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The temptation is strong to just stay in the forester class...Thoughts?

Dark Archive

Well if you don't want the curses to hurt me, I can quite easily cheese it up a bit so that my "dual cursed" gets no mechanical downsides. Won't be that hard.


MisterLurch...GO FOR IT!
Grumbaki...I will allow it.

Pretty soon, I will start up a Play-by-post discussion thread for the game to use as Out-of-Game stuff such as backgrounds, rulings, etc.

Dark Archive

Why is chaotic neutral banned? That seems to be the perfect alignment for a group of violent guerrilla fighters destabilizing kingdoms. Also Callistria worshipers which is the best elven deity.


Done! Are you okay with the alternate elven racial trait Dragon Magic? It does not say what trait it replaces, but I assume it would replace the elven magic trait.

Dark Archive

ElfChampion466 wrote:

MisterLurch...GO FOR IT!

Grumbaki...I will allow it.

Pretty soon, I will start up a Play-by-post discussion thread for the game to use as Out-of-Game stuff such as backgrounds, rulings, etc.

Curse 1 Branded:

* Branded (You have a visible scar on your forehead or arm that depicts a mystical symbol of the goddess Calistra. You had no choice in the matter; the brand appeared with fire and searing pain.)
* Lvl 1 Effect (Your brand cannot be disguised or altered, even with magic, although you can still benefit from cover or concealment, and you can cover it by wearing a hood or robe (as appropriate). Some NPCs may recognize the brand and become hostile, per the GM's choice. As a supernatural ability, you can touch an enemy for 1d6 +(1/2 your curse level) fire damage; any opponent who takes damage bears your symbol until an equal amount of damage is healed. Any branded opponent takes -2 to save versus your spells and spell-like abilities. You can perform this branding touch a number of times per day equal to 1 +your Charisma bonus (minimum 1).)
* lvl 5 effect (You may add your Charisma bonus to your Fortitude saving throw bonus.)
* Lvl 10 effect (You gain fire resistance 5)
* lvl 15 effect (Your fire resistance increases 10. The penalty branded opponents take increases to -4, and you may roll twice to overcome the SR of branded opponents.)

Not really a curse, per se. Because elves generally are supportive of the goddess Calistra. Having her holy symbol burnt on his arm is the only downside.

Curse 2 Shadowbound:

Your pigmentation is oddly colorless, and your eyes are highly sensitive to light.

Effect

You are blinded for 1 round when exposed to normal or bright light and dazzled while in such a lit area. You gain darkvision to a range of 30 feet.

Not really a curse, because it doesn't do anything to this character. It gives him darkvision 30ft, but he already has darkvision 60ft. It makes him dazzled in normal light, but his lightbringer racial makes him immune to being dazzled due to light. So all in all, this curse has no mechanical effect.

So if you're issue with oracle is that being cursed doesn't mechanically fit, I've made a dual cursed oracle with no mechanical downsides.

--------

I'll get a new background up shortly, that removes the haunted curse.

--------

And Misterlurch, if you are going for dragon magic and pure forester, have you considered dipping into dragon disciple? A 2 level dip would let you keep full spellcasting levels...it would also give +1 AC, +2 Strength, 3x primary natural attacks, and a bonus feat (Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), or Toughness). Also as a d12 class, even though you wouldn't get favored class bonus, you'd still end up with more HP per level.

You can't take it until lvl 6, so it'd have to be your next 2 levels. But I could see it giving you quite a power spike. And a nasty surprise for anyone who closes the distance on you.


Will have character finished soon. Was thinking a druid wizard of some sort.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

Elfchampion Understood, thanks for the quick answer. :)

Working on my character now! :D


Ability Rolls.:
Roll 4d6, use the best three. Re-roll any 1's and 2's.
1: 4d6 ⇒ (6, 2, 4, 4) = 16
2: 4d6 ⇒ (2, 5, 5, 5) = 17
3: 4d6 ⇒ (1, 4, 5, 5) = 15
4: 4d6 ⇒ (1, 4, 1, 2) = 8
5: 4d6 ⇒ (6, 5, 2, 6) = 19
6: 4d6 ⇒ (3, 6, 1, 3) = 13
Rerolls=1: 1d6 ⇒ 4
Rerolls=2: 1d6 ⇒ 5
Rerolls=3: 1d6 ⇒ 4
Rerolls=4: 3d6 ⇒ (5, 1, 5) = 11Rerolls=4/2: 1d6 ⇒ 5
Rerolls=5: 1d6 ⇒ 6
Rerolls=6: 1d6 ⇒ 6
1 = 14
2 = 15
3 = 13
4 = 15
5 = 18
6 = 15
This has potential

