Skip to content
View in the app

A better way to browse. Learn more.

Tip.It Forum

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Grim_

Members
  • Joined

  • Last visited

Everything posted by Grim_

  1. Grim_ replied to Grim_'s topic in Falador Tavern
    Yes, yes you did. Icu you have 8 hitpoints but other than that that seems about right. You have your characters starting wealth (varies, check the srd) to work with with outfitting your characters. I'd look at the equipment sheet for 3.5 (as almost nothing has changed). EDIT: Oh and @ icu you also have weapons proficiency for the longsword (because it's Iomedaes favored weapon).
  2. Grim_ replied to Grim_'s topic in Falador Tavern
    I'm ready when you're ready (again it's slightly premade and random encounters, random encounters everywhere).
  3. Grim_ replied to Grim_'s topic in Falador Tavern
    It's a fairly open ended adventure path. However it's still an adventure path and I should have at least the first sessions worth of tokens/maps/notes prepped.
  4. Grim_ replied to Grim_'s topic in Falador Tavern
    Okay then barring any mishaps with the tools would people want a session today or would you rather wait a day or two? EDIT: @icu if you absolutely have to (read the excel doesn't work) then I advise writing the character sheet out by hand (I don't need all too much honestly, but you need to be able to keep track of the things on the character sheet)
  5. Grim_ replied to Grim_'s topic in Falador Tavern
    I found a way around that. Click review and then click "unprotect". It seems to work for me (let me look for a slightly different online generator as well)
  6. Grim_ replied to Grim_'s topic in Falador Tavern
    They can be what you want them to be (though if you make a CG male drow ranger with a panther animal companion...) but yes they tend to go for the chaotic and the evil ends of the spectrum. EDIT: So, what're peoples opinions on using skype to aid in sessions (giving a manageable log for one thing)?
  7. Grim_ replied to Grim_'s topic in Falador Tavern
    Yeah, I'm uploading it right now (It's rather nice). The tabs are at the bottom to change from Faq to the actual writing in of stats. EDIT: http://www.mediafire.com/file/savilaa3am2dpp6/PRPG_CS_v_0_9_1.xls That looks good earth (should be interesting). I'm putting up the link to the excel sheet on the main post if anyone wants/needs it.
  8. Grim_ replied to Grim_'s topic in Falador Tavern
    Hmm... possibly create the character by hand then? Or if you give me some time I should be able to get you an excel character generator.
  9. Grim_ replied to Grim_'s topic in Falador Tavern
    We're using the Players guide, advanced players guide, river kingdoms players guide and both beastiaries for any variant races. Earth should be playing a dwarf monk, I think ross is playing a human alchemist and I don't know about the rest.
  10. Grim_ replied to Grim_'s topic in Falador Tavern
    Fair warning, in pathfinder there are two types of elves (well aside from the variants in the advanced players guide) Elves and Drow. Honestly there was no need for the vast sum of different elves and dwarves in 3.x. If you want something slightly different culture wise PM me about it. EDIT: Just copy and paste the writing on it and PM it to me or post it in the thread. I can keep the first level character sheets on the thread (or in a mediafire archive or both) for ease of access.
  11. Grim_ replied to Grim_'s topic in Falador Tavern
    Yes it's in the first post retech. The main changes for pathfinder are again some tweaks to balance (like not giving clerics heavy armor proficiency) and adding some flavor to pretty much every class as well as changes to certain mechanics. Ross I'm using pacific standard time so that would be 6 in the afternoon for you (I believe). EDIT: Drow rules are in the beastiary
  12. Grim_ replied to Grim_'s topic in Falador Tavern
    Sessions will be determined (mostly) later. I would like to have a session starting at around 10 in the morning my time (Though depending upon how things go it could obviously change). I don't know what will happen once dungeoneering ends (well this plot arc). I can conform to a great degree on weekends (less so on weekdays) as to time schedule and depending upon how well I prepare sessions will last from 3-4 hours. As for the Tengus, sure go for it. The same prejudice that applies to drow applies (admittedly to a lesser extent) to you though. People will assume that you will try to steal from them (or are part of a thieves guild, though those are not exactly mutually exclusive) and in general be rather un trusting of you. I'll leave why you have the charter to you though.
