The Kings' Patron

Game Master Mardavig

A fairly straightforward Kingmaker campaign, with emphasis on the relationship with the patron.


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Lantern Lodge

I'm a big fan of sloppy criticals and embarrassing fumbles.

How do you all feel? Does anyone have an awesome crit/fumble table they'd like to share?

I have the paizo decks, but I'm not really sure how to use them in this setting. How do other gm's handle it on here?


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

I've never seen it done on here. I suppose you could assign a number to each card and post a chart in the campaign info? Would take some time to write up though...


Status:
HP: 28/43; AC: 18/14/14; Saves: F +6, R +8, W +3; Init: +4 (+2 in the forest); Per: +11 (+2 more if in forests);

Personally I'm in favour of keeping things simple but will enjoy anything.


If you want. Have the cards with you. And the player can roll a d6 or d4. You draw down to rolled number and thats the card. But it would be best to list the cards with a corresponding number, so players can roll and look at what happens without the help of the gm to speed things along.


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

This is Seth.
One step closer. Made a profile for her.

Zartana : Haunted Shadow (meaning)


Male Half-orc (Quarter-Orc, looking more human than half orc) Druid of Erastil (Urban druid) 5 [HP 42/42 | AC:16 | T:12 | FF:14 | CMB: +2 | CMD: +14 | Fort:+6 | Ref:+3 | Will:+8 (+1 Will saves vs fey spells and effects, +2 saves vs. divinations and enchantments) | Init:+2 | Perc: +12 | Speed 20]

I never used a critical/fumble table on PbP, but I saw one on another forum here. It could be fun to roll a d52


Male Gnome Druid (Menhir Savant) 1

I'm not sure about it. With my luck I'll decapitate myself with a sling :)


Female Human Ninja (Scout) 1

I like more detail in games, but unless you want to write up a table for all those cards, i'd stick with narrative descriptions of crits and fumbles... just my 2cp

Edit: Then again, the link above has it nicely laid out..


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

The link seems just about perfect.

But wow, I've never actually looked at the crit deck before. Those effects are absolutely crazy, this is going to take some getting used to...


hello all -- White Eagle here.

will get to an alias today. (snowed in right now so I have some free time)

as far as crits and fumbles go I have used the deck and almost our entire game table preferred the standard crit effects over the deck. as many opf the crit effects were less beneficial.

the fumbles on the other hand has lead to some grief but not to much

Grand Lodge

Female Elf Wizard (Divination)/1 (HP 10/10 | AC:14 | T:13 | FF:11 | CMB: -1 | CMD:12 | Fort:+2 | Ref:+4 | Will:+3 | Init:+4 -- Always Acts in Surprise Rounds + Familiar Scent 30'| Perc: +4 | Speed 30)

Well, I've never used the deck on a PbP format, so that would be new to me.

As for critical fumbles, I played one tabletop game where if you rolled a "one", you have to confirm it with a roll of 4 or less. If you confirmed it, well that wasn't a good outcome but it often involved something happening that was pretty funny from a roleplay perspective.

Another thing that I've found nice in PbP format is the GM rolls the initiative, and then breaks the results into groups so that everyone isn't waiting on just one player to post. It's moved combat a bit faster I've found.

There sure are a lot of advanced races in this campaign. I've got some studying to do.

Lantern Lodge

I really like that post Anton found. Unless someone is dead set against it I think well give it a try. If it doesn't work well drop it.


Male Human (Chelaxian) Fighter 3 HP 31/31; AC 17, T 11, FF 15; CMD 16; F +5, R +2, W +1; Init +6, Per+2

I'm fine with giving it a try. That certainly will make things interesting.


Female Kitsune, Usually Human form Kitsune Sorcerer (Tattood) from Tian Xia | HP 8/8 | AC 11 | Perception +1 | Twitchy

Sounds like a good plan!


Male Half-orc (Quarter-Orc, looking more human than half orc) Druid of Erastil (Urban druid) 5 [HP 42/42 | AC:16 | T:12 | FF:14 | CMB: +2 | CMD: +14 | Fort:+6 | Ref:+3 | Will:+8 (+1 Will saves vs fey spells and effects, +2 saves vs. divinations and enchantments) | Init:+2 | Perc: +12 | Speed 20]

Are you going to use a second roll to confirm the critical/fumble as the card decks? Or are they always automatic (as the link i posted above)?

Grand Lodge

Female Elf Wizard (Divination)/1 (HP 10/10 | AC:14 | T:13 | FF:11 | CMB: -1 | CMD:12 | Fort:+2 | Ref:+4 | Will:+3 | Init:+4 -- Always Acts in Surprise Rounds + Familiar Scent 30'| Perc: +4 | Speed 30)

Ahh, that's cool. Perhaps add those critical results via spoilers in the campaign info thread just in case the site isn't avail later.


Status:
HP: 28/43; AC: 18/14/14; Saves: F +6, R +8, W +3; Init: +4 (+2 in the forest); Per: +11 (+2 more if in forests);

My only concern is it makes no distinction between x2, x3, anf x4 weapons. I might be wrong but happy to give it a go.


Female Human Ninja (Scout) 1

actually it does.. if you have a x3 multiplier, you get to roll twice, add up the damage and choose which effect you want.

Critical Hit Online wrote:
For Example: A Fighter scores a critical hit with a Greatsword. a d52 is rolled once with a 34 as the score, resulting in double damage and a free chance to either grapple the target or bind his weapon. If the fighter in question had been wielding a weapon with a x3 multiplier, a d52 would have been rolled twice. Had this been the case and a 7 rolled for the second result, the player would have the choice of the free grapple check or causing the target to become bewildered and losing 2 from their AC temporarily. Since two results were generated with double damage, the damage of the attack is tripled, rather than quadrupled.


Female Kitsune, Usually Human form Kitsune Sorcerer (Tattood) from Tian Xia | HP 8/8 | AC 11 | Perception +1 | Twitchy

It does indeed sound interesting!

Lantern Lodge

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So, for now we'll give these critical rules a shot. If they don't work, we'll drop them.

Critical hits and fumbles:

These Critical Hit and Fumble charts are taken, with some modification, from the card decks released by Paizo.

Critical hits no longer need to be confirmed. When a critical threat is scored, it is automatically successful. Upon scoring a critical hit, a result is generated by rolling a d52 against an appropriate table based on the damage type of the attack (bludgeoning, piercing, or slashing). For magical attacks that can score critical hits, the Magic table is used. The number of results generated is determined by the critical hit multiplier of the attack, for a x2 one result is generated, for a x3 multiplier two results are generated. The player then accumulates the damage multiples from al the results, but only chooses one effect to apply to the target.

