Rise of the New Runelords 4714 AR

Game Master Harakani

New map here: Kingdom Map for 4715


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M Azlanti Guardian Magus

Fair enough.

So our next few turns will be claiming the squares around Threshold and turning them into farmland then.


Male Human Wizard (conjurer) 8/ Archmage 3

Agreed for the farms.
Maybe we could build a granary ?

Quote:
Does the wisdom damage from multiple castings stack?

Multiple castings (or multiple rounds of exposure) just increase the probability the target will suffer the maximum damage (max 1d6+5 at lvl 10).


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

A granary will be helpful later. It may take a while before our farms bring consumption to zero. Claiming a hex and building a farm nets us -1 consumption. Our consumption is 5 right now. We can currently claim 1 hex and build 2 terrain improvements.

My vote is to claim the hex adjacent to us and the Sootscales (have we explored this?), build a farm there, and build a sawmill on the Sootscale hex.

Total effect: -1 consumption, +1 Control DC, +1 Stability, +1 BP/turn, -5 BP initial cost.


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

We really need to explore more hexes...


retired

I'd assumed that the Sootscales hex was hills or mountain since kobolds are so typically cave-dwellers. My bad! If it's forest, a sawmill sounds like the thing to build.

And along those lines, I think Anglon's suggestions sound absolutely great.


M Azlanti Guardian Magus
Forsten wrote:

Re: the map.

1. So bits that are solid color are unexplored completely
2. the ones around the trading post with gradients on them I assume have been traveled through but not explored?
3.The Red outlined ones are claimed hexes?

Harakani DM wrote:
With the exception that at the moment the stag lord's keep hex is not in there, yes.

So yeah we've only explored 8 hexes and claimed 2 (plus the one for this turn). Also, Harakani already said up thread that a city counts as that hexes' improvement, so no sawmills in the kobold hex.

I would say leave claiming the stag lord's fort hex until we have expanded towards it a little more, and claim one of the neighboring hexes to start farming like Anglon said.


(A) Expenditure
Decision seems to be not to raid the treasury

(B) Lyre - it's worth it but not a license to print money
Alright - Forsten, Denat, who is tracking party money. Cross off the money to build it.
is Grey building the actual Lyre?
Do it before the start of the kingdom turn :)

(C) Statue of Kurshu - what to do
I was thinking you might want to build a temple or something around the statue. At the moment it's just sort of out there. If Anglon gives the ring to the statue the ring turns to stone as well.

(D) The Stag Lord's keep - what to do
Sounds like you want to claim farm hexes first? Is that what I'm hearing?

(E) Exploration
A number of people want to get leadership. If we can get 4 cohorts I'm prepare to have them explore for you.
I'll use a very simple rule in that case; comparing (with some randomness) party CR vs hex's CR. Highest perception (with aids) used to find hidden features.
They'll get the treasure for the encounters though.
if we do it that way I'll probably just run the encounters at normal level.
If you expect them to call in if in trouble you're going to need them to have a way to do so.
If they can do a hex every two days they'll explore the immediate area pretty quickly; I'd assume you wouldn't send them more than about five or six hexes out.
What I need; Who is in the party. What is their CR. What is their movement. What is their perception. What is their communication mechanism. How far out do they go.

(F) Teams
Looks like we're agreed on this.

(G) Levelling - everyone levels during downtimes. Level 7.
Sounds like everyone is good.

(J) Magic item/spell research
Denat is doing some research. Might get him to use the UCam research rules. Is he asking for people to "Aid Another"?
Anyone else?

---

I'm prepared to do multiple years in a row if we can go fast enough. I figure once you have the plan we should be able to do a couple of years in a row.


M Azlanti Guardian Magus

B. Crossing off the 6500gp to build it leaves 1675.72gp for each runelord from the fort raid.

D. Yup, can't really do anything with the fort at the moment anyway, and I don't think we actually can claim non-contiguous hexes (those not next to currently claimed hexes) according to the base rules.

