Dain's King Maker Chronicles Discussion


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Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

Kae shall as well. I'm working on statting out a council, but it'll be a while


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Ka'etil Malas'rae wrote:
Kae shall as well. I'm working on statting out a council, but it'll be a while

Indeed! And there are some basic rules for the council, too... They will be paid out of pocket, like your officer - however, they will be built the same way.

Level 1 characters - with basic 25 point buy, 2 traits, and classes. They level up on quests, if you prefer to take them. But they must be paid out of the town treasury.

More on that later - also, don't get too excited about such details - it won't happen until after you get level seven - the magical time when your cohort arrives and you are free to spend a year having your town "raise level" in "down time".

At which point you'll (theoretically) travel off to form your barony. There will be new land to examine and set up shop - and this may effect what type of people live there...

More on that later, though...


F Elf Spellbinder Conjuration (teleport) Wiz 1

I'm interested in a "barony," but it will be the magic school.

P.S. I think I need to read up on kingmaker a bit more and how the Build points work.


I'm interested but I have no idea what it would be right now so it's good it won't happen for a while. Also, I have three ideas for characters for the group.

The first is a Goblin Ninja who came over from Tian Xia and found work among the many varied races in Tent Town. His name is Shinzen called "Shin" for short as that is how far he comes up. He could be useful as a spymaster or potentially a royal assassin/bounty hunter.

Shinzen Yamato:
SHINZEN CR 5
Male Goblin Ninja 5 Shadowdancer 1
CG Small Humanoid (Goblinoid)
Init +6; Senses Darkvision (60 feet); Perception +9
--------------------
DEFENSE
--------------------
AC 23, touch 18, flat-footed 16. . (+5 armor, +6 Dex, +1 size, +1 dodge)
hp 30 (6d8)
Fort +1, Ref +11, Will +1
Defensive Abilities Uncanny Dodge
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Gold Plated Wakizashi +9 (1d4+1/18-20/x2) and
. . +1 Silver Wakizashi +9 (1d4+1/18-20/x2) and
. . Unarmed Strike +10 (1d2+1/20/x2)
Ranged Masterwork Blowgun +11 (1+1/20/x2) and
. . Masterwork Bronze Shuriken +11 (1+1/20/x2) and
. . Masterwork Cold Iron Shuriken +11 (1+1/20/x2)
Special Attacks Ki Attack Speed, Sneak Attack +3d6
--------------------
STATISTICS
--------------------
Str 12, Dex 22, Con 10, Int 14, Wis 10, Cha 12
Base Atk +3; CMB +3; CMD 20
Feats Combat Reflexes (7 AoO/round), Dodge, Mobility, Two-weapon Fighting, Weapon Finesse
Skills Acrobatics +15, Appraise +6, Bluff +5, Climb +5, Craft (Alchemy) +11, Diplomacy +5, Disable Device +17, Disguise +15, Escape Artist +10, Fly +8, Intimidate +5, Knowledge (Local) +11, Knowledge (Nobility) +6, Linguistics +11, Perception +9, Perform (Act) +5, Perform (Comedy) +5, Perform (Dance) +6, Ride +11, Sense Motive +5, Sleight of Hand +11, Stealth +25, Use Magic Device +8 Modifiers Ki Jump (Running Start), No Trace +1
Languages Abyssal, Celestial, Common, Draconic, Goblin, Halfling, Infernal, Sylvan, Tien
SQ Hide in Plain Sight (Su), Ki Movement, Ki Pool (Su), Ki Stealth, Poison Use
Combat Gear +1 Gold Plated Wakizashi, +1 Mithral Chain Shirt, +1 Silver Wakizashi, Darts, Blowgun (50), Masterwork Blowgun, Masterwork Bronze Shuriken (50), Masterwork Cold Iron Shuriken (50); Other Gear Alchemist's Lab, Portable, Blanket, Chain (10 ft.), Climber's kit, Crowbar, Disguise kit (10 uses), Flash Powder (2), Flint and steel, Grappling hook, Handy Haversack (70 @ 68.75 lbs), Hat of Disguise, Ink (1 oz. vial, black), Inkpen, Lantern, bullseye, Lock (Superior), Manacles, masterwork, Parchment (sheet) (10), Pathfinder Chronicle: Knowledge (Arcana), Pathfinder Chronicle: Knowledge (Religion), Periscope, Poison, Drow Poison (20), Poison, Large Scorpion Venom (3), Poison, Purple Worm Venom, Pouch, belt (7 @ 3.5 lbs), Powder (5), Rations, trail (per day) (10), Rope, Spider Silk (50') (4), Shinobi shozoku, String (50'), Tent, Small, Thieves' tools, masterwork, Vial, ink or potion (2), Waterskin, Whistle, Silent, YAKUBU Riding Dog Mount
--------------------
SPECIAL ABILITIES
--------------------
Combat Reflexes (7 AoO/round) You may make up to 7 attacks of opportunity per round, and may make them while flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Hide in Plain Sight (Su) You can use Stealth even while observed, as long as there is a shadow within 10'
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Mobility +4 to AC against some attacks of opportunity.
No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Disguise and Stealth when you are stationary and not acting.
Poison Use You don't accidentally poison yourself with blades.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