  13. Grim_ replied to Grim_'s topic in Falador Tavern
    Basic kingdom stats [hide] Alignment: A kingdom’s alignment affects its statistics, so choose your kingdom’s alignment carefully. Lawful kingdoms gain a +2 bonus on Economy checks. Chaotic kingdoms gain a +2 bonus on Loyalty checks. Good kingdoms gain a +2 bonus on Loyalty checks. Evil kingdoms gain a +2 bonus on Economy checks. Neutral kingdoms gain a +2 bonus on Stability checks (a truly neutral kingdom gains this bonus twice). Size: Count the number of hexes your kingdom comprises and record that number here. This number affects a kingdom’s Consumption and its Control DC. Control DC: A kingdom’s Control DC is 20 + its size; this value is the DC you’ll be rolling against most often with your kingdom’s Stability, Economy, and Loyalty checks. Population: Actual population numbers do not factor into your kingdom’s statistics, but it can be fun to track the number anyway. A kingdom’s population is equal to its size × 250 + the total population of each of its cities. Stability, Economy, and Loyalty: These three values are analogous to saving throws. You make Stability checks during a kingdom’s Upkeep phase to determine whether it remains secure. You make Economy checks during a kingdom’s Income phase to determine how much its treasury increases. You make Loyalty checks to keep the public peace. A kingdom’s initial scores in all three of these categories is 0 + the kingdom’s alignment modifiers. A natural 1 is always a failure for these checks, and a natural 20 is always a success. Unrest: A kingdom’s Unrest value indicates how rebellious its people are. A kingdom’s Unrest score is applied as a penalty on all Stability, Economy, and Loyalty checks. If a kingdom’s Unrest is above 10, it begins to lose control of hexes it has claimed. If a kingdom’s Unrest score ever reaches 20, it falls into anarchy. While in anarchy, a kingdom can take no action and treats all Stability, Economy, and Loyalty check results as 0. Restoring order once a kingdom falls into anarchy typically requires a number of quests and lengthy adventures by the kingdom’s would-be leaders—if your PCs’ kingdom falls into anarchy, you can either assume the Kingmaker Adventure Path is over (as you might if all of the PCs were slain in an encounter), or you can simply let the PCs “restart” a new kingdom elsewhere in the Stolen Lands. Unrest can never go below 0—adjustments that would normally reduce Unrest lower than 0 are wasted. Consumption: A kingdom’s prosperity is measured by the Build Points (abbreviated BP) in its treasury, and its Consumption indicates how many BP it costs to keep the kingdom functioning. If a kingdom is unable to pay its Consumption, its Unrest increases by 2. A kingdom’s Consumption is equal to its size plus the number of city districts it contains plus adjustments for Edicts minus 2 per farmland. Treasury: As your kingdom earns money, favors, resources, and power, its Build Point total increases. In the Kingmaker Adventure Path, you begin with 50 BP in your kingdom’s treasury (this amount is bestowed upon you by the swordlords of Restov). Special Resources: If your kingdom includes any special resources (see below), record them here. Leadership: Write in the names of the PCs or NPCs filling each of the 11 leadership roles here, along with their appropriate modifiers [/hide] Special resources [hide] Special Resources Some hexes do more than just add size to a kingdom— they also add resources and impact a kingdom’s Stability, Economy, Loyalty, and other elements. Bridge: A bridge hex negates the cost increase of building a road that crosses a river. Building: If you establish a city in a hex at a building location, you can incorporate the building into the city as a free building—the encounter indicates what type of building. Cave: Caves can be used as defensive fallback points, storage, or even guard posts or prisons. A cave hex increases a kingdom’s Stability by 1. Landmarks: Landmarks are sites of great pride, mystery, and wonder. They serve well to bolster a kingdom’s morale. A landmark hex increases a kingdom’s Loyalty by 1. Road: A hex with a road in it allows for much easier travel. For every four road hexes your kingdom controls, the kingdom’s Economy increases by 1. For every eight road hexes your kingdom controls, its Stability increases by 1. Ruins: A ruin can be incorporated into a city as a building—doing so halves the cost of the building, as the ruin only needs to be repaired rather than having to be built from the ground up. The encounter indicates what type of