands between Stag Fort to Oleg's
* Build Road from Stag Fort to Oleg's
* Develop Gold Mine and Moon Radish Patch
* Build Shrine in Stag Fort


Male Human Cleric of Iomedae 5 ac:19/11/18 hp: 42/42 f/r/w: 5/2/7 Perception +3 Init: +1 Channel 3/8

Obviously, I am going to be involved with all of this, but Justinian as a character isn't looking for that initially. I mean, he doesn't know he's in a Kingmaker campaign right?

Most of my focus has been on Diplomacy: feats, traits, skill ranks. And the diplomat in him addresses you as 'lords' and 'ladies' because well, you are within your own kingdom!

Thinking ahead, I am seeing myself staying in Stagland as an opportunity to serve Iomedae in bringing justice to a wild frontier. Having influence in a kingdom friendly to the Crusade will work in his mind as fulfilling his duties.

Grand Lodge

OK, I finally figured out the kingdom stuff. It's its own 'character'. So now I'm trying to follow our kingdom and my numbers aren't matching yours GM Glyn. I'm trying to figure out why. Can you see where I got it wrong? I know I'm missing the farm we just built in turn 3.

GM Glyn:

Stagland
NG Size 3 Kingdom
Control DC 24
--------------------
Statistics
--------------------
Economy 12; Loyalty 14; Stability 15
Consumption 2; Income Modifier 0; Unrest 0; Unrest/Turn 0
Fame 2; Infamy 0
--------------------
Leadership
--------------------
Ruler Asta
Councilor Svetlana
General Seraph
Grand Diplomat Mikmek
High Priest Jhod
Magister Sunset
Marshal Torod
Royal Enforcer Kressel
Spymaster Imiria
Treasurer Oleg
Warden Kesten
--------------------
Hexes
--------------------
E9 Thorn River/ Rickety Bridge
F10 River Crossing
Improvements Farm
G9 Greenheart/ Stag Fort Defense +8
Improvements Road with Bridges
--------------------
Settlements
--------------------
G9 Greenheart/ Stag Fort
NG Small Town
Corruption +0; Crime +0; Law +0; Lore +1; Productivity +0; Society +2
Danger +0
Demographics
Population 2000
Marketplace
Base Value
500 gp; Purchase Limit 5,000 gp; Spellcasting 4th
Minor Items —; Medium Items —; Major Items
Buildings: Castle, House, House, Inn, Smithy

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Grand Lodge

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Dax Thura:

Stagland
NG Size 3 Kingdom
Control DC 24
--------------------
Statistics
--------------------
Economy 13; Loyalty 15; Stability 16
Consumption 0; Income Modifier 0; Unrest 0; Unrest/Turn 0
Fame 2; Infamy 0
--------------------
Leadership
--------------------
Ruler Asta Blackheart
Councilor Svetlana
General Seraph
Grand Diplomat Mikmek
High Priest Jhod Kavken
Magister Sunset
Marshal Torod
Royal Enforcer Kressel
Spymaster Imiria
Treasurer Oleg
Warden Kesten
--------------------
Hexes
--------------------
Farm Hex w/farm (F10 - X: River Crossing)
Improvements Farm
Greenhart (stagfort) Defense +8
Improvements Road with Bridges
Thron river w/farm (E9)
Improvements Farm
--------------------
Settlements
--------------------
Greenhart
NG Small Town
Corruption +0; Crime +0; Law +0; Lore +1; Productivity +1; Society +2
Qualities Strategic Location
Danger +0
Demographics
Population 2000
Marketplace
Base Value
500 gp; Purchase Limit 5,000 gp; Spellcasting 4th
Minor Items —; Medium Items —; Major Items
Buildings: Castle, House, House, Inn, Smithy

Looks close. You also get an adjustment of +1 to Econ, Stab, Loy. for putting your capital at the StagFort hex.

