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The temple, Tiressia, anything apart from direct threats to the wagon train as we escort them to their settlement site should wait for our return trip in my opinion. Taking the settlers with us into the those hexes while we literally go looking for trouble puts them at unnecessary risk, doesn't it? On the topic of that, I don't mind having Valerianna stay behind in case of attack. She already thinks the escort a woeful waste of the Runelords' might, time, and resources, so it'd be a natural fit for her to remain behind and in charge of the city's forces and defenses (and perhaps the sidekicks/hirelings/followers/whatevers as well).
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Valerianna shakes her head in amazement at how quickly her peers leap at the chance to babysit simple villagers and common folk. "The full might of Lissala's Chosen and Threshold's Ruling Council will, it seems, personally escort you to your new settlement. I hope the weight and gravity of that is not lost on you or your people, Loy Rezbin."
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"Provide the creature the corpse and send your underlings for berries? These are truly the most pressing matters before us?" Her scarred face scrunches in surprise for a moment before she leans back in her chair. "Then by all means, do as you will. I suppose it's better your hangers on deal with these nuisances rather than the might of this council intervening directly."
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Simon Demarkus wrote: Any suggestions on the bonus combat feat I should take? Maybe Point Blank Shot? If so, this seems like a handy feat you could aim for down the line: Disrupting Shot Or good old tried and true Weapon Focus. I think diverse training would eventually let you qualify for Greater Weapon Focus that way too.
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In retrospect, I think instead of taking Dimensional Agility as a feat at this level, I'd rather take the split slot arcane discovery. Is that cool with you, Harakani? It'll basically allow me to sacrifice one fourth level spell for two extended enlarge person spells.
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Threshold
I would think the kobolds would have an affinity for mining; do you guys think adjusting their hex into a mine or quarry would be feasible?
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Level 7! +1 Level Wizard
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Acquiring a lyre sounds like a worthwhile investment to me. Certainly worth directing the gains from the Stag Lord's base to it rather than taking it directly from the treasury, as Forsten has said. And considering the discounts on many of our future building projects it will provide, I think it's really almost a no-brainer. I'll work on leveling Valerianna throughout the day. And as far as rulership goes, I think we should operate as a council, but also designate someone to serve as the mouthpiece of the council. That person could then vacate their current Kingdom role and instead serve as ruler within the bounds of the Kingdom Building rules.
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My main concern with upping the encounters is that if everything we fight is mythic, not only does that make us being mythic a lot less special, it'll also probably take us 6 weeks to get through every little fight. Tweaking and adjusting stat blocks can also be a huge load on the GM. If Harakani enjoys that element of the game, more power to him, but if that's more of a hassle than it is fun then I'd rather avoid making him have to do that more often than not.
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"A trading post? Aye. One manned and staffed and run by kobolds? Nay. The creatures may be of use, but I highly doubt it's a mercantile one. Not only do they not seem clever enough to run a shrewd business, but what neighboring nation would deign trust them? They seem suitable for little else apart from labor or war."
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If no one else is interested in embiggening themselves, I think the only thing Valerianna would be interested in is splitting the potions of enlarge person with Forsten. 3 for Forsten, 2 for Val would be fine with me. Valerianna is also constantly pumping herself up with various sources of natural armor and at first I thought the amulet wouldn't stack with some of her increases, but I just read through each of them and none provide an enhancement bonus to NA, so the amulet would work well for her. That being said, her AC can get pretty respectable already, so if we'd rather shore up a lesser score for someone else in the group, I'd be perfectly content with that course instead. --- Regarding loot in general, I find the bookkeeping of it and splitting and whatnot to be a hassle far more often than not and I don't particularly care for it. As such, I tend to be fine with whatever method the group prefers that's the least amount of work or bother for all involved. If it means at some point that I'm running around with 75% of the wealth totals as the rest of group, I tend not to care so long as I'm still having fun and am able to contribute meaningfully to a variety of encounters.
