Knights of Arthur

Game Master Timeskeeper


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Ability Roll: 4d6 ⇒ (3, 5, 5, 4) = 17
Ability Roll: 4d6 ⇒ (4, 4, 5, 6) = 19
Ability Roll: 4d6 ⇒ (5, 6, 1, 6) = 18
Ability Roll: 4d6 ⇒ (4, 2, 6, 3) = 15
Ability Roll: 4d6 ⇒ (3, 1, 6, 4) = 14
Ability Roll: 4d6 ⇒ (4, 2, 5, 2) = 13

Holy hell thems are some rolls.

Edit: GM, would you allow a bloodrager with the right backstory? Full BAB, all martial weapons and barely any magic and I just really wanna be a Dragon Disciple.


Okay to help people with the class question here is what you need to ask.

Does is have full BAB? -> Yes -> Than it can be played.

Does it have full BAB -> No -> Does it have Martial Weapon Proficientcy -> Yes -> Than yes you can play it

Does it have full BAB -> No -> Does it have Martial Weapon Proficientcy -> No -> Than you can not play it.

Yes you can play a bloodrager, you and I will just have more to work to do. I don't mind this.


What languages are available?

Also, what's to the East? I was planning on making a place called East Watch. Would that be okay?

EDIT: Arkay's alignment?


DBH here with my first draft.

Ser Gerard is the son of a (very) minor northern Baron. His father is still very healthy, he has a number of siblings. So Gerard offered his services to the king.

His military specialty is sieges and siege weapons. He's big and very strong, brighter than he lets on, and hopes to earn the favor of the king. Either increasing his fathers lands, or winning a title of his own.

Ser Gerard:

SER GERARD

Male Human fighter 4. NG medium humanoid (human)

Init +2; Senses Perception +8,

Languages Common, Sylvan

AC 19, touch 12, flat-footed 17. hp 54 (4HD)

Fort +8, Ref +4, Will +2, +1 Will vs. fear, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol

Melee greataxe +1 (two handed) +12 ((two handed) 1d12+12/x3)
Melee greataxe +1 [power attack (two-handed)] (two handed) +10 ((two handed) 1d12+18/x3)
Ranged masterwork composite longbow str (+6) +7 (1d8+6/x3)

Base Atk +4; CMB +10; CMD 22. Atk Options Blind-Fight, Power Attack,

Abilities Str 22, Dex 15, Con 16, Int 13, Wis 11, Cha 12

Special Qualities Armor Training, Bonus Feat, Bonus Feats, Bravery, Skilled,

Feats Blind-Fight, Cleave, Endurance, Fast Learner, Power Attack, Weapon Focus (Greataxe), Weapon Specialization (Greataxe)

Skills
Acrobatics -1,
Acrobatics (Jump) -5,
Appraise +1,
Bluff +1,
Climb +7,
Craft (Siege engine) + 7,
Diplomacy +1,
Disguise +1,
Escape Artist -1,
Fly -1,
Handle Animal +5,
Intimidate +6,
Knowledge (Dungeoneering) +5,
Knowledge (Engineering) +8,
Knowledge (Geography) + 5,
Knowledge (History) + 5,
Knowledge (Nobility) + 5,
Knowledge (Religion) + 5,
Perception +8,
Perform (Dance) + 4,
Profession (Siege Engineer) +7,
Ride +7,
Stealth -1,
Survival +6,
Swim +7,

Possessions greataxe +1; greataxe +1; cloak of resistance +1; outfit (traveler's); masterwork field plate; Masterwork Composite Longbow STR (+6) ;

Armor Training (Ex) You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 1 and increase the maximum Dexterity bonus allowed by your armor by +1

Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.

Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.


I may have missed it somewhere, but what's the submission deadline?


I've been watching the thread thinking about a submission, and I think I have one I can live with.

Backstory:

Sir Joren Ardunn was the son of one of the previous lords of the land, a brute of a man not worthy of the title of Lord. Joren gained the notice of Arthur when he was still travelling about, seeking to recruit knights for his cause. Arthur's band came across a dueling circle where a young man face what was clearly an experienced knight with little more than a knife and a tree branch. Arthur watched as the young man battled against the elder man, who was clearly toying with him.

