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Retech

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Posts 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 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

  4. 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.

  5. 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

  6. 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]

  7. 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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