Anastacia's Group

Game Master Kertuffle

This is the thread for the group led by Anastacia
Worg Fight


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Male Elf Falconer Ranger 3

(Dot)


Male Human (Issian) Fighter 1/Transmuter 5

Dot


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

Dotting this thread so I see exciting things.


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

Thought I could summon a fire elemental, but not today. Spell list is set to deal with that fey circle by the fort. Guess I'll do that in the main thread.


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

Anastacia has a +9 diplomacy, if that's what we want to do. It's not amazing, but it gives a decent chance.


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Just a note for all of you, if you wanted Sanita/Fharn to pick you up something in Brevoy with your share of the loot sales, you need to head over to the main game thread discussion and post what you wanted. Last chance soon.


Male Human (Issian) Fighter 1/Transmuter 5

I'll be away on vacation until Monday. Feel free to DMPC Bej as you wish.


Have Fun, Bej!


Map is up.


To answer Masamura's question because it caught my interest:

The lowest number where they're all the same is 7 (1 + 6 on attack) and the highest is 22 (2 + 20 on initiative). That yields a range of 5-20 for initiative with corresponding numbers for attack/damage. There are thus 16 total combinations that result in all 3 rolls being the same. That totals 16 combinations out of 8000 (20^3) possible = 16/8000 = 0.2%.


Male Max HP 38
Stats:
AC/Touch/Flat: 19/13/17 | Fort/Ref/Will +5/+4/+9 | Init +2 | CMD 17
Druid of Erastil 7
Skills:
Bluff 2, Climb 3/5, Perception 22, Sense Motive 4, Stealth 15, Swim 3/5, Kn(Geo/Nature) 8, Profession (Cartographer) 8, Survival 14

Don't mean to butt in, but I noticed for Bej's second arrow Kertuffle rolled a nat 20. Did he get a crit on the worg? Or did I miss something? I'm rooting for you guys! =D


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

@Masa, Wil

I came by to answer the exact same question as Wil already did ... However! The Katana only deals 1d8 damage, meaning the max roll when they are the same is 11 (8+3) meaning there are only 5 valid combinations (7,8,9,10 & 11) out of 3200 (20*20*8) or ~1.6% chance : )


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

Aha! I forgot that it's only a d8. Slightly more likely than I otherwise thought. :)


Rowan Gideon wrote:
Don't mean to butt in, but I noticed for Bej's second arrow Kertuffle rolled a nat 20. Did he get a crit on the worg? Or did I miss something? I'm rooting for you guys! =D

The Worg died from the base damage, so I didn't bother. Bej just really killed it!


It's actually 5 chances out of 8x20=160 possibilities or about 3.1%, about 2/3 the chance to roll a nat 20.

Proof:
See Fharn's previous post as to why there are 5 chances. There are two dice involved, a d20 and a d8. 20 possibilities for the first die and 8 possibilities for the second. Total possibilities are these two multiplied together.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

He had three dices (initiative, to hit & damage), all resulting in equal value : )

And I just noticed I've made an error - the chance should be 0.16% not 1.6% : )

Ps- sorry for 'mathing up' your discussion thread ^^


Ah, didn't notice the initiative part. You are correct.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

I'm pretty sure Vors is down to 7 HP, so I don't think that dropping him into a pit is a great idea. Just a thought. :)


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Just a random thought - wouldn't it be more efficient to drop the worgs into the pit :P?

Also, consider that barbarians lose their temporary health if they drop out of rage ...


Let me know if you are planning to camp here or continue on. Good fight by the way, at least from my point of view. Vors, I was worried for you.


Male Human (Issian) Fighter 1/Transmuter 5

I say we camp a bit distant from the freshly dug grave that our resident Pharsmin will make :)

Also, Bej will want to start copying some spells from Dareon. In the Wizard's class description and in the Spellcraft skill section I found conflicting times to do that (the former says one hour, the latter 1 hour per spell level).

Anyway, Bej will start by learning Fly, Slow, Haste. I don't know if having Dareon present makes the Spellcraft checks automatic. If this isn't the case, here's the rolls. Those are three transmutations so he gets +2 to the Spellcraft check.

Fly, DC 18: 1d20 + 13 ⇒ (14) + 13 = 27
Slow, DC 18: 1d20 + 13 ⇒ (20) + 13 = 33
Haste, DC 18: 1d20 + 13 ⇒ (3) + 13 = 16

If it takes 1 hour each, he'll do it in one night; if it takes 3 hours each, one every night. It costs 90 gp for each spell.

