Retech
-
Posts
120 -
Joined
-
Last visited
Content Type
Profiles
Forums
Gallery
Events
Blogs
Posts posted by Retech
-
-
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
-
You could say I directly loathe it. Not just as in I tend to avoid it at all costs, but rather that just the knowledge that it exists serves as a negative influence on my experience of life as a whole.
There are two things I like about magic; the ability to use it whenever and wherever, and McGyvering. That kind of magic not only lacks both, but pretty much tells anyone who like those traits to go [bleep] themselves.
You could be a monster and use at will abilities
-
Um, I think you are not a big fan of vancian casting.
-
Except spellcasters get their magic from levels, not feats. Four feats and a trait are trivial
It's terribly unbalanced
-
Do you still have the fly speed without the templates?
-
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.
-
Well, it would be easier just to end templates completely.
-
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.
-
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.
-
I will make a change then, since I thought half-celestial would be it.
-
Yes, slate spider actually works.
-
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.
-
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
-
There is a session today. :P
Right nao
-
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]
-
That does not sound at all like a possible high level adventure target.
-
90% sure that trying to impersonate a god is heresy.
-
Vampire (Cr 9): 102 hp
-
That's one damage
-
^ Is that an actual thing?
-
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.
-
Leaning toward either fighter or sorcerer, personally. May or may not attempt GMing if I learn how.
You'd be a great GM.
-
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.
-
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.
Another Nail in the Coffin
in Falador Tavern
Posted
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.