For Example: A Fighter scores a critical hit with a Greatsword. a d52 is rolled once with a 34 as the score, resulting in double damage and a free chance to either grapple the target or bind his weapon. If the fighter in question had been wielding a weapon with a x3 multiplier, a d52 would have been rolled twice. Had this been the case and a 7 rolled for the second result, the player would have the choice of the free grapple check or causing the target to become bewildered and losing 2 from their AC temporarily. Since two results were generated with double damage, the damage of the attack is tripled, rather than quadrupled.

Fumbles are handled similarly, when a natural 1 is rolled on an attack a d52 is rolled and checked against the appropriate critical fumble table based on the type of attack (melee, ranged, natural, or magical). In most cases only a single result will be generated for a critical fumble.

Critical hits and critical fumbles can optionally be transferred to Action Points. A critical hit adding one to the action point total of the character and a critical fumble being negated by an action point. This also allows a player to spend an action point to generate an automatic critical effect on a hit.

DEFINITIONS

Bleed
Effects that cause Bleed damage deal the listed amount of damage at the end of the affected character's turn. Unless otherwise noted, all ability bleed is damage (not drain). Bleed can be ended by any magical cure spell or a DC 15 Heal check made as a standard action.

Save DCs
Unless otherwise noted, the DC for any save is equal to 10 + 1/2 Character Level or Hit Dice + the Attribute Modifier used in the attack. Saves apply only to effects, not base weapon damage.

Until Healed
Always refers to addition damage or bleed effects, not the weapon (or spell) damage.

Bludgeoning Critical Hits:

1. Shattered Hand - Normal damage and 1d2 Con and Str damage. Hand uselss until healed
2. Rattled - Normal damage and target is confused for 1d3 rounds (Fort negates)
3. Thunder Strike - Double damage and target is deafened for 1d4 rounds
4. Lights Out - Normal damage and target is blinded for 1d3 rounds
5. Crushed Trachea - Normal damage and target cannot breathe or speak DC 20 Heal check ends condition
6. Split Open - Double damage and 1d4 bleed
7. Feeble Parry - Double damage and target is disarmed (1 item)
8. Surprise Opening - Double damage and one free attack against the target with a -5 penalty
9. Back Breaker - Double damage and 1d6 Dex damage
10. Terrible Bruise - Double damage and 2d6 nonlethal damage
11. Broken Leg - Normal damage and 1d4 Con and Dex damage. Target's speeds are reduced by half until healed
12. Spun Around - Normal damage and target is flat-footed for 1 round
13. Where Am I? - Normal damage and target is stunned for 1 round
14. To Your Thinky Bits - Double damage and 1 Int bleed (Fort negates save each round)
15. Crunch - Double damage and target is nauseated for 1 round (Fort negates)
16. Armor Dent - Double damage and 2d6 damage to metal armor (ignore hardness)
17. Breathless - Normal damage and target is exhausted for 1d4 rounds
18. Mace to da Face - Normal damage and target dazed and blinded for 1 round
19. Tiring Blow - Double damage plus target is fatigued
20. Concussion - Normal damage and 1d2 Int and Wis damage
21. Ruptured Spleen - Normal damage and 1d6 bleed. This bleed can only be cured with magic
22. Solid Blow - Triple damage
23. Crumpling Blow - Double damage and target is knocked prone
24. Collapsed Lung - Normal damage and target is staggered for 1d6 rounds
25. Flat Foot - Double damage and 1 Dex damage and target's speeds are reduced by 5 feet until healed
26. Skull Crush - Double damage and 2d6 Int drain (Fort half)
27. And Stay Down! - Normal damage and target is knocked prone and stunned for 1 round (Fort negates stun)
28. Bone Masher - Normal damage and either 1d3 Dex damage and halve speed (leg) or 1d3 Str damage (arm). Limb useless until healed
29. 2 for 1 - Double damage to target and normal damage to adjacent target
30. Crushed Intestines - Normal damage and 1d4 Con bleed (DC 15 Fort negates, save each round)
31. Numbing Blow - Normal damage and 1d4 Dex damage and target is disarmed (1 item, Ref negates drop)
32. Roundhouse - Normal damage and a free attack against adjacent foes at the same bonus
33. Staggering Blow - Normal damage and double nonlethal damage
34. My Teef! - Normal damage and 1 Con damage. Target loses bite, gains 20% spell failure chance for verbal spells
35. Earth Rumble - Normal damage and a free trip attempt versus target and all adjacent enemies
36. Pimp Slap - Normal damage and target dazed for 1d4 rounds
37. Cracked Rib - Normal damage and 1d3 Con damage and target is fatigued
38. Box the Ears - Normal damage and target deafened for 1d4 hours
39. Bell Ringer - Normal damage and 1d2 Int damage and sickened for 1d4 rounds
40. Momentum - Double damage and +2 on all your attack rolls for 1 round
41. Broken nose - Normal damage and 1 Cha damage and 1 bleed
42. Broken Ribs - Double damage and target cannot heal naturally for 1d4 days
43. Knockback - Double damage and target is pushed 1d6 squares directly away
44. Low Blow - Normal damage and target is sickened for 1d6 rounds
45. Brained - Double damage and target can take only one move or standard action next round
46. Shield Smack - Double damage and target's shield is disarmed
47. I See Stars - Normal damage and target takes a 20% miss chance for 1d4 rounds
48. Nighty Night - Normal damage and target is unconscious for 1d4 rounds (Fort negates)
49. Cracked Knee - Normal damage and 1d2 Dex damage. Target's base land speed reduced to 10 feet until healed
50. What's Going On? - Double damage and 1d4 hours of target's memory erased
51. Crushed Toe - Normal damage and 1d4 Dex damage. Target's land speed is halved until healed
52. Off Balance - Normal damage and target provokes attacks of opportunity from all threatening opponents

Piercing Critical Hits:

1. Leg Wound - Double damage and target's land speed is halved for 1d4 rounds
2. Grazing Hit - Normal damage and target is stunned for 1 round
3. Knockback - Double damage and target is pushed 1d6 squares directly away
4. Vulnerable Spot - Normal damage and target takes 1d4 ability damage of your choice
5. Bleeder - Double damage and 1d6 Bleed
6. Heart Shot - Triple damage and 1 Con bleed
7. Deep Wound - Double damage and target is nauseated for 1 round (Fort negates)
8. Ragged Wound - Normal damage and 1d8 bleed
9. Sucking Chest Wound - Double damage and target is exhausted (Fort negates)
10. Lodged in the Bone - Double damage and 2 bleed. This bleed requires a DC 20 Heal check to stop
12. Pinned Arm - Double damage and one arm cannot move (DC 20 Str or Heal to be freed)
13. Punctured Lung - Double damage and target begins to drown 3 round later. DC 20 Fort save each round to end effect
14. Ventilated - Double damage and 2d6 nonlethal damage
15. Hand Wound - Normal damage and 1d2 Dex damage. -4 penalty on all rolls using that hand until healed
16. Pinhole - Double damage and 1 bleed. Target takes 1 additional bleed each round until healed
17. Perfect Strike - Triple Damage
18. Nerve Cluster - Normal damage and target is stunned for 1d6 rounds (Fort save each round to act)
19. Penetrating Wound - Double damage and ingore DR
20. Kidney Piercing - Double damage and target sickened for 2d4 round (Fort negates)
21. Achilles Heel - Normal damage and 1d2 Dex damage. Target's speeds are reduced by half until healed
22. Spinal Tap - Normal damage and -4 penalty on attack rolls, skill checks and ability checks for 1d4 rounds
23. In a Row - Double damage to target and normal damage to adjacent target
24. Blown Back - Double damagen and target is knocked prone
25. Appendicitis - Double damage and target is poisoned (treat as greenblood oil)
26. Javelin Catcher - Double damage and 1d6 bleed if from ranged attack
Momentum - Double damage and +2 on all your attack rolls for 1 round
27. Cheek Pierced - Normal damage and 1d4 bleed. Target gains 50% spell failure chance for verbal spells until healed
28. Calf Hole - Normal damage and 1d4 Dex damage
29. Painful Poke - Double damage and target can take only one move or standar action until next round
30. Pierced - Double damage and target is dazed for 1 round
31. Tenacious Wound - Normal damage and 1d2 Con damage. Target does not heal this damage naturally
32. Muscles Severed - Normal damage and 1d6 Dex and 1d6 Str damage
33. Infection - Double damage and target contracts filth fever (Fort negates)
34. Overreaction - Normal damage and target provokes attacks of opportunity from all threatening opponents
35. Spun Around - Normal damage and target is flat footed for 1 round
36. Eye Patch for You - Triple damage and 1d2 Con drain. -4 Spot, Search and ranged attacks until healed
37. Forearm Piercing - Double damage and target is disarmed (1 item)
38. Clean Through - Normal damage and 1d6 bleed and 1 Con drain
39. Surprise Opening - Double damage and one free attack against the target with a -5 penalty
40. Organ Scramble - Double damage and 1d6 Con damage
41. Deep Hurting - Double damage and target is fatigued
42. Tongue Piercing - Normal damage and 1 Con damage. Target gains 50% spell failure chance for verbal spells until healed
43. Shoulder Wound - Double damage and 1d2 Str and Dex damage
44. Left Reeling - Double damage and target takes a -2 penalty to AC for 1d4 rounds
45. Elbow pierced - Double damage and target drops whatever is being held (1 item)
46. Bicep Wound - Normal damage and 1d4 Str damage
47. Nailed in Place - Double damage and target cannot move (DC 20 Str check negates)
48. Guarded Strike - Double damage and +4 to your AC for 1 round
49. Right in the Ear - Normal damage and 1 Int damage and 1 bleed
50. Chipped Bone - Double damage and 1 Dex damage
51. Stinger - Normal damage and target is sickened for 1d6 rounds
52. Nicked an artery - Normal damage and 2d6 bleed

Slashing Critical Hits:

1. Carve your Initials - Normal damage and target suffers from humiliation and may only attack you (Will negates)
2. Missing Digits - Normal damage and target looses 1d3 fingers and takes 1 Con and Str drain (Fort negates)
3. Hack and Slash - Double damage and all critical threats against target automatically confirm for the next 3 rounds
4. Stand Aside - Double damage and push target 1 square in any direction
5. Severed Tendon - Normal damage and 1d6 Dex damage
6. Decapitation - Double damage and death (Fort negates)
7. Bewildering Display - Double damage and target takes a -2 penalty to AC for 1d4 rounds
8. Long Gash - Normal damage and 8 bleed. A successful Heal check cuts the bleeding in half, rather than ending it
9. Shattered Jaw - Normal damage and 1 Con damage. Target cannot speak or bite until healed
10. Hamstring - Normal damage and 1d2 Dex damage and target is knocked prone
11. Brow to Chin - Normal damage and 1 Con and Cha damage. -2 penalty on Spot, 1 Search and ranged attacks until healed
12. Gut Slash - Double damage and 1d4 bleed. Target cannot swallow whole
13. Wing Tear - Double damage and target loses flight if it uses wings
14. Missing Ear - Normal damage and 1 Cha drain. -4 penalty on Listen check until healed
15. Wide Open - Normal damage and target provokes attacks of opportunity from all threatening opponents
16. We've Got a Bleeder - Normal damage and 2d6 bleed
17. Throat Slash - Normal damage and 2d6 bleed. Target cannot talk or breathe while bleeding
18. Parrying Strike - Double damage and +4 to your AC for 1 round
19. Lean into the Blow - Triple damage, but you drop your weapon
20. Flay - Normal damage plus 1d6 Str damage
21. Paper Cut - Normal damage and -4 penalty on attack rolls, skill checks and ability checks for 1d4 rounds
22. Severed Hand - Normal damage and target loses hand and takes 1d3 Con and Str drain (Fort negates)
23. Flat Blade Thwack - Triple damage but all damage is nonlethal
24. Surprise Opening - Double damage and one free attack against the target with a -5 penalty
25. Broad Swipe - Normal damage and 1d8 bleed
26. Disembowel - Double damage and 1d4 Con damage and 1d6 bleed
27. Sapping Slash - Double damage and target is fatigued
28. Rupture Abdominal Cavity - Double damage and 1 Con bleed
29. Muscle Wound - Double damage and 1d2 Str damage
30. Fingertipped - Normal damage and 1 Dex damage. Target cannot use one hand until healed
31. Bad Parry - Double damage and target is disarmed (1 item)
32. Nerve Slice - Double damage and target can take only one move or standard action next round
33. Weapon Strike - Double damage and normal damage to target's weapon
34. Tangled - Double damage and you may automatically grapple the target
35. Momentum - Double damage and +2 on all your attack rolls for 1 round
36. Lip Cut - Double damage and 1 bleed. Target gains 20% spell failure chance for verbal spells until healed
37. Gory - Normal damage and target is sickened for 1d6 rounds
38. Across the Eyes - Normal damage and target permanently blinded (Ref negates)
39. Ugly Wound - Normal damage and 1d3 Cha damage and 1 Cha drain (Fort negates drain)
40. KnockBack - Double damage and target is pushed 1d6 squares directly away
41. Pain and Simple - Double damage and 2d6 nonlethal damage
42. Cut Straps - Double damage and double armor check penalty until fixed (DC 15 Craft)
43. Severed Spine - Double damage and 3d6 Dex damage (Fort halves)
44. Overhand Chop - Double damage and 1d4 bleed
45. Delayed Wound - Normal damage and target takes bleed damage equal to your normal damage
46. Brow Cut - Normal damage and 1d4 bleed. Target blinded while bleeding
47. Leg Swipe - Double damage and target is knocked prone
48. Terrible Gash - Double damage and 1 Cha drain
49. Shield Cleave - Double damage and normal damage to target's shield
50. Armor Damage - Double damage and normal damage to target's armor
51. Swing Through - Double damage and one free attack against an adjacent foe at the same bonus
52. Spun Around - Normal damage and target is flat-footed for 1 round