Str 13 Dex 17 Con 13 Int 20 Wis 14 Cha 15
Going for a Gray elfen Forester2/Investigator3

Dark Archive

An Int 20 investigator. Nice. Don't forget you get +1 to a stat due to being lvl5.


Lidras Mitheredal wrote:

And Misterlurch, if you are going for dragon magic and pure forester, have you considered dipping into dragon disciple? A 2 level dip would let you keep full spellcasting levels...it would also give +1 AC, +2 Strength, 3x primary natural attacks, and a bonus feat (Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), or Toughness). Also as a d12 class, even though you wouldn't get favored class bonus, you'd still end up with more HP per level.

You can't take it until lvl 6, so it'd have to be your next 2 levels. But I could see it giving you quite a power spike. And a nasty surprise for anyone who closes the distance on you.

Actually planning on at least a few levels of DD, or the eldritch heritage for Draconic Bloodline.


Lidras Mitheredal wrote:
An Int 20 investigator. Nice. Don't forget you get +1 to a stat due to being lvl5.

Thanks. I can see him as the explosive expert. The traps guy.

Maybe others have stronger magic, but he gets things done the mundane way.


Chaotic Neutral leans towards the insane and unpredictable. Very difficult to play a CN character, particularly where teamwork and cooperation is of the utmost importance. If someone is hellbent on being CN, I will meditate on this with The Force.

Jovice, which one do you want? Druid or Wizard? With the druid, there are some excellent alternative options available. If not, perhaps a Theurgist? Cast both divine and arcane would be extremely flexible, but master of neither.

Dragon Magic is fine.

Investigator. Hmm...now this is unexpected. GO FOR IT!


So in one of your earlier posts you said that you would fill in the two levels of forester. Does that mean you do not want us to take that into account at all in filling out our character sheets?


@Elfchampion466
I did not think you were allowing 3pp materials. I had planned on a mystic theurge in the future, that is why I was starting out druid and wizard. If you are allowing 3pp materials than I would look into the kobold press theurge.


My application will be Celebrindal
I know you said use another sheet, but whenever I tried to save the data it is lost.
Fluff(More to come)
Celebrindal is an ambassadors aides son, who was raised in Taldor.
After his mother was horribly wronged by one of the petty nobles, he was sent to his grandfather home in the forest to heal from the emotional wounds.
But the wounds wouldn´t heal properly and Celbrindal joined the elven army as scout and his true talents of a razor sharp intellect emerged.


Here is Fellorian.
Let me know if you cannot see the filled pdf.
Fellorian was raised to be very patriotic and "elf-ist". From a very young age she dreamed of defending the Elven forests from encroachment by outsiders. She spent long hours practicing elven fighting styles and tactics, drilling with elven weapons, and reading stories of elven heroes.

She joined the border patrols as soon as she was of age, learning only such magics as such a scout might need.

Still fresh and naive, she eagerly answered the call when volunteers were requested to destabilize interlopers in a newly-rediscovered, long-lost, elven land.

EDIT: I would like to reserve the right to change a few things once I have Wardens of the Wild.


I am having trouble deciding what what race of Elf to be. I was wondering since grey elves can be a mixed can I be a mixed Highborn and Sylvan, Grey Elf(With mixed traits)?


In the beginning, I said to you all that the first two levels of Forester would be written out by me. After some thought thanks to MisterLurch, my conclusion was that this limits the players in how I wanted the Forester to be and not how YOU THE PLAYERS would like them to be.

Therefore, I'm opening up your options even further, and ruling the choice for YOU THE PLAYERS to write out the two Forester class levels as you wish. I must come to grips that I am now the DM and not the PC anymore.

SO, GO FOR IT!!!