As the battle unfolded, what was assumed to be a pile of cloaks began to move and resolved itself into an even younger boy, who bore clear signs of abuse on his face, including a handprint that had hit the boy so hard that it had actually left permanent damage to his skull.

As the fight continued, the elder man clearly grew tired of playing with the younger, and he carved his club in twain. The boy was so dumbstruck that he almost missed the parry that would have taken his head. He managed to avoid it at the last minute, but a scar was left that he still carried to this day: a jagged thing that went from the cheek below his left eye and stopped just before it would have slid into the center of his left ear.

The elder knight finally made a mistake, however, and his overextension put him in the reach of the younger man's dirk, which he slid into the unprotected eye socket of the Elder knight. A look of shock was all the Elder knight was left before he collapsed to the ground face first, which drove the dagger even deeper into his skull.

Turning the young knight limped towards the beaten boy and spoke a few words to him. After hearing the knight's words, the boy turned and began running towards what appeared to be a keep in the distance.

After watching the younger boy run, the surviving combantant collapsed to one knee, and then fell to the ground.

This, however, was not to be his death, for Arthur found that such valor should not be spent on the cold ground so easily. He urged his courser forward and soon his knights joined him, ridding into the glenn with speed that few could match. A healer was called, and the young man was taken into Arthur's tent, where his wounds were treated and his life was saved.

It had been a little over three years since that day, and each day Joren worked to earn the kindness that he had been given.

Even though he was a knight of the round, Joren had not grown much bigger than he had been that day. There was, however, a quiet determinism about him that shone in everything he did; he might not be the best at something, but he would work twice as hard at it, until he mastered what he was attempting to do.

Joren is a sandy haired young man with a scar and quick hands. While many knights preferred plate, Joren himself chose to wear lighter armor, so that it would not impede his movement.

4d6 ⇒ (2, 3, 1, 2) = 8
4d6 ⇒ (2, 6, 3, 6) = 17
4d6 ⇒ (1, 1, 6, 6) = 14
4d6 ⇒ (4, 3, 2, 1) = 10
4d6 ⇒ (2, 6, 2, 6) = 16
4d6 ⇒ (6, 2, 6, 1) = 15

Character crunch to follow shortly.


Here is my crunch:

Joren Ardunn:

LG Human Ranger 4

STR 10
DEX 18
CON 15
INT 8
WIS 14
CHA 18

HP TBD (4d10+16)
AC 19 (+4 dex, +4 cha, +1 dodge) Touch 19 FF 14
BAB 4
Init +6

Fort +6
Ref +8
Will +3

Speed 30'

Longsword: +8 to hit; 1d8+4 damage; 19-20/x2 crit

Skills: Climb r1 +4, Handle Animal r1 +8, Knowledge (Engineering, History, Nobility, Religion) r1 +0, Knowledge (Geography) r1 +3, Perform (Dance) r4 +8, Ride r1, Survival r4 +9/11 to track, Swim r1 +4; Intimidate r4 +11, Stealth r4 +11, Perception r4 +11, Acrobatics r4 +11, Heal r4 +9; Sense Motive r0 +4

Feats: Combat Expertise, Toughness, Slashing Grace, Dodge, Endurance, Alertness

Traits: Reactionary, Muscles of the Society

Class Features: Archetype (Sword-Devil); Death Vow (+2), Slashing Fury (Longsword), Inspiring Example (+1; 4 rounds), Untouchable (+cha to AC when wearing no armor), Track (+2 bonus to Survival checks to find or follow tracks), Wild Empathy (+8), Combat Style (Underhanded)

Equipment: TBD


4d6 ⇒ (4, 5, 4, 6) = 19
4d6 ⇒ (2, 2, 6, 5) = 15
4d6 ⇒ (2, 2, 1, 5) = 10
4d6 ⇒ (5, 3, 6, 1) = 15
4d6 ⇒ (6, 5, 5, 6) = 22
4d6 ⇒ (4, 2, 6, 2) = 14

I am curious on submission deadline as well, I leave on a cruise tomorrow. I'm going to try and get something up today if not to busy at work here, if not won't be able to get anything until I return next Friday. Thanks.