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Seeing Grey's now familiar magics settle over the remaining undead before her, Valerianna's shoulders sag in obvious disappointment. Shaking her head, she crouches low then bolts into the air with a mighty flap of her stony wings. She flashes through the air like a blast of lightning, searching for another foe to crush in Lissala's name. As she focuses on one of the titanic owlbears, she draws forth more of her power to prepare for the coming melee. Move Action: Single move toward OB#4 (12 squares), 30ft up in the air
Status: HP: 50/42 AC: 27 (12 T / 25 FF) Fort: +4 // Ref: +5 // Will: +6 Cantrips Prepared (4): mage hand, mending, prestidigitation, read magic Level 1 Prepared (3+2+1): enlarge person [X], illusion of calm [ ], liberating command [ ], mirror strike [ ] [ ], shield [X] Level 2 Prepared (3+1+1): alter self [ ] [ ], blindness/deafness [ ], bull's strength [X] [ ] Level 3 Prepared (2+1+1): extended false life (mythic) [X], haste [X], monstrous physique (mythic) [X], resinous skin [X] Bonded Item Spell: [ ] Augment (+2/+2) used: 1/8 Mythic Power used: 5/7 Ongoing Effects:
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Valerianna fades back a step before bringing her glaive to bear on one of the undead facing her. Attack: 1d20 + 13 ⇒ (13) + 13 = 26for: 1d10 + 16 ⇒ (7) + 16 = 23
Free Action: 5ft step
To Hit/Damage Math:
To Hit +13 = 3(BAB)+7(Str)+1(Haste)+1(Enhancement)+2(Prayer)-1(Power Attack) Damage +16 = 10(Str)+1(Enhancement)+2(Prayer)+3(Power Attack) Status: HP: 50/42 AC: 25 (12 T / 23 FF) Fort: +4 // Ref: +5 // Will: +6 Cantrips Prepared (4): mage hand, mending, prestidigitation, read magic Level 1 Prepared (3+2+1): enlarge person [X], illusion of calm [ ], liberating command [ ], mirror strike [ ] [ ], shield [X] Level 2 Prepared (3+1+1): alter self [ ] [ ], blindness/deafness [ ], bull's strength [X] [ ] Level 3 Prepared (2+1+1): extended false life (mythic) [X], haste [X], monstrous physique (mythic) [X], resinous skin [X] Bonded Item Spell: [ ] Augment (+2/+2) used: 0/8 Mythic Power used: 5/7 Ongoing Effects:
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Harakani: Valerianna's AC is currently 25, actually. Her BASE AC with no buffs is 17. She didn't charge because haste doubled her move speed, and she has monstrous physique (3), haste (1), and shield (4) all pumping it up to 25. I include all that in the spoiler blocks at the end of her posts, for future reference.
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Will Save (DC 16): 1d20 + 6 ⇒ (17) + 6 = 23 Success!
"Tsk. This is becoming tedious. Witness the power of LISSALA!" She fades back a step and then explodes in a blur of motion as she strikes out with her glaive, the rune orbiting her brow flaring brightly once again. First Attack: 1d20 + 13 ⇒ (10) + 13 = 23for: 1d10 + 16 ⇒ (1) + 16 = 17
Unable to adjust map from my phone, unfortunately. 5-ft step up and to left, focus all attacks on one undead thing, if it drops shift any remains attacks to next one in reach. To-Hit/Damage Math:
To Hit +13 = 3(BAB)+7(Str)+1(Haste)+1(Enhancement)+2(Prayer)-1(Power Attack) Damage +16 = 10(Str)+1(Enhancement)+2(Prayer)+3(Power Attack) Status: HP: 62/42 AC: 25 (12 T / 23 FF) Fort: +4 // Ref: +5 // Will: +6 Cantrips Prepared (4): mage hand, mending, prestidigitation, read magic Level 1 Prepared (3+2+1): enlarge person [X], illusion of calm [ ], liberating command [ ], mirror strike [ ] [ ], shield [X] Level 2 Prepared (3+1+1): alter self [ ] [ ], blindness/deafness [ ], bull's strength [X] [ ] Level 3 Prepared (2+1+1): extended false life (mythic) [X], haste [X], monstrous physique (mythic) [X], resinous skin [X] Bonded Item Spell: [ ] Augment (+2/+2) used: 0/8 Mythic Power used: 5/7 Ongoing Effects:
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With a sudden flash of movement a burst of wind that ripples out beneath her, Valerianna pumps her stony wings once, then twice, as she streaks through the air and over the Stag Lord's head, landing just on the far side of the man with inhuman speed. Whirling back around, she brings her glaive to bear against the horned bandit leader, first with a savage strike and then again, the second swing crackling with magical power as the rune orbiting her brow flares brightly. "You had your chance to surrender, cur. You should have taken it!" Glaive: 1d20 + 13 ⇒ (12) + 13 = 25for: 1d10 + 16 ⇒ (7) + 16 = 23 Mage Strike (3rd lvl spell): 1d20 + 19 ⇒ (7) + 19 = 26for: 1d10 + 16 ⇒ (5) + 16 = 21and (electricity): 6d6 ⇒ (5, 1, 4, 1, 6, 1) = 18 Move Action: Move up to 12 squares (2 to left of Stag Lord), flying over his head and out of reach
To Hit/Damage Math:
To Hit +13/+19 = 3(BAB)+7(Str)+1(Haste)+1(Enhancement)+2(Prayer)-1(Power Attack)+6(Mage Strike) Damage +16 = 10(Str)+1(Enhancement)+2(Prayer)+3(Power Attack) Status: HP: 62/42 AC: 25 (12 T / 23 FF) Fort: +4 // Ref: +5 // Will: +6 Cantrips Prepared (4): mage hand, mending, prestidigitation, read magic Level 1 Prepared (3+2+1): enlarge person [X], illusion of calm [ ], liberating command [ ], mirror strike [ ] [ ], shield [X] Level 2 Prepared (3+1+1): alter self [ ] [ ], blindness/deafness [ ], bull's strength [X] [ ] Level 3 Prepared (2+1+1): extended false life (mythic) [X], haste [X], monstrous physique (mythic) [X], resinous skin [X] Bonded Item Spell: [ ] Augment (+2/+2) used: 0/8 Mythic Power used: 4/7 Ongoing Effects:
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Knowledge (local): 1d20 + 10 ⇒ (6) + 10 = 16 Rolling her eyes dismissively at the lycanthropic bandits, Valerianna instead turns her attention to the grey horror and its unseen foe. Drawing a scroll, she brings its magic to bear and a moment later golden particles of light explode in the air around the horror, blanketing it and its foe in shimmering light. Move Action: draw scroll
Status: HP: 62/42 AC: 25 (12 T / 23 FF) Fort: +4 // Ref: +5 // Will: +6 Cantrips Prepared (4): mage hand, mending, prestidigitation, read magic Level 1 Prepared (3+2+1): enlarge person [ ], illusion of calm [ ], liberating command [ ], mirror strike [ ] [ ], shield [X] Level 2 Prepared (3+1+1): alter self [ ] [ ], blindness/deafness [ ], bull's strength [X] [ ] Level 3 Prepared (2+1+1): extended false life (mythic) [X], haste [X], monstrous physique (mythic) [X], resinous skin [ ] Bonded Item Spell: [ ] Augment (+2/+2) used: 0/8 Mythic Power used: 3/7 Ongoing Effects:
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"Perhaps." Valerianna focuses for a moment, drawing on a well of power deep within her (mythic surge). As the group then arrives at the portcullis a few breaths later, she grabs the lowest crossbar with both hands and with an impressive grunt heaves upward. Strength check: 1d20 + 7 + 1d6 ⇒ (19) + 7 + (6) = 32 Status: HP: 62/42 AC: 25 (12 T / 23 FF) Fort: +4 // Ref: +5 // Will: +6 Cantrips Prepared (4): mage hand, mending, prestidigitation, read magic Level 1 Prepared (3+2+1): enlarge person [ ], illusion of calm [ ], liberating command [ ], mirror strike [ ] [ ], shield [X] Level 2 Prepared (3+1+1): alter self [ ] [ ], blindness/deafness [ ], bull's strength [X] [ ] Level 3 Prepared (2+1+1): extended false life (mythic) [X], haste [X], monstrous physique (mythic) [X], resinous skin [ ] Bonded Item Spell: [ ] Augment (+2/+2) used: 0/8
Ongoing Effects:
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Forsten, while we're all invisible I can't see you to target you with the spell. And once the gate's open, I'd rather not invest a full turn to just casting the spell right as the whole bruhaha erupts in front of us. But if Harakani's cool with retconning a casting of it in prior to our invisibilization, then yeah, I'd be fine sharing.