Equipment coming up later today, as this is my one day off in the week to get things done.


can you tell us more about the different elf options from Wardens of the wyld?


Oh good heavens, Helikon. There's a lot to show, and I mean a lot! I'll give the basics and leave the floor open for questions. Here it goes:

WARDENS OF THE WILD
1, Sylvan Elf. +2 DEX, -2 INT, choose +2 WIS or CHA. +2 Perception.

+2 all WILL saves.
Elven Weapon Focus Feat.
Natural Stride.
Magic in the Blood. +1 to spell DC 1/day.
Cast Create Water, Know Direction, Light, Purify food/drink 1/day.
Elven Weapon Familiarity.

Alternate Abilities:
Ambidextrous over Elven Weapon Focus.
Born of the Wild (+4 Stealth) over Elven Weapon Focus.
Darkvision over Low Light Vision.
Elusive Grace (+1 Dodge AC) over Elven Weapon Focus.
Elven Magic (+2 to overcome spell resistance, +2 Spellcraft)
over Magic in the blood.
Lithe Step over Natural Stride.
Natural Climbers (+8 Climb, 20-ft climb speed) over Natural Stride.
Quick & Quiet (+4 Stealth, +10-ft move base) over Natural Stride.
Silent Hunter over Natural Stride.
Swift as Shadows over Natural Stride.
Tree Walker (move on tree branches w/o penalty) over Natural Stride.
Warrior Caste (choose 2 non-exotic weapons, choose Weapon Finesse
or Precise Shot feats) over Elven Weapon Focus.

2, Highborn Elf. +2 DEX, +2 INT, +2 CHA. +2 Perception.

+2 all WILL saves.
Elven Weapon Focus Feat.
Learned. Choose TWO skills that will always be class skills.
Elven Magic. +2 to overcome spell resistance, +2 spellcraft
to ID magic items.
Magic in the Blood.
Cast light, Mage Hand, Prestidigitation, True Strike 1/day.
Elven Weapon Familiarity.

Alternate Abilities:
Ambidextrous over Elven Weapon Focus.
Dedicated Acolyte (bonus spells 1 INT score higher) over Elven Weapon
Familiarity.
Elusive Grace over Elven Weapon Focus.
Warrior Caste over Elven Weapon Focus.
Wisdom of the Ancient, +2 WIS instead of INT.

3, Grey Elf. +2 DEX, -2 CON, +2 INT, WIS, or CHA. +2 Perception.

Elven Immunity. +2 vs Enchantments.
Diverse Heritage. Choose TWO additional traits.
Magic in the Blood.
Cast Dancing Lights, Ghost Sound, Mage Hand, Blend 1/day.
Elven Weapon Familiarity.
Alluring Aura. +2 Bluff, Diplomacy vs all non-elves.
Warrior Caste.

Alternate Abilities:
Ambidextrous over Warrior Caste.
Elusive Grace over Warrior Caste.
Elven Magic over Magic in the Blood.
Multitalented (choose TWO classes as favorites) over Diverse
Heritage.
Breadth of Experience Feat over Diverse Heritage.
Exotic Weapon Proficiency over Elven Weapon Familiarity.

4, Half-Elf. +2 DEX. +2 INT or CHA as Half-Highborn or Half-Grey,
OR +2 WIS or CHA if Half-Sylvan. +2 Perception.

+2 all WILL saves.
Elven Immunity.
Bonus feat at 1st level, must meet pre-req's.
Multitalented.

Alternate Abilites:
Ambidextrous over +2 WILL saves.
Elven Weapon Familiarity over bonus feat.
Arcane Training (arcane favorite) to trigger and complete a spell
one level higher over Multitalented.
Child of the Sea (+4 Swim) over low light vision and +2 perception.
Cold Honed (+4 FORT saves vs cold attacks) over Elven Immunity.
Curious (+4 Diplomacy, Kn: history and Kn: local are class skills or
+2 if these are already class skills) over bonus feat.
Fey Magic (gain 0 and 1 level spells with CHA) over +2 perception.
Fey Thoughts (choose bunch of skills) over multitalented.
Gifted Linguist (+4 Lingustics, gain ONE language) over keen senses.
Jungle Affinity (+4 stealth, normal move in jungle)
over multitalented.
Skilled (+1 skill point/level) over bonus feat.
Wary (+1 Sense Motive, Bluff) over keen sense.

