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Retech

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Everything posted by Retech

  1. Everything is based on solid math and lore, I'm not sure where you are getting that it is based on guesswork. Since you are withdrawing as a player and not GMing every time, if you don't want to deal with the city, then we can just put the city in stasis during your GMing sessions.
  2. I think I've pinged everyone that I saw on steam recently, but here are more details: [hide=Oakdale] Oakdale Size: Small Town Population: 1000 Alignment: Neutral Good Welcome to the town of Oakdale, population 1000. It was founded on 12 Abadius, 4713 by Bishop Jen the Good of Restov, ambassador of the Agathions and retired representative to Pharasma's court of judgement. Originally created as a settlement to spread the message of the supreme pantheon and aid the tired and huddled masses, it continues to stay true to that philosophy to this day. Government: Magical (Theocracy) Head of State: Bishop Jen the Good Pious, Prosperous Pathstapo Agent: (Classified) Agent of Inquisition: Nex's character "Mentor" of the Holy Guard: Mather's character Points of Interest: The Cathedral - Built in the Japanese style (built ontop/within a stone mound with various tower/turrets), the spires and towers reach towards the heavens, in honor of Pharasma's symbol of the spire. The center tower is the main building of the complex, supporting offshoots to other turrets (defensive towers) and an astronomy tower above that allows observation of the heavens. The stone mound extends around 10 ft high and the cathedral itself rises many feet about that. Cathedral Complex - Home of the spellcasting orders and the main altars, the cathedral complex is located in the forest region at the very center of the city. It is protected by 25ft reinforced walls. The entrance is on the far side away from the river and is essentially a large gatehouse. Inner City - Home of the original settlers, the inner city forms the upstanding moral center and original vision for the city. Only populated by residents of the good alignment (and clerics of pharasma or nethys and special dispensions), the inner city is protected by 20 ft reinforced walls and is mostly defended by the paladin orders. Outer City - Currently under construction, the outer city is more lenient in its acceptance of other religions and also accepts those of neutral on the good-evil axis. The outer city is guarded mostly by town militia led by the paladin orders and watched over by the inquisition, that root out evil before it can spread. It has a 20ft reinforced wall as well. Beyond the Outer City - Mostly farmers and herders, the alignment of these people are not as strictly controlled, but good-neutral is still required. Settlers need only register to receive their own plot of land, contingent that they stay on the land for a few years (or the land will revert). This food is not essential as the city is self-sufficient within its walls, but the food forms a strong export market to nearby Restov. KINGMAKER conversion: [hide=Temple District] Cathedral Castle Temple Caster's Tower House Guild Hall (Paladin's) House Library Guild Hall (Monk's) House Library Watchtower Graveyard Shrine Barracks Watchtower Graveyard Shrine Barracks Academy Library Library Guild Hall (Wizard) Library House Temple's City Wall [/hide] [hide=Inner City (South of the river)] Waterfront Pier x 4 Pier x 4 Treehouse x 4 Treehouse x 4 Treehouse x 4 Treehouse x 4 Watchtower Barracks House House Watchtower Barracks House House [/hide] [hide=Marketplace District] Market House House Shop x 3 Shop x 3 Shop x 3 Shop x 3 Town Hall Inn Smith Tannery Tradesman Herbalist Barracks Watchtower House Shop Barracks Watchtower House Shop [/hide] [hide=Inner City (North of the River)] Garrison Exotic Craftsman House Alchemist Herbalist House Alchemist Smith x 4 Smith x 4 Tavern Tannery Stable House Magic Shop House House Pier x 4 Pier x 4 Mill x 4 [/hide] [hide=Outer City (North of the River)] Pier x 4 Pier x 4 House x 2 Black Market House x 2 Tavern Brothel Town Hall Theater Tenement x 2 Tradesman x 2 Tenement x 2 Shop x 2 Arena Tenement x 2 Brewery x 2 [/hide] [hide=Outer City (South of the River)] Noble's Villa Library x 2 House x 2 Alchemist Herbalist Pier x 4 Pier x 4 Temple Graveyard Shrine Inn x 2 House x 2 Mill x 4 Shop x 3 House Shop x 3 House [/hide] 6 Farmland Hexes Building Modifiers: 117 Economy 42 Loyalty 84 Stability 40 Defense Ruler: Bishop Jen the Good + Regent Cat +4 stability +4 loyalty +4 economy Counselor: Stetven of Restov +2 Loyalty General: Charles the Honorable +2 Stability Grand Diplomat (Administrative): Beckam the Cat +1 stability High Priest (Administrative): Felix the Cat +1 Stability Magister (Leader of the Mage's Guild): Tenshi the Idyllkin Economy: +2 Marshal: Lini the Druid +2 Economy Spymaster: Archi Treasurer: Earth +4 economy Warden: Seren Total Modifiers: +129 Economy +88 Stability +48 Loyalty +40 Defense [/hide] Off to school, will add more later