building a repaired ruin counts as. See page 58 for a list of building types. Towns: A town consists of an established settlement— claiming a town hex is an excellent way to add a fully functional city to a kingdom. In order to claim a town hex peacefully, the annexing kingdom must make a Stability check (DC = Command DC). Failure indicates that radicals and upstarts in the town increase your kingdom’s Unrest score by 2d4. Resources: Resources include particularly valuable sources of lumber, metal, gems, food, or the like. A resource hex increases a kingdom’s Economy by 1. [/hide] Required positions [hide] The ruler is the primary leader of the kingdom. Unlike the other leadership roles, a ruler uses one of three distinct titles, depending on the current size of the kingdom. For a kingdom of size 1–20, its ruler is known as a baron or baroness. For a kingdom of size 21–80, its ruler is known as a duke or duchess. A kingdom of size 81 or higher is ruled by a king or queen. Benefit A baron or baroness chooses one of a nation’s statistics (Economy, Loyalty, or Stability) and modifies that score by a value equal to the character’s Charisma modifier. A duke or duchess chooses two of these values to modify. A king or queen modifies all three values. Vacancy Penalty A kingdom without a ruler cannot claim new hexes, create farmlands, build roads, or purchase city districts. Increase Unrest by 4 during each Upkeep phase in which the kingdom has no ruler. Special Two characters can fill this role if they become married, in which case the two rulers can jointly command the kingdom. Both rulers apply their Charisma modifiers to the kingdom’s Stability, Economy, and Loyalty checks as appropriate for their rank, and as long as one of the two rulers is present for 1 week per month, they avoid the vacancy penalty. Councilor The councilor ensures that the will of the citizenry is represented. Benefit Increase Loyalty by a value equal to the Councilor’s Wisdom or Charisma modifier. Vacancy Penalty Decrease Loyalty by 2; the kingdom cannot gain benefits from festivals. Increase Unrest by 1 during each Upkeep phase in which the kingdom has no Councilor. General The General commands the kingdom’s armies and is a public hero. Benefit Increase Stability by a value equal to the General’s Strength or Charisma modifier. Vacancy Penalty Decrease Stability by 4. Grand Diplomat The Grand Diplomat oversees international relations Benefit Increase Stability by a value equal to the Grand Diplomat’s Intelligence or Charisma modifier. Vacancy Penalty Decrease Stability by 2; the kingdom cannot issue Promotion Edicts. High Priest The high priest guides the kingdom’s religious needs and growth. Benefit Increase Stability by a value equal to the High Priest’s Wisdom or Charisma modifier. Vacancy Penalty Decrease Stability and Loyalty by 2. Increase Unrest by 1 during each Upkeep phase in which the kingdom has no High Priest. Magister The Magister guides a kingdom’s higher learning and magic. Benefit Increase Economy by a value equal to the Magister’s Intelligence or Charisma modifier. Vacancy Penalty Decrease Economy by 4. Marshal The Marshal helps organize patrols and enforces justice in rural and wilderness regions. Benefit Increase Economy by a value equal to the Marshal’s Dexterity or Wisdom modifier. Vacancy Penalty Decrease Economy by 4. Royal Assassin The Royal Assassin can serve as a public executioner, a headsman, or a shadowy assassin. Benefit Increase Loyalty by a value equal to the Royal Assassin’s Strength or Dexterity modifier. Fear inspired by the Royal Assassin reduces Unrest by 1 during each Upkeep phase. Vacancy Penalty A kingdom without a Royal Assassin suffers no vacancy penalty. Spymaster The Spymaster observes the kingdom’s underworld and criminal elements and spies on other kingdoms. Benefit Increase Loyalty, Economy, or Stability (Spymaster’s choice) by a value equal to the Spymaster’s Dexterity or Intelligence modifier. The Spymaster can change which value he modifies during the kingdom’s Improvement phase (but only once per phase). Vacancy Penalty Reduce Economy by 4 because of out-of-control crime. Increase Unrest by 1 during each Upkeep phase in which the kingdom has no Spymaster. Treasurer The Treasurer organizes tax collection, and manages the treasury. Benefit Increase Economy by a value equal to the Treasurer’s Intelligence or Wisdom modifier. Vacancy Penalty Reduce Economy by 4; the kingdom cannot collect taxes Warden The Warden leads the kingdom’s defense and city guards. Benefit Increase Loyalty by a value equal to the