Whew, that was a lot.

Dark Archive

Thanks for posting this. Just made my guy a sylvan elf. Had to move some things around. But the short of it...

* He now has 45ft move speed and 45ft swim speed (yes, trading 5ft land speed for 45ft swim speed is a curse)
* He still has darkvision
* Con16 and Cha19 for an oracle is great. The extra +2 Will doesn't hurt either
* +1 spell DC once per day, +1 AC, better stealth, extra Lvl0 spells that aren't on my spell list...

It's a nice buff. The only thing I have yet to decide is this:

45ft land speed and 45ft swim speed (+4 stealth)
Or
35ft land speed, 35ft swim speed, 20ft climb speed (+8 climb)

Leaning towards the first so I don't end up being the slowest runner in the party. But I can see hseful applications from the second


Here is an update of the folks interested to date:

Player - PC name - Elf type - Class

Helikon, Celebrindal, Highborn, Forester 2/Investigator 3
Grumbaki, Lidras Mitheredal, Sylvan, Forester 2/Oracle 3
MisterLurch, Fellorian Kress,
Jovich
CrusaderWolf
Uthraed
grimdog73
Newbonomicon
Saashaa
Halek
colin spear
LetcherMan69
.Suny
Corerue
Azih


Baring any interference by the children, I should have a character up tonight.


@ElfChampion466
What is the Armored Caster Ability from the Forester...I think I know but would like specifics if I may..
Thanks

Dark Archive

Sylvan Elf (+10ft movement speed)
Forester (+10ft movement speed)
Bloodrager (+10ft movement speed)
Cinder Dance Oracle (+10ft movement speed)
Monk 3 levels (+10ft movement speed)

Total: 80ft movement speed. Might as well use a lance at that point. A crappy build to be sure, but it amuses me.


Submission is almost complete
This will give you the basics
Thank you

Dark Archive

Sadly, making one last change for the character. Switching to highborn.

+2/+2/-2 for Slyvan, or +2/+2/+2 as Highborn. Having +4 intelligence is just...too big of a bonus to lose, especially as it looks like everyone else is going to go down that route as well.

To go with this, adding the archetype psychic searcher. Makes all of those extra skill points much more useful.

Dark Archive

Background

"We should turn back."

Lidras didn't pay his second any heed. They had come too far and had lost too much to make it to this place. Of the six elves who had left, they were the last. Their mission had seemed simple enough, to infiltrate the human lands and to locate the lost tomb of Tor Elthos. Lidras was the leader of the expedition, as was his right as High Born. He was descended from a long and illustrative line of mage and sorceror alike. While he, admittedly, did not have the raw talent of his forefathers when it came to the magical arts, he had enough to be a forester. Moreso, he had the strength and toughness of an ulfen warrior, which is to say more than nearly any other elf. This strength, though, was tempered by elven grace. Where the ungainly humans would swing their bastard swords like they were clubs, Lidras preferred to rely on sword and bow. His bow, though, was powerful enough that no other elf in his charge could draw it. Unfortunately, a combination of physical power and noble heritage had left Lidras with an air of self confidence that had already led to four of his men dying.

The first had been Sylvae. A half-elf, he had sent her into one of the human villages to learn rumors about the ancient elven ruins. She was young, inexperienced, and not cautious enough. She had been found out, and the first sign that Lidras and his band knew of her peril was the sound of her screams. For the villagers had deemed the ruins to be haunted, and were of the opinion that to allow elves to creep in would release the spirits of the dead and the damned onto them.

The second of his company to die was Althas. For Lidras refused to allow any within his charge to be murdered by beastly humans, and he had ordered an immediate assault on the village. And while human villagers were ill equipped to fight against elite foresters, that did not save Althas from the arrow of a human hunter, who fought to defend his home.

When the two bodies were recovered, Lidras had his second interrogate the few humans they captured, for the rest were either killed or driven off. When they had found the information that they wanted, he had the village put to the torch as a funeral pyre for his dead comrades.

