The Rise of Guldehein (Inactive)

Game Master Vinsomner

Dwarven Gestalt Kingmaker. By my Beard!

Brevoy
The Free City of Restov
The Stolen Lands
Current Map


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Game Master

Alright, this is the second table for the all dwarven gestalt kingmaker game! This is by invite. Those invited feel free to post here!


Human [Ulfen]* Bloodrager/Bard 1

Thanks for the invite! I wasn't sure which of the characters I pitched you wanted me to use though? As I mentioned before, the charismatic one would be my last choice; that still leaves the ranger/druid bear totem warrior, the fighter/investigator brewmaster, or the cleric/umonk holy warrior though. Also, I'm perfectly willing to modify one of those if it would be helpful for party make up (for instance, changing cleric to empyreal sorcerer if we need an arcane caster or maybe inquisitor if we need face/knowledge skills). Which ever guy you want I'll probably transfer them to this profile (the other one I posted I think I'm going to use that name/picture in another game).

Looking forward to this.


Game Master

Okay, so Right now there were three invited. I was hoping to get input from the invited group as to if there was anyone else from the previous recruitment that you had in mind (besides the ones that moved on to Broken Age and that are already here.)

As for the party build, that is up to the party. You choose what you wish to play as, and if the group wants to change things around a little bit to accommodate everyone, feel free :)

Besides you, the other two are:
Cantankerous Ike & G-Unit. Cantankerous is definitely coming in as he was asking for the status on this. G-Unit I haven't heard back from but I'm pretty sure he will be all for it as well.

RPG Superstar 2012 Top 32

Thanks- I'm gonna do most of my posting as myself until gameplay is ready to dot so that it's easier for me to follow the thread.

Also, I like both those characters! Maybe I'll go with my ranger/Druid so we can all be rangers together.


HP 17/17 | AC 17, FF 15, T 12 | F +5 R +6 W +5 |Init. +2 | CMB 5 | CMD 17 | Speed 20ft

This is G-unit, thanks for the invite. I am a slayer inquisitor and can fill the face role.

RPG Superstar 2012 Top 32

Sorry, for some reason I thought I remembered you being a ranger/inquisitor. You have any preference which guy I play? Right now we have 6 level arcane and divine casting but no 9 level casters... So I'm leaning towards either my ranger/Druid or cleric/monk (which I could convert to a monk/empyreal sorcerer if we need arcane casting more)?


Human Psychomancer

Thank you for the invitation! I'm willing to play an arcane caster. Let me think about some builds tonight and post some ideas for group feedback


Male Vital Stats HP 14/14 | AC 18, FF 14, T 14 | F +5 R +6 W +5 |Init. +4 | CMB 5 | CMD 19 | Speed 20ft | HeP 1
Skills:
Power Attack Skills Climb 6, Profession Miner, Handle Animal 7, Heal 3, Intimidate 3, Know Dungeon 2, Know Geography 2, Know Nature 6, Perception 8, Perform Sing 7, Ride 4, Stealth 6, Survival 7, Swim 0

Woot!

This should be fun.

RPG Superstar 2012 Top 32

Tanner, I'm not gonna tell you your business but unchained monk/empyreal sorcerer has a lot of potential... Great stat synergy, good defenses, with the right spell selection you can effectively switch-hit between self-buffing melee and reachzilla caster (double-chained kama is great for this because you're automatically proficient and it can be wielded as a 2-handed reach weapon for AoOs when you're casting and you can flurry with it when you're ready to throw down).

If Tanner's building a 9 level arcane caster I'll probably use my ranger/Druid. I think together a Druid and an inquisitor cover all the heals and status removal we need, right?


Game Master

That sounds like a good plan actually to me at least. I will leave faith in your court to make sure the character build is legal. I am interested to see the monk/sorc build as that just sounds like it's going to give me the shivers when I'm adjusting the encounters to account for the Gestalting.

Once you are all settled on the composition I have a few things I would like to ask of everyone.

It would make my life a heck a lot easier if for your chosen characters, if you do what Cantankerous Ike has, but with one difference. For the Vital stats, can you make that outside of the spoiler. Th gender identification can go. Skill spoiler is optional. Once that is done and you have settled on the character profile pictures, I will make the tokens required for the battle maps.

If there are any questions about the campaign itself, feel free to ask me! I will answer lore specific questions and interests as well.


HP 17/17 | AC 17, FF 15, T 12 | F +5 R +6 W +5 |Init. +2 | CMB 5 | CMD 17 | Speed 20ft

Nate, Druid/Ranger sounds good.