Warden’s Strength or Constitution modifier. Vacancy Penalty Reduce Loyalty by 4 and Stability by 2. [/hide] EDICTS: Kingdom Edicts Promotion Stability Consumption Type Bonus Increase None –1 — Token +1 1 BP Standard +2 2 BP Aggressive +3 4 BP Expansionist +4 8 BP Taxation Level Economy Bonus Loyalty Penalty None +0 +1 Light +1 –1 Normal +2 –2 Heavy +3 –4 Overwhelming +4 –8 Consumption Festivals per Year Loyalty Bonus Increase None –1 — 1 +1 1 BP 6 +2 2 BP 12 +3 4 BP 24 +4 8 BP Buildings [hide] Academy (52 BP): An institution of higher learning that can focus on any area of knowledge or education, including magic. Halves cost of Caster’s Tower, Library, and Magic Shop in same city; 3 minor items, 2 medium items; Alchemist (18 BP; must be adjacent to 1 house): The laboratory and home of a creator of potions, poisons, and alchemical items. City base value 1 minor item Arena (40 BP): A large public structure for competitions, demonstrations, team sports, or bloodsports. Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts; limit one per city. Barracks (12 BP): A building to house city guards, militia, and military forces. Black Market (50 BP; must be adjacent to 2 houses): A number of shops with secret and usually illegal or dangerous wares. City base value 2 minor items, 1 medium item, 1 major item; Brewery (6 BP): A building for beermaking, winemaking, or similar use. Brothel (4 BP; must be adjacent to 1 house): A place to pay for companionship of any sort. Caster’s Tower (30 BP): The home and laboratory for a spellcaster. 3 minor items, 2 medium items; Castle (54 BP): The home of the city’s leader or the heart of its defenses. Halves cost of Noble Villa or Town Hall in same city; ; limit one per city. Cathedral (58 BP): The focal point of the city’s religion and spiritual leadership. Halves cost of Temple or Academy in same city; halves Consumption increase penalty for promotion edicts; 3 minor items, 2 medium items;limit one per city. City Wall (8 BP): City walls do not occupy a city block— rather, purchasing a city wall fortifies one of a district’s four outer borders. A city wall cannot be built on a water border. Dump (4 BP): A centralized place to dispose of refuse. Exotic Craftsman (10 BP; must be adjacent to 1 house): The workshop and home of an exotic craftsman, such as a creator of magic items, a tinker, a fireworks maker, or a glassblower. 1 minor item; Garrison (28 BP): A large building to house armies, train guards, and recruit militia. Halves cost of City Wall, Granary, and Jail in same city. Granary (12 BP): A place to store grain and food. . Graveyard (4 BP): A plot of land to honor and bury the dead. Guildhall (34 BP; must be adjacent to 1 house): A large building that serves as headquarters for a guild or similar organization. halves cost of Pier, Stable, and Tradesman in same city. Herbalist (10 BP; must be adjacent to 1 house): The workshop and home of a gardener, healer, poisoner, or creator of potions. 1 minor item. House (3 BP): A number of mid-sized houses for citizens. Houses serve as prerequisites for many other buildings. The first house you build during any Improvement Phase does not count against the total number of buildings you can build during the phase. Inn (10 BP; must be adjacent to 1 house): A place for visitors to spend the night. Jail (14 BP): A fortified structure for housing criminals. Library (6 BP): A large building containing books, often presided over by a sage or other scholar. Luxury Store (28 BP; must be adjacent to 1 house): A shop that specializes in expensive wares and luxuries. 2 minor items. Magic Shop (68 BP; must be adjacent to 2 houses): A shop that specializes in magic items and spells. 4 minor items, 2 medium items, 1 major item; Mansion (10 BP): A single huge manor housing a rich family and its servants. Market (48 BP; must be adjacent to 2 houses): An open area for mercantile pursuits, traveling merchants, and bargain hunters. halves cost of Black Market, Inn, and Shop in same city; 2 minor items. Mill (6 BP; must be next to a water border): A building used to cut lumber or grind grain. Monument (6 BP): A monument can be a statue of a city founder, a bell tower, a large tomb, or a public display of art. Noble Villa (24 BP): A sprawling manor with luxurious grounds that houses a noble. Halves cost of Exotic Craftsman, Luxury Store, and Mansion in same city. Park (4 BP): A plot of land set aside for its natural beauty. Piers (16 BP; must be adjacent to a water border): Warehouses and workshops for docking ships and handling cargo and passengers. Shop (8 BP; must be