Raistlin

Tivilio's page

Pathfinder Lost Omens, Rulebook Subscriber. ** Pathfinder Society GM. 205 posts (875 including aliases). No reviews. No lists. 1 wishlist. 18 Organized Play characters. 5 aliases.


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Male Human (I think)

Thanks Tom! I'll check FLYM out.

I used to use Wayfinder years ago, but apparently it is no longer supported.


Male Human (I think)

It's back! Nobody move or you'll scare it away!

Let's do this!


Male Human (I think)

Maybe I should take some levels in Necromancer and cast Raise Dead on the campaign. :D


Male Human (I think)

It's ALIVE!!!!!! (the site, that is).


Male Human (I think)
GM Newsie wrote:

Okay:

** spoiler omitted **

Sounds good, I'll prep him this evening, but don't feel obligated to use him unless you feel we need him. I'm fine either way.


Male Human (I think)

I can play my Arcanist if he's needed. I'll need to come up with a backstory for him, but I should be able to do that in a day or two.


Pathfinder Lost Omens, Rulebook Subscriber

Awesome thank you!


Pathfinder Lost Omens, Rulebook Subscriber
GM Eldbale of Evergale wrote:
Okay everyone, I will be selecting a party this evening and setting up a discussion thread. So get your full char concepts and stats submitted by 5PM CDT today.

I apologize. I have both characters built, and can play either, but I'm traveling and will not be able to share Stat blocks until late tonight or tomorrow morning. Do you have a preference of which character I play? If you decide I am not a good fit for this campaign, that is fine,just let me know.


Pathfinder Lost Omens, Rulebook Subscriber
GM Eldbale of Evergale wrote:
Tivilio wrote:
Do you have room for another player? Do you need any particular role filled (I see something above for Arcane and love playing arcane casters)? I started playing TDD a few years ago but we didn't make it past the first session, and I don't really remember much. Let me know if you need another and I'll present a character.
If you love playing arcane casters, then go for it! Submit a char.

Ok I have two characters worked up, but I'm not sure which would be a better fit. The first is Zeneka, who is a rather generic Elf arcanist. I am still working on a backstory for him, but I've wanted to play an arcanist for a while.

The second is Guruthos, a horribly-disfigured rogue who starts out as an unchained rogue, but will become a witch at 2nd level (and remain witch going forward). This is a character concept I've had for quite a while but haven't found the right game for him yet.

Guruthos' backstory:

Guruthos was raised on the outskirts of elven society by parents who never fit in with their kin. In his late adolescence, his parents introduced him to the Cult of Charon (One of the Four Hoursemen of Abaddon). They realized their son did not share their devotion to The Ferryman, so they planned to sacrifice him to their lord on his 100th birthday. Leading him to a table with the promise of a celebratory feast, they ambushed him and tied him to a chair. First, they branded his chest with the unholy symbol of Charon: a skull with coins over its eye sockets. They then covered his own eyes with gold coins, and proceeded to pour boiling liquid down his throat (symbolic of drowning in the River Styx). Just when he thought he could not escape his horrible fate, he felt a pop on the rope at his wrist, and then another. Suddently, his bindings fell free and Guruthos lashed out at his family, grabbing hold of the still smoldering pot and using it as a weapon to beat down his attackers. When he was finished, his parents were dead, his face was terribly disfigured, and his voice was no more than a grating rasp.

After slaying his parents, Guruthos escaped into the forest, leaving his home and the cult of Charon behind. He had learned a few useful skills in the cult: notably theft and trapmaking. He did not revel him harming innocent people, but his skill with crafting traps helped him to catch game to eat, and if he saw an opportunity to steal supplies without confrontation, he took it. He travelled from place to place searching for any community that would allow him to trade and work in peace, but most were horrified by his appearance and chased him away quickly.

He finally found an elderly halfling woman on a farm who was not afraid of him. She took him in for a time, feeding him and mending his cloths. She had an old raven whom she called "Mori" that often sat at her window sill, cawing until someone gave it a scrap of food. He helped her around her small farm, and although he did not speak much, she didn't seem to mind as she chattered away about any topic that came to mind. After receiving some visitors, she noticed that Guruthos remained hidden when others were around, so she carved him a plain, gray, smooth wooden mask. The mask bore a strange blue spiral on the forehead, but Guruthos gratefully accepted the gift, and wore it at all times unless eating, drinking, or sleeping.