E. Gareth Moorlight is a CR 4 Ranger (Guide), 30 foot move speed (though Forsten will buy a horse from him if everyone else is mounted, and he has another way of getting 50 foot movement if needs be, though he's hesitant to use that around anyone else :p), +11 Perception and Scent, +13 Survival (+19 if tracking by scent, +15 when tracking otherwise), also has favoured terrain forests, and Terrain Bond (Ex) Allies within LOS and hearing gain +2 Initiative, Perception, Stealth, Survival and don't leave tracks within your favored terrain.

He has little interest in leading the expedition, but Forsten will definitely suggest that any of the other cohorts listen to his advice when it comes to wilderness advice. Depending on where other people's cohorts are from they may already know him anyway.

Multiple years is probably good, really need to build up threshold and expand our influence before we can build our proper capital city :)


Forsten: is this someone Forsten knew before he got his sudden promotion? Or a newly acquired disciple?


M Azlanti Guardian Magus

I wrote up a little background for him which is with his character sheet in Forsten's profile (bottom spoiler). Newly acquired disciple is the nearest of those two options, but he's probably not going to jump straight onto the Lissala bandwagon.

Here's the background I wrote up.

Gareth Moonlight Background:
Hailing from the gothic forests of Ustalav, Gareth was forced to leave his homelands as a youth when he and his father were caught hunting on the wrong nobleman's lands. Rather than simply being satisfied with having them chased off the nobleman launched a hunt to remove the 'plague of degenerate beasts' from the region. The hunting parties managed to track the pair back to the families' den, and his father was slain, buying time for Gareth, his mother and his younger siblings to escape.

Thanks to his sacrifice they managed to evade capture and find a new home, but Gareth struggled with guilt over his father's death, it was his mistake that had gotten them found to begin with. He remained with his family until his younger brother was able to hunt on his own, and then he left in the night.

His travels took him far and wide, for he had little desire to stay anywhere long, until he stumbled upon another lost soul like himself, an aged and weathered Cleric. Daon Solthorn was a cleric of Pharasma, and upon seeing Gareth he experienced a vision, seeing Gareth standing amongst the ranks of the honored leaders of a great city that accepted all beneath it's banner that proved themselves to it's leaders. Needless to say Gareth scoffed, thinking little of such a preposterous claim.

Eventually years later he found his way south west, into the Stolen Lands. Finding such an untamed, and unmolested wilderness he decide here at last was somewhere for him. Taking to a life as a woodsman, and a trapper he thought to live out his days in peace and quite, until the small trading post he rarely frequented began to expand, grand mansions going up, and the clamor of pounding hammers disturbing the peaceful lands. Retreating from even this small bastion of civilization he deliberated over what to do, only sneaking into the budding town when need forced him.

When Forsten, Temperate Runelord of Abjuration began to make inquiries amongst the local woodsmen and other folk of the land it was inevitable that Goreth's name came up. Despite maintaining his best belligerent front Forsten perservered, and managed to impress the surly woodsman and so he has begun to wonder if perhaps Daon was not right. Amongst a city of the living and the dead perhaps one with his cursed blood may be able to fit after all, and Forsten's confidence in him and his ability to train others in his skills has begun to wear away at his prickly nature, and earn his respect.


Male Human Wizard (conjurer) 8/ Archmage 3

C : Wouldn't a temple be a bit too expensive right now ?

D : Maybe we could post some guards in the keep even if we don't claim it right now ?

J : So.. downtime activites for Denat :
- Build a magic item (ioun stone of sustenance)
- Research some spells
- Research informations about implanting ioun stones
- Recruit a team of assistants to help his research


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

I know Forsten and I are taking Leadership. Anyone else?


Human Illusionist 8/Archmage 3

Leadership, aye.

Working on the cohort, should have his final stats today or tomorrow.

Probably going to be an alchemists, very Bruce Banner, trying to understand the origin of species and natural/magical evolution


Male Human Cleric 5 / F+6,R+3,W+7 / AC 19/19/10 CMD 14 / HP 43/43 / Init +0 Per +8 / Spells 5/5,4/4,3/3 / Bursts 4/4

"I never thought I would doubt my faith until I met this man, Anglon. His passion, his strength, his dedication, I've never seen his equal. Erastil has guided me so far, but I feel Lissala's eye upon me now as well. I pledge my service to the Runelord of Enchantment, High Priest Anglon."