EDIT: don't know why, I thought he had slow. Guess Bej will start by learning Fly and Haste.


It takes 1 hour per spell. This is alright by me if its OK with Dareon. DC is 15 + Spell Level and if you fail you'll need to wait a week to try again.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

@Bej - Slow is in one of the bought books : )


Male Human (Issian) Fighter 1/Transmuter 5

I knew I'd seen it somewhere!
Stop having amazing side-adventures with river pirates and bring back those books, you damn youngsters!


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Working on it! :P


If I had to guess Wilhelm's group will be arriving at Oleg's on Pharast 29. I'm willing to let your group take 2 days of downtime straight from the Ultimate Campaign rules. And yes you can recruit at Olegs and I certainly will allow you to recruit teams, within reason. Right now if you wanted to recruit priests or appretices they just aren't available. But you could certainly bring up the subject in the letter Anastacia is writing. I think the rules are a little vague as to how many teams you can recruit. In essence you have a 'leadership score' equal to Character Level(6) plus your characters Charisma bonus. Its less clear as to how to build the team. So this is how many Leadership slots a character writeup will take up.
Slots
1/3 : 1st Level non heroic class with minion stats (13,12,11,10,9,8)
1/2 : 1st Level heroic class with minion stats OR
1st Level non heroic class with heroic stats (15,14,13,12,10,8)
1 : 2nd Level heroic class with minion stats OR
2nd Level non heroic class with heroic stats OR
1st Level heroic class with heroic stats
+1 : +1 Level

Keep in mind that most teams have 5 individuals. So if you want a Guard team (5 1st level warriors) that would take up 2 'leadership slots' if they have nonheroic stats (actually 1 2/3) or 3 'slots' if heroic (actually 2 1/2).


Male Human (Issian) Fighter 1/Transmuter 5

So, I would like to hire Craftspeople, they are described as 4th level experts. Assuming minion stats, how many slots would they fill?

I would also like to recruit 2 teams of 5 Laborers each. 1-st level commoners with minion stats, so 1/3 x 10 = 3 slots.

If I don't have enough Leadership, I'll think of something else.

Also, I'll hire them only if we have at least a week of downtime before going back to adventuring.


Craftpeople are a team of 3 4th level experts. Assuming minion stats they would take
1/3 1st expert
1/2 2nd expert
1 3rd expert
2 4th expert

2 slots each or 6 leadership slots for the entire team of craftspeople.


Male Human (Issian) Fighter 1/Transmuter 5

mmm... can we make a custom Team (such as just 2 or 1 craftsperson, or 3 3rd-level experts rather than 4th-level)?

Do managers count against the slot limit? If so, can we appoint one person in a hired Team as our Manager?


You can certainly create custom teams, I'll just have to pro rate the characteristics and cost.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

That raises a question in my mind, I'm starting to look at my cohort and I was curious what kind of stat array you'd want us to use for them. I'd imagine we'd be using something like a 10/12 point buy equivalent, which doesn't really match either of the existing NPC stat arrays.


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|
Kertuffle wrote:

If I had to guess Wilhelm's group will be arriving at Oleg's on Pharast 29. I'm willing to let your group take 2 days of downtime straight from the Ultimate Campaign rules. And yes you can recruit at Olegs and I certainly will allow you to recruit teams, within reason. Right now if you wanted to recruit priests or appretices they just aren't available. But you could certainly bring up the subject in the letter Anastacia is writing. I think the rules are a little vague as to how many teams you can recruit. In essence you have a 'leadership score' equal to Character Level(6) plus your characters Charisma bonus. Its less clear as to how to build the team. So this is how many Leadership slots a character writeup will take up.

Slots
1/3 : 1st Level non heroic class with minion stats (13,12,11,10,9,8)
1/2 : 1st Level heroic class with minion stats OR
1st Level non heroic class with heroic stats (15,14,13,12,10,8)
1 : 2nd Level heroic class with minion stats OR
2nd Level non heroic class with heroic stats OR
1st Level heroic class with heroic stats
+1 : +1 Level

Keep in mind that most teams have 5 individuals. So if you want a Guard team (5 1st level warriors) that would take up 2 'leadership slots' if they have nonheroic stats (actually 1 2/3) or 3 'slots' if heroic (actually 2 1/2).