After a few months, the halfling lady fell ill. Lying in her bed, she called Guruthos to sit beside her. He did so, towering over her tiny form. "Oh my friend," she whispered, touching his hand, "do not look so forlorn. Death is not the dark, fetid waters you have been lead to believe. Yes, I have seen your brand, but your heart and your fate do not belong to The Ferryman. You need not fear death, my boy. We shall all stand before the Lady of Graves when our time comes, and we will receive our just reward for the life we have lived." As she spoke, Mori flew from the window sill to her headboard, and let out a "caw!" She smiled at the bird, then looked back at Guruthos. "Do not concern yourself over me, quiet one. It is time for my reward, but it is also time for you to determine what reward you wish when your time comes, and then you must earn it!" As she pushed the words from her lips, the last breath escaped her, leaving only a smile behind. Once more, Mori let out a resounding "CAW" then flew out the window, leaving Guruthos by himself.

He tended the farm for a few days, until some visitors came to see the old lady. When they found her dead, they turned on him, accusing him of murdering her (despite the fact that her death was obviously natural). They ran to call for the militia from the nearby town, so Guruthos gathered his possessions and escaped into the forest. Once again on his own, the masked elf set out into the wilderness, but he was soon joined by the lady's raven Mori. The raven followed him everywhere, which did not bother Guruthos at all. Then, one evening as the elf cooked a rabbit over a small fire, Mori opened his beak. What came out was not the "caw" to which the elf was accustomed, but instead a voice, not unlike the old halfling lady. "Ready?" it asked. Guruthos sat shocked. "If you are ready, I can teach you. Death is not to be feared. Not by you. Not when you understand. Death starts as slumber." The raven continued to speak. Guruthos continued to listen, and began to understand. He was not meant to be a simple burgler. He could be something else. Now, he had a purpose.

Let me know what you think. If it's too much, I can reign it back. If you'd prefer I play the Arcanist, that's fine as well. I would just need to come up with a backstory for him.


Pathfinder Lost Omens, Rulebook Subscriber

Do you have room for another player? Do you need any particular role filled (I see something above for Arcane and love playing arcane casters)? I started playing TDD a few years ago but we didn't make it past the first session, and I don't really remember much. Let me know if you need another and I'll present a character.


Pathfinder Lost Omens, Rulebook Subscriber

I would like to get into one or two PbP games. I have some prior experience with PbP, specifically with PFS (it's been a few years), though I'm open to any kind of Pathfinder game. Let me know what kind of game you're playing and what kind of characters you're looking for and I'll work one up.


1 person marked this as FAQ candidate.
Pathfinder Lost Omens, Rulebook Subscriber

Ok we need a ruling. A recent discussion on reddit has sparked the debate on whether a held charge (from a touch spell) causes the caster to threaten attacks of opportunity. If a spellcaster casts a touch spell, (shocking grasp, for example) and holds the charge, then an opponent does an action which can provoke an attack of opportunity from an armed opponent, is the caster considered armed with the spell, and can he/she then make an attack of opportunity with the spell?

RAW:

'Armed' Unarmed Attacks: wrote:


Sometimes a character's or creature's unarmed attack counts as an armed attack. A monk, a character with the Improved Unarmed Strike feat, a spellcaster delivering a touch attack spell, and a creature with natural physical weapons all count as being armed (see natural attacks). (Core page 182)
Touch Attacks: wrote:


Touching an enemy with a touch spell is considered to be an armed attack and does not provoke attacks of opportunity. The act of casting a spell, however it, does provoke an attack of opportunity. Touch attacks come in two types: melee touch attacks and ranged touch attacks. You can score critical hits with Either type of attack as long as the spell deals damage. Your Opponent's AC against a touch attack does not include any armor bonus, shield bonus, natural armor bonus or. His size modifier, Dexterity modifier, and deflection bonus (if any) all apply Normally. (Core page 185)
Holding the Charge: wrote:


If you don’t discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren’t considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn’t provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge. (Core pages 185-186)
Touch Spells and Holding the Charge: wrote:


In most cases, if you don’t discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after round until the spell is discharged. If you cast another spell, the touch spell dissipates. Some touch spells allow you to touch multiple targets as part of the spell. You can’t hold the charge of such a spell; you must touch all targets of the spell in the same round that you finish casting the spell. (Core page 216)

The majority of people who have chimed in on Reddit seem to interpret the above statements as saying that the caster holding the charged spell is considered armed, and can thus make the AoO (and that interpretation can be found on the messageboards as well).

However, one person points out that both instances point out that the spellcaster is considered armed while attacking, but not necissarilly while holding the charge. Under touch attacks, it states "Touching an enemy" and in the second, it states "delivering a touch attack," but neither mentions a caster who holding the charge, which leads the dissenting voice to determine that a caster who is holding a charged spell is not considered to be armed and can thus not attempt an AoO. So what is the answer? Is there any RAW that clearly states one way or the other?


Male Human (I think)

My character options for this game are:
Burning Wind - 3rd (1/3) level human monk

Billy "Squishybear" Whishpucket - 2nd level halfling rogue

Zebastaine - 2nd (1/3) level tielfing inquisitor of Ragathiel (Melee)

Stohlm - 2nd (2/3) level halfling summoner

Jayriann - 1st (1/3) level tiefling time witch

Myraculous Fitzscriven - 1st level gnome Arcanist

I know Zak has a bone oracle. Don't know what Josh is planning to play. Jason said he thinks he may play his Sorc 2. So depending on what we've got, I'll pick what I'll play.


Male Human (I think)

I'm in. Will post character info when I decide which one to play and I'm not on my phone. - MJC


Pathfinder Lost Omens, Rulebook Subscriber
Fizzbeard Dragonfiend wrote:
@Tivilio: Is Phos free at the moment? I'm trying to get a game of 04-08 The Cultist's Kiss going and am having trouble finding players.

Yes he is, but I ran that one last year and applied it to Phos, so I can't use him for it. I'll see if I can get my accounting for my Cleric though, as he is of the appropriate level I believe.


Pathfinder Lost Omens, Rulebook Subscriber

I have 6 characters available to play:

Phos - Elven Wizard 10

Burning Wind - Human Monk 3

Billy "Squishybear" Whishpucket - Halfling loverboy rogue 2

Aryeh - Human Bladebound Magus 6

Zebastaine - Tiefling Inquisitor (of Ragathiel) 2

Stohlm - Halfling Summoner 2

Jayriann - Tiefling Witch 1

I also have a high-level cleric, but his scenario #s aren't adding up, so I have some accounting to do on him. He should be 10th or 11th level.


Pathfinder Lost Omens, Rulebook Subscriber

I'm interested in a PFS PbP too. I've got characters of many different levels.


Pathfinder Lost Omens, Rulebook Subscriber

In one paragraph, it says, "Any living creature slain by an almiraj's gore attack immediately turns to stone..." then in the next paragraph it says, "The horn's unique magical properties have the gruesome side effect of forcing the almiraj to consume its prey while it still lives, before it turns to stone."

Should it say "struck by an almiraj's gore" instead?

Otherwise a cool revamp of the old AD&D 1e Fiend Folio al-miraj.

2/5 *

Pathfinder Lost Omens, Rulebook Subscriber

OK, I've uploaded all the Combat Manager files I have, though a couple are apparently lacking here and there. I'll try to update them where possible, and going forward when I prep scenarios, if there's no CM files for them on the drive, I'll upload them as I create them.

2/5 *

Pathfinder Lost Omens, Rulebook Subscriber
Nicholas Milasich wrote:

I'm adding files for combat manager (great program, I use it all the time) Some may be a little rough, please double check and improve!!

I have files for all 3 quest for perfection, Dalsene affair, haunting of hinojai, etc.

Please let me know what you think, and improve if necessary.

Thank you! I fully intend to do the same with my CM files. I think if people are using this, and we start sharing our CM files, we could cut down on a LOT of prep time.