CR 4. 20 ft on foot, his animal companion is his horse. Perception +8. Cleric of Erastil right now.


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

With Ronald's cohort, that makes three. I can send my level 2 bard. He would be a CR 1.

I think the statue would look good in a shrine guarded by my 10 level 1 followers.


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

Leadership here too.

I've been traveling for work, but I'll try to have everything updated by this weekend.

For my cohort I'm leaning toward a teleport spec wizard of the green. "Of the green" meaning he's a battle Mage specializing in protection of wild places.

Then again perhaps something else entirely like a Druid.


M Azlanti Guardian Magus
Anglon wrote:
I think the statue would look good in a shrine guarded by my 10 level 1 followers.

Yeah I was going to suggest shrine too, it's 8 BP and can be upgraded to a temple later on. It's not the most efficient use of points but it does let our town start making minor magic items. Get the power and faith in Lissala flowing...

As for exploration/cohorts I'd say it'd be a good idea to have some of the Grey Servants tag along to provide night-watches and additional support if needed :)


Male Human Wizard (conjurer) 8/ Archmage 3

We can build one building in each settlement I think. Or am I mistaken ?
Maybe we could buy a shrine in Threshold and.. something else.. in Sootscale Grotto.


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

With a kingdom size 10 and under, we should be able to found 1 new settlement (not recommended), 1 new building, 2 terrain improvements, and claim 1 hex. The first House, Mansion, Noble Villa, or Tenement we build per turn does not count towards this limit.

I didn't realize the Sootscales hex was a settlement, so disregard building a sawmill. We could build a bank and put it in the vault? The shrine in what Anglon would like, but is not really helpful right now.


M Azlanti Guardian Magus

Yeah it's 1 per kingdom, not settlement unfortunately. In a decade or so we'll be able to build more :p So It's a shrine or library I'd say, both relatively cheap and pretty thematic for runelords. My vote would be for library, maybe stick the statue in front of it for the time being :p Or if Harakani lets us upgrade the mansion to a noble villa we could stick it in the villas so it's near the runelord's houses.


yeah, alright, upgrading to a noble villa sounds good


M Azlanti Guardian Magus

By that I meant in place of building our free house, I would still like to build a library this turn too.


Yep, I'm okay with that.


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

Library sounds good to me. The noble villa will cost 14 BP because the mansion is 10 BP, right?


M Azlanti Guardian Magus

yup, so total of 20 BP for Villa and Library. Villa is expensive but gives some decent bonuses:

Kingdom Economy +1, Loyalty +1, Stability +1; Fame +1
Discount Exotic Artisan, Luxury Store, Mansion

The discounts will be pretty handy as both stores give economy bonuses and magic item slots (admittedly minor slots but even so)

Threshold is shaping up to be a centre of learning and luxury goods :p sounds perfect to me.

Oh, the library should be placed on it's own block, as it can eventually be upgraded to a 4 lot university (in the far distant future, very expensive)


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

Just reviewing our town and got me thinking. Can we upgrade the mansion because it grows to 2x1 and the other two buildings are in the way?

DM:
Someone totally not me in any way made this when he ran this a long time ago. It has most of the useful information in one place. The rest of the campaign has some good stuff in it too. This version is different enough that I don't know what will happen next.


M Azlanti Guardian Magus

Hmm, that may be a problem.

The kingdom building rules are also all on d20pfSRD straight out of ultimate campaign, it's what I've been referencing


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

Ok, updating my character.

+1 Eldritch Knight level
HP = 1d10 ⇒ 5
+7 skill points
+1 BAB
+1 Fort
Bonus combat feat = TBD
Diverse training = EK stacks for fighter and wizard level feat prerequisites.

Loot + 1675.72. I'll figure out what to do with that in a minute.

