Dragonflyer1243's page

Organized Play Member. 786 posts (3,325 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters. 21 aliases.


1 to 50 of 786 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

This info is all super helpful, thank you all for the advice/resources so far!

Apologies if this is the wrong section of the forum, it's been awhile since I posted here outside of PbP games.

I'm a fairly active player myself, but am about to start a game for a group of players who have never played before, while never having run a game myself. I'll be using an adventure path, and feel pretty comfortable with the rules side of GMing, but what things would y'all recommend I keep in mind as I start getting ready for the first session?

I hope it'll be as complex and involved as that one. I've only had the pleasure of using the downtime rules once, but I really enjoyed the experience and would love to use them again.

Okay good to know, thanks!

Hey Jolon, just wondering, which class is your character? I'm still debating which class to chose, and might as well make sure I'm not overlapping.

Hey everyone! I'll be building a character over the next few days, so I don't have much to share yet, but I just wanted to check in and say hi.

Oh right, I gotta add mythic too, I'll get to that today.

Level 5 changes:
+1 BAB
+12 HP
Weapon Training +1 (Bows)
Feat: Rapid Shot
Sacred Weapon damage increases to 1d8
Fervor increases to 2d6
+1 first and second level spell slot
+3 skill points(Perception, sense motive and stealth)
Upgraded my rapier/buckler to +1, got a +1 amulet of natural armor

Like the others I'm sad to see it end, but thanks for an amazing game!

Ooh good idea, in the meantime I will run away.

I was thinking the same thing. Personally I vote we run, since the only hints I'm picking up is that we could pound on this thing all day and never kill it if its health matches its save.

Pretty much exactly what Mel said, I'm fine with DW playing or not as long as we have solid players.

Oh so many...
Arcane Archer was and still is one of my favorite PrCs, Mystic Theurge was always a cool concept, I've still always wanted to play a Dragon Disciple and never gotten to. I also think that the Sentinel PrC is one of the more viable and still flavorful ones.

I'd say go along the Kamelands personally.

Hopefully new players will help to invigorate the game.

Whoops, my bad. Fortunately an easy fix since I don't have any buildings in progress that I have remember to change the end date for.

I'm 100% down for getting some new players!

We'll miss you, but I hope things go well for you! It was a pleasure

I like that plan.

I always enjoy some downtime, and especially with Marten having been out last month, do you want to do another month of downtime before venturing out?

I'm super interested in this game! Just wondering, would you allow a submission using the Words of Power system?

My bad, thanks for catching that, I've been adjusting the total modifiers as I go and likely made a few mistakes.

Military Academy:
Rooms: Armory, 1 Bath, Bedroom, Belltower, Book Repository, Common Room, 2 Classroom, Cell, Courtyard, 1 Dojo, 1 Greenhouse, Infirmary, 1 kitchen, Lavatory, 1 Lodging, 2 offices, Scriptorium, Sitting room, Statue, Storage, War Room
Earning Check Modifiers: +95 to GP, +51 to Goods, +81 to Influence, +35 Labor, +27 Magic
Automatic Weekly Generation: 73.5 GP, 42 Goods, 63 Influence, 31 Labor or 25 Magic

Rooms: 1 Artisan's Workshop, 1 Bedroom, 1 Greenhouse, 1 Kitchen, 1 Lavoratory, 1 Storage, 1 Storefront
Earning Check Modifiers: +36 to GP, +31 to Goods, +30 to Influence
Automatic Weekly Generation: 32.2 GP, 28 Goods or 28 Influence

Rooms: 4 Dock, 2 Animal Pen, 1 Office, 4 Storage, 1 Workstation
Earning Check Modifiers: +78 to GP, +72 to Goods, +56 to Influence, +64 to Labor
Automatic Weekly Generation: 61.6 GP, 57 Goods, 46 Influence, 51 Labor

Town Center(just began):
Rooms: 2 storages
Earning Check Modifiers: 4 to GP
Automatic Weekly Generation: 9.8 GP

Artisan's Guild:
Teams: 1 Bureaucrats, 2 Craftspeople, 2 Laborers
Earning Check Modifiers: +16 to GP, +8 to Goods, +4 to Influence, +12 to Labor
Automatic Weekly Generation: 18.2 GP, 12 Goods, 9 Influence or 15 Labor

Wow, once I do the math on a weekly basis I'm really raking in the money if I stop spending it to continue development!