Pathfinder Lost Omens, Rulebook Subscriber
Jacob W. Michaels wrote:

Hmm, interesting item that plays with some interesting rules. Really like "codex" in the name, though "soma" doesn't really speak to me.

I think the big problem you have is you spend more time discussing how it can be used (transferring it into a tattoo) before getting to what it does (using spells from the book in place of his own spells). I think there may also be a few mechanic issues -- what happens if the spell isn't on my spell list? I'm not sure if you meant for me to be able to cast any wizard spell by any arcane caster. (And actually, I might argue they could be cast by ANY caster -- it only notes that the color changes when held by an arcane caster, not that it can only be used by an arcane caster, though I think that's what you intended.) If you did mean that, it's a pretty powerful ability. I think that would make it almost a must-have if I'm playing any other arcane casting class other than wizard, this is one of the first things I'm getting. Being able to cast any spell on the wizard's list (once I get it into the book) even at the cost of two spells of that level seems really strong.

I think you could also add a bit more description. For an item that's pretty colorful, it's not the most memorable -- "This book appears to be ..." is a very passive lead in that doesn't really grab me, though you certainly tried to do something neat with the changing color.

Thank you Jacob for your review. You do bring up some excellent points, but I can answer a couple of concerns.

First, when I created the item, I considered it's ability to meld into a caster's flesh to be it's primary feature, while you consider it's spell option to be so (and I can see why). I felt the spell option was more secondary because it is only a 1/day power, which I felt shouldn't unbalance it much.

Second, the description of the Codex Soma says, "When an arcane caster holds the book and speaks the command word, it melds into the holder's flesh..." so that should define it as being for arcane casters only.

Third, you are correct in pointing out the potential for abuse (though it would certainly be expensive abuse) of this item. In order for a non-wizard arcane caster to truly take advantage of this though, it would mean that he/she would need to 1. acquire a Codex Soma, either by winning it from a rival wizard (in which case it may have spells in it), by purchasing it for at least 10800gp (in which case it is empty when they receive it), or if they have the appropriate feats and spells, to construct one for 5400gp (also blank).

If it is blank, they they have to go about purchasing the spells to enter into it. In the description of Adding Spells to a Wizard's Spellbook, it appears that this is something that is specific to wizards (and presumably magi, and alchemists in their own way), but this is open to interpretation. Can a bard learn a spell from a scroll, then go about copying it into a spellbook?

Let's assume that hypothetically they can do so, or have a friendly wizard who would assist them in this endeavor. So this means that said arcane caster can then spend their time and gold to fill the spellbook with wizardly spells in order to have the capability of once per day expending two of his/her own spell slots to cast a single wizard spell.

I think you're are right; that this does have some marginal potential for abuse, though I don't really see it as terribly unbalancing, since I'm certain there are better ways for non-wizard arcane casters to spend their time and gold. I also agree with your feedback about the description, which is something I will strive to do better on for my submission in next year's competition. Thanks again for the feedback. You've given me quite a bit to think about.


Pathfinder Lost Omens, Rulebook Subscriber
GM_Solspiral wrote:


163) Codex Soma
Good: Awesome effects and super creative, spellbook you can't lose and lets you call up niche spells when you need them.
Bad: I want a limitation that a spellcaster can only have one of these.
Ugly: What happens to a non caster, looks like nothing if its nothing I'm slightly less happy with this.
Overall: This made my top 32 glad you posted it. It might be more utility than superstar but its close in my opinion this is superstar.

Thanks for the review GMSS, I'm glad you enjoyed it.

I'll respond to each of your points.
Good: Thank you. I liked the idea that your character can't lose it, but what really interested me was the idea of an enemy caster with secret (some passcode, a true name or a unique spell that is the PCs' only hope) written in it among his/her spells. But the only ways they can get it from said NPC is to either convince him/her to give it over willingly (fat chance) or slay them.

Bad: Hmm, good point. I hadn't thought of that, since it takes up the chest slot, but I suppose a wizard could have multiples of these and only be using one at a time in his chest slot. Potential balance issue there. Thanks for pointing that out.