The best languages for this are: Common, Sylvan, Elven, Aklo, Draconic, and Celectical.
Kingdoms such as Taelen do have their own language but it is so close to the common language that you can get across what you mean.

As for what is in the east, well that depend on how far east you go. Camelot is in the middle of Altaira and is land locked. To the easy you reach the mid-east duchy which is governed by Emma Powell. Further east you reach the East duchy, which is held by Duke Ludwig Icheg. After that... water. Copious and copious amounts of water. Altaira is a peninsula kingdom and its only connection to land also happens to be a thick dark forest, that is the gate to Avalon mainly because it is where the fey world bleeds into their plane. Now, if you want to make an East Watch I'm all for that, just know if you are within Altaira's kingdom that means you likely came from Duke Ludwig Icheg duchy.

Arkay is LG, also if you don't want to worship Arkay, Arturia is also acceptable. Many believe worshiping one means you worship the other, but not always.

I had not set a deadline so I shall do so now!

You have till Midnight Centural time on January 26th to express interest in this game, after that no more.

Following that those who have expressed interest have till Midnight Centural time on Febuary 2nd to have their crunch and fluff done.

I will post those chosen within the following 48 hours, depending upon how many submissions there are.

Because of the nature of this campaign if there are enough player that I love and must have in this game I will run two. They will be different missions but along the same story in some way or the other then bring you all together for the final boss fight.

Liberty's Edge

I am interested in playing a druid character. Would that be possible? Perhaps I could be a counselor to one of the more Celtic of the knights?


GM Storyteller, I asked earlier but did not see a reply. If we use a 'Classic Arthurian Character' how closely do you want us to follow 'canon' in regards to their backstory?

Also, there are several 'Arthurian' stories that involve 'North Men' or Vikings. I see that we are in 'Altaira' not 'Old England.' Is there a land nearby where a 'castaway northerner' could be from? Assuming that that type of character would be permitted.

I'm still looking at three different characters. My selection will depend, in part, on the answers, thank you.

Edit: Also, are you using a 'strictly self created' world? Or are you using a semi-preexisting world we could 'google' or 'wiki'? If so that would help us get a little more feel for the setting. I mean other than the obvious 'Arthurian Legends part :-)


Great, thank you.


Thank you GM Storyteller, that helps a lot with my character logistics.

One last question about gear. What's limit on magic items? I'm not planning on a bunch (mainly just enchanted [+1] sword, and a handy haversack, perhaps some potions), but I wanted to know just to make sure I'm not breaking world immersion.


4d6 ⇒ (3, 5, 3, 6) = 17
4d6 ⇒ (1, 5, 6, 5) = 17
4d6 ⇒ (4, 4, 2, 2) = 12
4d6 ⇒ (4, 3, 6, 5) = 18
4d6 ⇒ (2, 6, 6, 5) = 19
4d6 ⇒ (3, 1, 3, 6) = 13

Any chance you would consider the Kinetic Knight archetype of the kineticist? It does not have full BAB or martial weapon proficiency, but only because he makes his own weapon - dude is still knight flavor through and through, though, so thought I would ask.


I'll roll some dice - I'm not sure if I'll come up with something that works, but this is at least worth considering.

Stat 1: 4d6 ⇒ (3, 6, 4, 1) = 14
Stat 1: 4d6 ⇒ (2, 2, 5, 5) = 14
Stat 1: 4d6 ⇒ (1, 5, 1, 6) = 13
Stat 1: 4d6 ⇒ (3, 3, 5, 1) = 12
Stat 1: 4d6 ⇒ (2, 4, 3, 4) = 13
Stat 1: 4d6 ⇒ (3, 4, 4, 5) = 16

Not bad. Very well-rounded overall.


