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Rivers Run Red


Grim_

Should Kingmaker continue?  

12 members have voted

  1. 1. Well, should it?

    • Yes
    • No
    • [s]moderate[/s] undecided/ doesn't matter
    • Muffins!@!!!!!!!!1one
  2. 2. If no, then what system should be used?

    • Pathfinder, again
    • Dresden Files rpg
    • Shadow run
    • Legend of the Five rings
    • FATAL


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"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.

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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]XNkYL.jpg [/hide]

 

Rules as to exploration (detailed in the charter)

 

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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

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Kingdom Sheet

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Kingdom grid

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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)

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I finished working on my character sheet. It looks like alchemist is going to be a pretty fun class to play as.

 

Also, I used the equipment pdf for the standard 3.5 game, because I couldn't find the one for things like acid flasks, alchemist's fire, and sunrods on the pathfinder srd.

 

Hope that's okay.

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Basic kingdom stats

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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

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Special resources

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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.

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Required positions

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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

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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]

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I would consider playing when it fits in my schedule, though I would like to ask if it would be acceptable for me to run a Tengu character (off of the list of possible nonstandard races from the core rules with stats in the bestiary)

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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.

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I have my sheet, but how do I give it to you?

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Youtube account: Earthgragonsage; currently uploading not an effing thing.

[hide=Memorable Crossroads Quotes.]

Reigan: NO MOOSE CAN SAVE US NOW; ...Had that been taken out of context, it would have been comical... Right now, it's terrifying.

[/hide]

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Could you explain the difference between this version and the 3.5 that we were playing before?

Master of your domain? I am Lord of the manor, Queen of the castle, King of the county!

 

Former moderator of the original Dungeoneering

Former moderator of Ye Olde Hegemony

Moderator of the remake of Dungeoneering

Former Empress of the Lichten Empire (Hegemony)

Former President of the United States (Hegemony)

Former Emporer of Imperial Japan (Hegemony)

Czarina Catherine of Imperial Russia (Hegemony

 

 

The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile.

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Christ that's a lot to look at, I'll do my stuff and post it on here.

 

How the hell do I pick a diety? Is there a list of them somewhere, cause I can't find it :S.

It's a REALLY big shaft.

I didn't catch fire, I used the can of hairspray as a flamethrower and pointed it at my arm.

how are you going to ignore my posts when I'm offering to let you live as my vassal in two weeks time?

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Could you explain the difference between this version and the 3.5 that we were playing before?

Pathfinder is basically 3.75. There are very few major changes, most of it is just balancing so that non magic characters have more options to choose from. It's also free from Wizards of the Coast and their silly lawsuit squabbles.

 

Grim, you are EST time, right? 10AM for you is 3:00 PM for me, which, on a weekend, is pretty good for me (And Icu I would guess). Not sure about everyone else.

 

Edit: Icu, here http://pathfinder.wikia.com/wiki/Portal:Religion

 

That's just a general pathfinder diety list. Not sure if Grim wants to specialise based on region.

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I will probaly want to play as a Drow, so I will just be figuring that out.

 

---

 

And I can't find the Drow rules anywhere.

Master of your domain? I am Lord of the manor, Queen of the castle, King of the county!

 

Former moderator of the original Dungeoneering

Former moderator of Ye Olde Hegemony

Moderator of the remake of Dungeoneering

Former Empress of the Lichten Empire (Hegemony)

Former President of the United States (Hegemony)

Former Emporer of Imperial Japan (Hegemony)

Czarina Catherine of Imperial Russia (Hegemony

 

 

The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile.

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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

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Well, just remember that people are going to hate you if you are a drow.

 

EDIT: Unfortunate, but surely it wouldn't be too difficult to play as a dark skinned elf and call yourself a drow instead?

 

Drows have different advantages and disadvantages (and kewl weapons) than regular elves. I haven't chosen Drow yet, but I am looking into it. Otherwise, probaly some other variant of elf.

Master of your domain? I am Lord of the manor, Queen of the castle, King of the county!

 

Former moderator of the original Dungeoneering

Former moderator of Ye Olde Hegemony

Moderator of the remake of Dungeoneering

Former Empress of the Lichten Empire (Hegemony)

Former President of the United States (Hegemony)

Former Emporer of Imperial Japan (Hegemony)

Czarina Catherine of Imperial Russia (Hegemony

 

 

The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile.

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Grim, how do I post my character sheet for you?

FaladorTavern.png

Youtube account: Earthgragonsage; currently uploading not an effing thing.

[hide=Memorable Crossroads Quotes.]

Reigan: NO MOOSE CAN SAVE US NOW; ...Had that been taken out of context, it would have been comical... Right now, it's terrifying.

[/hide]

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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.

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Well, just remember that people are going to hate you if you are a drow.

 

EDIT: Unfortunate, but surely it wouldn't be too difficult to play as a dark skinned elf and call yourself a drow instead?

 

Drows have different advantages and disadvantages (and kewl weapons) than regular elves. I haven't chosen Drow yet, but I am looking into it. Otherwise, probaly some other variant of elf.

Alright, just remember to try your best to roleplay and not just take the things which are most advantagous to you as a player.

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Heh, choosing a hated race that does not do well in the sun is not exactly advantageous. :P

 

Which rulebook/sets are we using?

Master of your domain? I am Lord of the manor, Queen of the castle, King of the county!