Could you reconsider this please, Kertuffle? The rules in the UC aren't vague about how many teams you can hire, there simply are no such limits. Other than your current resources of course.

You can house rule it this way if you wish, of course. I actually was planning on creating a church organization, but being limited to 1 team kills that dream dead.

If we look at the example you put up for Bej, we see that they can earn 1.4 gp/workday if they take 10. That won't pay the manager, even if the leadership score did allow you to hire one.

A guild-master costs 3gp a day. As Fhârn was kind enough to point out, letters can be sent to alleviate the need for a manager, but this does not change the fact that teams earn only the tiniest amount of gold.

Cost of living expenses are way over that. Earning Capital also costs gold, so the need for actual gold remains quite high. Compared to this need for gold the gp output of one team is so minuscule as to be irrelevant.
To the point, where I feel it's not worth the extra book keeping to track, and my time would be better spent adventuring.

Which is fine, it's what Pathfinder is all about, but I was hoping to get some use out of the downtime rules.

Kertuffle, I really like playing in your game and I appreciate the effort you put into it. So thanks! :)


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7
Wilhelm Orlovsky wrote:
That raises a question in my mind, I'm starting to look at my cohort and I was curious what kind of stat array you'd want us to use for them. I'd imagine we'd be using something like a 10/12 point buy equivalent, which doesn't really match either of the existing NPC stat arrays.

Good point! I've been playing around with that too and I realized I just grabbed the 15 point buy out of habit - but that is what we have and the cohorts are usually less!


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

And traits. I wonder if they get those ... : )


Anastacia Stormwing wrote:
Kertuffle wrote:

If I had to guess Wilhelm's group will be arriving at Oleg's on Pharast 29. I'm willing to let your group take 2 days of downtime straight from the Ultimate Campaign rules. And yes you can recruit at Olegs and I certainly will allow you to recruit teams, within reason. Right now if you wanted to recruit priests or appretices they just aren't available. But you could certainly bring up the subject in the letter Anastacia is writing. I think the rules are a little vague as to how many teams you can recruit. In essence you have a 'leadership score' equal to Character Level(6) plus your characters Charisma bonus. Its less clear as to how to build the team. So this is how many Leadership slots a character writeup will take up.

Slots
1/3 : 1st Level non heroic class with minion stats (13,12,11,10,9,8)
1/2 : 1st Level heroic class with minion stats OR
1st Level non heroic class with heroic stats (15,14,13,12,10,8)
1 : 2nd Level heroic class with minion stats OR
2nd Level non heroic class with heroic stats OR
1st Level heroic class with heroic stats
+1 : +1 Level

Keep in mind that most teams have 5 individuals. So if you want a Guard team (5 1st level warriors) that would take up 2 'leadership slots' if they have nonheroic stats (actually 1 2/3) or 3 'slots' if heroic (actually 2 1/2).

Could you reconsider this please, Kertuffle? The rules in the UC aren't vague about how many teams you can hire, there simply are no such limits. Other than your current resources of course.

You can house rule it this way if you wish, of course. I actually was planning on creating a church organization, but being limited to 1 team kills that dream dead.

If we look at the example you put up for Bej, we see that they can earn 1.4 gp/workday if they take 10. That won't pay the manager, even if the leadership score did allow you to hire one.

A guild-master costs 3gp a day. As Fhârn was kind enough to point out, letters...

I rechecked the rules for teams and the line referring to leadership is quite vague. I think you are correct however and what they are shooting for is the total character levels of one particular team, NOT the total of all teams combined cannot exceed your effective leadership score. Makes it much easier for me. So scratch what I said earlier.

Cohorts get the normal 15 point buy, but no traits unless they get the feat Additional Traits.


My apologies for the delay in posting. My trip to Fort Smith wound up taking ALOT longer than expected. I arrived back home to find that I had inadvertently carried my Mom's only set of keys back with me, so had to drive back and return them. So am running way behind today. Will strive to catch back up. Roan, good job of introducing yourself. I'm going to add an event that occurs on Gozran 4, just put that date in the title to distinguish what day, what is happening.


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

Downtime Activities: Anastacia.