Ugly: Yes, it was specifically designed for casters only, and more specifically for arcane casters. In the hands of a non-caster or a divine caster, it's pretty useless. Sorry.

Overall: Once again, thank you. I am honored to have made your top 32! And thank you very much for taking the time to give your review. Happy gaming!


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber
Woodengolem wrote:

This is one that I voted down the first couple of times I saw it simply because I'd seen a bunch of spellbooks before the cull and it didn't grab me all that much.

However once I gave myself a little back from voter fatigue and came back I really liked it. The utilitarian aspect of it and the visual of the tattoo becoming a spellbook was pretty awesome. I kept it in my folder to use in some of my home brew games.

The rules seem solid as far as I can tell, but it just doesn't have that wow factor. It seems like it's been done before or at least the basic idea "something useful that turns into a tattoo" had been. I did however love the detail of it turning back into a book after your died.

Thanks for replying WG. I appreciate you giving it a second glance. Honestly, the idea took a bit of time to grow on me as well, but once I realized that it had some great possibilities as a plot-tool, I had to use it. You're right, the tattoo (or portable item) has been done quite a bit, but I've got a soft spot in my heart for wizards and spellbooks, and I hoped to open it up a bit more for other casters with the "cast from tattoo" option. It could probably use a bit more work to rev the excitement factor up a bit.

Thanks for the feedback.


Pathfinder Lost Omens, Rulebook Subscriber
Clouds Without Water wrote:


Codex Soma - Relies on specialized rules, which probably hurt with voters. Nice name, though, and the concept is interesting. The utility of the item is a little obscure, but it looks like it only really has value if it has spells I really want but don't know? Can I add spells to the book? Can I copy spells out of it? If so, why do I need it afterwards? I feel like I'm misunderstanding this item.

Thanks for Replying CWW. Good point about the specialized rules. The idea was to use rules that hadn't seen a lot of official play, but that can also backfire I suppose. To answer your questions about adding to or copying from; aside from its ability to take tattoo form, and the ability of casters to draw spells from it in tattoo form, it is for all other intents and purposes a normal spellbook to which spells can be added and from which they may be copied. Maybe I should have been more explicit about that. Thanks for the feedback.


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

Codex Soma
Aura moderate transmutation; CL 5th
Slot neck; Price 10800 gp; Weight 3 lbs (see description)
Description
This book appears to be a finely crafted spellbook constructed of 100 sturdy paper pages bound in a black leather cover. When held by an arcane caster, the color of the cover changes to match his skin tone. The command word of the Codex is inscribed inside the front cover. When an arcane caster holds the book and speaks the command word, it melds into the holder's flesh becoming a tattoo of an open book upon his chest in brightly colored inks. When in tattoo form, the Codex uses the rules for magical tattoos (Inner Sea Magic 16). If the wearer repeats the command, the Codex appears in the wearer's hand, or immediately in front of him at waist height if he cannot grasp it, and falls if not caught. If the wearer dies while the Codex is in tattoo form, it appears in book form as if he had spoken the command word to release it unless the tattoo was destroyed as well.
Causing a Codex Soma to meld into the holders flesh automatically imparts the names of all spells in the book to the wearer. Once per day he may cast any one spell from that spellbook by sacrificing two of his own prepared spells or spell slots of the same level or higher. He must provide any material components necessary, which are also made known to him. However, the presence of magical traps is not automatically made known, and if he casts a spell from a page which is trapped, the trap is triggered.
Construction
Requirements Craft Wondrous Item, Inscribe Magical Tattoo (Inner Sea Magic
16), transfer tattoo (Inner Sea Magic 62), shrink item; Cost 5400 gp

I realize that I failed to italicize the spells, but beyond that, what do y'all think? What could I improve upon?


Pathfinder Lost Omens, Rulebook Subscriber

I've seen mine once, but I haven't been able to spend much time voting after the first week.

2/5 *

Pathfinder Lost Omens, Rulebook Subscriber

So I was the player of the PC in question. My character had died previously, so he started with only 24 PP. In the 3rd encounter, I was hit by 4 arrows of human slaying in one round. My turn had not come up, I had no chance to act; I was just there, then dead. Fortunately, I had gotten the boon from the Gen Con Special the night before, so the first raise only cost me 8pp.