 

Former moderator of the original Dungeoneering

Former moderator of Ye Olde Hegemony

Moderator of the remake of Dungeoneering

Former Empress of the Lichten Empire (Hegemony)

Former President of the United States (Hegemony)

Former Emporer of Imperial Japan (Hegemony)

Czarina Catherine of Imperial Russia (Hegemony

 

 

The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile.

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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.

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Wont let me generate a character sheet...

 

It's been a problem for a while now and I didn't think it would effect this, but if I click a button that will open a new window, it will not load the page, and instead just leave a blank new window. I don't actually know the cause of this problem (it was probably came from Paradox forums, cause they told me to do some weird stuff to my pc, cause I also can't preview images on my desktop anymore, which makes looking for specific images difficult as hell)

It's a REALLY big shaft.

I didn't catch fire, I used the can of hairspray as a flamethrower and pointed it at my arm.

how are you going to ignore my posts when I'm offering to let you live as my vassal in two weeks time?

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[hide=Earth The Monk]

Earth

Male Dwarf Monk 1 | [Lawful Good] Monk Of the Four Winds

DESCRIPTION

Age 30

Looks ______ hair, ______ eyes

Height/Weight ______ tall, _____lbs. (Medium)

Homeland ____________________

Deity Torag

Campaign ____________________

Representing earthsage

STRENGTH

14 (+2)

HIT POINTS

HP 25

Current HP

 

DEXTERITY

14 (+2)

CONSTITUTION

15 (+2)

INTELLIGENCE

13 (+1)

WISDOM

16 (+3)

CHARISMA

12 (+1)

 

Initiative +2 = +2 [Dex]

Action Points (Lifetime) 5

SKILLS

SKILL Total + Ability Mod. + Ranks + Misc.

Acrobatics* +9 = DEX 2+1+3+2 [Acrobatic]

Appraise +1 = INT 1+0+0

Bluff +1 = CHA 1+0+0

Climb* +4 = STR 2+0+0

Craft +1 = INT 1+0+0

Craft +1 = INT 1+0+0

Craft +1 = INT 1+0+0

Diplomacy +1 = CHA 1+0+0

Disable Device*† +2 = DEX 2+0+0

Disguise +1 = CHA 1+0+0

Escape Artist* +2 = DEX 2+0+0

Fly* +4 = DEX 2+0+0+2 [Acrobatic]

Handle Animal† +1 = CHA 1+0+0

Heal +3 = WIS 3+0+0

Intimidate +1 = CHA 1+0+0

K (Arcana)† +1 = INT 1+0+0

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)† +3 = INT 1+0+0

K (Nobility)† +1 = INT 1+0+0

K (Planes)† +1 = INT 1+0+0

K (Religion)† +5 = INT 1+1+3

Linguistics† +1 = INT 1+0+0

Perception +3 = WIS 3+0+0

Perform +1 = CHA 1+0+0

Perform +1 = CHA 1+0+0

Profession† +3 = WIS 3+0+0

Profession† +3 = WIS 3+0+0

Ride +6 = DEX 2+1+3

Sense Motive +3 = WIS 3+0+0

Sleight of Hand*† +2 = DEX 2+0+0

Spellcraft† +1 = INT 1+0+0

Stealth* +6 = DEX 2+1+3

Survival +3 = WIS 3+0+0

Swim* +6 = STR 2+1+3

Use Magic Device† +1 = CHA 1+0+0

 

 

* Armor Check Penalty -1

† Trained Only

 

EQUIPMENT

 

 

NOTES

 

Base Speed [ 20 (4 sq.) ]

 

AC [17] = 10 + 1 [Padded] + 1 [buckler] + 2 [Dex] + 3 [Wis]

Touch AC [15] Flat-Footed [15]

 

BASE ATTACK BONUS

+0

Basic Melee Attack +2

Basic Ranged Attack +2

 

FORTITUDE SAVE

+4 = 2 [base] +2 [Con]

REFLEX SAVE

+4 = 2 [base] +2 [Dex]

WILL SAVE

+5 = 2 [base] +3 [Wis]

 

CMB

+2 = 0 [bAB] +2 [str] +0

CMD

+17 = 0 [bAB] +2 [str] +2 [Dex] +0 + 10 3 [Wis]

FEATS

Acrobatic

Leaf Singer

Elemental Spell

 

TRAITS

Resilient

Guardian of the Forge (Dwarf)

CARRYING CAPACITY

Light Load: 58lbs.

Medium Load: 116lbs.

Heavy Load: 175lbs.

Lift Over Head: 175lbs.

Lift Off Ground: 350lbs.

Push or Drag: 875lbs.

LANGUAGES

Common

Dwarven

1 Bonus Language (Int)

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

 

Monk

Class AC Bonus +0

Flurry of Blows

Stunning Fist

Unarmed Strike

Deflect Arrow

Scorpion Style

Elementail Fist

 

 

Gold:

1115

 

EXPERIENCE POINTS

3930

[/hide]

FaladorTavern.png

Youtube account: Earthgragonsage; currently uploading not an effing thing.

[hide=Memorable Crossroads Quotes.]

Reigan: NO MOOSE CAN SAVE US NOW; ...Had that been taken out of context, it would have been comical... Right now, it's terrifying.

[/hide]

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I guess I'll wait for excel :)

It's a REALLY big shaft.

I didn't catch fire, I used the can of hairspray as a flamethrower and pointed it at my arm.

how are you going to ignore my posts when I'm offering to let you live as my vassal in two weeks time?

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