Vinsomner, this profile picture works for me.


Male Vital Stats HP 14/14 | AC 18, FF 14, T 14 | F +5 R +6 W +5 |Init. +4 | CMB 5 | CMD 19 | Speed 20ft | HeP 1
Skills:
Power Attack Skills Climb 6, Profession Miner, Handle Animal 7, Heal 3, Intimidate 3, Know Dungeon 2, Know Geography 2, Know Nature 6, Perception 8, Perform Sing 7, Ride 4, Stealth 6, Survival 7, Swim 0

Easy change.

I also picked up the basics for equipment.

Are there any changes world building wise that might be interesting to tweak back story? Like is Brevoy more or less dwarves rather than human? Or are we just a gaggle of dwarves who are jumping on the offer? Are there any widely known things that are different from the players guide.

Is there something about the Stolen Lands that should excite dwarves?

I am looking at the crossbow style for ranger and it just does not stand up to archery does it? Even for a switch hitter. You lose rapid shot and many shot and are forced into rapid reload.

RPG Superstar 2012 Top 32

crossbow is inferior to bow, the combat styles don't change that. honestly, you'll be better off as a bow wielding switch hitter, especially with your stats. if you want to be a crossbow switch hitter (that can keep up with an archery switch hitter) you almost need to switch to a bolt ace gunslinger/skald... you'd keep full BAB and all good saves but lose some skill points, spells, and combat style.


Human [Ulfen]* Bloodrager/Bard 1

And, I'm good with this profile pic. I'm on my way to work for a while but I'll import the right mechanics to this profile tonight and start polishing the profile.


Male Vital Stats HP 14/14 | AC 18, FF 14, T 14 | F +5 R +6 W +5 |Init. +4 | CMB 5 | CMD 19 | Speed 20ft | HeP 1
Skills:
Power Attack Skills Climb 6, Profession Miner, Handle Animal 7, Heal 3, Intimidate 3, Know Dungeon 2, Know Geography 2, Know Nature 6, Perception 8, Perform Sing 7, Ride 4, Stealth 6, Survival 7, Swim 0

You are right about Crossbow.

Being a drunk grief stricken dwarf I am feeling that Ike might was leaning on the head thumping side of things so combat style future might make more narrative sense to head toward 2 handed weapon.


Human Psychomancer

Hmm... I'll think about it. Spellcasters are just so darn versatile that I'm dazzled with options.


Human [Ulfen]* Bloodrager/Bard 1

Alright, I'm out of time tonight. Ulfgar is almost completely updated; I'm going to add the attack and damage bonuses of his standard attacks to the 'combat stats' spoiler, and I still need to cut and paste everything into the 'class abilities' spoiler, but everything else should be set (I think). I was planning on taking a domain (and probably still will) but part of me wants to take a companion so I can have a little bear cub to play with Grimdël's...


Human Psychomancer

Question for you, O Mighty GM.

I have a concept in mind for my character. A dwarven brewmaster! He specializes in blending magic with his microbrew (portable alchemist lab) to create powerful arcane beers (Brew Potion). Why have a potion of cure light wounds, when you could have a dark stout of cure light wounds? I was thinking an investigator/witch.

Would you be willing to allow Brew Potion to utilize spells higher than 3rd level? Perhaps as a feat I could take? Thanks.

RPG Superstar 2012 Top 32

The infusion discovery for your extracts lets you do that with up to 6th level spells (that was the idea behind the brewmaster guy that I had pitched during recruitment). On the witch side, the cauldron hex gets you brew potion as early as 1st level... The herb witch archetype pushes that back to 2nd but gives a 1st level ability that could go really well with your concept.

Crafting actual potions for spells beyond 3rd level would have to up to the GM but in previous editions it requires a whole prestige class not just a feat. For magical beers though... You could probably take craft wondrous item and follow the rules for crafting single use items? They would be a lot like feather tokens only instead of breaking a feather you'd drink the beer- I don't think there's any cap on the spell level for single use items (IIRC).


Game Master

I would more likely rule that you'd have to take a craft wondrous item, though that could get spendy. The route that nate lange pointed out would most likely what you'd have to do to get up to 6th level spells, much like the alchemist where they only go up to 6th level for brewing potions.

Though it would be quite funny suddenly right before battle a bunch of dwarf's drink down ail, giving them buff's and getting well drunk before launching into battle. Could work well into a little "Drunken Antics" fate rolls. Hmm.... Let me think on allowing either infusion discovery or the brew potion to utilize higher spells, but I think I may allow it with a purchase of a feat and this feat would just be a better version of Brew Potion, just renamed to Brew Infused Ale.