Edit: and a 7th level feat. Probably leadership, but still thinking about it.


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

Any suggestions on the bonus combat feat I should take?


retired

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.


retired
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.


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

For my leadership character I've narrowed it down to a Blockbuster wizard (Mook-be-gone) or Master summoner (army of 1).

Which do you think would be more handy to have around the kingdom?


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

Simon: It looks like our cohort adventuring party is a ranger (Forsten), a cleric (Anglon), an alchemist (Ronald), and maybe a bard (also Anglon). Either one would be a good addition, but I'd go with the wizard personally.


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1
Anglon wrote:
Simon: It looks like our cohort adventuring party is a ranger (Forsten), a cleric (Anglon), an alchemist (Ronald), and maybe a bard (also Anglon). Either one would be a good addition, but I'd go with the wizard personally.

True, but the master summoner is the ultimate multitool. Also it's less to keep track of. I'm playing with builds, but we'll see.


Male Human Alchemist 5

"So when do we start playing around with a kobold breeding program? That sounded promising when Boss mentioned it."

Not quite finished with old Burt here, but here's the general basics.


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

Here's what I have for the halfling cohort. I've sort of fallen in love with this master summoner, but I may still play with a blockbuster wizard build. We'll see.

For those that don't know "TBD" = To be Determined

The general idea is that he's a diplomat and a spy. High Diplomacy and Stealth. His familiar and his eidolon are made for stealth.

His basic background is that he was a slave. Then he made friends with the monster under his bed (Eidolon) who shared secrets with him. His master killed his family (details tbd). He summoned fire elementals after locking the master and his family in their quarters, burning their house down around them. He's not evil, but he had a moment. He fled to avoid authorities as well as to start a new life. With a little help from his friends (eidolon, familiar, summoned creatures) he reinvented himself as a "traveling diplomat." He uses this cover and his friends assistance to make a small fortune. For some reason TBD he and Simon have crossed paths and are friends. After Simon achieved some notoriety he has decided to lend him and the kingdom his particular set of skills. Diplomat. Spy. Thief. Army of one.

I'm open to name suggestions as I haven't thought of anything good yet.

Also I need to pick a feat.

Master Summoner:
Familiar:
Eidolon:

Master Summoner Kingmaker:

Male Halfling Summoner (Master Summoner) 5
N Small humanoid (halfling)
Hero Points 1
Init +1; Senses Perception +7
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 24 (5d8)
Fort +2, Ref +3, Will +5; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee unarmed strike +4 (1d2 nonlethal)
Special Attacks bloodline arcana: arcane
Spell-Like Abilities (CL 5th; concentration +10)
10/day—summoning mastery
Summoner (Master Summoner) Spells Known (CL 5th; concentration +10):
2nd (3/day)—create pit (DC 17), haste, invisibility
1st (6/day)—feather fall (DC 16), grease (DC 16), infernal healing, reduae person (DC 16)
0 (at will)—acid splash, detect magic, light, mage hand, mending, message
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 10, Int 14, Wis 10, Cha 20
Base Atk +3; CMB +2; CMD 13
Feats Augment Summoning, Eldritch Heritage, Skill Focus (Knowledge [planes])
Traits bandit (river kingdoms), well-informed
Skills Diplomacy +13 (+14 to gather information), Knowledge (arcana) +6, Knowledge (planes) +9, Linguistics +10, Perception +7, Spellcraft +6, Stealth +14, Use Magic Device +10; Racial Modifiers +2 Perception, swift as shadows
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Halfling, Ignan, Terran
SQ eidolon link, hero points, lesser eidolon, life link, share spells with eidolon
Other Gear 10,500 gp
--------------------
TRACKED RESOURCES
--------------------
Summoning Mastery III (10/day) (Sp) - 0/10
--------------------
Special Abilities
--------------------
Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bandit (River Kingdoms) (Stealth) +1 to Stealth checks, Stealth is always a class skill for you.
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Fearless +2 racial bonus vs Fear saves.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Lesser Eidolon A master summoner's class level is halved (minimum 1) for the purposes of determining his eidolon's abilities, Hit Dice, evolution pool, and so on.