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Valerianna waves her hand dismissively, "I still think the stronger message is to stamp these curs into dust with sudden and total finality. I can think of no better deterrent than the knowledge that there are no second chances: to be a bandit in our lands is to commit oneself to a swift and bloody end, without exception. But as I said, we will do it your way."
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"I still find this skulking and sneaking and token offers of clemency to be distasteful, but we shall do as you all suggest." Half-way through our slow and secret march up to the gate, Valerianna will cast the following spells:
Pre-invisibilty Status:
HP: 62/42 AC: 17 (11 T / 16 FF) Fort: +4 // Ref: +4 // Will: +6 Cantrips Prepared (4): mage hand, mending, prestidigitation, read magic Level 1 Prepared (3+2+1): enlarge person [ ], illusion of calm [ ], liberating command [ ], mirror strike [ ] [ ], shield [ ] Level 2 Prepared (3+1+1): alter self [ ] [ ], blindness/deafness [ ], bull's strength [ ] [ ] Level 3 Prepared (2+1+1): extended false life (mythic) [X], haste [ ], monstrous physique (mythic) [ ], resinous skin [ ] Bonded Item Spell: [ ] Augment (+2/+2) used: 0/8
Ongoing Effects:
Post-invisibility Status: HP: 62/42 AC: 25 (12 T / 23 FF) Fort: +4 // Ref: +5 // Will: +6 Cantrips Prepared (4): mage hand, mending, prestidigitation, read magic Level 1 Prepared (3+2+1): enlarge person [ ], illusion of calm [ ], liberating command [ ], mirror strike [ ] [ ], shield [X] Level 2 Prepared (3+1+1): alter self [ ] [ ], blindness/deafness [ ], bull's strength [X] [ ] Level 3 Prepared (2+1+1): extended false life (mythic) [X], haste [X], monstrous physique (mythic) [X], resinous skin [ ] Bonded Item Spell: [ ] Augment (+2/+2) used: 0/8
Ongoing Effects:
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Ronald Dranstus wrote:
Valerianna is more this style here. Shock and awe! =P That being said, whatever we do is fine with me so long as we get on with acting on it.