The second is a Half-Orc Alchemist, again a local to Tent Town, working providing potions and such to the local populace, though he has dreams of setting up a more reputable establishment in the heart of the town.

Ruck Nine-toes, Nine-toes owing to the fact that he blew his pinky toe off in one of his experiments. (Have not done equipment yet.):
RUCK NINE-TOES CR 5
Male Half-Orc Alchemist (Beastmorph) 6
CG Medium Humanoid (Orc)
Init +2; Senses Darkvision (60 feet); Perception +0
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 36 (6d8+6)
Fort +6, Ref +7, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +7 (1d3+3/20/x2)
Ranged Bomb +7 (3d6+8 Fire)
Special Attacks Bomb 3d6+8 (13/day) (DC 18), Breath Weapon Bomb
Alchemist (Beastmorph) Spells Known (CL 6, 7 melee touch, 6 ranged touch):
--------------------
STATISTICS
--------------------
Str 16, Dex 14, Con 12, Int 20, Wis 10, Cha 8
Base Atk +4; CMB +7; CMD 19
Feats Brew Potion, Extra Bombs, Extra Discovery, Power Attack -2/+4, Throw Anything
Skills Intimidate +1 Modifiers Alchemy +6
Languages Common, Orc
SQ Enhance Potion (5/day), Feral Mutagen (Su), Improved Beastform Mutagen, Mutagen (DC 18) (Su), Orc Ferocity (1/day), Poison Use, Poisoning (Standard Action) (Ex), Precise Bombs (5 squares) (Su)
Other Gear Feral Mutagen: +4 STR, -2 INT, +2 Nat AC
--------------------
SPECIAL ABILITIES
--------------------
Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+8 (13/day) (DC 18) (Su) Thrown Splash Weapon deals 3d6+8 fire damage.
Breath Weapon Bomb Breath weapon: 15-foot cone, bomb damage to all creatures (Ref save for half).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Enhance Potion (5/day) A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks to function at a caster level equal to his class level.
Feral Mutagen (Su) Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and
Improved Beastform Mutagen Mutagen grants two beast shape I abilities.
Mutagen (DC 18) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
Poison Use You don't accidentally poison yourself with blades.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Bombs (5 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

The third is a Strix Archer. Normally Strix hate humans and all their endeavors due to decades and centuries of warfare and violence between their peoples but Lazuresh is an idealist who thinks that by going to this new land and helping found it, he can help his people see that not all humans are bad and that peace can exist between them.