adjacent to 1 house): A general store. Shrine (8 BP): A small shrine or similar holy site. 1 minor item; Smith (6 BP): An armor smith, blacksmith, or weapon smith. Stable (10 BP; must be adjacent to 1 house): A structure for housing or selling horses and other mounts. Tannery (6 BP; cannot be adjacent to a house): A structure that prepares hides and leather. Tavern (12 BP; must be adjacent to 1 house): An eatery or drinking establishment. Temple (32 BP): A large place of worship dedicated to a deity. Halves cost of Graveyard, Monument, and Shrine in same city; Tenement (1 BP): A staggering number of low-rent, cheap housing units. Tenements count as houses for the purpose of fulfilling building requirements, but building too many tenements can increase a kingdom’s Unrest quickly. You can build a house over an existing tenement for 2 BP. Theater (24 BP): A venue for providing entertainment such as plays, operas, concerts, and the like. Halves cost of Brothel, Park, and Tavern in same city; Town Hall (22 BP): A public venue for town meetings and repository for town records. Halves cost of Barracks, Dump, and Watchtower in same city; Tradesman (10 BP; must be adjacent to 1 house): A shopfront for a tradesman, such as a baker, butcher, candle maker, cooper, or rope maker. Watchtower (6 BP): A tall structure that serves as a guard post and landmark. Waterfront (90 BP; must be adjacent to a water border): A port for arrival and departure when traveling by water, facilities for building ships, and a center of commerce.3 minor items, 2 medium items, 1 majoritem; halves cost of Guildhall and Market in same city, halves Loyalty penalty for tax edicts; limit one per city [/hide] Phases [hide] Upkeep Phase During a kingdom’s Upkeep phase, take the following actions. If your kingdom currently controls 0 hexes, skip this phase and proceed to the Improvement phase. Step 1—Determine Kingdom Stability: Make a Stability check against your Command DC to determine your kingdom’s level of security for the month. If you make the check, reduce your kingdom’s Unrest by 1 (if your Unrest is at 0, gain 1 BP as a result of surplus goods and services). If you fail this check by 5 or more, increase Unrest by 2. Step 2—Pay Consumption: Deduct your kingdom’s Consumption from the kingdom’s Treasury BP. If you aren’t able to pay for the month’s Consumption, your kingdom’s BP drops into the negative. Every time you end an Upkeep phase with negative BP in your Treasury, your kingdom’s Unrest increases by 2. Step 3—Fill Vacant Magic Item Slots: If there are any vacant magic item slots in any cities, randomly roll new items to fill these slots. Step 4—Unrest: If the kingdom’s Unrest is 11 or higher, it loses one hex chosen by the kingdom’s leaders. Any improvements in that hex (farmlands and roads) are lost and must be rebuilt after the hex is reclaimed. Any settlements in that hex become towns that must be annexed if they are to be reclaimed into the kingdom (see page 56). Finally, if the kingdom employs a Royal Assassin, reduce your total Unrest by 1 at the end of this phase. Improvement Phase During a kingdom’s Improvement phase, take the following actions. The number of improvements you can make during a single phase is limited by your kingdom’s size; see the Improvements per Month table for these limits. Step 1—Select Leadership: Assign leaders to any vacant leadership roles. Leaders must be PCs or closely allied NPCs. You can change leaders as often as you want with no impact on your nation’s statistics (apart from changing what bonuses apply, as the ability scores of leaders differ); reallocating roles allows you to give every player a chance to play the role of ruler if you wish. Step 2—Claim Hexes: Each hex on the maps of the Stolen Lands measures 12 miles across, and the PCs’ kingdom must be built hex by hex. To claim a hex, you must explore it and clear it of monsters or dangerous hazards; the hex must also be adjacent to a hex that is already part of the kingdom (with the exception of the first hex, which can be anywhere). At this point, you can claim the hex as part of the kingdom by spending 1 BP. Increase your kingdom’s size (and thus its Consumption) by 1 for each hex you claim. You can abandon a hex to reduce your kingdom’s Size. Doing so increases Unrest by 1 (or by 4, if the abandoned hex contained a city). Step 3—Establish and Improve Cities: Prepare land for city districts and then purchase new buildings for your kingdom’s cities. The building’s adjustments to your nation apply immediately. You can also destroy buildings at this time