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Valerianna carries herself as she thinks a general should and apart from a few token greetings offered to the kobolds in their midst, she remains separate and obviously focused on the violence to come. As the group gathers to depart in the morning, she takes her now familiar position at the front of the group, leading the march onward from atop her black destrier. mythic false life: 2d8 + 12 ⇒ (1, 7) + 12 = 20 Status: HP: 62/42 AC: 17 (11 T / 16 FF) Fort: +4 // Ref: +4 // Will: +6 Cantrips Prepared (4): mage hand, mending, prestidigitation, read magic Level 1 Prepared (3+2+1): enlarge person [ ], illusion of calm [ ], liberating command [ ], mirror strike [ ] [ ], shield [ ] Level 2 Prepared (3+1+1): alter self [ ] [ ], blindness/deafness [ ], bull's strength [ ] [ ] Level 3 Prepared (2+1+1): extended false life (mythic) [X], haste [ ], monstrous physique (mythic) [ ], resinous skin [ ] Bonded Item Spell: [ ] Augment (+2/+2) used: 0/8
Ongoing Effects:
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Valerianna bristles with anticipation as she and the other Runelords prepare to depart in the morning. Just prior to beginning their march, she intones a spell, and her eyes widen in surprise as the rune orbiting her brow flashes in resonance with the spell. Feeling the bolstered magic settle over her, she grins with dawning understanding. mythic false life: 2d8 + 12 ⇒ (3, 8) + 12 = 23 As the gates open and their force departs, she walks with squared shoulders and chin held high, exuding the sense that she looks forward to the imminent violence. -- As the group passes through the sootscale village, she nods approvingly at the kobold's response to their presence. The lowly creatures recognize the coming of power and greatness, they recognize the legacy of Hargran and resurrgence of Lissala. Good. Status: HP: 65/42 AC: 17 (11 T / 16 FF) Fort: +4 // Ref: +4 // Will: +6 Cantrips Prepared (4): mage hand, mending, prestidigitation, read magic
Augment (+2/+2) used: 0/8
Ongoing Effects:
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I like perfect prep for all the same reasons Harakani listed. Flash of Omniscience would have probably gotten my vote if this wasn't basically a party of full-casters though. Cantrips Prepared (4): mage hand, mending, prestidigitation, read magic
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Valerianna looks over at the lifeless body of her mentor, the man who introduced her to Lissala. Her only gesture of farewell is a simple, tight nod. After a few long moments of silent reflection, her grip tightens like iron around the haft of her glaive as she turns her attention to Ronald. "Indeed. Let us muster our strength and show these cowardly outlaws what real power looks like."
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Valerianna's eyes widen with both awe and terror as Kurshu makes her appearance, a rapturous look washing over her face just before the rune settles upon her. "I will remember. They will all remember, herald." Her words are spoken softly, but with a tone of steel, one part promise, another part oath and vow.
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Hey guys, I'll be visiting an old college roommate this weekend and there's a good chance I won't be able to post much (if at all). If I do get the opportunity, I'll try and check in with my phone. Should be back to normal when I roll back into town Monday night. As I doubt complicated board tags will be needed in the kingdom phase thread, this should actually impact this game the least (those square brackets and previewing dice rolls are a pain on the phone), but wanted to let you know just in case it seems I'm scarce. =)
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If not standard promotion, then token. And I agree that normal taxation is a good place to start. We need to establish a healthy population density before we can tax them for all their worth and rule them like kings! Errr... before we can suitably tax them and ensure an enduring just and noble government.
About Ryker GrimesStatistics:
Male Human Slayer 4
N Medium Init +2; Senses Perception +8 ------------------------------ DEFENSE ------------------------------ AC 22, touch 14, flat-footed 19 (+7 armor, +2 dex, +1 dodge, +1 deflection, +1 nat) hp 53 Fort +7, Ref +7, Will +3 ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee
Range Mwk Composite (+4) Longbow +7 (1d8+4)x3
Languages Common, Infernal, Halfling Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Gold: 238gp +1 Greatsword
Slayer's Kit
Spoiler:
a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, manacles, a mess kit, rope, torches (10), trail rations (5 days), and a waterskin. Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Traits Clever Wordplay: Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier. Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you. Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. At 7th level, a slayer can study an opponent as a move or swift action. Track (Ex): A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks. Slayer Talents: As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once. Talents marked with an asterisk add effects to a slayer’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made. Ranger Combat Style (Two-Handed - Power Attack): The slayer selects a ranger combat style (such as archery or two-weapon combat) and gains a combat feat from the first feat list of that style. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. At 6th level, he may select this talent again and add the 6th-level ranger combat feats from his chosen style to the list. At 10th level, he may select this talent again and add the 10th-level ranger combat feats from his chosen style to the list. Rogue Talent (Combat Trick - Spring Attack): A rogue that selects this talent gains a bonus combat feat. Sneak Attack: At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment. Build Plan:
Nifty Items: Headsman's Blade Bloodstained Gloves Slayer's Robe N Human Slayer level 1 (will level up to 4 if chosen)
Skills
Feats
Slayer Talents
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