Lazuresh (Again not totally done with equipment):
LAZURESH CR 5
Male Strix Fighter (Archer) 6
CG Medium Monstrous Humanoid
Init +4; Senses Darkvision (60 feet), Low-Light Vision; Perception +6
--------------------
DEFENSE
--------------------
AC 19, touch 14, flat-footed 15. . (+5 armor, +4 Dex)
hp 48 (6d10+6)
Fort +6, Ref +6, Will +4
--------------------
OFFENSE
--------------------
Spd 30 ft., Flight (60 feet, Average)
Melee Unarmed Strike +9/+4 (1d3+3/20/x2)
Ranged +1 Flaming Paueliel Longbow, Composite (Str +3) +11/+6 (1d8+11/20/x3)
--------------------
STATISTICS
--------------------
Str 16, Dex 18, Con 12, Int 10, Wis 14, Cha 9
Base Atk +6; CMB +9; CMD 23
Feats Deadly Aim -2/+4, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus: Longbow, Weapon Specialization: Longbow
Traits Armor Expert
Skills Craft (Bows) +4, Fly +13, Knowledge (Dungeoneering) +4, Perception +6, Stealth +6, Survival +6
Languages Strix
SQ Hatred (Ex), Nocturnal (Ex), Suspicious, Trick Shot: Disarm
Combat Gear +1 Chain Shirt, +1 Flaming Paueliel Longbow, Composite (Str +3); Other Gear Efficient Quiver (empty)
--------------------
SPECIAL ABILITIES
--------------------
Armor Expert -1 Armor check penalty.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Flight (60 feet, Average) You can fly!
Hatred (Ex) +1 to hit humans.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Nocturnal (Ex) +2 Perception and Stealth at night.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Suspicious +2 save vs. illusion.
Trick Shot: Disarm Disarm with a bow at 30' and -4 CMB.

I think in order of preference I like Shinzen, then Lazuresh in close second almost equal to Shinzen, then Ruck Nine-toes a bit further down in third. Let me know what you all think.


F Elf Spellbinder Conjuration (teleport) Wiz 1

You know what might be fun? A cohort who is a broodmaster. It's not a very good PC class, but as an NPC it's great. at 5 th level he can have 4 eidolons. Add the unfetter spell and they can go far and wide to perform duities and run errands, etc. For a non-combat oriented character it's really quite cool.

On an unrelated note if I ever plan a Gestalt game I think I'll make broodmaster my second class. It's not optimized, but it is kinda cool to have a bunch of 1HD minions.


Although you have to call your character Gru and all your eidolons need to be small sized yellow bipeds lol.


F Elf Spellbinder Conjuration (teleport) Wiz 1
Arasmes ibn'Fayad wrote:
Although you have to call your character Gru and all your eidolons need to be small sized yellow bipeds lol.

I'm not getting the reference. Is it anime? I don't really watch anime.


Despicable Me the Steve Carrel movie, sorry my 3 year old watched it ad nauseum lol


F Elf Spellbinder Conjuration (teleport) Wiz 1
Arasmes ibn'Fayad wrote:
Despicable Me the Steve Carrel movie, sorry my 3 year old watched it ad nauseum lol

gotcha.


F Elf Spellbinder Conjuration (teleport) Wiz 1

I have an idea. You know how you made a combat thread so that the rest of the storyline could proceed seperately. That was a great idea. How about another thread that is the same concept except call it "the council chamber." It can be a general group meeting where we discuss polotics/laws/etc. It will be assumed that the PC's are present and whatever NPC's are appropriate. We can discuss the topic at hand freely without worrying about who is talking to whom. It's not necessarily one meeting, but represents several weekly meetings or whatever.

It allows the storyline to proceed while still being able to talk about governmenet issues.

Thoughts?


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

+1


I really like the idea. Would definitely make it easier to keep track of things. Any thoughts on my characters?


I'm actually putting together a similar thread currently - but it is specifically designed for demonstrating the current amount of wealth int he treasury that you possess.

Having a "council chamber" thread can work well - I have no problem with that.


Arasmes ibn'Fayad wrote:

I'm interested but I have no idea what it would be right now so it's good it won't happen for a while. Also, I have three ideas for characters for the group.