I got a reply back from Pazio support that have the change of ownership request for this online campaign page and should be processed soon.


hp 55/55 | AC 21, [23] touch 14 [16], flat-footed 15 [17] [SoF 3 mins] (+6 armor, +4 Dex, +1 Trait) | F +11 R +11, W +10 | Resist cold 5, electricity 5, fire 5 | CMB +5; CMD 16
Loot and Event Sheet:
Init +0; Senses DarkV 60 ft; Perception +6
Mods:
Melee (L) +1 bastard sword[/i] [dice]1d20+7 [/dice] ([dice]2d8+4 [/dice]/19-20) Ranged mwk composite longbow [dice]1d20+5 [/dice] [dice]1d8+2 [/dice]

Hero Lab is Awesome~ It can be clunky at times but its very, very nice.

Grand Lodge

Thanks. I think the difference is that bonus for the capital at Stag Fort.


GM Glyn wrote:
I got a reply back from Pazio support that have the change of ownership request for this online campaign page and should be processed soon.

Its a pretty simple process really. I've done it a few times. You just have to keep at them because they get a lot of these requests. You'll get full control just as if you started it yourself.


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Seraph_ wrote:
Hero Lab is Awesome~ It can be clunky at times but its very, very nice.

Agreed. I don't use anything else now at our tabletop. In fact everybody but 1 player has it, and he's wavering. My table is filled with laptops and ipads now. The only function we ban is the dice roller. Dice need to hit the table!!!

One thing I haven't figured out is how to upload a Hero Lab sheet into these boards, save me a ton of time.

Grand Lodge

File - Output Hero Statblock - BB Code tab - Copy
Or at least that's how I do it.

=============================================================
Are we using Leadership Role Skills?
Leadership Role Skills
Each leadership role provides bonuses to kingdom statistics based on one of the leader's ability scores. The GM may want to allow a leader's ranks in a relevant skill (such as Diplomacy or Intimidate) to also affect the kingdom statistics. For every 5 full ranks in a relevant skill, the leader may increase the leadership modifier by an additional 1. These skill-based additional bonuses modify the standard leadership role bonuses in the same way that the Leadership feat grants additional bonuses.

The relevant skills for each leadership role are as follows.
Ambassador: Diplomacy
Consort: Knowledge (nobility)
Councilor: Knowledge (local)
General: Profession (soldier)
Grand Diplomat: Diplomacy
Heir: Knowledge (nobility)
High Priest: Knowledge (religion)
Magister: Knowledge (arcana)
Marshal: Survival
Royal Enforcer: Intimidate
Ruler: Knowledge (nobility)
Spymaster: Sense Motive
Treasurer: Profession (merchant)
Viceroy: Knowledge (geography)
Warden: Knowledge (engineering)
========================================================================

How will the written agreement we have with the kobolds and mites come into play with the Kingdom Building Rules (KBR)?

Are either or both of them considered Kingdoms?

If so, how will our agreement affect our Diplomatic and Trade Edicts with them?

If not, how do you feel about re-skinning any improvements we make on that land as just our agreement at work?
========================================================================

What does the green triangle in F8 stand for?

Grand Lodge

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Yes the "File - Output Hero Statblock - BB Code tab - Copy" is how I do it for my online characters. I also save a PDF of the character sheet , share it on Google drive and link in the character info tab. The PDF has more detailed info than the Statblock.

About the Optional rule for adding bounus to leader roles for skill ranks it wouldn't kick in until 5th level and only for the PCs. I'm not tracking the NPCs that close. Do he Players want to use it for PCs only? Having to spend 5 ranks in a skill you might not have otherwise is a lot for a +1.

Currently I am considering both kobolds and mites as sovereign lands. The Kobbolds are more friendly than the mites and may agree to joining Stagland. The mites are not interested. As things stand they hexs are not clear and claiming them would cause issues.

I'm pretty sure the green triangle in F8 is for the plant resources thorn berries.


Thanks for the info.

I'm all for the bonus being for PCs only. Those +1s add up on Kingdom checks. If we are placed in the right spots, then we should have those skills anyway. I know I will be at +5 in Diplomacy for sure.