He's been a busy boy. This month he finished the military academy, giving him 3 fully functioning buildings and an organization.

Not in this game, but jaunt boots, bracers of falcon's aim, and the jingasa got hit pretty hard :(

I've actually gotten super excited about a character concept, but haven't known how to work it into a game, backstory-wise yet, so this is perfect!
One question: would you allow a character using the Words of Power system?

No worries at all, I'm totally willing to wait. Best of luck with everything going on.

That's a nope for me, Toran's put too many class features into using his halberd.

Define worthy? Jesse and Toran may qualify.

Sounds good to me! I just finished building the military academy at the end of Rova if we want to spend the BP for it next month. I'm looking at what to start on now, but I'll probably just build up money the rest of the month.

Wait, Jesse, are you going to build barracks? That's what it sounds like based on that post

Barracks can wait until I build it via downtime rules first, which shouldn't take too long. I think building roads is always good, but a fort would be really useful if we can afford it.

I'd say wait on the barracks, and the Shrine as well if Marten wants to do them. Looking at what we could get discounted from downtime investments, a granary or cistern might be good.

Fantastic. I should be able to start on the barracks by the end of the next month, so then we can count it towards kingdom stats once it's done. Same with the military academy if it's good for our stats.

I think we should claim both hexes, and build those roads if we can. I'm going to build barracks once I'm done with the military academy, so idk we could "nationalize" that. I don't remember if I'd lose the capital benefits of owning it if we did so.

My bad, I screwed up and didn't change the map. Here's the new one which leaves you a spot to step up and attack. Map 2

I'm actually intending for Toran to offer you the position of General once you two meet, or at least to suggest you consider it. Neither position is currently

I think we can move on to a meeting with Marten in game at this point, I was waiting to see if the reunion would last any longer. After that, I think we can go to the next month.

Toran's far more friendly, and the one who officially leads the kingdom, so he's the social one I guess

I'm still checking, but not much seems to be happening I'm afraid

I'd love to resubmit Sathek Osan(UC summoner), which was my original submission! His backstory/stats can be found above, but are also copied here.

Male Human Summoner(unchained) 1
NG Medium Humanoid (Human)
Init +5; Senses; Perception +7
AC 17, touch 14, flat-footed 13
HP 11/11
Fort +3, Ref +4, Will +5(+1 vs divine magic)
CMD 17
Speed 30 ft.
Longspear +3 (1d8+4/X3)
BAB +0
CMB +3
Summon Monster 1 7/7
Str 16, Dex 18, Con 16, Int 16, Wis 16, Cha 19
Skills(ACP=1): Diplomacy +5, Handle Animal +8, Knowledge(Arcana) +7, Knowledge(History) +8, Knowledge(Planes) +7, Perception +4, Spellcraft +7
Feats: Spell Focus(Conjuration), Augment Summoning
Traits: Devotee of the Old Gods(history), Arcane Temper
Spells-CL 1st, Concentration +6
Light; Detect Magic; Read Magic, Acid Splash
Lvl 1 Spells 2/2
Enlarge Person, Grease
Special Abilities
Life Link (Su): At 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane.
In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does climb to the levels indicated and eventually returns to normal.
Summon Monster I (Sp): At 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only when his eidolon is not summoned. He can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX . If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner's spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
50 Gold
Studded Leather Armor
Summoner’s Kit
Common Shovel

NG Medium Outsider(Agathion)
Init +1; Senses Darkvision; Perception +7
AC 13, touch 11, flat-footed 12
HP 11/11
Fort +3, Ref +1, Will +2 (+4 vs poison/petrification)
CMD 15
Electricity Resistance 5
Speed 30 ft.
Claws(2) +4 (1d4+3/X2)
Longbow +7 (1d8+1/X3)
BAB +1
CMB +4
Skills: Acrobatics +2, Disable Device +2, Perception +7, Stealth +13
Feats: Skill Focus(Perception)
Evolutions(Biped Form): Resistance(Electricity), claws, limbs(arms), limbs(legs), Skilled(Stealth)