The third casualty came when they entered the ruins itself. Out of fear that the human survivors would call upon their lord to raise a host, he ordered his remaining men to enter the ruins without the customary intelligence gathering. Telthalas died to the magical wards left by his own distant ancestors.

And his left just Lidras and Elthaeriel. She was older than he, and more experienced. She had cautioned him to leave the village be, but he had not listened. And Althas had died. She had told him to abandon their quest, and to come back in a few years time when the humans had settled down. He refused to listen, and Telthalas had died. She now told him to leave the ruins be, and he refused to listen. She was not going to be the fourth.

And so it was that she abandoned him, vowing to bring news of his failure back to the council. That he would never lead an expedition again, and that his name would be a stain on the honor of his family.

Words were said that could never be unsaid. Blades were drawn in anger. Accusations were thrown, and soon were spells. To his dying day Lidras would swear to himself that she drew her blade first, though in his private moments he would be forced to admit that it was his harsh words which had caused her to do so. To his dying day he would ponder as to how much fault lay on his shoulders for this kinslaying. But regardless, she was the fifth and final loss. For as experienced as she was, she could not stand against the strength behind his blows, nor could she outlast him.

Wounded, and driven to the point of obsession, Lidras pushed forward into the ruins. He had lost so much on this quest. He had lost his friends. His charges. His innocence. With every step he took he thought he could hear the steps of human pursuers. He could hear their battle cries. He could hear...the clash of steel. He could hear his friends dying. He could hear his sanity breaking.

He stumbled through the ruins, unsure of himself. Unsure of where he was going. He saw an elven mage rush up to him, his entrails spilling out of his hands. The mage had fear and pain written clearly on his face. He was babbling about getting the women and children under ground, into the catacombs. He begged Lidras to take them.

All around him Lidras could see the signs of conflict. This was but an outpost, the trading town of Tor Elthos. They had always been on peaceful terms with the humans. The humans were their trading partners. The humans were their reason for being here. So why were they attacking? Lidras could see tor Elthos burning. The flames licked up into the sky as human riders in brigadine armor slaughtered the few defenders that the elven merchants could muster. Rushing to the women and children, Lidras screamed at them to follow him into the catacombs. There they could wait out the assault. There he could defend them.

Once inside the catacombs, the doors to the surface were sealed and they waited. Lidras stood there with his bow at the ready. His head was swimming. The faces of the crying children were so familiar, but he couldn't place any names to the faces. He tried to talk, but his tongue felt like it was made out of lead. How long had he been in there? How long...how long?

It was then that water started coming through the doors. He rushed up to open the doors, but they were barred shut from the surface. This was no way for a highborn to die! He had been promised glory. He had been promised prestige! He had been promised by his...his parents? Who were his parents? He looked down at the women and children and saw that the water was already up to their knees. How did it rise so fast? In desperation he banged on the door. He screamed wordlessly. The water rose. There were corpses in the water. Corpses of the innocent. He could hear laughter from outside. The water was pouring in. He screamed until the water filled his lungs. He pushed with all his might against the doors...

...and he woke. He was in the cellar, but ti was empty. Ransacked. The doors were open, and his hand was upon them. It burned with a pain that he could not describe. Sluggishly he walked down the stairs into the cellar.

He could not describe it, but there was a presence in his head. Something that he could not explain. He looked around at the ruins, and he thought back to the dream like visions which had assailed him. Tears rolled down his face and he forced back a sob, as emotions which weren't his threatened to tear him apart. Sadness, fear, desperation, confusion...anger.

That is when he heard it. The voices of humans trying to be stealthy. He could just make out what they were saying. It sounded like 'murderous elves' and 'haunted.' He smiled like a wolf. The voices that hid within his mind screamed for vengeance. And as he took up position to ambush his pursuers, he felt a power flow through him that he did not understand. When he let his first arrow fly, it flew as if on it's own accord. It hit the first human soldier exactly in the weak point of his armor. The humans yelled in confusion. One of them was yelling orders, but Lidras was a forester, and he was already moving. The officer was the second to die. Arrows flew at him, and in that moment Lidras could see his death. In his mind's eye he saw one of the arrows fly unerringly towards him. He could see it hit him in the back, and he knew that there was no way to dodge it. Instead he willed it to change course, and by some dark miracle it did. And that was when he was among them.