I am really surprised at the of Kingmaker games that make nice with the kobolds and/or mites. I didn't read that part - along the lines of being the uninformed newcomer to Stagland - but I look forward to seeing how that came about.


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Female Human Winter Witch 6; Init +2; Senses Perception +3; AC 16 (+2 Dex., +4 mage armour); hp 59/46; Fort +4; Ref +4; Will +7

Well, we have an agreement with the Kobolds and the Mites that they are sovereign within their own lands.

I'm happy to keep that promise. Especially with the Kobolds promising to sell silver, and the Mites gaining the monopoly on bee-keeping.


hp 55/55 | AC 21, [23] touch 14 [16], flat-footed 15 [17] [SoF 3 mins] (+6 armor, +4 Dex, +1 Trait) | F +11 R +11, W +10 | Resist cold 5, electricity 5, fire 5 | CMB +5; CMD 16
Loot and Event Sheet:
Init +0; Senses DarkV 60 ft; Perception +6
Mods:
Melee (L) +1 bastard sword[/i] [dice]1d20+7 [/dice] ([dice]2d8+4 [/dice]/19-20) Ranged mwk composite longbow [dice]1d20+5 [/dice] [dice]1d8+2 [/dice]
Old Guy GM wrote:
Seraph_ wrote:
Hero Lab is Awesome~ It can be clunky at times but its very, very nice.

Agreed. I don't use anything else now at our tabletop. In fact everybody but 1 player has it, and he's wavering. My table is filled with laptops and ipads now. The only function we ban is the dice roller. Dice need to hit the table!!!

One thing I haven't figured out is how to upload a Hero Lab sheet into these boards, save me a ton of time.

Oh he'll waver, haha. it is expensive at first though :/ Unless someone shares a copy with them then they can team up and unlock the thing together.

After almost two years I nearly have it completely unlocked myself, pecking away at it little by little.

Can't wait for Starfinder.

Also, FYI. If you fill in the journal info page it'll output that too. So if you write up a history on the character, remember to include Spoiler=History - /spoiler and when it outputs you will automatically have those spoilered everytime. :D

GM Glyn wrote:


About the Optional rule for adding bounus to leader roles for skill ranks it wouldn't kick in until 5th level and only for the PCs. I'm not tracking the NPCs that close. Do he Players want to use it for PCs only? Having to spend 5 ranks in a skill you might not have otherwise is a lot for a +1.

That sounds good to me, I wonder what skill I need as general. Profession: Solider, Maybe?

Old Guy GM: wrote:


I am really surprised at the of Kingmaker games that make nice with the kobolds and/or mites...

Asta is one hell of a treaty writer. XD Makes it iron clad that both sides don't have to worry about abuse from one another while enjoying amicable relationships.

In a WotR game we actually befriended Soltengrebbe... Don't try beating a paladin with the tongues and feat of charisma ability haha. Granted thats Mythic so its not as impressive as straight up good old lvl 2-3 RP. ;D


Female Human Winter Witch 6; Init +2; Senses Perception +3; AC 16 (+2 Dex., +4 mage armour); hp 59/46; Fort +4; Ref +4; Will +7

I wonder what kind of skill ranks I'd need, too, but I'm game if it'll help my effectiveness as Ruler. Diplomacy? Knowledge (local)? Knowledge (nobility)?

And Seraph, thanks for the compliment on my treaties. ;)


Female Human Winter Witch 6; Init +2; Senses Perception +3; AC 16 (+2 Dex., +4 mage armour); hp 59/46; Fort +4; Ref +4; Will +7

@ OGGM:

Kobold Treaty

Mite Treaty

Just backtrack a bit from each to see the run-up. ^_^


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Asta Blackheart wrote:

@ OGGM:

Kobold Treaty

Mite Treaty

Just backtrack a bit from each to see the run-up. ^_^

Interesting...and some excellent work. I'd say you have a future as a lawyer if you aren't one already. The evil GM in me already sees holes that evil creatures - even lawful ones - might exploit, but I won't post those here! :)

There was quite a bit of conflict over it in my Kingmaker game. One player (our dwarven paladin) even left over it - sadly, but not for the reason you might think. They wanted peace with the kobolds, but events went otherwise. Our Treasurer was a kobold of the Sootscale tribe. Not Mikmek, but a full blown PC who took Mikmek's spot in the mite jail. He was splitting time between Fairhaven (our Greenheart) and the caverns. The trouble started when the dwarf paladin sent for kin to work the gold mines. The dwarves could not understand why the kobolds were allowed to stay. Neither could the three NPCs who were part of the Privy Council (don't ask, apparently it doesn't always mean a toilet.)