RPG Superstar 2012 Top 32

There's not actually a cap on the spell level for infusions, it's just that investigators only get up to 6th level for their extracts. If you (GM) want to create a mechanic for higher level brews you could take inspiration from the magus arcana 'broad study' (which lets you use spells from another class with magus class abilities) to create a discovery that lets you make extracts/infusions of spells from another class. It sounds like that would pretty well accomplish what he wants?

Just make sure that it has an appropriate cost (in prerequisites, or a crafting cost or something) because an ability like that would allow him to give out buffs that are normally personal only. The brown-fur transmuter (arcanist) can already do that (so there's precedent), but they have to spend an arcane point every time- so maybe make it cost a point of inspiration to craft an extract for another class?


Male Vital Stats HP 14/14 | AC 18, FF 14, T 14 | F +5 R +6 W +5 |Init. +4 | CMB 5 | CMD 19 | Speed 20ft | HeP 1
Skills:
Power Attack Skills Climb 6, Profession Miner, Handle Animal 7, Heal 3, Intimidate 3, Know Dungeon 2, Know Geography 2, Know Nature 6, Perception 8, Perform Sing 7, Ride 4, Stealth 6, Survival 7, Swim 0

Recovering alcholic dwarf teams with a brew master healer. Good times.


Game Master

Okay Just a heads up, I wont have internet access for the next few days (will be back sunday). This will be my last outage for a while.

Nate, if you want to help design that feat, feel free. I'm not sure if I'll get to it before Monday.


Human Psychomancer

That last option you mentioned sounds perfect. :)

RPG Superstar 2012 Top 32

Well, if I'm designing it I'd make it a talent not a feat. Broad Study requires 6 levels of magus and levels in another spellcasting class; 6 levels of alchemist/investigator seems like a good parallel but 'levels in another class that creates extracts' defeats the purpose of the ability so I'll replace that with brew potion (because it's really thematic and implies spellcasting ability). That should be enough for most spells. Personal only spells probably need a little more- the brown-fur transmuter has to pay 1 arcane point each time it casts a personal spell on someone else, so 1 inspiration seems fair for crafting an extract; they can't do that until 9th but in a non-gestalt game you'd have to be at least 7th level overall to use this and it's not as flexible in terms of spending your points so it should be ok I think...

Extract Expert (alchemist discovery)
Prerequisite: alchemist or investigator 6; brew potion feat.

Benefits: You have learned to apply alchemical principles to another form of spellcasting. When you gain this discovery select one spellcasting class. When you prepare your daily extracts you can choose to craft extracts for spells from that class. These extracts follow all the normal rules for extracts, occupy a spell slot or spell per day of its spell level, and can only be created for spells that target a creature or creatures and have a casting time of one round or less. Spells with a range of personal may be created as extracts normally but you must spend one inspiration point to craft one as an infusion.

Special: This discovery is available as an option to investigators selecting the alchemist discovery talent.

Or something like that? Subject to GM approval, of course.


Human Psychomancer

I LIKE IT!

Would that work, Vinsomner?


Game Master

It look's good and if Tanner's happy with it, I give it my approval. Thanks Nate! For the assistance, you'll start off with on Hero Point.


HP 17/17 | AC 17, FF 15, T 12 | F +5 R +6 W +5 |Init. +2 | CMB 5 | CMD 17 | Speed 20ft

Nice


Human [Ulfen]* Bloodrager/Bard 1

Huzzah! for getting the discovery OKed
Huzzah! for earning a hero point
and, Huzzah! for finally being done with Ulfgar

If anyone sees anything in my sheet that needs explanation/correction please let me know asap, otherwise I'm set.


Male Vital Stats HP 14/14 | AC 18, FF 14, T 14 | F +5 R +6 W +5 |Init. +4 | CMB 5 | CMD 19 | Speed 20ft | HeP 1
Skills:
Power Attack Skills Climb 6, Profession Miner, Handle Animal 7, Heal 3, Intimidate 3, Know Dungeon 2, Know Geography 2, Know Nature 6, Perception 8, Perform Sing 7, Ride 4, Stealth 6, Survival 7, Swim 0

I added the line "needs to bathe . . . even for a dwarf" to Ike's description. Please RP accordingly;)


Human Psychomancer

3d6 ⇒ (4, 5, 5) = 14+6=16
3d6 ⇒ (6, 2, 6) = 14+6=18
3d6 ⇒ (6, 2, 6) = 14+6=18
3d6 ⇒ (5, 2, 6) = 13+6=17
3d6 ⇒ (2, 4, 1) = 7+6=REROLL
3d6 ⇒ (3, 5, 5) = 13+6=16

3d6 ⇒ (6, 1, 5) = 12+6=17

Wow. I'm happy with these rolls.