The last of his pursuers fled from the 'elven demon' that had screamed about Tor Elthos. Of the creature that did not care when it was stabbed in the leg with a dagger, or when a hammer connected squarely with it's collar. The humans had fled, and Lidras finally allowed himself to collapse. He was never a healer, and he knew that he would die there. But instead, the same voices in his head, the ones which cried out for vengeance, they spoke to him. They spoke to him through the voice of a goddess. He repeated the words, and his wounds began to close. Wearily, for he had still lost much blood, Lidras pulled himself to his feet. He had come here to recover a book. And somehow, he knew exactly where it would be.

Lidras returned to his home in glory. For while five elves had died, he had come back with artifacts thought lost to the ages. He told tales of how they had been attacked by humans, of how they had destroyed the offending village and routed the pursuing soldiers. He left out the details, though. For he did not understand them himself, and Elthaeriel's words still rung in his ears. His highborn family sung his praises in court, and smoothed over the concerns of those who questioned the cost of the mission. They said that the problem was not with the mission itself, but with the quality of elf that was sent. Of Lidras himself, they were overjoyed. For the on surface, his magical powers seemed to be developing at a momentous rate, and his success had brought glory and acclaim to his house. Already his father was pushing for him to be included in the next expedition...

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

Explanation of Powers:

(1) Oracle powers granted by the goddess Calistra. She heard the prayers of the dying elves. Her answer was placed upon the first elf to set foot in their watery grace.
(2) Curse 1-Branded (The marks of Calistra, upon his hand. As seen in the picture within the story. Any elf who sees it will know that he has been marked by the goddess of vengeance)
(3) Curse 2-Deep One Curse (Lidras has experienced drowning, having 'died' at the hands of human mages. He now has a swim speed, but his land speed is slightly reduced. Though he can still outrun all but the most barbaric of humans)
(4) Mystery (Dark Tapestry. This one seemed to be the most 'Calistra' of the mysteries. As seen in his profile, he will eventually be able to do some pretty interesting stuff with it, including calling upon the souls of the deceased to come back from the land of the dead to hunt the living)


I am thinking... will you allow the commando Archetype of the ranger?
If so then I will be Commando 1/Investigator 4


I thought we still had to take two levels of forster? Has this changed....


Yep she said you do not have to take 2 levels of forester. A shame somehow, but I want at least to stay into the spirit.


Please stick with the Forester. I am allowing you to fill in the stats and info on your own.

Armored Caster means you can cast spells in light armor without suffering any spell chance failure.

Who is Esctancia Silvertree?


Esctancia Silvertree is the Alias for the character from Jovich

Dark Archive

Right now I have a trait that gives me +2 to caster level for my oracle levels (so lvl5 for the purpose of casting spells). Could I make a custom trait or feat to also add +2 to my effective level for the purpose of mystery and curse levels? The 2 level enforced Forster dip really hurts in that regard.


Crunch

Goinin Bearback

Male

Elf

Magus(Esoteric)

Lawful Neutral

Stats:

Rac Mod
Str 15
Dex 17 + 2 + 1 = 20
Con 13 - 2 = 11
Int 17 + 2 + 1 = 20
Wis 15
Cha 11

--------------------
Racial Abilities
----------------

Elven Immunities:
Keen Senses:

--------------------
Alternative Racial Abilities
----------------

Steele Mind:
Elusive Grace: +1 Dodge
Dedicated Acolytes: +1 Int
Warrior Caste:
Diverse Heritage:

--------------------
Class Abilities
----------------

1st +0 +0 +2 +2 Armored Caster, Skirmish +1d6, Spells, Track
2nd +1 +0 +3 +3 Archery Master, Fast Movement +10 ft
3rd +1 + 2 + 3 + 5 Cantrips, Spell Combat, Arcane Pool, Unarmed Spellstrike
4th +2 +5 +3 + 6
5th +3 +5 +4 +6 Magus Arcana(Close Range)

-------
Traits
-------

Pioneer:
Magical Knack:
Crowd Dodger :
Magic is Life :