Having grown up in the marketplace, Sathek is used to catching people’s attention. At a young age he learned the importance of selling himself, first gaining the trust of wealthy travelers needing a guide through the city, then proving his worth as a barge worker on the river. Working to help support his parents, elderly scribes, who were alienated from their guild due to their continuing belief in the old gods, Sathek always needed every chance he could find to get ahead.
During his work as a barge worker, he noticed that small fish would flock near his barge, sometimes the larger ones even helping to push the boat along. When he came of age, he found himself cornered by a gang of young men, and as he fled into an alley, a figure appeared to aid him. This wolf-headed man, glowing with a golden light, held off his attackers while he climbed over a nearby wall, then disappeared. Later, with concentration, he was able to make the figure reappear, and speak to him. He came to believe that the creature was a messenger from the old gods, meant to affirm his beliefs in their pantheon.
He began to look for ways to prove himself, and to help spread the old faith. After hearing of an opportunity to explore ancient tombs, and potentially discover artifacts to prove the truth behind Osirion theology, he jumped at the chance. Concealing his companion, he began to look around for other potential explorers who would be able to help him enter the tombs. 

I just found this and thought it was super interesting, although the descriptions for the lower ends are probably a little more positive than I'd expect. These are all based on the descriptions provided by Wonderstell, but I feel like realistically I'd be lower numerically than they indicate.
Str: 12(I used to be probably at a 15-16 for my size, but I'm still pretty strong)
Dex: 17 or 18(TKD fighter and just naturally fast, I'm also a semi-pro gamer, so decent reflexes)
Constitution: 12(you don't do mma and tkd for the entirety of your life without being able to take a hit)
Wisdom: 9 or 10(I definitely think that I'm lower than this, but based on his description I'm around a 10, I'm just not good at reading people)
Charisma: 9 or 10(I can switch between being normal and being a super strong public speaker and debater when I need to be, but most of the time I'd say I'm around a 9 or 10)

Int is tough, because it's harder to measure. Based on his descriptions, I'm probably around a 19-20(maybe overestimating myself, but I entered college at 13 and have more than proved myself since at Berkeley, so I feel like that's relatively accurate given how young I still am) but that's a hard one to put on a numerical scale imo.

Will we get any money from selling various items we brought back with us like Mal's gear that we didn't use?

Oh god, I totally forgot about downtime! Now I need to remember what I was planning last year haha

No we don't. Also, hi, I'm one of the players in the game!

I think that's a good idea. It gives us better numbers without changing the way things are really being done between the players.
I'd take the silversheen and the potions of bless weapon if nobody objects. Beyond that, the rest I'm fine with selling.

I haven't been able to find one either, sadly. I'm afraid I never know where to look for that sort of thing.
That breastplate would be fantastic for him, do you know of anything else Mal had that might come in handy for either him or Toran?

You do seem to be correct, on that as well! I just added rank numbers in parentheses to his skill section.

I seem to have undersold myself on skills/feats, but the rest of it is correct barring HP, which is wrong because I treated it like a PC because I'm an idiot haha
-Saves are due to the bonus from the Protection Domain
-I did miss the extra feat, no idea how, and I'm also apparently down 7 skill points
-My bad, I thought 1st lvl was still max HP, and that afterwards it was half+1, which was 8+5x5+6+5=44
-Most of his gear will be carried by the horse, he'll only be carrying the crossbow, bolts, armor/shield, and his wand of CLW. That should have him at 37 pounds, which is medium encumbrance, but I'll have to live with that since it's mainly due to the armor.
-All of his FCBs went to HP
-Those are just the names of NPC stat blocks, they can all be found here

Being able to trade for a weapon I or someone else can use would be much better than having a greatsword that nobody can really make use of. If the Seventh Church can help us with that, it would be perfect.