Magic Critical Hits:

1. Time Vortex - Normal damage and target vanishes, reappearing 1d4 rounds later
2. Maximum Effect - Maximize all spell variables
3. Draining Spell - Double damage and target randomly loses one spell or one use of a spell-like ability
4. Wild Surge - Normal damage and normal damage of a random energy type
5. Excruciating - Normal damage and target is sickened for 1d6 rounds
6. Terrifying Display - Normal damage and target frightened for 1d4 rounds (Will negates)
7. Dispelling Aura - Normal damage and dispel magic on the target
8. Concussive Spell - Double damage and 1d4 bleed
9. Knockback - Double damage and target is pushed 1d6 squares directly away
10. I Love You, Man - Normal damage and target is charmed for 3 rounds (Will negates)
11. Electrocuted - Double damage. If electricity spell, target stuneed for 1d4 rounds
12. Hypnotic Link - Double damage and you may give the target 1 suggestion (as the spell. Will negates)
13. Frozen - Double damage. If cold spell, target takes 1d4 Dex damage
14. Side Effect - Double damage and you become invisible for 1d4 rounds
15. Turned Around - Double damage and target can take only one move or standard action next round
16. Stunned - Normal damage and target is stunned for 1 round
17. Call of the Wind - Double damage or triple damage to animals, fey, magical beasts, and vermin
18. Petrified - Normal damage and target is petrified for 1d4 hours (Fort negates)
19. Pretty Colors - Double damage and target is dazzled for 1d4 rounds
20. Nerve Damage - Normal damage and target is slow for 1d6 rounds
21. Arcane Blast - Double damage and 2d6 random energy damage (Reflex half)
22. Planar Rift - Normal damage and target sent to a random plane (Will negates)
23. Eyeburn - Normal damage and target blinded for 1d4 rounds (Fort negates)
24. Intense Strike - Double damage and ingore energy resistance (but not immunity)
25. Transposition - Double damage and you and target switch places
26. Light Blast - Double damage and target is blinded for 1 round
27. Conduit - Double damage and target takes a -4 penalty on saves vs your spells for 1d6 rounds
28. Lingering Magic - Normal damage this round and half damage each round for 1d4 rounds
29. Allergic Reaction - Double damage and 1d4 damage to a random ability score
30. Arcane Glow - Double damage and target glows like faerie fire for 1d6 rounds
31. Combustion - Double damage. If fire spell, target catches fire, taking 2d6 fire damage per round until extinguished
32. Unnatural Selection - Double damage or triple damage to aberrations and outsiders
33. Corrosive - Double damage. If acid spell, target takes 2d6 acid damage for 1d4 rounds
34. Funny Bone - Double damage and target spends 1 round laughing (as hideous laughter spell, Will negates)
35. Phased - Double damage and target is incorporeal for 1d3 rounds (Will negates)
36. Life Leech - Normal damage and 1 negative level (Fort negates after 1 day)
37. Siren Song - Double damage or triple damage to giants, humanoids and monstrous humanoids
38. Distraction - Double damage and an illusion appears to attack foe, flanking him for you for 1d6 rounds
39. Arcane Goo - Normal damage and target is entangled (DC 20 Str or Escape Artist to be freed)
40. Hoarder's Wrath - Double damage or triple damage to dragons
41. Mind Cloud - Double damage and target is dazed for 1 round
42. Elemental Call - Normal damage. If elemental spell, Medium elemental appears to serve for 1d4 rounds
43. Splash Spell - Normal damage and half damage to all adjacent targets
44. Olfactory Overload - Double damage and target loses scent and blindsense for 1 day
45. Cut off from Magic - Normal damage and target cannot cast spells or use spell-like abilities for 1d4 rounds
46. Aura of Protection - Double damage and +4 to your AC for 1 round
47. Vulnerability - Double damage and if the spell did elemental damage the target is now vulnerable to that element for 3 rounds
48. Roaring Spell - Double damage and target is deafened for 1d4 rounds
49. Returning Spell - Double damage and spell is not lost
50. Power Surge - Triple damage
51. Vampiric Magic - Normal damage. You are healed the same amount
52. Shrink Ray - Normal damage and target is reduced for 3 rounds (as Reduce person, Will negates)

Melee Fumbles:

1. Butterfingers - Drop your weapon
2. Catch your breath - You can only take a move action next round
3. Stuck - Your weapon is stuck in a nearby surface. DC 20 Str check to free it
4. Backswing - The attack deals damage to you instead of the targe
5. Slipped - You are knocked prone
6. This sword is too heavy - You are fatigued
7. Awkward Attack - You take -2 penalty to AC for 1d4 rounds
8. Overextend - You provoke an attack of opportunity from all adjacent opponents
9. Pulled Muscle - You take 1d4 points of Str damage
10. Fling - You drop your weapon and it lands 1d6 squares away in a random direction
11. Broken Blade - Your weapon is destroyed (Ref Negates) Magic weapons use their own save bonus (DMG 214)
12. Notched - Your weapon takes 1d6 points of damage, ignoring hardness
13. Parry! Dodge! Spin! Thrust! - You are dazed for 1 round
14. Hand it over - Your target gains possession of your weapon (Ref Negates)
15. Shield Crash - Your attack deals damage to your shield
16. Winded - You are exhausted (Fort negates)
17. Wide Open - You are flat-footed for 1 round
18. Critical Mistake - The attack hits you and is a critical threat. You must roll to confirm the critical hit
19. Strain - You take 1d4 points of Dex damage
20. Too Much Stuff - You become entangled in your gear until you spend a standard action to free yourself
21. Spinning Swing - You are sickened for 1d4 rounds
22. I told you it was sharp - You take 1d6 points of bleed
23. Pin Prick - You take 1 point of bleed
24. Off Balance - You take a -4 penalty on all attack rolls for 1 round
25. Sorry - Your attack hits an ally adjacent to you or the target
26. Bonk - You are stunned for 1 round (Fort Negates)
27. Catastrophic Failure - You fall unconscious for 1d6 rounds (Will negates)
28. Pointy End Goes There - You take 1 point of Con damage
29. Broken Haft - Your weapon loses reach. You have a -4 penalty on attack rolls with it until repaired (DC 20 Craft check)
30. Fog of War - You threaten no square for 1d6 rounds
31. Go For The Eyes - You are blinded for 1 round
32. Punt - Your weapon flies 2d6 squares in a random direction
33. Bad Grip - Your weapon deals nonlethal damage for the next 3 rounds
34. Who Was That - You are dazed for 1d3 rounds
35. You Meant to do That - Move 10 feet in a random direction and provoke attacks of opportunity as normal
36. Eat Dirt - You fall prone and are blinded for 1d3 rounds (Fort Negates)
37. Second Thoughts - You are sickened for 1d6 rounds
38. Attack the Darkness - All your enemies have concealment from you for 1d4 rounds
39. Wait! What? - You are confused for 1 round
40. Wrong End - If you're using a slashing weapon, you take 1d6 points of damage and 1 point of bleed
41. Vibration - If you're using a bludgeoning weapon, you take 1d3 of Str damage and drop your weapon
42. No Way - Your attack hits the target, but deals minimum damage
43. Funny Bone - You drop whatever is in your off hand
44. Bent - You take -4 penalty on all attacks with this weapon until it is repaired (DC 20 Craft Check)
45. All or Nothing - You take a -1 penalty on attack rolls until you score a critical hit
46. Surrounded by Foes - Your attack hits an ally within reach and is a critical threat. You must roll to confirm the critical hit
47. On the Receiving End - The attack deals damage to you instead of the target
48. Bohemian Earspoon - You are deafened until healed (DC 15 Heal Check)
49. Better to Give - You attack damages you instead. Use your target's Str modifier
50. Cutter - You take 1 point of Str bleed
51. This is Bad - You take an amount of bleed equal to your Str bonus (minimum 1)
52. Armor Smash - Your attack deals damage to your armor

Ranged Fumbles:

1. Mix it Up - You are unable to make ranged attacks for the next 1d6 rounds
2. Aim Carefully Next Time - For 3 rounds, you must spend a full round action to make a single attack
3. Don't Hit Me! - For 3 rounds, you take an additional -2 penalty on ranged attacks for each ally in melee combat with your target
4. Phantom Wind - You compensate for a breeze which isn't there. You take -2 penalty on ranged attack rolls for 3 rounds
5. Recoil - You move backward 1 square and fall prone
6. Amazing Miss - You are stunned for 1 round (Fort negates)
7. Not My Pony - Your attack hits the nearest allied animal or mount
8. Double Miss - You use twice as much ammunition on this attack
9. Close to the Ear - You are deafened until healed (DC 15 Heal Check)
10. Insecure - You take a -1 penalty on attack rolls for 1d4 rounds or until you score a critical hit
11. In the Line of Fire - Your attack hits the nearest ally and is a critical threat. You must roll to confirm the critical hit
12. Lowered Guard - You provoke attacks of opportunity from all threatening foes
13. Weapon Jam - If using a projectile weapon it does not function. Spend 1 standard action to clear
14. Um, oops - The attack deals damage to you instead of the target
15. What are the Odds? - If you made a thrown attack, you hit the target, but the weapon ends up in the target's possession
16. Lost Grip - You can only take a move action next round
17. Pinch in Parts - You take 1d6 points of damage
18. So much Blood - You are sickened for 1d6 rounds
19. Huh? - You are confused for 1 round
20. Seeing Double - All your attacks have a 50% miss chance for 1 round
21. Midjudged the distance - All attack rolls beyond the first ranged increment have triple the normal distance penalty for 3 rounds
22. Overcompensate - All targets with cover gain an additional +4 bonus to AC against you for 3 rounds
23. Friendly Fire - Your attack hits your ally closest to the target
24. Lost the Target - You take a -4 penalty on all attack rolls for 1 round
25. Shot Your Foot - You take 1d2 points of Dex damage and your speed is reduced by half until healed
26. Overthrow - If attack was made with a thrown weapon, the weapon travels 5 times its range increment in a random direction
27. Tunnel Vision - For the next 3 rounds, you have a +1 bonus on attack rolls, but you flat-footed
28. All Thumbs - You lose your Dex bonus on attack rolls for 3 rounds
29. Bull's Eye - Your shot ricochets and hits you near the eye. You are blinded for 1 round
30. Bad Alignment - You take -4 penalty on all attacks with this weapon until repaired (DC 20 Craft check)
31. Cracked - Your weapon (not ammunition) takes 1d6 points of damage, ignoring hardness
32. Whoops! - You are knocked prone
33. Tied Up - You become entangled in your gear until you spend a standard action to free yourself
34. Sprain - You take 1d4 points of Dex damage
35. Nicked - You take 1 point of bleed
36. Klutz - You drop your weapon
37. Spilled Ammo - Your ammunition falls from its container and takes 1d6 rounds to gather up
38. Head Rush - You are sickened for 1d4 rounds
39. My Spleeny Bits! - You take 1 point of Con damage
40. Notched Fingers - You take 1d6 points of bleed
41. Torn Tendon - You take 1 point of Dex bleed
42. Broken - Your weapon is destroyed (Ref negates). Magic weapons use their own save bonus (DMG 214)
43. Everything you Got - You are exhausted (Fort negates)
44. Snapped String - If attack was made with a bow or crossbow, the string breaks and requires 1d3 round to fix
45. Wrong Weapon - If you made a thrown attack, you throw a random object from your gear
46. Archer's Elbow - You take a -2 penalty on all ranged attack rolls for 1d4 minutes
47. Wide Open - You are flat-footed for 1 round
48. Backfire - The attack deals damage to you instead of the target
49. Errant Aim - Reroll attack against creature nearest the target (yourself excluded)
50. You'll Shoot Your Eye Out - The attack hits you and is a critical threat. You must roll to confirm the critical hit
51. Arching Back - You are fatigued
52. Awkward Attack - You take -2 penalty to AC for 1d4 rounds