The eidolon otherwise functions as normal. This ability replaces the summoner's normal eidolon
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Summoning Mastery III (10/day) (Sp) You can summon monsters as a spell like ability, maintaining 1 even when Eidolon is summoned.
Swift as Shadows Reduce the penalty for Stealth while moving by 5 and reduce the penalty for sniping by 10.
Well-Informed (Diplomacy) +1 Gather Information and Knowledge (Local), and one of these is a class skill.

--------------------

Name TBD
Serpentine
N Medium outsider
Init +3; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 17 (+2)
Fort +1, Ref +6, Will +3
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft., fly 20 ft. (good)
Melee bite +3 (1d6+1) and
tail slap -2 (1d6) and
unarmed strike +3 (1d3+1 nonlethal)
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 13, Int 7, Wis 10, Cha 11
Base Atk +2; CMB +3; CMD 16 (can't be tripped)
Feats Skill Focus (Stealth)
Skills Climb +9, Disguise +2, Fly +7, Perception +5, Sense Motive +5, Stealth +19; Racial Modifiers tail
Languages Common
SQ hero points, mount
--------------------
TRACKED RESOURCES
--------------------
-none-
--------------------
Special Abilities
--------------------
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) No damage on successful reflex save.
Flight (20 feet, Good) You can fly!
Mount (Ex) The Eidolon can serve as a combat-trained mount.
Tail (Ex) Tail grants +2 Acrobatics checks for balance.

--------------------

Name TBD
Elemental, Lightning, Small (Pilferer)
N Small outsider (air, elemental, extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 14 (+2 Dex, +1 size, +3 natural)
hp 12 (2d10)
Fort +3, Ref +5, Will +4
Immune elemental traits, electricity
--------------------
Offense
--------------------
Speed fly 100 ft. (perfect)
Melee slam +6 (1d4 +1d3 electricity) and
unarmed strike +6 (1d2 nonlethal)
Special Attacks metal mastery, spark leap
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 7, Wis 10, Cha 10
Base Atk +3; CMB +2 (+4 steal); CMD 14 (16 vs. steal)
Feats Flyby Attack, Improved Steal, Weapon Finesse
Skills Diplomacy +5, Disable Device +7, Disguise +1, Fly +16, Knowledge (planes) +2, Linguistics +3, Perception +8, Sense Motive +5, Sleight of Hand +8, Spellcraft -1, Stealth +15, Use Magic Device +2
Languages Common
SQ hero points
--------------------
TRACKED RESOURCES
--------------------
-none-
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Damage: Slam (+1d3 electricity) (Ex) The creature's attack or attacks deal the specified amount of energy damage in addition to their normal damage.
Flight (100 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Bleeds You are immune to bleeds.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Electricity You are immune to electricity damage.
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Steal You don't provoke attacks of opportunity when stealing.
Metal Mastery (Ex) A lightning elemental gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding a metal weapon, or is made of metal (such as an iron golem).
Spark Leap (Ex) A lightning elemental gains a +10 bonus on bull rush, disarm, overrun, and trip attacks when it charges a creature against whom its metal mastery ability applies.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

Going through some of my unused alias's I figure I can recycle.

The eidolon is going to be named Owen.

halfling summoner:

Cousin Schmitty (started as a joke in my RL game. I was playing a halfling and someone was trying to diplomatically say that this other halfling was a rogue without actually saying it. After an awkward description my clueless halfling said, "OH! Like my Cousin Schmitty.")

Shaezon silverfall

Orion Snow

Myron

Gideon Samus Shaw

Cecil Von Spirito

Belgraen


Anglon wrote:

Just reviewing our town and got me thinking. Can we upgrade the mansion because it grows to 2x1 and the other two buildings are in the way?

** spoiler omitted **

Anglon - that's pretty!

I just threw stuff in to the building squares, you didn't specify it, so I'll juggle a little.


how is this?
anticipated threshold at end of turn 2


Valerianna Shard wrote:

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.

Sure.