Then in the final fight, I was hit by the bbeg giant before I moved away to heal myself. I did so, but my heal roll sucked, and I was then hit by a fireball which dropped me to 12 hp. I should have taken the next round to heal myself again, but since I was behind a column and was not immediately threatened, I decided to help out the paladin (who was fighting a sorcerer) by casting spiritual ally to flank her. The bbeg giant then turned away from the bard he had been advancing on, took a 5 foot step and reached around the column (which gave me partial cover) to hit me twice for 50 some points of damage.

Now, had he only hit me once, there's a possibility, with a 12 Con, that I might have survived. I don't know since he rolled all the damage together. But the GM made sure that I was dead for the second time in that scenario. With the second death, at full price, I was at 0pp. Yeah, I felt a bit salty. I didn't think it was necessary for him to do that, and honestly, if given the option to play at his table again, I don't know that I would.

But I'm not going to pitch a fit about it. He GMed as he saw fit, and I'll also point out that he stepped in at the last minute to run a game for which the original GM didn't show, and even had to run back to his hotel room to get his stuff to run it, then he stuck with us till 4am (because death tends to bog things down). For these things, I applaud him. In the end, I could have made some choices for my character which might have saved him, and we might have worked better as a team, but that didn't happen. Of course, the GM could have also held that last swing and turned elsewhere. Maybe it would have mattered, and maybe it wouldn't, and hell, maybe if he had, I would have bled out anyway. Who knows?

I know that if I were in the GM's place, I would likely not have taken that second swing, but that's me. I don't particularly like killing characters, especially when the player has spent so much time on them, and when there are legitimate reasons (like other threats) to turn an enemy's attention elsewhere, but that's my interpretation of the game. I'm not going to bear this GM ill will, but if he is paying attention to this thread, I hope that the next time he has to make the decision of taking one more swing, he weighs his decision carefully and considers whether or not it's really necessary.


Pathfinder Lost Omens, Rulebook Subscriber

I have an HTC Thunderbolt, which I use quite a bit at the gaming table, but mostly to look up rules on the mobile PRD.

I do own the iCrit & iFumble apps, but I rarely use them because I mostly play Pathfinder Society, which does not allow for their use.


Male Human (I think)

If you do still want to mark it as a favorite, you can just click the + under Reply on any of these posts.


Male Human (I think)

The new Magister is Jebraxxis, Malcacia's new quasit cohort.


Male Human (I think)

At the opening of the game, the offices of high priest (vacated by Whitechin) and treasurer (vacated by the late Tao) were vacant and needed filled. The council decided to move Quar'aun (Koper's NPC Necro/Cleric/Mystic Theurge) to High Priest. Magister is TBD. Atrix (Scott's Serpentfolk Magus) is the new Treasurer.


Male Human (I think)

+20 BP retrieved from the elves.


Male Human (I think)

BP Totals:
Major: 15*3=45
Medium: 8*8=64
Minor: 2*2=4
Taxes: 83/5=16
Remaining items: 2
Total BP Gained: 131

Grand Total BP = 150+131 = 281


Male Human (I think)

Deposits? / Withdraws?

Sell Magic Items: (1d20+77)

Major
staff of ench 1d20 + 77 ⇒ (9) + 77 = 86
staff of charm 1d20 + 77 ⇒ (6) + 77 = 83
ring 1d20 + 77 ⇒ (14) + 77 = 91

Medium
immovable rod 1 1d20 + 77 ⇒ (19) + 77 = 96
immovable rod 2 1d20 + 77 ⇒ (20) + 77 = 97
necklace 1d20 + 77 ⇒ (10) + 77 = 87
wand 1d20 + 77 ⇒ (9) + 77 = 86
ring 1d20 + 77 ⇒ (7) + 77 = 84
hide armor 1d20 + 77 ⇒ (20) + 77 = 97
manual 1d20 + 77 ⇒ (4) + 77 = 81
staff 1d20 + 77 ⇒ (7) + 77 = 84

Minor
periapt 1 1d20 + 77 ⇒ (8) + 77 = 85
periapt 2 1d20 + 77 ⇒ (11) + 77 = 88

Remaining items: 18350/2=9175 or 2bp and 1175gp.