------
Feats
------

Combat Reflexes:
Panther Style:
Panther Claw:

----------
Languages
----------

Common, Elven, Draconic, Goblin, Giant, Orc, Sylvan, Taldane

Skills:

Acrobatics: 5 + 5 + 3 = 13
Appraise:
Bluff:
Climb: 1 + 2 + 3 = 6
Craft: 1 + 5 + 3 = 9
Diplomacy:
Disable Device: 1 + 5 + 3 = 9
Disguise:
Escape Artist: 1 + 5 + 3 = 9
Fly: 1
Handle Animal: 1 + 3 = 4
Heal:
Intimidate:
Knowledge(Arcana): 1 + 5 + 3 = 9
Knowledge(Dungeoneering): 1 + 5 + 3 = 9
Knowledge(Engineering): 1 + 5 = 6
Knowledge(Geography): 1 + 5 + 3 = 9
Knowledge(History): 1 + 5 = 6
Knowledge(Local): 1 + 5 + 3 = 9
Knowledge(Nature): 1 + 5 + 3 = 9
Knowledge(Nobility):
Knowledge(Planes): 1 + 5 + 3 = 9
Knowledge(Religion): 1 + 5 = 6
Linguistics: 1 + 5 + 3 = 9
Perception: 1 + 2 + 3 = 6
Perform:
Profession: 1 + 2 + 3 = 6
Ride: 1 + 5 + 3 = 9
Sense Motive: 1 + 2 + 3 = 6
Sleight of Hand:
Spellcraft: 5 + 5 + 3 = 13
Stealth: 1 + 5 + 3 = 9
Survival: 1 + 2 + 3 = 6
Swim: 1 + 2 + 3 = 6
Use Magic Device: 1 + 3 = 4

Forester Spells:

Animal Messenger
Charm Person
Cure Light Wounds
Endure Elements
Gravity Bow*
Obscuring Mist
Sleep
Summon Monster I
True Strike
Vanish*

Spellbook:

0-
1-

Spells Prepared:

0-
1-

Combat Stats:

Initiative: +5

--------
Offense
--------

BAB: 3
CMB: 3 + 2
Attack Damage
Unarmed Strike 1d20 + 2 + 3 1d6 + 2

--------
Defense
--------

HP: 5d8 -> 5X8 = 40
AC: 10 + 2 + 5 + 4 = 21
Touch AC: 10 + 5 + 2 = 17
Flat-Footed: 10 + 5 = 15
CMD: 10 + 5 + 2 + 3 = 20
Fortitude: 5
Reflex: 4 + 5 = 9
Will: 6 + 2 = 8


ElfChampion466 wrote:

Please stick with the Forester. I am allowing you to fill in the stats and info on your own.

Armored Caster means you can cast spells in light armor without suffering any spell chance failure.

Who is Esctancia Silvertree?

Ok maybe you can just help me here please. What do you mean by fill in the stats and info yourself?


In the beginning, I was going to provide the PC's with premade levels of Forester. All of the skills, hit points, feats, etc, would have been provided for you.

Now, you get to fill in the two Forester levels as you wish.

How flexible is that eh? FREEDOM! :)

Equipment list is coming up soon. I'm working 12+ hours per day, so spare time during the week is at a premium.

Groinin Bearback? GROININ BEARBACK?!?!?!?


@ElfChampion466

What you don't like the joke?


A now I got it ;-) Thanks. And sorry for the misunderstanding.


Equipment for Kingmaker II elven party members
ARMOR:
+2 Mithral Chain shirt. AC bonus 4, Max Dex 8, Spell failure 0%, Armor Check penalty 0, Weight: 6.5 lbs.
• Lithe enchantment. No fatigue when sleeping in this armor.
• Grace enchantment x2. Adds +2 to Max Dex, reduces armor check penalty by 2.

WEAPONS:
+1 Bogda Mor Greatbow of Distance. 1d10+1 damage, crit range: 19-20x3, range: 300, type: piercing, weight: 2 lbs.
• Enduring enchantment. Just means it doesn’t break.
• Exacting enchantment. Increased the critical range by 1.
• Precise enchantment. Fire into melee penalty reduced by -2.
• Quick enchantment. Adds +2 to initiative rolls when used.
• Distance enchantment. Doubles range increments from 150-feet to 300.