in order to clear a space to build something new; if you destroy a building, don’t forget to remove its benefits from your kingdom’s statistics! Step 4—Build Roads: Roads have an immediate initial cost but over the long term can pay for the investment handsomely. It costs 1 BP to build a road though a hex. This cost increases to 2 BP in forests and to 4 BP in swamps and mountains. If the road crosses a river, a bridge must be built—this doubles the road’s cost. Step 5: Establish Farmlands: You can develop any grassland or hill hex that contains roads into farmlands to help sustain your kingdom’s Consumption. It costs 2 BP to designate a grassland hex as farmland and 4 BP to designate a hill hex as farmland. You cannot build a city on a farmland hex. Every farmland hex in your kingdom reduces your Consumption by 2 BP. Step 6: Edicts: Pick or adjust your edict levels (see page 55) as you wish. Income Phase During a kingdom’s Income phase, take the following actions. Step 1—Deposits: You can add funds to a kingdom’s treasury by donating coins, gems, jewelry, weapons, armor, magic items, and other valuables you find while adventuring. For every full 4,000 gp in value of the deposit, increase your kingdom’s BP by 1. Items that individually cost more than 4,000 gp must be sold as detailed under Step 3 below. Step 2—Withdrawals: You can also withdraw funds from the kingdom’s treasury, but doing so runs the risk of annoying the citizens. Each time you withdraw funds, the kingdom’s Unrest increases by 1. In addition, you must make a Loyalty check (DC = Command DC + number of BP being withdrawn); a failure causes your kingdom to gain Unrest equal to the total BP withdrawn. Each BP withdrawn in this manner converts into 2,000 gp. Step 3—Sell Valuable Items: You can attempt to sell items that cost more than 4,000 gp through your city’s markets to bolster your kingdom’s Treasury; these can be items you recover during an adventure or they can be magic items currently held by any of your cities. To sell these items, make an Economy check (DC 20 for minor items, DC 35 for moderate items, and DC 50 for major items). A failed check indicates the item doesn’t sell. Success indicates that the item sells and you can increase your kingdom’s treasury by 2 BP (for minor items), 8 BP (for moderate items), or 15 BP (for major items). You can make one Economy check per city district during each Income phase. Step 4—Generate Income: Make an Economy check against your Command DC at the end of your Income phase. If you’re successful, divide your result by 5 (dropping any fractions) and increase your Treasury’s BP by that amount. [/hide]
  14. Grim_ posted a topic in Falador Tavern
    [hide] "Be it so known that the bearer of this charter has been Charged by the swordlords of Restov acting upon the greater good and authority vested within them by the office of the Regent of the Dragonscale Throne, has granted the right of exploration and travel within the wilderness region known as the Greenbelt. Exploration should be limited to an area no further than thirty-six miles east and west and sixty miels south of Oleg's Trading post. The carrier of this chrater should also strive against banditry and other unlawful behavior to be encountered. The punishment for unrepentant banditry remains, as always execution by sword or rope. So witnessed on this 24th day of Calistril, under watchful eye of the Lordship of Restov and authority granted by Lord Roleski Surtova, current Regent of the Dragonscale Throne" So reads the charter granted to you by none other than the Lord of Restove. It grants you the right, no the privelege to explore and conquer the stolen lands along with three other teams of hardened mercenaries and adventurers for the greater glory of restov. United by this common duty you come from all walks of life to seek fame and fortune, gold and glory and perhaps even something as great as a crown or a fief to be found or founded in the wilds of the Stolen lands. [hide] Be it so known that the bearers of this charter, having delivered the northern reaches of the Greenbelt from the scourge of banditry, having provided detailed maps of the lay of the land, and having done no small amount of work in the exploration of said land and the culling of hostile monsters and indigenous hazards, are hereby granted the right to rule. The nature and laws of rule are theirs to define, and the wellbeing of this new nation is theirs to protect. In accordance for providing a stable nation to the south of central Rostland, let there be a generous stipend of funds, support, and