Magic Fumbles:

1. Wild Magic - Roll twice on the Rod of Wonder table (DMG 237)
2. Magic Fatigue - You cannot cast any spells for 1 round
3. You made Him Stronger - The target gains a +8 enhancement bonus to Str for 1d4 rounds
4. Clatto Verata Necktie - Your attack hits the nearest ally and is a critical threat. You must roll to confirm the critical hit
5. Hit by the Ugly Forest - You take 1 point of Cha bleed
6. The Magic is Gone - You take a -4 penalty to attack rolls until you scare a critical hit
7. Can you hear me now? - You are deafened until healed (DC 15 Heal check)
8. Error! - The attack deals damage to you instead of the target
9. Why Me? You provoke an attack of opportunity from all threatening foes
10. Left Reeling - You are stunned for 1 round (Fort negates)]
11. Nothing to Fear - You are shaken for 2d4 rounds
12. Bleeding Eyes - You take 1d6 points of bleed
13. Acidic Backlash - You take 2d6 points of acid damage
14. Backblast - The attack hits you and is a critical threat. You must roll to confirm the critical hit
15. Arcane Fire - You take 2d6 points of fire damage
16. Electrical Feedback - You take 2d6 points of electricity damage
17. Cursed - You take a -4 penalty on attack rolls, saves, skill checks, and ability checks. This effect can only be cured with remove curse
18. You made him faster - The target is hasted for 1d4 rounds
19. You made him tougher - The target gains DR 5/-for 1d4 rounds
20. Vertigo - You are sickened for 1d4 rounds
21. Apprentice Move - Reroll attack against creature nearest the target (yourself excluded)
22. Not me, You fool! - Your attack hits your ally closest to the target
23. Tiring Spell - You are fatigued
24. Tangled - You become entangled in your gear until you spend a standard action to free yourself
25. Nose Bleed - You take 1 point of bleed
26. Weakened - You take a -2 penalty to all your Spell DCs for 1d4 minutes
27. Poor Trade - The attack hits you but you must lose a spell or slot of the highest available leve (your choice)
28. Distance Rift - You are teleported the nearest square adjacent to the target
29. Mind Drain - You take 1d4 points of damage to Int, Wis, or Cha (determined randomly)
30. Cold Snap - You take 2d6 points of cold damage
31. Caster's Block - You cannot cast this spell for 24 hour
32. You made him bigger - Target increases one size category for 1d4 rounds
33. Weak-Minded Fool - You take 1 point of Wis bleed
34. Power Down - You take 1 point of Int bleed
35. Mental Slip - On his next turn, your target may give you one suggestion
36. Power Transfer - The highest level spell effect on you is transferred to your target
37. Magical Vacuum - 1d3 spell effects active on you are dispelled (determined randomly)
38. Blastoff - You are thrown 1d6x10 feet into the air (or in a random direction if flying) (Will negates)
39. It's Sparkly - You are blinded for 1 round
40. Now I see you...Your target becomes invisible for 1d4 rounds
41. Unexpected Blast - The spell affects all targets within 30 feet of you. You are immune to this effect
42. Jumbled Components - You can only take a move action next round
43. Spell Shield - The target gains SR equal to 11 + your caster level for 1d6 rounds
44. Side Effect - One of your magic items permanently gains a random drawback (DMG 273)
45. This is Hard - You take 1 point of Con damage
46. Magical Smackdown - You automatically fail your next saving throw
47. Reflection - The spell hits you instead of the target (normal saves apply)
48. Monster Rift - Your spell is converted to a summon monster spell of the same level. The monster attacks you
49. Fragmented Magic - 1d4+2 mirror images spring up around your target. These images last for 1 minute or until destroyed
50. How did that happen? - A stinking cloud appears, centered on you
51. Energy Transfer - Lose one randomly determined spell or spell slot. Your target can cast this spell next round
52. Power Drain - You lose one prepared spell or spell slot (determined randomly)

Natural Attack Fumbles:

1. Tripped - You are knoced prone
2. Bruised Ego - You can attack no other target for 1d4 rounds (or until the target is dead)]
3. Awkward Attack - You take a -2 penalty to AC for 1d4 rounds
4. Tiring Attack - You are fatigued
5. Upset Tummy - You are sickened for 1d4 rounds
6. I Bit My Tug - You take 1 point of bleed
7. Muscle Tear - You take 1d4 points of Str damage
8. Stinging Failure - You take 1d6 points of nonlethal damage and a -2 penalty on attack rolls with that attack for 1d4 rounds
9. Smash the Floor - You kick up dust that blinds you for 1d4 rounds (Fort negates)
10. He's Sharp - You take 1d6 points of damage & your Str modifier
11. Torn Muscle - You take 1 point of Str drain (Fort negates)
12. Got Too Close - Your attack hits the target but the target may start a grapple against you for free
13. Off Balance - You can only take a move action next round
14. He Bit Your Fist - The target deals bite damage to you
15. Fist Meets Face - The attack hits you and is a critical threat. You must roll to confirm the critical hit
16. Out of Position - You cannot use this attack for 1 round
17. Wide Open - You are flat-footed for 1 round
18. Bleeding Fist - You take 1d6 points of bleed
19. Twisted - You become entangled in your gear until you spend a standard action to free yourself
20. Stop Hitting Yourself - The attack deals damage to you instead of th target
21. Just a Taste - Your attack hits an ally adjacent to you or the target
22. Overextend - You provoke an attack of opportunity from all adjacent opponents
23. Frustration - You take a -4 penalty on all attack rolls for 1 round
24. Broken Tooth - You take a -2 penalty on attack rolls for 1d6 minutes
25. Not the Weak Point - Your enemy's armor takes 1d6 points of damage. You take 1d6 points of damage and cannot use that attack for 1d3 rounds
26. That Tastes Awful! - If this was a bite attack, you are nauseated for 1d6 rounds
27. Broke a Nail - You take 1d4 points of damage and you cannot use this attack until healed
28. Sprain - You take 1d4 points of Dex damage
29. Overexertion - You are exhausted (Fort Negates)
30. Don't Pick At It - You take 1 point of Con damage
31. We have a Wiener - You fall unconscious for 1d6 round (Will Negates)
32. Whiff - The attack deals damage to you instead of the target
33. Jam a Finger - Your target takes normal damage, you take double damage
34. Caught Your Attack - The target may attempt to trip, bull rush or overrun you (target's choice)
35. Pins & Needles - You are sickened for 1d6 rounds
36. Great Roar - You are deafened until healed (DC 15 Heal Check)
37. Head, Meet Wall - You are dazed for 1d3 rounds
38. Ferocious Fumble - Your attack hits an ally within reach and is a critical threat. You must roll to confirm the critical hit
39. Sneeze! - You are dazed for 1 round
40. Ingrown Nail - You take a -1 penalty on attack rolls until you score a critical hit
41. Whirlwind of Shame - Your attack deals damage to all targets adjacent to you except the original target
42. Battered - You take a -2 penalty on skill checks and saves for 1d4 hours
43. Winds of Change - You threaten no squares for 1d6 rounds
44. Unintentional Move - Move 10 feet in a random direction and provoke attacks of opportunity as normal
45. Eye Strain - You are blinded for 1 round
46. Hangnail - If this was a claw attack, slam or unarmed strike, you cannot use that attack for 1d6 rounds
47. Brutal Collision - Your attack hits, but you are stunned for 2 rounds (For save reduces the stun to 1 round)
48. Pinched Nerve - If you had reach greater than 5 feet, it is reduced to 5 feet for 3 rounds
49. Overthink It - Your target's armor and natural armor bonuses are doubled against you for 3 rounds
50. Punctured Foot - You take 1d3 points of damage and your speed is halved until healed
51. Bone Bruise - You take 1d2 point of Con damage
52. Bad Headbutt - You are stunned for 1 round (Fort negates)

I want to thank the dedicated person who was kind enough to type all of that out so I didn't have. I owe you a drink.


I'll use whatever you decide

Just keep the fumble tables handy, i tend to roll on threm allot


Male Human Magus 5 HP 22/43 | AC 14 FF 11 T 13 | Saves +6/+5/+3 | Init +8 | Percep +3

I started to read the melee critical list but stopped when I remembered that I have not confirmed a critical hit in over five years of on-line play. On the other hand, I assume I will become intimately familiar with the fumbles.

Lantern Lodge

That's the best part. Using these rules you no longer have to confirm on a 20. The only time you roll to confirm is when you hit on an expanded crit range.

Not to say the fumbles aren't a lot of fun.

Grand Lodge

Female Elf Wizard (Divination)/1 (HP 10/10 | AC:14 | T:13 | FF:11 | CMB: -1 | CMD:12 | Fort:+2 | Ref:+4 | Will:+3 | Init:+4 -- Always Acts in Surprise Rounds + Familiar Scent 30'| Perc: +4 | Speed 30)
Gareth de Lockhart wrote:
I started to read the melee critical list but stopped when I remembered that I have not confirmed a critical hit in over five years of on-line play. On the other hand, I assume I will become intimately familiar with the fumbles.

Laugh, I know the feeling. I just think I remember the fumbles more because they are often so funny and happen at absolutely the worst time.


Male Half Elf Fighter Crossbowman 4/ Ranger 1

Considering the number of players I would suggest you split them evenly and make each group it's own thread. Keeping this one for cross over events. If we have 15 PCs then three groups of five should be way more manageable. Cause really I don't see how combat with 15 PCs would work, even with a huge map and equally huge amount of enemies. The posting would be time consuming and hard to manage. Hard enough keeping up right now truth be told. xP

Lantern Lodge

I agree Lorald. I was really hoping there would be a way to create sub-forums, but that features does not seem to be offered. I'll have everyone split themselves up into groups when they leave the trading post. That's just going to have to be how it goes.

We'll create a table 1-3 setup, depending on how many people we end up getting who actually post.


M Human Fighter (Aldori Defender) 5/Aldori Swordlord 1 | HP38/46 | AC20 T14 F17 CMD21+ | F+6 R+6 W+2 | 20) | I+5 | Perc+0

It will be interesting to see how the groups form. All the men flocking to the women is kinda funny to the old man behind this keyboard. And is exactly how the young man he's playing would behave!

Grand Lodge

Female Elf Wizard (Divination)/1 (HP 10/10 | AC:14 | T:13 | FF:11 | CMB: -1 | CMD:12 | Fort:+2 | Ref:+4 | Will:+3 | Init:+4 -- Always Acts in Surprise Rounds + Familiar Scent 30'| Perc: +4 | Speed 30)

Especially dudes who play female characters. My female character has her eyes on another, so don't go down that route. :P


Female Enigma doppleganger mesmerist toxitician 4: spd:20, Init:1, Perc:12 Darkvision, AC:19, T:12, FF:17, 72/72 HP, Fort:7, Ref:9, (immune charm sleep) Will:13

That is kind of hilarious, dudes who play female characters, but considering this is all fantasy and we are playing the role of a character, it doesn't bother me one bit if the player is male or female, The character itself is female and is all the same to me when I'm playing a male character. One thing I would have a problem with is playing a female character, because it would be awkward for me to hit on male characters or even be a lesbian even if the player behind that screen is female.


M Human Fighter (Aldori Defender) 5/Aldori Swordlord 1 | HP38/46 | AC20 T14 F17 CMD21+ | F+6 R+6 W+2 | 20) | I+5 | Perc+0

I just admit that the bad sitcom definition of how to write a woman fails completely, add to it that I don't have a valid replacement method, and thus try to avoid making myself look dumber than I already do.


Human map

Finally finished the profile.

ok before I start. does anyone have any issues with Chief White Eagle.

I wish someone would have told me the gameplay thread started...dang now I don't know where to begin...


Male Human (Taldan) Bard 1

Looks like the critical rules will give crit-happy builds a nice leg up, eh Gareth?

EDIT: Chief White Eagle, has there been lore published on Arcadia that I missed, or is your backstory all-original but based on Native Americans? Just a question, I've got no horse in the race either way.