The first is a Goblin Ninja who came over from Tian Xia and found work among the many varied races in Tent Town. His name is Shinzen called "Shin" for short as that is how far he comes up. He could be useful as a spymaster or potentially a royal assassin/bounty hunter.

** spoiler omitted **...

While Shin is good in theory - it is kind of a plot point that he not be in the game now - currently, there is only one person from Tian Xia in Tent Town - for plot reasons, I do not want that to change...

However - I am intrigued by Lazuresh - a cool concept and idea. The half-orc feels a little too close to Grishnak for my taste...

If you are interested, set up a time we can chat more about this - because there are some things that need to be done via the creation of this character. But for now I see no specific problem with Lazuresh.


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

paizo ate my post about Lazuresh. I liked him, although Kae's going to likely and quickly ask if he can take up the post of checking on the other settlements, cause he can fly!!! He'll be wanting to get more people in the military!


Shaezon Silverfall wrote:

I'm interested in a "barony," but it will be the magic school.

P.S. I think I need to read up on kingmaker a bit more and how the Build points work.

To all

Basically granting you a barony is giving you the ability to have a hex of land, and the surrounding six hexes that border it as your "barony". You are responsible for keeping it governed and maintained - for giving it a personal staff and council - and recruiting and creating them.

Unlike the traditional rules - the ones for a barony gives you a much more restrictive limits on what the buildings and structures can do for you. It also gives you much more freedom on how your council acts.

Full rules for the baronies won't be provided - though they are written. You build a building because you think it is a good choice - and it may be a great idea - or a bad idea - you won't know until is built.

This is a strong deviation from the rules - it forces your decisions to be more "Story Driven" because you won't know the specific modifiers or bonuses for certain buildings. But it also gives you more creative power. Your own citizens and people can craft things independently for you - and provide you with more important powers and abilities - such as armies, taxes, and allies for battle.

Okay - I'm putting it out there... Spoiler ALERT BELOW

Yes, I'm saying it now - if you haven't picked up on it - eventually your nation will theoretically have baronies - what you choose to do with those baronies is completely up to the person who owns them. In time, those of you who elect to take a barony may decide to do things differently then the rest of the party - you may decide to splinter from the group, stage a coup - or lead a revolution, if you choose - there is a lot of land out there for the taking.

No - you don't need a barony - if you don't want one, that's fine - and such plans and directions of the game won't really concern you. As already stated - that is a lot of micromanaging and work. It's not for everyone - the majority of the "game" will still revolve around the basic structure of the boxed set, with a few RP deviations - if you choose to have one, it will afford you some unique advantages, but also a lot of extra work. If you want to do the work - then the advantages are yours to have.

Please let me know if there are any questions at this time...


Female Aasimar Druid 7 (Noble)

Ras, I like the Strix fighter -- Lazuresh.


Female Changeling - Osirion Cleric 4/Oracle 3

Dotting thread.

Isani Isu at your service.


Lazuresh it is then. I'll have a profile up in a bit.


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

Do our alts have the option of getting barronies, or can we wait till later to start thinking about that?


Female Aasimar Druid 7 (Noble)

It's NYE tomorrow in the southern hemisphere and I am headed back home for New Year's celebrations, so I may not be able to post until I return.

Happy New Year, guys! :)


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

happy new year Ry!!!


Female Aasimar Druid 7 (Noble)

Thanks, Kae!


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

Hey, So for our Baronies, What's the deal about the ruler?
Are we each considered the ruler, and can we have an elder there to manage things while we are away from the land?

How many of them should we build?
Working out characters and backstories for them. so many regional traits to go through!!!


More on the rules for that to come Kae. While writing a few brief responses to some people today, I happened to notice it took me roughly 5 hours... huzzah for "brief responses" - especially since I know everyone will not only read them - but every single part of them (well - at least I read them :)

Here's a few basics on Barony's to help you.

First - a Barony is given to a lord - in this case - a council member. They are not given to Cohorts, Followers - etc. - unless they are made a Council Member - like Oleg.