Roll for Taxes DC70 1d20 + 77 ⇒ (6) + 77 = 83


Male Human (I think)

Claim hexes? (3) B5, B7 & B9 (6bp)

Establish/Improve Cities? (1 City, 5 Buildings)
In Zex: Houses in A1, & B1(6bp), a black market in A2 (25bp),
Demonfane: City Walls on the far West end of D, E & F (12bp)

Build Roads? (3) Starting at Fort Aran (J13), going west across the bridge (J11) through the farmland (J9) and into the forest (J7), curving north towards the serpantfolk settlement (we'll have to finish it next cycle). (4bp)

Build Farms? (2) B15 & C14. (4bp)

Change Edicts? Nope.


Male Human (I think)

Stabity! 1d20 + 78 ⇒ (11) + 78 = 89


Male Human (I think)

BP totals
The Staff failed (always the major items, never the minor).
Major: 15*3 = 45
Medium: 8*6 = 48
Minor: 2*2 = 4
Remaining items: 1
Taxes: failed!
Total BP Gained: 98

Grand Total: 98+103+8 (replacing garrison with barracks, 14-6) = 209bp


Male Human (I think)

Deposits? / Withdraws? No.

Sell Magic Items: (1d20+74)
Major 1d20 + 74 ⇒ (18) + 74 = 92
Wand 1d20 + 74 ⇒ (18) + 74 = 92
Crossbow 1d20 + 74 ⇒ (16) + 74 = 90
Staff 1d20 + 74 ⇒ (1) + 74 = 75

Medium
Wand 1d20 + 74 ⇒ (11) + 74 = 85
Hand 1d20 + 74 ⇒ (2) + 74 = 76
Rod 1d20 + 74 ⇒ (11) + 74 = 85
Longsword 1d20 + 74 ⇒ (11) + 74 = 85
Shield 1d20 + 74 ⇒ (6) + 74 = 80
Bracers 1d20 + 74 ⇒ (12) + 74 = 86

Minor
Cloak 1d20 + 74 ⇒ (8) + 74 = 82
Belt 1d20 + 74 ⇒ (12) + 74 = 86

Remaining item totals: 11437/2=5718+804=6522 or 1bp or 2522gp.

Roll for Taxes DC65 (1d20+74) 1d20 + 74 ⇒ (1) + 74 = 75


Male Human (I think)
Tivilio wrote:
Demonfane: A Garrison (14bp) in A11, then a Watchtower (3bp) Next to it in A12. A Stable in E6a (5bp) and a house in F6a (3bp).

I apologize, I meant to request a Barracks (6bp) in A11, not a Garrison. Then have the Watchtower next to it in A12.


Male Human (I think)

Because Aran Hu ultimately slew the dragon, the fort shall be named Fort Aran.


Male Human (I think)
Evil Ginger DM wrote:
Side Note: Current Kingdom Population: 35,500

35,500 EVIL people!

Claim hexes? (3) B13, C14 and B15 (6bp)

Establish/Improve Cities? (1 City, 5 Buildings)
Let's build a fort over the copper dragon's lair in J13. (3bp)

Zex: A Market (48bp) in A&B/3&4.

Demonfane: A Garrison (14bp) in A11, then a Watchtower (3bp) Next to it in A12. A Stable in E6a (5bp) and a house in F6a (3bp).

Build Roads? (3) From I12 to the new fort in J13. From G14 (the ruins) through F15 to the bridge in E14. (3bp)

Build Farms? (2) C14 & B13 (4bp)

Change Edicts? Increase taxation to Heavy (+3 Economy, -4 Loyalty).

Total BP spent: 89.


Male Human (I think)

Stability Check 1d20 + 74 ⇒ (20) + 74 = 94(dc62)


Male Human (I think)

BP Totals:
The Major Wand of SwD failed.

Major: 15*2=30
Medium: 8*8=64
Minor: 2*1=2
Remaining items: 2**
Total BP Gained: 98

Grand Total BP: 98+93= 191bp

**Side note, we converted the +1 Kama to +1 brass Knuckles for Scott, who purchased them at 1151gp. This means the GP total is actually 12584-1151=11433/2=5716+3088=8804 or 2bp and 804gp.