@Daniel: Out side of two really big parts you won't get much use out of a druid. There are druids in the world but they live in small groups of four to five people away from cities and towns. It would just really be a bad idea over all.

@Robert: So sorry! I got so into the large post I forgot to do this one after! How close you play the character is up to you. I only ask to see some trait of the original within them. For example if someone wants to play Trystin they may keep his bardic nature. (Bard as in performer not class) also yes there are northern men. In fact there are several in the NPCs. One is a Duke! Yes this is all my world! Mine! XD

@Fallen_Mage: Okay here is the thing about arcane magic and magical items. All of it by law belongs to Arthur. (Think the circle from Dragon Age to an extent.) If one of his knights walked into the magi's wing and said "I need a +3 flaming burst longsword" in more role play like terms of course, they would ask you for the paperwork you where given, have you sign some forms, and then take the weapon you want it on and say nothing more. As Arthur's knights so long as the King gives you leave you will get whatever you want. The higher you are among your fellow knights, the more access you will have. As of right now all base magical items are open to you. Just the common enemy will not have them. Right now you are still paying full price of such things as you have just come from squire to knight not too long ago. So all the magic you have was bought at full price. Now as a knight should you wish to get more, it's all at cost to make. If you have more questions about this I'd be happy to go into further depth.

@dwilhelmi: can that weapon they make be of any type of weapon?


4d6: 4d6 ⇒ (5, 5, 1, 1) = 12
4d6: 4d6 ⇒ (3, 1, 1, 6) = 11
4d6: 4d6 ⇒ (2, 3, 2, 3) = 10
4d6: 4d6 ⇒ (2, 6, 5, 6) = 19
4d6: 4d6 ⇒ (5, 5, 3, 2) = 15
4d6: 4d6 ⇒ (5, 1, 3, 1) = 10

hmmm... Kinda sucky rolls for a paladin like Galahad. Really need three decent score b/t str, charisma, and con. Might have to pass (I hate rolling dice for attribute scores).


Or you can alter Galahad to just be a devote and just cavialer. It is in the end up to you.

Note
If you are have story questions, take a glimpse at the NPCs. Many of their stories may give you the answers you need and maybe give you story ideas! They are there for you to befriend, annoy, have rivalries, etc. They are there for you, not just me.

Also each and everyone of them is fully stated out! As if you could bring one along if you wish. I can't say if they would be useful depending on your own level but they are fully functional.


@GM, no, at level 4 it is restricted to "a nonreach, light or one-handed weapon", as outlined here. At level 5 they gain the ability to create "a reach weapon appropriate for your size" via the Kinetic Whip infusion. In all cases, the damage is driven by your kinetic blast damage (1d6+1+CON, increasing by 1d6+1 every 2 levels after 1), regardless of what form the weapon takes - the larger damage output is meant to balance out the lower BAB I think. The kinetic blade can be used for a full attack, charge, or standard attack action.

The kinetic knight archetype restricts the kineticist to only using the kinetic blade infusion and derivatives, no ranged blasts, and it requires that they wear heavy armor and use a heavy shield. The end result feels very much like your classic knight, but with some fun idiosyncrasies.


That's actually very helpful, thank you.

So with that in mind, I'll probably forgo the Haversack and go with potions. MW Backpack should suffice.

For the +1 Sword, perhaps I took the family sword in for an upgrade. Or something like that. I don't know, I'll figure something out.

Just trying to dial in my character fluff to coincide with the world.


@dwilhelmi: Hmmm... I think my main trouble at the moment is trying to find where it would fit into the world. Would it be a mage because of their ability to make a weapon from no where? Like you said the rest of the class does have that classic knight build...


It could just be someone who's been cursed with something that manifests as a connection to the elements (or one particular element, that is).


Fallen_Mage wrote:


For the +1 Sword, perhaps I took the family sword in for an upgrade. Or something like that. I don't know, I'll figure something out.

Just trying to dial in my character fluff to coincide with the world.

Or maybe your knight took the blade in and had it worked on as a gift for passing your vigil. Their last gift to you.

I am more than happy to share any and all of my world. I actually worked on this world with a very very dear friend for two years, before he passed away. A lot of his finger prints are still on this.