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

Here is the draft for the Blockbuster wizard. Around 7th level he'll take improve familiar to get a mephit wand wielder.

I think I like the master summoner more, but this guy could be interesting.

What do you think the kingdom needs more? An army of one or a walking howitzer?

Edit: as an added bonus this guy can cast dream once per day. Long range communication could be useful. Enemies or friends. :-)

Shaezon silverfall:

Male Elf Wizard 5
N Medium humanoid (elf)
Hero Points 1
Init +1; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 18 (5d6)
Fort +1, Ref +2, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +2 (1d3 nonlethal)
Spell-Like Abilities (CL 5th; concentration +7)
1/day—dream
Wizard Spells Prepared (CL 5th; concentration +10):
3rd—fireball [S] (DC 19), inten fireball (2, DC 18)
2nd—create pit (DC 17), gust of wind (DC 18), gusting sphere [S] (DC 18), levitate
1st—burning hands [S] (DC 17), burning hands (DC 17), expeditious retreat, feather fall (DC 16), grease (2, DC 16)
0 (at will)—dancing lights, mage hand, message, prestidigitation (DC 15)
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 10, Int 21, Wis 10, Cha 15
Base Atk +2; CMB +2; CMD 13
Feats Breadth of Experience, Intensified Spell, Scribe Scroll, Spell Focus (evocation), Spell Specialization
Traits magical lineage, seeker
Skills Appraise +9, Craft (alchemy) +9, Fly +6, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +11, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +13, Perception +11, Ride +2, Spellcraft +13 (+15 to determine the properties of a magic item); Racial Modifiers +2 Perception
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Elven, Ignan, Infernal, Sylvan, Terran, Undercommon
SQ arcane bonds (arcane bond [familiar]), dreamspeaker, elven magic, weapon familiarity, hero points, intense spells, opposition schools (enchantment, necromancy), specialized schools (admixture), versatile evocation
Other Gear headband of vast intelligence +2, mask of a thousand tomes, 1,500 gp
--------------------
TRACKED RESOURCES
--------------------
Dream (1/day) - 0/1
Versatile Evocation (10/day) (Su) - 0/10
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dreamspeaker +1 [Divination] & sleep spell DCs.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Intense Spells +2 (Su) Evocation spells deal listed extra damage.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage (Fireball) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Fireball) Pick one spell and cast it as if you were higher level
Versatile Evocation (10/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

--------------------

John
Male Raven
LN Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +14
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 15 (+2 Dex, +2 size, +3 natural)
hp 9 (1d8-1)
Fort +1, Ref +4, Will +6
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite +6 (1d3-4) and
unarmed strike +6 (1-4 nonlethal)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 8, Int 8, Wis 15, Cha 7
Base Atk +2; CMB +2; CMD 8
Feats Skill Focus (Perception), Weapon Finesse
Skills Appraise +0, Fly +11, Linguistics +4, Perception +14, Ride +3, Spellcraft +4
Languages Common
SQ hero points, improved evasion
--------------------
TRACKED RESOURCES
--------------------
-none-
--------------------
Special Abilities
--------------------
Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


M Azlanti Guardian Magus

If you're still looking for a feat for the summoner, Superior Summoning is really good for Master Summoners. As to what the party needs more... (the cohort party that is), probably the wizard (long range communication will be fairly important considering they're going to be doing the exploration stuff). Up to you ultimately though.


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1
Forsten wrote:
If you're still looking for a feat for the summoner, Superior Summoning is really good for Master Summoners. As to what the party needs more... (the cohort party that is), probably the wizard (long range communication will be fairly important considering they're going to be doing the exploration stuff). Up to you ultimately though.

I agree with you, but I think I am going to go with the master summoner. The reason being that with a permanent tame air elemental (100'fly speed and never tires) we have a means of long range communication. Either it an double move (200'/6 sec) or run (400'/rd) to deliver messages. Not sure how fly speed and running interact. Both are wicked fast.

Also we can send a wave of 11 summoned monsters into a place that last 5 minutes each. If anything survives that the party can decide to mop up or run away. Depending on the degree of success.