Pharast 28 Start construction of a Bath. Paid in gold, 130 gp.
Pharast 29 Hire Laborer team. Paid gold, 70 gp. Taking 10 the labor team earns 1.2 gp.
Pharast 30 Cast Masterwork transformation on armor. Laborers earn 1.2 gp.
Pharast 31 Cast Masterwork transformation on crossbow. Laborers earn 1.2 gp. Bath construction complete. Bath earns 1.3 gp
Gozran 1 Bath earns 1.3 gp, laborers earn 1.2 gp.
Gozran 2 Bath earns 1.3 gp, laborers earn 1.2 gp.
Gozran 3 Bath earns 1.3 gp, laborers earn 1.2 gp.
Gozran 4 Bath earns 1.3 gp, laborers earn 1.2 gp.

So I had 303 gp on hand and spent 200 on the team and the bath. The Masterwork Transformation cost has already been paid. During this time Anastacia also creates 3 flasks of holy water. (75 gp)

This leaves her with 28 gp. Her bath and labor team earn 14.9 gp during this time.

At least that's they way I figured it. I think it's correct.

Can we do retraining, Kertuffle?
I would like to retrain my last ability increase out of charisma and into wisdom. The selective channeling feat is kind of a dead end for my character. It takes 5 days to retrain an ability increase, per the rules.


@Anastacia, Yes, you can retrain.


Male Human (Issian) Fighter 1/Transmuter 5

So, Kertuffle, how are your views about Crafting non-standard items? I am about to start enchanting my Arcane Bond Amulet, but amulet enchantments are quite lackluster - a very boring amulet of natural armor might be the best bet here.

Am I restricted to the amulet listed in the wondrous items section, or can I create something custom-made for you to approve?

If that weren't the case, can I apply an enchantment usually reserved for rings on my amulet for the usual +50% increase in price (for example crafting an amulet of protection +1 instead of a ring of protection +1 for 1500 gp rather than 1000 gp)?


I'm not going to say no just off hand. It really has to be on a case by case basis. Tell me what kind of amulet you have in mind.


Male Human (Issian) Fighter 1/Transmuter 5

Great. I'll see if there's something that pops out to me.

***

Also, I'm getting into Downtime rules, and... I just don't get them. I have the following questions:

1) Once you hire a Team, do you need to pay them monthly? If so, how much? I'm not talking about a Manager, just the Teams (and Rooms, I don't know, perhaps those too).
2) Do we need to provide a stat block for the generic Team member? It seems that every Team uses the "earnings" modifier for his check, so a team of Craftspeople will always have +4 on his check, regardlessly of the skill modifiers the individual members have.
3) Rules say that if we have multiple Rooms or Teams earning the same type of capital, we can add together the modifiers for a single roll. But that's highly counterproductive. 2 teams of Laborers, each with +2 on its Labor check, by taking 10 separately get 12 and 12, earning 1+1=2 Labor. By adding together their modifier and taking 10 once, they get a 14, which is only 1 Labor. Why would I add them together? Am I missing something?


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

1) You only pay them while you recruit them. Salary is abstracted away

2) No. Unless you want to, for fun : )!

3) The rules for teams & rooms are pretty restrictive and tries their best to make sure you won't earn anything :P Ask Kertuffle ^^


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

That's it Bej, subvert the troops. :)


Male Human (Issian) Fighter 1/Transmuter 5

Who, little ol' me, with a whoppin' -1 in Bluff and Diplomacy? I'm just giving out coffee to cold soldiers and makin' conversation. I'm considerate that way.


Some of this has already been answered, but just to make it official.
1)Teams and Rooms have no upkeep, but see the answer to 3 below.
2)You can if you wish, but its not necessary.
3)Add them together. Your team may in practice make more money than this but some of the actual money they make will be used as operating expenses and salary. Only 1 d20 roll or taking 10 allowed per character per downtime period, all the bonues are added to the d20 roll. As an example lets assume that you have your 2 teams of Laborers (adding 2 to GP and/or Labor) and you yourself have K/Local +9 that you are wanting to create labor with.
DAILY METHOD
You decide if you want to create money or capital (Labor) for the day. If you choose Labor and take 10 then you achieve 10+9(K/Local)+4(Teams) giving you a 23, enabling you to purchase 2 Labor for a total of 20gp.
If you choose gold you generate the same total since your laborers can add to gold and make 23/10 = 2gp and 3 sp for the day.
WEEKLY METHOD (5 day week)
Just make 1 roll for the week without deciding if you want to create Captial or money. Divide by 2 (For the 23 this gives 11.5). You can allocate this between captital and money as you see fit.
So you could
Gain 11 gp and 5 sp
Purchase 1 Labor (for 10gp) and gain 10.5 gp (Net gain 1 Labor and 5sp)
Purchase 2 Labor (for 20gp) and gain 9.5 gp (Net gain 2 Labor at a cost of 10.5gp)
Purchase 3 Labor (for 30gp) and gain 8.5 gp (Net gain 3 Labor for a cost of 21.5gp)
ETC.