Groundhog wrote:
It could just be someone who's been cursed with something that manifests as a connection to the elements (or one particular element, that is).

I like that! We're doing that!

@dwilhelmi: You'll still work closely with Markous but I give you my blessing to build!


I'll send you a PM. If that's alright?


Fallen_Mage wrote:
I'll send you a PM. If that's alright?

Always!


Meant to ask, crafting. Can you craft your own items pregame?

If so, can you craft the base components (Say as a test to show your earnest in becoming a squire to X Knight) and then have those items magic'd later.

Also, unique material? Would you be allowed to forge with stuff like mithral (Possibly calling it something else since it's Arthurian times and not "Middle Earth")


Well, I reworked my idea into a Paladin. ^^ I rolled REALLY high on one of my scores, so she was always going to be freaky good somewhere... XD

I didn't see any guidance on HP, though. (Rolling, take average, what?) So if Sigrun here is selected, I may need to tweak those numbers. (Speaking of, her Accuracy and Damage bits include Power Attack (-2/+4) and Furious Focus.)

Sigrun (Submission):
Sigrun

Appearance

Female human paladin (oath of vengeance) 4 (Pathfinder RPG Ultimate Magic 60)
LG Medium humanoid (human)
Init +3; Senses Perception +3
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 21, touch 11, flat-footed 20 (+9 armor, +1 Dex, +1 natural)
hp 60 (4d10+20)
Fort +13, Ref +7, Will +8; +2 trait bonus vs. charm and compulsion
Immune disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 falchion +14 (2d4+19/18-20) or
. . bec de corbin +12 (1d10+18/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with bec de corbin)
Special Attacks smite evil 2/day (+5 attack and AC, +4 damage)
Paladin Spell-Like Abilities (CL 4th; concentration +9)
. . At will—detect evil
Paladin (Oath of Vengeance) Spells Prepared (CL 1st; concentration +6)
. . 1st—divine favor, grace[APG]
--------------------
Statistics
--------------------
Str 26, Dex 12, Con 18, Int 10, Wis 8, Cha 20
Base Atk +4; CMB +10; CMD 23
Feats Extra Lay on Hands, Furious Focus[APG], Power Attack, Weapon Focus (falchion)
Traits birthmark, reactionary
Skills Acrobatics -5 (-9 to jump), Climb +4, Diplomacy +10, Handle Animal +9, Heal +3, Knowledge (engineering) +1, Knowledge (geography) +1, Knowledge (history) +1, Knowledge (nobility) +5, Knowledge (religion) +5, Perception +3, Perform (dance) +9, Ride +0, Sense Motive +6, Survival +0, Swim +3
Languages Common
SQ channel wrath, lay on hands 9/day (2d6), mercy (fatigued)
Other Gear full plate, +1 falchion, bec de corbin[APG], amulet of natural armor +1, 110 gp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 9/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (2/day) (Su) +5 to hit, +4 to damage, +5 deflection bonus to AC when used.
--------------------
Occasionally known as 'the Human Battering Ram', Sigrun is a junior member of the Paladins of Arkay and serves (rather distantly) under Grand Knight Commander Weinheidt.

As a Paladin, Sigrun strives to uphold the code of chivalry, but she doesn't take things quite as rigorously as some of her peers. While she values order and stability, she thinks righteousness is more important. If there's a genuine conflict between what's good and what's legal, she doesn't even hesitate to do what's good. This has earned her the occasional suspicious glare from the Inquisitors, who are habitually doubtful of anyone that isn't sufficiently obedient. (That Sigrun has a slight mischievous side hasn't helped things any.)

What distinguishes her among her peers - to wit, the other squires of the order - is her quite frankly abnormal strength. In one particularly well-known incident, she physically lifted two men over two hundred pounds each, plus their full armor and weapons, and carried them across a field... without so much as a strength-enhancing belt from the kingdom's magi to help. She still doesn't have one, and since she's stronger than many people who do have them, she's in no particular hurry to waste the kingdom's generosity on something she doesn't need.