The wizard is fun, but I think I'l save him for another day.

Edit: Superior summoning is an excellent idea. Thank you.


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

Here's my cohort.

Cousn Schimtty:

Male Halfling Summoner (Master Summoner) 5
N Small humanoid (halfling)
Hero Points 1
Init +1; Senses Perception +11
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 16 (+5 armor, +1 Dex, +1 size)
hp 24 (5d8)
Fort +2, Ref +3, Will +5; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee unarmed strike +4 (1d2 nonlethal)
Special Attacks bloodline arcana: arcane
Spell-Like Abilities (CL 5th; concentration +10)
10/day—summoning mastery
Summoner (Master Summoner) Spells Known (CL 5th; concentration +10):
2nd (3/day)—create pit (DC 17), haste, invisibility
1st (6/day)—feather fall (DC 16), grease (DC 16), reduce person (DC 16), snowball (DC 16)
0 (at will)—acid splash, detect magic, light, mage hand, mending, message
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 10, Int 14, Wis 10, Cha 20
Base Atk +3; CMB +2; CMD 13
Feats Augment Summoning, Eldritch Heritage, Skill Focus (Knowledge [planes]), Superior Summoning
Traits bandit (river kingdoms), seeker
Skills Diplomacy +10, Knowledge (arcana) +6, Knowledge (planes) +9, Linguistics +10, Perception +11, Spellcraft +6, Stealth +19, Use Magic Device +10; Racial Modifiers +2 Perception, swift as shadows
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Halfling, Ignan, Terran
SQ eidolon link, hero points, lesser eidolon, life link, share spells with eidolon
Combat Gear wand of infernal healing (50 charges); Other Gear +1 shadow mithral chain shirt, 4,900 gp
--------------------
TRACKED RESOURCES
--------------------
Summoning Mastery III (10/day) (Sp) - 0/10
--------------------
Special Abilities
--------------------
Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bandit (River Kingdoms) (Stealth) +1 to Stealth checks, Stealth is always a class skill for you.
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Fearless +2 racial bonus vs Fear saves.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Lesser Eidolon A master summoner's class level is halved (minimum 1) for the purposes of determining his eidolon's abilities, Hit Dice, evolution pool, and so on.

The eidolon otherwise functions as normal. This ability replaces the summoner's normal eidolon
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Summoning Mastery III (10/day) (Sp) You can summon monsters as a spell like ability, maintaining 1 even when Eidolon is summoned.
Superior Summoning When summoning more than one creature, summon an extra one
Swift as Shadows Reduce the penalty for Stealth while moving by 5 and reduce the penalty for sniping by 10.

--------------------

Name TBD
Elemental, Lightning, Small (Pilferer)
N Small outsider (air, elemental, extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 14 (+2 Dex, +1 size, +3 natural)
hp 12 (2d10)
Fort +3, Ref +5, Will +4
Immune elemental traits, electricity
--------------------
Offense
--------------------
Speed fly 100 ft. (perfect)
Melee slam +6 (1d4 +1d3 electricity) and
unarmed strike +6 (1d2 nonlethal)
Special Attacks metal mastery, spark leap
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 7, Wis 10, Cha 10
Base Atk +3; CMB +2 (+4 steal); CMD 14 (16 vs. steal)
Feats Flyby Attack, Improved Steal, Weapon Finesse
Skills Diplomacy +5, Disable Device +7, Disguise +1, Fly +16, Knowledge (planes) +2, Linguistics +3, Perception +8, Sense Motive +5, Sleight of Hand +8, Spellcraft -1, Stealth +15, Use Magic Device +2
Languages Common
SQ hero points
--------------------
TRACKED RESOURCES
--------------------
-none-
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Damage: Slam (+1d3 electricity) (Ex) The creature's attack or attacks deal the specified amount of energy damage in addition to their normal damage.
Flight (100 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Bleeds You are immune to bleeds.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Electricity You are immune to electricity damage.
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Steal You don't provoke attacks of opportunity when stealing.
Metal Mastery (Ex) A lightning elemental gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding a metal weapon, or is made of metal (such as an iron golem).
Spark Leap (Ex) A lightning elemental gains a +10 bonus on bull rush, disarm, overrun, and trip attacks when it charges a creature against whom its metal mastery ability applies.