Male Dwarf Cloistered Cleric of Brigh 1 (AC: 16 [T: 12 /F: 14] +4 vs. Giants; CMD 13 [+4 w/Stability]; HP: 8/8; F+2, R+2, W+5 [+2 vs Poison, Spells, and Spell-like]; Init: +2; Perc: +3 [+4 more w/Stonecunning, +2 more for Ancient Osirion C or S doors])

Okay, dotting this. I missed this one somehow.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

Note, there should be a :P emoticon after my ooc text in my last post. I got distracted by actual work stuff and seem to have forgotten it.


Male Human (Issian) Fighter 1/Transmuter 5
Kertuffle wrote:


3)Add them together. Your team may in practice make more money than this but some of the actual money they make will be used as operating expenses and salary. Only 1 d20 roll or taking 10 allowed per character per downtime period, all the bonues are added to the d20 roll. As an example lets assume that you have your 2 teams of Laborers (adding 2 to GP and/or Labor) and you yourself have K/Local +9 that you are wanting to create labor with.
DAILY METHOD
You decide if you want to create money or capital (Labor) for the day. If you choose Labor and take 10 then you achieve 10+9(K/Local)+4(Teams) giving you a 23, enabling you to purchase 2 Labor for a total of 20gp.
If you choose gold you generate the same total since your laborers can add to gold and make 23/10 = 2gp and 3 sp for the day.
WEEKLY METHOD (5 day week)
Just make 1 roll for the week without deciding if you want to create Captial or money. Divide by 2 (For the 23 this gives 11.5). You can allocate this between captital and money as you see fit.
So you could
Gain 11 gp and 5 sp
Purchase 1 Labor (for 10gp) and gain 10.5 gp (Net gain 1 Labor and 5sp)
Purchase 2 Labor (for 20gp) and gain 9.5 gp (Net gain 2 Labor at a cost of 10.5gp)
Purchase 3 Labor (for 30gp) and gain 8.5 gp (Net gain 3 Labor for a cost of 21.5gp)
ETC.

Sooo… this is what happens in Bej’s downtime, regardless of how it ends up with our good Lord Drelev.

Pharast 29 – Wilhelm’s group returns, things are talked out, no downtime
Pharast 30 – skilled work: taking 10 on Knowledge (engineering) for a total of 22 to gain 2 Influence Points (cost: 30 gp). This represents Bej showing to the colonists his plans for fortifications and general land improvements.
Pharast 31 – skilled work: taking 10 on Knowledge (engineering) for a total of 22 to gain 2 IP (cost: 30 gp)
Gozran 1 – hire the following teams: 3 teams of Laborers, 1 team of Craftspeople (total cost: 3GP, 5IP, 10LP. I spend my 4 earned IP, then purchase the rest (3x20+30+10x20=290 gp)). Laborers are immediately hired, while I have to wait 2 days for Craftspeople. Laborers start working to generate Labor. I have Knowledge (local) +9, +6 for the 3 Laborers teams. Taking 10 for a total of 25 to gain 2LP (cost 20 gp)
Gozran 2 – skilled work: taking 10 on knowledge (local) for a total of 25 to gain 2LP (cost 20 gp)
Gozran 3 – craftspeople arrive. Now my teams have a net +10 to Labor (+4 Craftspeople, +2x3 Laborers). My teams earn Labor, taking 10 for a total of 20 to gain 2 LP (cost 20 gp)

Now stuff gets tricky. I want my teams to earn Labor while I learn Influence or Goods. Is this possible? I mean, you made an example with Labor and gps, but I don’t care about earning gps at this point. Can I earn different types of capital in the same day? How?

As of Gozran 3rd, Bej and his hired teams spent 410 gp and have a Capital of 6 LP.


If you use the daily method you can't mix and match. The weekly method, just add all your modifiers together and you can mix and match the results, within reason. Definition of 'Within Reason'? Well, unless taking 10 will give you 20 or higher with just the modifiers that add to that particular capital added in, then the most capital of that type you could possibly make in 5 days is 5. Similarly if the total is between 20 and 29 the most you could make would be 10, etc.

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