In addition to being extremely strong and healthy, Sigrun is quite charismatic - though her intellect can only be described as average, and she's often a bit unwise because of a tendency to push through situations with raw power. Still, she's quite diplomatic when she puts her mind to it, and she's a surprisingly talented dancer when she's out of her armor. Several offers of marriage have been made, but so far she's spurned them in favor of continuing her growth as a knight.

In battle, Sigrun prefers a heavy two-handed enchanted blade that the order talked her into requesting. She also carries around a bec de corbin for foes that slashing doesn't work very well on, but rarely draws it unless it's necessary since she doesn't like the design. Also, it's suspiciously French.

While she's taken an Oath of Vengeance, Sigrun doesn't call upon its powers very often - she doesn't see minor slights and offenses as being worthy of divine wrath. Instead, she saves the vengeance for those who truly deserve it. The rest of the time, she's actually rather cheerful and mild-mannered.

Despite her immense strength and the recent gift of a few divine spells, two things have slowed Sigrun's advancement as a knight.

First, she's of commoner blood. Few nobles want to see their child upstaged by what's essentially a woman from nowhere, and while her abilities meant they couldn't shut her out, she has been reduced to second-class status in favor of talented noble boys.

Second, said commoner blood is at least half-Saxon, which automatically makes her more suspicious and less valuable than proper untainted, noble blood.

-----------------------

Paladin Code: Sigrun added a few things when she took her oaths as a Paladin.

-I recognize the limits of my power, and that I cannot do all things at all times. I am willing to set aside the immediate good if there is a long-term good that is more important, though I do not do so lightly or as an excuse to avoid doing what is right.

-I recognize that there are many solutions to problems, and that I do not know all things. My way is not the only way, and not everybody acts (or should act) as I do. I will listen thoughtfully to others, and if I have objections, they will be practical ones - not simply a desire to make others conform to my will.

-I recognize that true honor comes from my own behavior, and that neither fame nor fortune are my goals. However, I also understand the importance of my reputation, and I will live in such a way that none have cause to blame me.

-I understand the weight of my sword - and of my heart. Without righteousness, my blade is only useful for violence. My true strength is not the power of my blade, but the power of my heart.

-I will be temperate in my words and actions, not zealous, for a thoughtful mind finds it easier to avoid error. I will not be afraid to question myself, admit my errors, or seek new ways to improve - for I am not perfect, and I can always improve myself.

-In battle, I seek victory, for I cannot help others if I die. While I will fight fairly when the fight itself is fair, I will seek more practical measures when it is not - there is no dishonor in efficiency, especially if it preserves my strength or helps protect others.

-I believe in goodness above all else. The code I have sworn is only as valuable as the good it supports, for restrictions alone are meaningless. Should any part of my oaths ever cease to support goodness, or to be so ineffective in comparison to another action that I could not justify the inferior choice, I am no longer bound by them until they once more align with righteousness. This takes precedence over all other oaths I have made, or shall ever make in the future.


Alright, I've got an idea that might be fun to run with. I want to play 'The Worst Knight' who sticks out like a sore thumb among his betters. Granted, he won't be a bad character, just somewhat against the typical knightly standards leading to a poor reputation among those who don't know him well.

I'm thinking either a Harbinger, a Polymath Investigator or, if you're willing to allow other Dreamscarred Press material a Malefex.

I've got three Arthurian characters I might base him off of:
-Sir Breunor le Noir also known as La Cote Male Tayle. Though, I might need another player or an NPC to take up the mantle of Maledisant for that
-Sir Dagonet the King's fool.
-Moriaen, the illegitimate foreign born son of one of the Knights, come seeking his father.

All three have some rich potential and would each present a different style of nobility and honor compared to what the court might expect.

Rolls:
4d6 ⇒ (5, 5, 6, 1) = 17
4d6 ⇒ (4, 6, 5, 1) = 16
4d6 ⇒ (3, 3, 6, 1) = 13
4d6 ⇒ (6, 6, 1, 6) = 19
4d6 ⇒ (5, 6, 6, 4) = 21
4d6 ⇒ (2, 2, 1, 3) = 8


I’m seriously considering Warlock Vigilante. It gets all martial weapons, so should be legal. Character would be a member of the nobility who’s a mediocre knight at best, but secretly moonlights as a wizard.