Next - just like in the book - one "hex" on a barony provides you with a grid that holds 36 squares (like on the map you've seen before). Each square is "worth" 250 citizens - when the grid is filled you will have a total of 12,000 citizens on your first "Lot" - so, for example, Saravale actually has two lots - typically you can only build one lot, until it is filled to the brim - then start on lot two.

I was generous with Saravale, however. Your barony will not be so endowed.

To create more "lots" you need to "annex" hexes around you. So, for example, when you choose the "Starting Hex" on the map you want to build your barony in - you can only have (eventually) 12,000 citizens. You will need to "annex" the hexes around it - each primary hex is surrounded by six others - you "annex" the hexes one at a time - claiming them as "farm land" - this allows you to build another addition to your city - much like a second "Lot" - like Saravale has.

With this is mind a "Baron" can have up to 84,000 citizens living in his "city", once the city is filled to capacity - and the six hexes around are annexed by you (this is 7 hexes all told, by the way).

Once your property reaches this point - IF it reaches this point - and you want more stuff/citizens - the only way to earn that is to either create another barony or conquer an existing one (more on that later).

This leads to a good point, though - if you have a friendly neighbor and your hexes are only one "Hex" apart - who claims the land in between for use? Well - sad to say - only one of you can - it's up to you who does it.

Formally - the "Baron" of the Barony is your character who claims it. But this does not limit him to being "leader" of the barony. You can have someone else for that duty, if you wish it.

Your "Barony" functions like a mini version of the game - with you as "supreme commander". If you are a straight fighter, for example - and want to hire a competent "overseer" to be the "ruler" while you are not there - you can stat one out and do that.

Much like Drake is functioning as the de facto "ruler" of Olgeg's village - he is not the Lord of that village - technically Oleg is - Drake is merely working for Oleg - even as Oleg is a NPC who works with you as a Council Member.

As for both the "elder" and the rest of the "council" in your barony - all of them will need to be paid for on a monthly expense out of your pocket - but this coin is easily taken by levying taxes on your citizens (more on this later).

The taxes you levy give you the ability to pay for your private venue of Council Members - any special officers - and whatever is left over you can claim as your own treasure. This may not sound like a lot of money - but over time - and with good management - it is very likely to be far more money and advantages then the standard method.

However: Baronies will not formally be "distributed" until the year long "down time" that happens when you (theoretically) - finish book 2 and hit level 7. At that point - you will be given a year long period of "Down Time" to show how Saravale is "Growing" and while this time is flowing you will (theoretically) be given a chance to have your guy off setting up his own barony.

Again - rules on that are being formulated for the boards - more on all of that to come. Even though I love writing, I have been working on postings today since 12:30 - no break for food - and fairly non-stop (okay - I stopped twice for the bathroom... :)

I love to write - my blessing/my curse - but I have not gotten done what formally needs to be done. I couldn't help - Anuk-su had a lot to cover - and, gosh darn it! I love writing for Qwykee - never mind the fact it took me over two and half hours to reformat the coding alone...

To all: More this stuff to come - including your current "treasury". My plan is to create a flowing "new board" with all your current loot on it - among some other things. It will be short of posts - but whenever you want to use something - we can hop there and find out exactly what is "In the Vault" - much like Gideon's Treasury Character - this will actually be a linked "board" with more then treasure - but specific goods and gear. Setting it up is just taking me a while - it should be up soon...

Okay - yay team!


Okay - you may want to take a loot the following link...

Maps and Treasure


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

that's awesome, dain, thanks!

Could you alsp post a map of the region? something there that can be updated as we explore more?


Ka'etil Malas'rae wrote:

that's awesome, dain, thanks!

Could you alsp post a map of the region? something there that can be updated as we explore more?

No worries sir - it's already up and running!


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

So combat...
YOu mentioned discussing a time, i'm busy tomorrow and wednesday evenings, but 'm free thursday night if that works.

Or tonight, but that's a little short notice... but thursday or the weekend?