  3. You could be a monster and use at will abilities
  4. Um, I think you are not a big fan of vancian casting.
  5. Except spellcasters get their magic from levels, not feats. Four feats and a trait are trivial It's terribly unbalanced
  6. Do you still have the fly speed without the templates?
  7. They actually came from templates to balance out the CR from playing a "monstrous" character. They are closer to the 10 range now, and I figured out how to make it work (the tiny character) without them, so it ended up okay.
  8. Well, it would be easier just to end templates completely.
  9. Fascinating. So the plan is, because I asked that you don't use young/advanced to pump your charisma score, you are therefore going to use it anyways so I can't enforce anything.
  10. I am not especially enthralled with getting rid of templates, as it would require yet another round of rebuilding. If you mean no free templates (and can go templates in the original way), then I have no problem with that.
  11. I will make a change then, since I thought half-celestial would be it.
  12. Yes, slate spider actually works.
  13. If you chain them down, that means the battle is already won. And yes, what I meant was that alchemical cartridges increase misfire rate. And reliable only brings it down by 1. It doesn't even apply to the dragon breath cartridges because it has its own special misfire rules (and so are unaffected by reliable in the first place). Misfiring on 1s on damage rolls is not the same as having a misfire of 1, so if your only purpose is to use dragon breath cartridges, then there is no point.
  14. Question: How are you reloading as a free action? Related: What is your backstory? Related: Gargantuan Giant has high str score, so could probably swim Related: The gun needs to be +1 Reliable (so cost of +2 enchantment) and the shotgun itself costs 7000 gp, so the total would cost 15,300 (7000 + 8000 for enhancement + 300 for masterwork) Related: Shotguns have misfire value of 1-2. You have reliable, so that makes it just 1, but in addition to that, you are using alchemical cartridges, the misfire goes back to 1-2. Also, the dragon breath cartridges also cause a misfire in the event that you roll a 1 on either of the two damage dice (So there is roughly 1/3rd change each time). Related: No where does it say that it skips the attack roll. It follows scatter weapon rules, which you should probably read. Neat thing is fire resistance and immunity is the most common type. On the plus side, you have no connection to the guy that I killed, so. :D
  15. There is a session today. :P Right nao
  16. I hope the formatting is alright. Basically I tried to balance your goals of hitting stuff (check), making stuff (check) and not dying(check). You're a bit slow, but that is just a quirk of the dwarf. [hide] Unnamed Character Male Dwarf Cleric 6 | [insert Alignment Here] Description Hit Points HP 60 Strength 18 (+4) Dexterity 10 (+0) Constitution 16 (+3) Intelligence 13 (+1) Wisdom 20 (+5) Charisma 8 (-1) Initiative +0 = 0 [Dex] Acrobatics* +0 = DEX 0+0+0 Appraise +1 = INT 1+0+0 Bluff -1 = CHA -1+0+0 Climb* +4 = STR 4+0+0 Craft +15 = INT 1+6+3+5 [MISC. MODIFIER] Craft +1 = INT 1+0+0 Craft +1 = INT 1+0+0 Diplomacy -1 = CHA -1+0+0 Disable Device*† +0 = DEX 0+0+0 Disguise -1 = CHA -1+0+0 Escape Artist* +0 = DEX 0+0+0 Fly* +0 = DEX 0+0+0 Handle Animal† -1 = CHA -1+0+0 Heal +5 = WIS 5+0+0 Intimidate -1 = CHA -1+0+0 K (Arcana)† +10 = INT 1+6+3 K (Dungeoneering)† +1 = INT 1+0+0 K (Engineering)† +1 = INT 1+0+0 K (Geography)† +1 = INT 1+0+0 K (History)† +1 = INT 1+0+0 K (Local)† +1 = INT 1+0+0 K (Nature)† +1 = INT 1+0+0 K (Nobility)† +1 = INT 1+0+0 K (Planes)† +1 = INT 1+0+0 K (Religion)† +1 = INT 1+0+0 Linguistics† +1 = INT 1+0+0 Perception +5 = WIS 5+0+0 Perform -1 = CHA -1+0+0 Perform -1 = CHA -1+0+0 Profession† +5 = WIS 5+0+0 Profession† +5 = WIS 5+0+0 Ride +0 = DEX 0+0+0 Sense Motive +5 = WIS 5+0+0 Sleight of Hand*† +0 = DEX 0+0+0 Spellcraft† +15 = INT 1+6+3+2 [MISC. MODIFIER] Stealth* +0 = DEX 0+0+0 Survival +5 = WIS 5+0+0 Swim* +4 = STR 4+0+0 Use Magic Device† -1 = CHA -1+0+0 Base Speed [ 20 (4 sq.) ] AC [27] = 10 + 11 [Full Plate + 2] + 6 [Towershield +2] Touch AC [10] Flat-Footed [27] Base Attack Bonus +4 Basic Melee Attack +8 Basic Ranged Attack +4 Fortitude Save +10 = 5 [base] +3 [Con] +2 [Cloak of Resistance] Reflex Save +4 = 2 [base] +0 [Dex] +2 [Cloak of Resistance] Will Save +12 = 5 [base] +5 [Wis] +2 [Cloak of Resistance] CMB +8 = 4 [bAB] +4 [str] +0 CMD +18 = 4 [bAB] +4 [str] +0 [Dex] +0 + 10 Feats Heavy Armor Proficiency Power Attack Craft Magic Arms and Armor Craft Wondrous Item Traits Armor Expert Iron Liver Carrying Capacity Light Load: 100lbs. Medium Load: 200lbs. Heavy Load: 300lbs. Lift Over Head: 300lbs. Lift Off Ground: 600lbs. Push or Drag: 1500lbs. Languages Common Dwarven 1 Bonus Language (Int) Cleric Spells Per Day Level 1 3 + 2 [Wis] + 1 [Domain] Level 2 3 + 1 [Wis] + 1 [Domain] Level 3 2 + 1 [Wis] + 1 [Domain] Special Abilities Dwarf Slow and Steady: Base speed of 20' is never modified by armor or encumbrance Darkvision 60 feet Defensive Training: +4 dodge bonus to AC vs. giants Greed: +2 Appraise (nonmagical metal/gemstone goods). Hatred: +1 to hit vs. orcs and goblinoids Hardy: +2 to saves vs. poison, spells, and spell-like abilities Stability: +4 CMB vs. bull rush or trip attempts while standing on solid ground Stonecunning: +2 Perception (stone). Free check within 10 feet of hidden doors or traps in stone. Weapon Familiarity: battleaxes, heavy picks, warhammers. Any weapon with 'dwarven' in its name is treated as a martial weapon. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon Equipment: Headband of Charisma +2 Belt of Strength +2 Cloak of Resistance +2 +2 Full Plate +2 Tower Shield +2 Dwarven Waraxe Standard Attack Attack Roll: 1d20 + 8 Damage Roll: 1d10 + 10 Spells (can be changed from day to day, here’s a good recommended set) Abilities: Cast mending at will (heals 1d4 to an object less than 6 pounds) http://www.d20pfsrd....-lists---cleric Level 0: (Can cast these as many times as you want) Purify Food and Drink Resistance Virtue Guidance (Can only cast each of these spells once per day)(Can also cast a cure spell instead of one of these spells) Level 1: Obscuring Mist Sanctuary Shield of Faith Abadar’s Truthtelling Blessing of the Watch Animate Rope (Unchangeable) Level 2: Instant Armor Protection from Evil, communal Augury Consecrate Wood Shape (Unchangeable) Level 3: Channel Vigor Daylight Speak with Dead Stone Shape (Unchangeable) [/hide]
  17. That does not sound at all like a possible high level adventure target.
  18. 90% sure that trying to impersonate a god is heresy.
  19. Emerging guns is the Pathfinder standard, so probably should just go with that. On a possible related note, I've switched over to gunslinger shadowdancer. Still going to use a whip though.
  20. I have a general idea of what I'll be playing. Something on the lines of an honorable ninja assassin cat. Probably will be something like a Paladin Ninja Shadowdancer or something of that nature.
  21. Would be cool, but after the last game I basically ran through my storeroom of modestly interesting story hooks and background that were probably in some way cribbed off of some other setting from distant lore.
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