Otherwise probably an Inspired Blade Swashbuckler; sort of an unconventional knight who disdains armor and heavy weaponry and focuses on winning sword fights by being hard to hit and gradually wearing the other guy down.


Well, now, THIS is interesting. It's been quite a while since I've brushed up on my Arthurian knowledge, but I think I'll take a swing at this. Maybe even as Launcelot...


Now I just have to think about how to best portray the greatest swordsman and jouster of the time...

Stat: 4d6 ⇒ (4, 3, 4, 1) = 12
Stat: 4d6 ⇒ (5, 4, 6, 4) = 19
Stat: 4d6 ⇒ (5, 3, 3, 2) = 13
Stat: 4d6 ⇒ (2, 6, 4, 1) = 13
Stat: 4d6 ⇒ (2, 5, 6, 6) = 19
Stat: 4d6 ⇒ (3, 6, 4, 6) = 19

Well three 19's will probably make it much easier to do so...


Quick question GM; common wisdom in Pathfinder is, if you're going to play a Cavalier, go Small, because Large-sized mounts have a difficult time in dungeons. Will we be doing much crawling or adventuring more in an open world, taking part in battles and tournaments?


Excellent, this looks like fun!

rolls:

4d6 ⇒ (1, 5, 4, 6) = 16
4d6 ⇒ (6, 5, 4, 3) = 18
4d6 ⇒ (3, 6, 1, 5) = 15
4d6 ⇒ (6, 5, 2, 1) = 14
4d6 ⇒ (6, 3, 6, 5) = 20
4d6 ⇒ (2, 6, 6, 2) = 16


DM Ragnarok wrote:
Quick question GM; common wisdom in Pathfinder is, if you're going to play a Cavalier, go Small, because Large-sized mounts have a difficult time in dungeons. Will we be doing much crawling or adventuring more in an open world, taking part in battles and tournaments?

I don't do dungeon crawls. This is all open world. I wouldn't make griffons, pegasi, and such easy to get if it wasn't doable to have them as a mount.


Ouachitonian wrote:

I’m seriously considering Warlock Vigilante. It gets all martial weapons, so should be legal. Character would be a member of the nobility who’s a mediocre knight at best, but secretly moonlights as a wizard.

Otherwise probably an Inspired Blade Swashbuckler; sort of an unconventional knight who disdains armor and heavy weaponry and focuses on winning sword fights by being hard to hit and gradually wearing the other guy down.

I'm not sure vigilante would be a useful class. As changing from one to the other may be difficult while on the road with your fellow knights.

The Exchange

I say where did ser X go? And why is that masked man suddenly here every time he leaves? :p


20, 18, 16, 16, 15, 14. Just call me superman :)

I have no idea about class or other crunch, but I'm thinking about a hedge knight whose family was disgraced after his grandfather fled from battle. He's spent his whole life trying to earn back his family's honor, supporting himself mostly from tourney winnings since his grandfather's patron threw him out after his display of cowardice.


Vitaliano da Riva wrote:

Meant to ask, crafting. Can you craft your own items pregame?

If so, can you craft the base components (Say as a test to show your earnest in becoming a squire to X Knight) and then have those items magic'd later.

Also, unique material? Would you be allowed to forge with stuff like mithral (Possibly calling it something else since it's Arthurian times and not "Middle Earth")

Craft and forge to your hearts content!

Oh yeah, all unique materials are still there and under their common name.


Excellent. I won't start off with one but I'll eventually take the feats that allow me to have one as well as the feats that tie their progression to my hit die, not my Cavalier level. Given Lancelot's depiction I'm thinking he's a dual class Cavalier/Fighter so that's how I'm building.


Alright then, that answered the last bit of information I needed. Trimar Deleflaur is rebuilt. A little tougher than he was before and even prettier too.