--------------------

Owen
Serpentine
N Medium outsider
Init +3; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 17 (+2)
Fort +1, Ref +6, Will +3
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft., fly 20 ft. (good)
Melee bite +3 (1d6+1) and
tail slap -2 (1d6) and
unarmed strike +3 (1d3+1 nonlethal)
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 13, Int 7, Wis 10, Cha 11
Base Atk +2; CMB +3; CMD 16 (can't be tripped)
Feats Skill Focus (Stealth)
Skills Climb +9, Disguise +2, Fly +7, Perception +5, Sense Motive +5, Stealth +19; Racial Modifiers tail
Languages Common
SQ hero points, mount
--------------------
TRACKED RESOURCES
--------------------
-none-
--------------------
Special Abilities
--------------------
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) No damage on successful reflex save.
Flight (20 feet, Good) You can fly!
Mount (Ex) The Eidolon can serve as a combat-trained mount.
Tail (Ex) Tail grants +2 Acrobatics checks for balance.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Male Halfling Master Summoner 5

Here's the avatar


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

If I've calculated correctly my leadership score is 10.

Level 7 + 0 CHA -2 Familiar + 2 Stronghold + 1 Special power (epic, among others), + 2 Great renown (started a kingdom. I should think they know who we are)

So I get a 7th level cohort, but the max level is 5, right?

Then 5 1st level followers.

I've decided that One of Simon's titles will be "The dragon." The thematic nature of Epic Firestream lends to that. Plus at 4th level epic I can do two at once. That'll be fun.

I believe for my group theme I'm going to start a subset group of elite battle mages (Theme, not necessarily class) within what will eventually be a mage school. They're living weapons and enforcers. I shall call them Ashaman (aah - Sha - man). Yes, i'm stealing the idea directly from the Wheel of Time.

They'll wear black coats with dragons on the sleeves. Basically they're like the swat team. You call them when the normal guard can't get the job done.


Human Illusionist 8/Archmage 3

My level 1 followers (and probably the 2 &3's will all be kobold rogues. My personal disposable hit squad guys, especially if I can accompany them on missions.


M Azlanti Guardian Magus

Harakani said we only get Stronghold and Special Power so far. Our kingdom does only cover 3 hexes at the moment after all :p Means that you'll have a score of 8, your cohort is fine but like me you won't get any followers yet.

As for the air elemental, if you're talking about your Eidolon that has issues if it goes too far away from you. Running (400 feet/round) it would move at 20.32 m/s, or 73.15 km/hour, or for you Americans, 45.46 miles/hour.

Life Link wrote:
In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.


M Kellid+ Ranger (Guide) 4

Well, since everyone else is reusing old aliases, here is the new name of Forsten's cohort. Gareth Moorlight no more I give you Reve Aristov, Ranger.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

I really like watching you guys work. :)

Cohorts
The idea of a cohort exploration party is awesome. Grey doesn't have Leadership (yet) but he can contribute by sending his Acolytes along under orders to obey the Cohorts. That could be a serious bump to their effective CR depending on which undead they take. Horror is a CR 10 or so and can carry all of them. If Horror is a little too much, then I could make a custom bodyguard for Thomas Lockwood. He'd just have to cast Command Undead about once a week to keep it under control.

The Lyre
Grey can make the Lyre fast.
Base DC: 14
+5 for not knowing Fabricate. +5 for faster construction.
Final DC 24
Grey's crafting skill: +20 (includes Crafter's Fortune)

When crafting Wonderous Items Grey rolls twice for each craft check and takes the better result, and crafts at double the usual speed.

The end result of all of this is that Grey cranks out items at a rate of 1000 gp per 2 hours or work, with virtually no chance of failure.

The Lyre takes a total of 26 hours to make, or slightly less than 3 standard work days.

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