+1 Luathalann longsword, keen. 1d8 damage, crit range: 15-20x3, type: piercing/slashing, weight: 2 lbs.
• Quick enchantment. Adds +2 to initiative rolls when used.
• Sharp enchantment. Adds +2 to confirm crit rolls, reroll any damage dice rolls of 1.
• Keen enchantment. Doubles crit range from 18-20 to 15-20.

+1 Codagh Scian Warknife of Distance. 1d4 damage, crit range: 19+, range: 20 feet, type: piercing/slashing, weight: 1 lb.
• Quick enchantment. Adds +2 to initiative rolls when used.
• Sharp enchantment. Adds +2 to confirm crit rolls, reroll any damage dice rolls of 1.
• Distance enchantment. Doubles range increments from 10 to 20 feet.

GEAR:
Boots of Elvenkind. 1 lb.
Cloak of Elvenkind. 1 lb.
Cold weather gear. Worn, no weight. Camouflaged, +1 stealth.
Explorer’s outfit. 8 lbs. Camouflaged, +1 stealth.

EQUIPMENT:
Handy Haversack. 5 lbs. (holds three pockets, which holds 20/80/20 pounds respectively). Camouflaged, +1 stealth.
Efficient Quiver. 2 lbs. (holds 60 arrows, 18 javelins, 12 spears/staves).
Masterwork Survival Kit. 10.5 lbs. Includes: Flint & Steel, one mess kit, two waterskins, one map case with maps, utility knife, and one flora & fauna guide.
Belt Pouch.
Compass, masterwork. .5 lb.
Climber’s kit, masterwork. 5 lbs.
Silk rope, 50-feet. 4 lbs.
Thieves’s tools, masterwork. 2 lbs.
Disguise kit, masterwork. 8 lbs.


I have a few questions:
Do the elves have low light vision?
Is the Armor AC 4 or 6? Because it is twice enchanted?
Can one have a scimitar instead of a longsword? Or is there a elf feat that adds dex to damage for the longsword


When is the deadline? I'm still working out the story.

I decided to take a lv in monk. So, 1 lv Forester, 1lv Monk, and 3 lv Magus.


I think the forester levels are set at 2.


ALL elves have low light vision.

The total AC bonus is 6 (base 4, 2 enchantments).

2 levels of forester.

For additional equipment needed for individuals, we shall discuss that later.

Deadlines to submit completed characters will be tentatively March 31. This may get pushed later...in fact, I expect it to happen. We saw a lot of people interested, but about half are actively engaging in this. So, it's not too late for others to join in.


ElfChampion466 wrote:

ALL elves have low light vision.

The total AC bonus is 6 (base 4, 2 enchantments).

2 levels of forester.

For additional equipment needed for individuals, we shall discuss that later.

Deadlines to submit completed characters will be tentatively March 31. This may get pushed later...in fact, I expect it to happen. We saw a lot of people interested, but about half are actively engaging in this. So, it's not too late for others to join in.

I can't take 1 of Forester and one lv 1 of Monk. Even if it fits with my characters background, the theme, and the AP.


So we have equipment given to us...cool
now what about other items we may want or need.
It might have been said already but I can not find it.

What gold are we allowed and what are the rules on purchases...


We will handle gold and equipment purchases in the near future. Currently have not laid that foundation down yet. For now, tell me what your individual wish list for items may be up to about 6,000gp in value for magic items, and about 1,000gp in non-magical stuff.

I strongly urge everyone to take the two levels in Forester as planned.

Progress on the campaign is going well. Your "opposition" is compiling up nicely. Still have a lot to read up on and create. I plan on the group facing TWO fledgling kingdoms and plenty of inlaid encounters to deal with. Details coming.


For the Sylvan Elf, what is Natural Stride?
What is Elven Weapon Focus?
What are Silent Hunter, Swift as Shadows, and Lithe Step?

Dark Archive

I'll get my equipment updated with the above gear soon.

Could I ask though, to have a choice in weapons? Ie: Longsword and Longbow or Elven Curve Blade with the Dagger above.

Similar equipment but a bit of customization for the unit

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