Shame he won't have no Animal companion. But then I'll likely eventually take leadership to get a proper smartmouthed mount.

Grand Lodge

Could a Skald be a liable option?

Grand Lodge

4d6 ⇒ (2, 2, 4, 5) = 13
4d6 ⇒ (4, 5, 5, 2) = 16
4d6 ⇒ (1, 4, 3, 2) = 10
4d6 ⇒ (5, 4, 3, 6) = 18
4d6 ⇒ (3, 1, 6, 4) = 14
4d6 ⇒ (3, 3, 3, 5) = 14


@Phntm888- Not to crimp your style for whatever you're thinking, but Lancelot does have a couple of cousins that become companions of his when they are in the realm of the Lady of the Lake. Dunno if that's interesting to you, but I have some ideas on that score if you wanted to go with any sort of a linked background. If you do, PM me so I can send you my thoughts. No offense will be taken if you just wanna do your own thing, my friend :)


Three more questions DM; are you allowing Animal Companion archetypes?

Are you using Combat Stamina? If so, is it free for Fighters?


Hmm, lets see what the dice gods say.

4d6 ⇒ (4, 2, 2, 3) = 11
4d6 ⇒ (6, 2, 6, 1) = 15
4d6 ⇒ (3, 5, 6, 1) = 15
4d6 ⇒ (4, 5, 4, 5) = 18
4d6 ⇒ (1, 5, 1, 3) = 10
4d6 ⇒ (3, 4, 1, 5) = 13


Okay! I put up a pass at Ser Lancelot du Lac. This character was made with several assumptions, the largest of which is that Arthur is currently married to Guinevere. If that's not correct I'll remove the relevant bits of the background. If you have any questions for me or need me to change anything to better fit this version of the Arthurian legend that will be explored, I'm happy to do so.


Throwing out more questions:

a. Can I play a shifter? It has full BAB - I just wanted to check that 'Old God' magic wouldn't be too much of a problem.
b. Can I play a woman? I love the 'women can't be knights' 'Oh yeah? Watch me!' trope.
b2. Are the famous women spellcasters, like Morgana and Nimue available? They've always been my favourite Arturian characters!

4d6 ⇒ (1, 1, 1, 3) = 6
4d6 ⇒ (1, 6, 6, 5) = 18
4d6 ⇒ (1, 2, 2, 2) = 7
4d6 ⇒ (5, 5, 1, 6) = 17
4d6 ⇒ (5, 4, 1, 1) = 11
4d6 ⇒ (4, 3, 5, 4) = 16

Oh, and do I need to keep these stats or can I plead for rerolls, at least of the 6 and the 7? :)


Given that there are seven female NPC Knights, I'd say the answer to B is yes. Can't answer for A, B2, or Reroll however.


Critzible wrote:
Could a Skald be a liable option?

Second post of the second page. Also they are magic casters so remember that.

DM Ragnarok wrote:

Three more questions DM; are you allowing Animal Companion archetypes?

Are you using Combat Stamina? If so, is it free for Fighters?

Yes

Yes, and yes.

Also as a note for you, Guinevere is not a thing yet. You are still in the early years of Arthur's reign. He is unmarried and if you guys want to play match maker you can.

Nikolaus de'Shade wrote:

a. Can I play a shifter? It has full BAB - I just wanted to check that 'Old God' magic wouldn't be too much of a problem. 

b. Can I play a woman? I love the 'women can't be knights' 'Oh yeah? Watch me!' trope. 
b2. Are the famous women spellcasters, like Morgana and Nimue available? They've always been my favourite Arturian characters!

a. There are no 'Old Gods' to pull from. The closest you have are the Fae Lords and... you really don't want to worship them... they are not nice people...

b. Normally I'd be for this, but many of my games are gender equal. Sooo many of my NPCs are female knights. Not to mention that the Herald of the Kingdom's religion was a warrior woman.
b2. No. You are not playing mages you are playing knights. Also they show up later. They aren't on the NPC list because there is no way for your characters to known of them till they show up.

Also you may reroll one of the bad stats.

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