Then came a lesson in the River Freedoms, followed by the 3 NPC councilors leaving the city after being insulted by the Spymaster, and then insulting the dwarven miners. They made nice with the councilors by saying sorry, won the dwarves loyalty in a drinking contest, only to find the Chief would not see them. He wanted the Viscountess to come alone to the caverns. Which the PCs refused. It was at this time that our kobold player had RL issues, so we had to find a way to ease him out.

The excellent RP that led up to that departure is here. Please scroll to the top and read down from there. To set the scene: they were inside the front end of the caverns trying to get to the Chief , and had to turn back. It's a very good group, one I'm glad to say I have the privilege of running. I've been lucky, both the groups I GM are very good!

Grand Lodge

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It may seem like a heavy investment until you realize some of the numbers we'll have to eventually hit. Or like Asta the stat you use to govern isn't that high.

According to the list Seraph would be profession soldier and Asta is knowledge nobility.


hp 55/55 | AC 21, [23] touch 14 [16], flat-footed 15 [17] [SoF 3 mins] (+6 armor, +4 Dex, +1 Trait) | F +11 R +11, W +10 | Resist cold 5, electricity 5, fire 5 | CMB +5; CMD 16
Loot and Event Sheet:
Init +0; Senses DarkV 60 ft; Perception +6
Mods:
Melee (L) +1 bastard sword[/i] [dice]1d20+7 [/dice] ([dice]2d8+4 [/dice]/19-20) Ranged mwk composite longbow [dice]1d20+5 [/dice] [dice]1d8+2 [/dice]

Dax Thura Derp. Totally missed that by my skimming -.-;

Will take those ranks next level~

Grand Lodge

Menace Under Otari map | Icons: ◆◇↺

On a side note, I was looking at adding an optional rule to allow PCs to use a skill to aid in one of the kingdom rolls, if they spent two additional weeks working for the kingdom. I just haven't decided on which skills would be allowed to aid which rolls.

Grand Lodge

Why not the kingdom role skills? The additional use would help justify the purchase of the appropriate skill.


Dax Thura wrote:
Why not the kingdom role skills? The additional use would help justify the purchase of the appropriate skill.

Seems the simplest option. No sense in overthinking it.

Grand Lodge

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Yea! Two weeks after making the request, the Pazio web tech has changed the Campaigne owner to me. I can now edit the info tab and banner.

I plan to list the PCs & notable NPCs along with links to the Kingdom status.
Add in the current quest, and any house rules / option rules.

Anything other suggestions for stuff I should put on the info tab?

Grand Lodge

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Ok, I've updated the Campaign info tab (see at top of page.)
If you see any errors that need correcting, or you have suggestions to add. Let me know.

Hero Lab is having a sale, if anyone is interested.

Grand Lodge

Torod is House Stagheart.


Female Human Winter Witch 6; Init +2; Senses Perception +3; AC 16 (+2 Dex., +4 mage armour); hp 59/46; Fort +4; Ref +4; Will +7

Torod's House name is named Stagheart, and I recall Imiria is a Changeling, rather than a human. ^_^

Grand Lodge

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Asta is the only one that noticed Imiria isn't totally human, I don't recall her sharing that knowledge yet.

Fixed the Stagheart.


:HP:26 (0):0Stat Dam:Init+4:Perception:+8:AC:18(+4Dex,+4Mage armour):Fort +3,Ref+7,Will+5 Theme song

Really busy at moment. Will able to post better in a couple of days.

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