F Elf Spellbinder Conjuration (teleport) Wiz 1

So I have an idea. Part of my school is going to include a public library. It will work like any other library with books on mundane knowledges that can be borrowed for a very small fee (just to cover costs) or can be perused in the library for free. That's good for the community as a whole. Yay for communism. ;-)

Also...

As part of the apprentices duties they will create "magic for dummies (MFD)" spell books. ;-) I'm going to call it something else of course, but that's as good of a working name as anything.

The books will contain the basic principles of magic along with a few cantrips and perhaps 2 first level spells. These books can be studies and circulated like any other book by the populous. They'll cost about 25-30G (3-4 cantrips and 2 first level) each to make so they're not cheap. For that reason their wearabouts will be tracked closely.

The idea is that even averagely intelligent people can learn cantrips. Once they're learned (via one level of wizard) they won't have need of the books unless they want to change up the cantrips or if they use the 1st level spells. It's a fairly easy and passive way to show the population that magic isn't evil while simultaneously making life in the kingdom easier. Imagine if you had prestidigitation and mending while living in a medieval society. Sanitation alone would make this worth it.

I digress. SO I need some input about the best spells to include. They need to be generally harmless utility spells. Here is my list so far that I need to narrow down to 4 cantrips and 2 1st level spells.

0-
Prestidigitation - cleanliness, food preparation, 101 uses.
Mending - leaky roof? Ripped dress? broken cook pot? No problem.
Dancing lights - Never fear the dark.
Drench - creates water, puts out small fires, do-it-yourself shower
Spark - TO light the fireplace. (this is the closest thing to a "destructive" spell that's on the list. It would make it really easy to start fires, but no more so than flint and steel.

1-
Unseen servant - because who wouldn't want a tireless invisible servant for 1hr per day
Ant Haul - 2hrs of tripled carry capacity could be really useful for those trips to the well.
Crafters Fortune - +5 craft skills. The population could make masterful products.
Feather Fall - A nice backup plan in case you go to high places
Mage Armor - Pretty standard protective magic just in case.
Protection from Evil - I think it speaks for itself
Detect undead - Seems like a good thing for random villagers to have so they can report to the watch.
Endure elements - depending on the climate could be useful for the vast majority to have. Imagine never having to worry about the temperature and instead just wearing whatever you want.

Infernal Healing - this is HIGHLY dependent upon how the DM perceives the spell. Some DM's think the Evil descriptor is stupid and ignore it. Others think that the continual use of such a spell will alter the alignment of an individual. In the case of the former it's a great spell for everyone to have and it will save lives acting as the ultimate first aid. In the latter case there is no way in HELL (pun intended) that this spell needs to be commonplace.

So, what does everyone think the best spells for random commoners to have are?


Female Aasimar Druid 7 (Noble)

If we are going to battle using Skype and Maptools, I unfortunately cannot until my Monday (9th Jan) -- your Sunday, the 8th.


My suggestion for the books would be to create several "Volumes" like the Crafticum Magica which has crafters fortune and unseen servant and then you can have Exploritum Magica which has endure elements and feather fall, etc. Remember it's all about creating a brand lol.

I would also add Expeditious Excavation for help on building projects, Animate Rope has a myriad of uses for building and such, and Polypurpose Panacaea is just a fun spell for people to have to entertain each other.


F Elf Spellbinder Conjuration (teleport) Wiz 1
Arasmes ibn'Fayad wrote:

My suggestion for the books would be to create several "Volumes" like the Crafticum Magica which has crafters fortune and unseen servant and then you can have Exploritum Magica which has endure elements and feather fall, etc. Remember it's all about creating a brand lol.

I would also add Expeditious Excavation for help on building projects, Animate Rope has a myriad of uses for building and such, and Polypurpose Panacaea is just a fun spell for people to have to entertain each other.

This is a starter book, not a complete spell book. I'm looking for the most generally useful. I'm not looking to make spell books for everyone. If they need to learn other spells they can research and do so at the library.