RPG Superstar 2012 Top 32

Those are outrageous rolls. You only reroll the actual 1 though. So your 6th stat will be 16 not 17 (2 and 4 from the original and 6 from the first d6 of the reroll).


Human Psychomancer
nate lange wrote:
Those are outrageous rolls. You only reroll the actual 1 though. So your 6th stat will be 16 not 17 (2 and 4 from the original and 6 from the first d6 of the reroll).

You are correct, sir. Thanks.


Ready! (I hope. Please let me know of any corrections.)

I used some of my starting funds on a wagon, a mule, and a lot of camp gear. If anyone has any duplicate items, feel free to nix it from your inventory to save money. I spent almost nothing on weapons and armor.

Also, I have 75 gallons of ale and 30 gallons of dwarven stout. This is the best starting equipment EVAR!


Game Master

Alright, I'm back!

Just to note: I will be keeping track of rations. If the group can tally all total days worth of rations they have I can put it up in the sub header to help keep track of it better.

I'm going to open up the game thread and we should begin shortly!


Male Vital Stats HP 14/14 | AC 18, FF 14, T 14 | F +5 R +6 W +5 |Init. +4 | CMB 5 | CMD 19 | Speed 20ft | HeP 1
Skills:
Power Attack Skills Climb 6, Profession Miner, Handle Animal 7, Heal 3, Intimidate 3, Know Dungeon 2, Know Geography 2, Know Nature 6, Perception 8, Perform Sing 7, Ride 4, Stealth 6, Survival 7, Swim 0

How well stocked is Oleg's? I was thinking we would be starting off in Restov and getting geared up for travel would be something we did before setting out. I don't want to hamper our starting out because I was dragging Ike's feet from vagrant to adventurer.


Male Vital Stats HP 14/14 | AC 18, FF 14, T 14 | F +5 R +6 W +5 |Init. +4 | CMB 5 | CMD 19 | Speed 20ft | HeP 1
Skills:
Power Attack Skills Climb 6, Profession Miner, Handle Animal 7, Heal 3, Intimidate 3, Know Dungeon 2, Know Geography 2, Know Nature 6, Perception 8, Perform Sing 7, Ride 4, Stealth 6, Survival 7, Swim 0

I went ahead and outfitted Ike.

Question are we assuming that mounts will be for hire at Oleg's or should we purchase one prior.


HP 17/17 | AC 17, FF 15, T 12 | F +5 R +6 W +5 |Init. +2 | CMB 5 | CMD 17 | Speed 20ft

I have 30 days rations and another 10gp to buy more if necessary.


Male Vital Stats HP 14/14 | AC 18, FF 14, T 14 | F +5 R +6 W +5 |Init. +4 | CMB 5 | CMD 19 | Speed 20ft | HeP 1
Skills:
Power Attack Skills Climb 6, Profession Miner, Handle Animal 7, Heal 3, Intimidate 3, Know Dungeon 2, Know Geography 2, Know Nature 6, Perception 8, Perform Sing 7, Ride 4, Stealth 6, Survival 7, Swim 0

Ike has 14 days with 82 gp for more.


Male Vital Stats HP 14/14 | AC 18, FF 14, T 14 | F +5 R +6 W +5 |Init. +4 | CMB 5 | CMD 19 | Speed 20ft | HeP 1
Skills:
Power Attack Skills Climb 6, Profession Miner, Handle Animal 7, Heal 3, Intimidate 3, Know Dungeon 2, Know Geography 2, Know Nature 6, Perception 8, Perform Sing 7, Ride 4, Stealth 6, Survival 7, Swim 0

Seeing as we have already met I noted that Savarend and Ike are both from the Golushkin mountains. With your approval Savarend, I am thinking that perhaps that Savarend might have been the one who delivered Ike the message from Toval Golka (he is a dwarf adopted by human nobles of house Garess). Judging from Savarend's description he is a bit neater than Ike and that he might be the one encouraging Ike to find his old self and pulling him from absolute gutter smelling lush to a respectable dwarf who can handle his drink. Not sure how willing Savarend might be to vouch for Ike but local rumors is he is an angry drunk fired from several mines in Brunderton and somehow survives forays into the wild.

Thoughts?