M Human Fighter (Aldori Defender) 5/Aldori Swordlord 1 | HP38/46 | AC20 T14 F17 CMD21+ | F+6 R+6 W+2 | 20) | I+5 | Perc+0

Can't do math while I eat, apparently.


Human map

all original native american based.

based on the Nez Perce tribe of the Pacific Northwest


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

I have no qualms with White Eagle.

I imagine Mardavig will have a few questions about integrating your tribe into the setting as patrons but otherwise I'd imagine you're all set.

Now come have a drink Edward! Nice to be gaming with you here as well!


Male Human Magus 5 HP 22/43 | AC 14 FF 11 T 13 | Saves +6/+5/+3 | Init +8 | Percep +3

Mardavig:

Spoiler:

I want to ask if I can swap Knowledge (Dungeoneering) for Knowledge (Nobility or History). Gareth would have spent more time learning about Taldane nobles and/or the history of this area than about denizens of dungeons.

Also, how do you feel about the trait Sword Scion?. It is the equivalent of the feat Weapon Focus which gives me pause. On the other hand, the game designers decided to make it available. I was considering re-skinning it for the rapier. This would reflect Gareth's rejection from the Aldori School and his commitment to the rapier.

Initially, I was going to take the Pioneer feat because it gives a horse but and a bonus to Ride, but I have two reservations. The first is that you said horses will be provided and they will be of limited use. The second, is that Gareth has fallen far from his perch and it trying to claw his way up again. I can see him having lost his horse to illness in the course of recent events.


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Oh, before I'm off to bed I wanted to check with you Mardavig.

Would you prefer I made a separate alias for Ammanas or should I keep him under my own posting for simplicity as we have such a variety of posters to keep track of already?

Lantern Lodge

The chief has my full and complete support.


Male Human (Taldan) Bard 1

It's surprisingly difficult to find awesome lyre music. All I'm finding is slowly played music from the Ancient World. If anybody has any good links, I'd love to hear them. Otherwise, Valkus will be playing the lyre like it's cello rock. Well, some of the time anyway.

Actually, right now I'm imagining something more like medieval fantasy bluegrass.


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

Reason im playing a female drow is because of their history etc. Men seldom get magical abilities. And tattoos are even less on men. So char class fits better with female. And im sure things will be interesting if we ever meet another drow group etc.

-Posted with Wayfinder


Female Kitsune, Usually Human form Kitsune Sorcerer (Tattood) from Tian Xia | HP 8/8 | AC 11 | Perception +1 | Twitchy

Well I am playing for 22 years know and to be honest this is my second female char. A female char would fit much better into my concept. But "do not" expect a slut, a manizer or a moody b.....


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

Ditto. My char ill try ro play like a drow female with a bit better upbringing. Hence shes traveling... true drow female... yah. Everyone else are viewed as either slaves or not yet slaves... but luckely she isnt like that. Stealthy sorceress =^^=

-Posted with Wayfinder


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

Those of the Orlovsky family. Im sure you would have heard of, know of, or even have met the adopted Orlovsky Drow girl. So interaction is not a bad thing

-Posted with Wayfinder


Male Half Elf Fighter Crossbowman 4/ Ranger 1

To those of the Orlovsky family I have yet to post about. Without a background I can't really give my guy an opinion or reaction to you so not ignoring you. x)


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

Back ground will be done properly tonight...

-Posted with Wayfinder


M Human Fighter (Aldori Defender) 5/Aldori Swordlord 1 | HP38/46 | AC20 T14 F17 CMD21+ | F+6 R+6 W+2 | 20) | I+5 | Perc+0

Yeah, I went to the character sheet looking for a hook. When I didn't see anything to work with and you were specifically parked out of the way and as out of sight as you could make yourself, I figured you weren't wanting interaction, so I moved on.


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

That was plan while I was waiting for gm to reply to my pm. Only started interacting after I got reply.

But here is a rundown of history. Proper one will be done tonight

Zartana:

As a young elf, her family was killed, her new family found her, amongst thw ruins of her home and the bodies of her family. Which was odd, since it happened on surface. First few years were difficult. She was a drow among other children. So lots of stories were spread.
To avoid her maybe turning out like a normal drow, her family made sure the rest knew her, and got to meet her. Obviously she out lived most of the original family she grew up with. So she took it on herself to get to know each generation from as early as possible. Now that shes of age, she wants to explore and maybe learn of her heritage and maybe find blood relitives

Also I did mention the pranks she pulled on the younger members of the family. So eventually everybody knew what she was like and her pranks and stories became a family tradition. Hence the older kids played along as to scare the little ones

-Posted with Wayfinder

Lantern Lodge

Glad to hear Zartana's history. The orlovskys continue to grow as I have allowed Marlani orlovsky to join.


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

So much fun to be had with a drow.

-Posted with Wayfinder

Grand Lodge

Female Elf Wizard (Divination)/1 (HP 10/10 | AC:14 | T:13 | FF:11 | CMB: -1 | CMD:12 | Fort:+2 | Ref:+4 | Will:+3 | Init:+4 -- Always Acts in Surprise Rounds + Familiar Scent 30'| Perc: +4 | Speed 30)

I figured I'd organize the players by patron based upon their profiles or character family name, for anyone wondering (since I was wondering). I couldn't figure out 2 of them, maybe because I didn't read it diligently enough. So, if you were mis-characterized by your patron or I couldn't easily figure it out, sorry, but might I suggest putting a clear indication in a spoiler who your patron is so everyone will know without reading.

There are 16 characters, so that's 4 groups of four (I'm good at math, heh). Simple groups would be the 4 Orlovsky's, 2 Lodovka + 2 Lebeda, 3 Erastil + Medvyed, Swordlords+Thrune+Unknowns. Not suggesting those have to be the groups, just doing basic math.

Patron Erastil:
Dregan Hirscherz
Matsu Miyuki
Natalya Artemisa

Patron Lebeda:
Gareth de Lockhart
Valkus Lebeda

Patron Lodovka:
Hithil
Hunter Deadeye

Patron Medvyed:
Anton Medvyed

Patron Orlovsky:
Josef Orlovsky
Lorald Orlovsky
Marlani Orlovsky
Zartana

Patron Swordlords:
Kazz D'Avore

Patron Thrune:
Alexio Thraxas

Couldn't determine from profile:
Chief White Eagle
Raven, your Guide

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