Male Human (I think)

Deposits? / Withdraws?

Sell Magic Items: (1d20+68)
Major
rod 1d20 + 68 ⇒ (14) + 68 = 82
wand 1d20 + 68 ⇒ (1) + 68 = 69
flame tongue 1d20 + 68 ⇒ (9) + 68 = 77

Medium
studded leather armour 1d20 + 68 ⇒ (16) + 68 = 84
rod 1d20 + 68 ⇒ (11) + 68 = 79
gauntlet 1d20 + 68 ⇒ (13) + 68 = 81
longsword 1d20 + 68 ⇒ (8) + 68 = 76
longbow 1d20 + 68 ⇒ (6) + 68 = 74
cloak 1d20 + 68 ⇒ (11) + 68 = 79
crossbow 1d20 + 68 ⇒ (15) + 68 = 83
staff 1d20 + 68 ⇒ (4) + 68 = 72

Minor
wand of swp 1d20 + 68 ⇒ (6) + 68 = 74
wand of darkness - Nate is taking this for half price.

Remaining items: 12584/2=6292+3088=9380 or 2bp and 1380gp.

Roll for Taxes DC62 1d20 + 68 ⇒ (15) + 68 = 83


Male Human (I think)

I claim the sickle for Malcacia.


Male Human (I think)

Select leadership:

Claim hexes? (3) E14, D15 & C14 (6bp)

Establish/Improve Cities? (1 City, 5 Buildings):
Demonfane:
Let's put a watchtower in E1a (3bp), and a Tanner in E2a (6bp).
Let's add on another district to the East of the castle district, and create a Foreign Quarter (94bp)in the 4 northwest most blocks.

Foreign District:
Wayfinder 4, pg84, 94bp, An area of the city for ambassadors, entertainers, entrepreneurs and merchants from far lands, these areas are designed to bring foreign interests to a city. A Foreign Quarter reduces the build cost of Markets and Theaters in the same city. Paying the Consumption cost introduces the new Kingdom Events below, which can be selected at the beginning of the Event phase (with the exception of the Foreign Spy event). A demolished Foreign Quarter can be used to build a new Market or Theater for half of its build cost. City base value +3,000 gp; Halves cost of Market and Theaters in the same city; Consumption +1, Economy +3, Stability +3; limit one per city.

Zex: In F1 & F2, let's put a monument to our fallen soldiers and a graveyard to bury them. (3+2bp).
Let's also build a Fortress of the Faith in E&F/5&6. (80bp)

Fortress of the Faith:
Wayfinder 4, pg84, 80bp, Citadels built by belief as much as the mortar that binds them, these edifices educate and train fellow followers. Paying an additional point of Consumption
cost grants kingdom armies with the Crusader special ability (detailed in Pathfinder Adventure Path #36 “Sound of a Thousand Screams”) are doubled. In addition, paying this Consumption cost reduces Unrest by one point. A demolished Fortress of the Faith can be used to build a new Garrison or Temple for half of its build cost. Halves cost of Garrison or Temples within 6 hexes; Consumption +1, Loyalty +3, Stability +3; Defense Modifier +8.

Build Roads? (3) Not right now.

Build Farms? (2) E14 & D15 (2bp)

Change Edicts? No.

Total BP 196bp.


Pathfinder Lost Omens, Rulebook Subscriber

A belt of many pockets type deal. I've always loved those for wizards, sorcerers and rogues.


Male Human (I think)

I want the ring of mind shielding, so I'm buying it. The kingdom won't suffer from the 2bp.


Male Human (I think)

Stability check: 1d20 + 66 ⇒ (14) + 66 = 80 (dc59)


Male Human (I think)

BP totals:
the Major Rod did not sell, nor did the Minor Wand. They will roll to the next cycle.
Major: 15*2=30
Medium: 8*6=48
Minor: 2
Misc: 2
Taxes: 66/5=13
Total BP Gained: 95

Grand Total BP: 95+193=288bp

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