The main purpose is to make basic magic available to anyone smart enough to figure it out.

Edit: Also I want to make very sure I limit potentially destructive spells for the guard.


I gotcha on the starter books but I figured that certain spells would be more useful for particular people and I thought you were trying to keep it to 2 1st level spells, thats why i suggested having several versions. Still very basic but for instance I can't see a blacksmith needing Feather Fall very often but I can definitely see him using Ant Haul. Now a hunter on the other hand could use feather fall but wouldnt get much use out of crafter's fortune. Just a suggestion but I like your idea.


F Elf Spellbinder Conjuration (teleport) Wiz 1

the target audience is generic commoner #1. Anything further can be researched and written in their personal spell book at their own time and expense. The idea is more about cantrips than 1st level. Even averagely intelligent people (int 10) can learn cantrips. How much better would a society be if many, if not most, knew prestidigitation and mending. Much less a medieval society.


Oh I definitely agree. Just thought about expanding the concept.


F Elf Spellbinder Conjuration (teleport) Wiz 1
Arasmes ibn'Fayad wrote:
Oh I definitely agree. Just thought about expanding the concept.

I'm only planning step 1. You're planning steps 2-4. ;-) Good thought, but we're not there yet.


Female Aasimar Druid 7 (Noble)

My brother and his family are over, so I am unable to post until later tonight my time.


F Elf Spellbinder Conjuration (teleport) Wiz 1

DO we have a skype/maptools battle scheduled for some time?


Female Aasimar Druid 7 (Noble)

I'm sorry if this is a dumb question, but I'm still relatively new to the game and rules. If Ariarh has wildshaped into another form and only "speaks" that creature's language, can Mister still communicate with her telepathically?


Yes he can. He can communicate with any creature that has a language and I would say that qualifies because you have a language you just dont have the ability to vocalize it.


Female Aasimar Druid 7 (Noble)

Okay, thanks for the answer, Ras. It's good to have that cleared up. :)


Shaezon Silverfall wrote:
DO we have a skype/maptools battle scheduled for some time?

As soon as I hear the party tap in - yes. Meantime, look for "Round 1" - including battle map and details tomorrow night/afternoon.

If we do round by round - that's fine - but we will do that until I get a majority for Skype - then you guys can move forward and crush your enemies, see them driven before you, and hear the lamentation of the women!


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

I can do thursday for sure, I'm pretty sure i'm busy monday and tuesday, but i'll find out later, and i may be free monday or sunday, if you let me know that'd the date in advance.


Ka'etil Malas'rae wrote:
I can do thursday for sure, I'm pretty sure i'm busy monday and tuesday, but i'll find out later, and i may be free monday or sunday, if you let me know that'd the date in advance.

Cracker Jack - I'll see you on Skype this Sunday!

Hope to see more then you, though - or it's going to be a real short trip!


F Elf Spellbinder Conjuration (teleport) Wiz 1

If its during the week just let me know what day. Weekends could be harder for me.


F Elf Spellbinder Conjuration (teleport) Wiz 1

I have an idea and I wanted to get everyone's feedback.

I was going to make Shaezon a straight mage, but I am contemplating making him an eldrich knight with a twist.

I've been quasi modeling him after Harry Dresden (mostly because I'm finishing up the novels now). I was going to take a level in gunslinger for the martial weapons prerequisite. Basically I'll be a mage with a revolver. I even have an NPC teacher!

Upside:
Better BAB, HP, Combat Focus

Downside:
-2 Caster levels, higher level mage abilities (the latter is of minimal consquence as I still get spells)

Thoughts?


Dain is all about multiclassing so he will love it. Personally I say go with what you think will be fun for you. I like the idea of a gun toting wizard but you need to enlarge Mister for combat lol.


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

sounds cool.
If you think it's worth it and gonna be fun, go for it!
Always nice to have another body out front with me


Female Aasimar Druid 7 (Noble)

It sounds like an interesting progression and I would be keen to see it played out.

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