We already have the charter and are on our way but I had a couple of questions?
1- Is the charter the standard Kingmaker charter? or does it have some dwarf theme elements?
2- In the same vein. Are we a group chosen for the charter because we are dwarves and they wanted dwarves or did our being dwarves happen by coincidence?


Game Master

1) The charter is pretty much standard, the dwarven theme is coming :)

2) Without divulging a lot of information about it, the group feels like there is some suspicion to why the entire group chosen are dwarf's but many may feel like its just coincidence.


Male Vital Stats HP 14/14 | AC 18, FF 14, T 14 | F +5 R +6 W +5 |Init. +4 | CMB 5 | CMD 19 | Speed 20ft | HeP 1
Skills:
Power Attack Skills Climb 6, Profession Miner, Handle Animal 7, Heal 3, Intimidate 3, Know Dungeon 2, Know Geography 2, Know Nature 6, Perception 8, Perform Sing 7, Ride 4, Stealth 6, Survival 7, Swim 0
Vinsomner wrote:

1) The charter is pretty much standard, the dwarven theme is coming :)

2) Without divulging a lot of information about it, the group feels like there is some suspicion to why the entire group chosen are dwarf's but many may feel like its just coincidence.

oooooooo

Sounds good. I am just trying to get my footing for RP purposes.


Game Master

Understandable! There's some juicy dwarfy themes laying in wait for the party. Ask any more question you need and I'll try and answer them without giving many things away.


Male Vital Stats HP 14/14 | AC 18, FF 14, T 14 | F +5 R +6 W +5 |Init. +4 | CMB 5 | CMD 19 | Speed 20ft | HeP 1
Skills:
Power Attack Skills Climb 6, Profession Miner, Handle Animal 7, Heal 3, Intimidate 3, Know Dungeon 2, Know Geography 2, Know Nature 6, Perception 8, Perform Sing 7, Ride 4, Stealth 6, Survival 7, Swim 0

How familiar with the river freedoms are we. I already danced around it but I wondered how much lore is easily known.


Game Master

Well the river kingdoms are a bit distant from everyone at the moment. With the cast assembled being dwarves you don't know much more then the talk of them and how the peace is tenure at best.


Cantankerous Ike wrote:

Seeing as we have already met I noted that Savarend and Ike are both from the Golushkin mountains. With your approval Savarend, I am thinking that perhaps that Savarend might have been the one who delivered Ike the message from Toval Golka (he is a dwarf adopted by human nobles of house Garess). Judging from Savarend's description he is a bit neater than Ike and that he might be the one encouraging Ike to find his old self and pulling him from absolute gutter smelling lush to a respectable dwarf who can handle his drink. Not sure how willing Savarend might be to vouch for Ike but local rumors is he is an angry drunk fired from several mines in Brunderton and somehow survives forays into the wild.

Thoughts?

I would be more than happy to help you with your dwarven How Stella Got Her Groove Back. Until then, perhaps Savarend can brew you some Golarion O'Doul's?


Vinsomner wrote:
Understandable! There's some juicy dwarfy themes laying in wait for the party. Ask any more question you need and I'll try and answer them without giving many things away.

Any chance we could have underground town tiles? Cavernous mushroom farms? Inverted fortresses? Residential vaults with connecting passages? etc.? Because that would be awesome.

I'm also excited that we have a party where no one has any issues with lighting and vision. :)


Game Master

Well ofcourse! When you get to building your empire in kingmaker, it is definitely getting a nice dwarfy theme! If dwarfs are making a damn city, its going to be a damn fine one at that!


Human [Ulfen]* Bloodrager/Bard 1

I didn't buy any rations because I'm used to living off the land... If anyone expresses (or had expressed) concern that I'm going to slow us down or that I'm not contributing my fair share I will buy some.


Male Vital Stats HP 14/14 | AC 18, FF 14, T 14 | F +5 R +6 W +5 |Init. +4 | CMB 5 | CMD 19 | Speed 20ft | HeP 1
Skills:
Power Attack Skills Climb 6, Profession Miner, Handle Animal 7, Heal 3, Intimidate 3, Know Dungeon 2, Know Geography 2, Know Nature 6, Perception 8, Perform Sing 7, Ride 4, Stealth 6, Survival 7, Swim 0

Do we have a reason beyond supplies or its a common stop on the road to be here. The charter if we go by the standard charter uses Oleg's simply was a landmark.

In other news.

I think our method of stat generation has given us a delightfully charming group of dwarves. We out swagger all 7 of Snow White's friends and one of us smells of garbage and bile.

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