advice provided to this fledgling nation as a token of Restov and Brevoys goodwill, such that future relations between kingdoms might be mutually beneficial. So witnessed under the watchful eye of the Lordship of Restov and by the authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne. Brief description We will be starting at level one with a 25 point buy system. Each character is alloted two traits on creation and starts with two hero points. The campaign will be set in the stolen land section of the river kingdoms as detailed by the players guide available for download. In addition you will start with two hero points whose use is detailed in the srd as well as the advanced players guide. To further clarify we will be using the "fast" progression as detailed in the players handbook/srd. Resources: Point buy calculator: http://tools.digitalightbulb.com/pbcalc.html Character sheet generator: http://www.trovetokens.com/pathfinder.html Excel character sheet generator: http://www.mediafire.com/file/savilaa3am2dpp6/PRPG_CS_v_0_9_1.xls Character sheet .pdf (for those of you who like to keep track the old fashioned way/keep a hard copy) http://www.mediafire.com/file/r297mxk334lrd5d/PathfinderRPGCharacterSheet.pdf River Kingdoms player guide: [Removed] http://paizo.com/store/games/roleplayingGames/p/pathfinderRPG/paizo/pathfinderAdventurePath/kingmaker/v5748btpy8dqh&source=search Core rules: [Removed] Advanced Players guide: [Removed] Beastiary: [Removed] Pathfinder srd (rules compendium): http://www.d20pfsrd.com/ Maptool (Note we will be using 1.3.b81): http://www.rptools.net/index.php?page=downloads#MapTool Link to the token packs that I'm using http://www.immortalnights.com/tokensite/tokenpacks.html Contact info: Skype email [email protected] Messenger email [email protected] Gmail email [email protected] SERVER INFO Ip: 208.106.7.22 Port: 51234 Map of exploration (with explored areas labeled) [hide] [/hide] Rules as to exploration (detailed in the charter) [hide] Traveling (Time to cross 1 hex) Party Speed Plains All Other Terrains 15 feet 11 hours 16 hours 20 feet 8 hours 12 hours 30 feet 5 hours 8 hours 40 feet 4 hours 6 hours 50 feet 3 hours 5 hours Exploring (Time to fully explore 1 hex) Mountain Party Speed Plains Forest or Hill or Swamp 15 feet 3 days 4 days 5 days 20 feet 2 days 3 days 4 days 30 feet 1 day 2 days 3 days 40 feet 1 day 1 day 2 days 50 feet 1 day 1 day 1 day [/hide] Kingdom Sheet Kingdom grid On a note towards sessions: Sessions will be done at one to two day intervals with a session length ranging from 3-4 hours (could be more or it could be less). After the week long break is over something else will be decided (depending upon the schedule of other more entrenched games)
  15. Hey, it didn't keep most of my teachers from assigning homework over the break...
  16. No, look in the srd/back of the advanced players guide or the players guide for the kingmaker campaign. I'll explain most of it in the post. Traits are character specific and give you certain benefits, For example the social trait Charming gives you a +2 bonus on diplomacy rolls to people who would find your character's gender attractive.
  17. Two traits per character (I'll make a thread tonight)
  18. Possibly a dwarven monk of Torag or the like.
  19. Might I point you to the drunken master variant of the monk for the dwarven monk? But hey, it's fine (the campaign as usual for tavern games will not be all too serious) just run with it.
  20. If 3-4 people are interested I'd be willing to start as soon as tomorrow (mainly because it's an adventure path [and you'd be starting at level one]) Maptools would probably be used (though the use of skype for anything other than rolling would be nice as it leaves a much easier log). I'd be willing to upload and post the Tome of Secrets (which gives a couple of other class options) but bear in mind, certain classes [read the artificer] are rather underpowered at lower levels. EDIT: We'd be using a 25 point buy system http://tools.digitalightbulb.com/pbcalc.html / http://www.trovetokens.com/pathfinder.html (character generator) and start at 1st level. EDIT: [hide] Garin Male Human Cleric 1 | [Neutral Good] DESCRIPTION Age 31 Looks White hair, Brown eyes Height/Weight 5'1" tall, 201lbs. (Medium) Homeland N/A Deity Pauvel Campaign Example Representing Grim STRENGTH 16 (+3) HIT POINTS HP 10 Current HP DEXTERITY 10 (+0) CONSTITUTION 14 (+2) INTELLIGENCE 10 (+0) WISDOM 18 (+4) CHARISMA 10 (+0) Initiative +0 = +0 [Dex] Action Points (Lifetime) 5 SKILLS SKILL Total + Ability Mod. + Ranks + Misc. Acrobatics* +0 = DEX 0+0+0 Appraise +0 = INT 0+0+0 Bluff +0 = CHA 0+0+0 Climb* +3 = STR 3+0+0 Craft +0 = INT 0+0+0 Craft +0 = INT 0+0+0 Craft +0 = INT 0+0+0 Diplomacy +4 = CHA 0+1+3 Disable Device*† +0 = DEX 0+0+0 Disguise +0 = CHA 0+0+0 Escape Artist* +0 = DEX 0+0+0 Fly* +0 = DEX 0+0+0 Handle Animal† +0 = CHA 0+0+0 Heal +4 = WIS 4+0+0 Intimidate +0 = CHA 0+0+0 K (Arcana)† +0 = INT 0+0+0 K (Dungeoneering)† +0 = INT 0+0+0 K (Engineering)† +0 = INT 0+0+0 K (Geography)† +0 = INT 0+0+0 K (History)† +4 = INT 0+1+3 K (Local)† +0 = INT 0+0+0 K (Nature)† +0 = INT 0+0+0 K (Nobility)† +0 = INT 0+0+0 K (Planes)† +0 = INT 0+0+0 K (Religion)† +4 = INT 0+1+3 Linguistics† +0 = INT 0+0+0 Perception +4 = WIS 4+0+0 Perform +0 = CHA 0+0+0 Perform +0 = CHA 0+0+0 Profession† +4 = WIS 4+0+0 Profession† +4 = WIS 4+0+0 Ride +0 = DEX 0+0+0 Sense Motive +4 = WIS 4+0+0 Sleight of Hand*† +0 = DEX 0+0+0 Spellcraft† +4 = INT 0+1+3 Stealth* +0 = DEX 0+0+0 Survival +4 = WIS 4+0+0 Swim* +3 = STR 3+0+0 Use Magic Device† +0 = CHA 0+0+0 * Armor Check Penalty -1 † Trained Only EQUIPMENT NOTES Base Speed [ 30 (6 sq.) ] AC [13] = 10 + 2 [Leather] + 1 [buckler] Touch AC [10] Flat-Footed [13] BASE ATTACK BONUS +0 Basic Melee Attack +3 Basic Ranged Attack +0 Weapon Attack Bonus Critical Bastard sword 19-20 x2 Exotic melee 1d10 Type Range Ammo Damage FORTITUDE SAVE +4 = 2 [base] +2 [Con] REFLEX SAVE +0 = 0 [base] +0 [Dex] WILL SAVE +6 = 2 [base] +4 [Wis] CMB +3 = 0 [bAB] +3 [str] +0 CMD +13 = 0 [bAB] +3 [str] +0 [Dex] +0 + 10 FEATS Heavy Armor Proficiency Extend Spell TRAITS Birthmark Fast-Talker CARRYING CAPACITY Light Load: 76lbs. Medium Load: 153lbs. Heavy Load: 230lbs. Lift Over Head: 230lbs. Lift Off Ground: 460lbs. Push or Drag: 1,150lbs. LANGUAGES Common Cleric Spells Per Day Level 1 1 + 1 [Wis] + 1 [Domain] SPECIAL ABILITIES Human Bonus Feat: One extra feat at 1st level Skilled: +1 skill rank per level Bonus Languages: Any (except secret languages) Cleric Aura Domains [Water, Good] Orisons Channel Energy 1d6 EXPERIENCE POINTS 1 [/hide] Example of a character sheet generated.
  21. Basically this. I'd be running a game using the Kingmaker adventure path from Paizo (the creators of pathfinder). It would be set in a more anarchic part (read nigh on completely uncivilized) of the river kingdoms (a mass of city states). You would be one of 4 teams sent out by the State of Brevoy (large kingdom that has designs on the river kingdoms) to establish your own kingdom that looks favorably towards brevoy.
  22. Awesome. Just as a reference here are the players guide and the advanced players guide. I could post the bestiary (with certain races like the drow and elemental touched humanoids) if you absolutely need it. Though on a note about drow, if you play one, in general will be feared and hated (and while I am willing to rework the paladin so that it is a gods holy warrior [thus a slightly different code] a chaotic evil character will generally not survive all too long). http://www.mediafire.com/file/bis8tjemrb1bd3i/Core%20Rulebook.pdf http://www.mediafire.com/file/b0dm3biscxaitqx/Pathfinder%20Advanced%20Players%20Guide.pdf EDIT: I wouldn't mind using reworked BoNS classes [i think I have a PDF for them] give me a second I'll look for it. http://www.mediafire.com/file/duly18shasscil8/Bestiary.pdf
  23. If I was going to do it I'd want 2-3 more people (just because a party of one isn't going to work all too well). In all likely hood I'd use the Kingmaker adventure path because, again I'm an uncreative hack. http://www.mediafire.com/?0ji9rlc41ox2l9d (Player's guide for the river kingdoms)
  24. I could introduce you to a group (or send you to a slightly better website than /tg/) Hell if no one else was willing (or able in ross' case) to I could in theory run a one shot (or adventure path) that is if anyone was interested. EDIT: http://infrno.net/ EDIT: EDIT: Really? I thought that the advanced players guide was fairly balanced (or by core do you mean core + advanced players guide) if not slightly underpowered in some cases (with/cavalier/certain paladin variants)
  25. So... what's everyone doing this week? The reason I ask is because as the state of California is in its perpetual state of debt I have a full week off of school (I think they chose this week because of presidents day and Washington's birthday). Would anyone be interested in a game or two of 40k or warhammer fantasy (or has that ship sailed) or something along those lines?

Important Information

By using this site, you agree to our Terms of Use.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.