DM Skull's Kingmaker

Game Master Shady_Motives

Chartered by the nobility of Brevoy to explore and conquer the Stolen Lands, will you establish yourself as a new world power or fade into obscurity?


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Chartered by the nobility of Brevoy to explore and conquer the Stolen Lands, will you establish yourself as a new world power or fade into obscurity?

Be it so known that the bearer of this charter has been charged by the Swordlords of Restov, acting upon the greater good and authority vested within them by the office of His Majesty King Noleski Surtova, has granted the right of exploration and travel within the wilderness region known as the Greenbelt. Exploration should be limited to an area no further than thirty-six miles east and west and sixty miles south of Oleg’s Trading Post. The carrier of this charter should also strive against banditry and other unlawful behavior to be encountered. The punishment for unrepentant banditry remains, as always, execution by sword or rope. So witnessed on this 24th day of Calistril, under watchful eye of the Lordship of Restov and authority granted by King Noleski Surtova, Ruler of Brevoy.

Requirements

Hello! We are looking for 2-3 players to add to our current cast of 3 for Kingmaker! We will be starting at the beginning.

Current PCs are:
Half-Elf Witch/Alchemist
Aasimar Wizard/Druid
Kobold Fighter/Magus

As you can see we have tons of magical support. What we don't have are skill monkeys or stealth characters and are somewhat short on physical power.

House Rules:

Healing Magic: All heal spells are modified by the casters total heal skill (min. of 0). Example: Joe Bob has a heal skill of 10. He casts cure light wounds for 1d8+3. Say that gives him an 8. Add his heal skill to that and poof, 18! This represents the casters knowledge of the healing and how to properly channel the healing energy to maximum effect.

Nat 20's and 1's: In my games there is a chance for even a 1st level character to impale a dragon through the heart against impossible odds as well as a 20th level rogue tripping and landing flat on his face. Roll a nat 20 and the accomplishment will go above and beyond whatever you are trying to attempt. Roll a nat 1 and it's an automatic failure, regardless of your base attack or skill ranks. Even gods can screw up.

Spells: Spells do not require a spell-book to replenish your daily use, thats accomplished with an hour of meditation. Spell-books are only required to change your daily spells or learn new spells.

Summoning Spells: Summoned creatures can have any of the following templates applied; celestial, entropic, fiendish, or resolute. With sufficient K. Planar rolls of DC 15+ the following templates will become available on a 1 by 1 basis; aerial, aqueous, chthonic, dark, fiery, or primordial. A good character summoning a creature that is ALWAYS evil (such as a devil or demon) risks alignment shift and vice/versa for evil characters. This also applies to the fiendish and celestial templates.

Traits: 2 to start, 1 must be Kingmaker trait. Additional traits are earn via playing the campaign. These are rewards or affects your characters will gain depending on their actions in the campaign.

PC vs PC Diplomacy Checks: This will not be allowed to force players to think or behave a specific way. You must convince them with traditional means of roleplay.

Feats: Feats are gained as normal, but additional feats may be awarded by group/character play. Bonus feat awarded at 1st, 5th, 10th, 15th and 20th level.

Feat Tax: I will be using the system suggested here.

Crafting: A slightly altered system will be replacing Pathfinders crafting rule set to accommodate the campaign.

Combat: Players will be given one day to post their turn in combat. By the end of day if a player has not taken their turn, they will be put on delay and combat will proceed normally. GM will roll all initiative rolls to keep from breaking the flow of the PbP.

Player Death: In the event of a players death, that is the end of their journey (If there is no chance to get a revival/reincarnation). This also means your participation in the campaign is done. No re-rolling of characters will be permitted. This is to allow other outside players a chance to participate in the campaign.

Party Wipe: In the event of the death of the entire party, a new recruitment will be held. You will be allowed to submit a new character then, but only then.

Character Creation:

GESTALT!

-->Warning: Before you read any further, keep in mind my limitations on gestalt. Abilities on one side of the gestalt do NOT stack with similar or the same abilities on the other side of the gestalt. This quote is direct from Unearthed Arcana, where these rules originated. "Class features that two classes share (such as uncanny dodge) accrue at the rate of the faster class."- Unearthed Arcana p. 72. Similair or same abilities from both sides of the gestalt DO NOT stack.

-->Attributes: I like high powered games so start off thus; start off with 1 auto 18. Roll 3d6, reroll 1's, drop the lowest dice and add 6. Do that 5 times and you have a set. Do that as many times as you want until you arrive at a set that you like (max of 50 times). You must accept stats as a set, no mixing and matching.

-->Starting Level: 1st

-->HP: Max.

-->Max gold 1st level.

-->All archetypes allowed.

-->Books allowed: All Pathfinder with the following exceptions; No Occult Adventures, Starfinder or 3PP.

-->Background Skills: Yes.

-->Variant Multiclassing: No.

-->Firearms: Early firearms. Exotic weapons for all but Gunslingers, full price.

-->Forbidden Classes: Ninja, Samurai, any from Occult Adventures, all prestige.

-->Races allowed: Core, no problem. Advanced Race Guide by approval only. You can modify current races up to 15 RP. If the race you have chosen has total RP beyond 15, you cannot modify them.

For those choosing a race found in the Advanced Race Guide if you are choosing an exotic race (tengu for example) I want a Very good reason why your character is so very far from home. Pay attention to where races are normally found and showcase your awesome knowledge of lore!

Combat:

During small(few to one monsters) combat:
Standard book combat rules apply.

During large(many monsters) combat:
Players Initiatives will be averaged, so players may take their turn at any time during the players group turn.

Enemy initiatives will be grouped together as well in the initiative order. They will be placed in respect to the averaged players initiative.

During Combat. Due to its lengthy nature, I will speed up posts to once a day. At the end of each day, the monsters will always take their turn. This is to prevent a month long combat sequence.

Ex.
Combat 1:
Players have an average initiative roll of 8. Monsters average initiative rolls is a 4. In this event, the Players take their turn first, then the monsters will after.

Crafting System:

You can craft many items in the campaign, from armor and weapons, but you must have skill points allocated to Craft: [Category] in order to do so. You must obtain raw materials and/or schematics to do. The system is explained in more detail below:

Crafting Categories:
-->Armor + Weapons
-->Spellcraft (This is the existing Spellcraft in skills)
-->Alchemy (includes everything of an alchemical nature, magical or otherwise.)
-->Siege
-->Traps
-->Art (paintings, pottery, sculpting, etc.)
-->Clothing (anything that goes on the body not considered armor)

What you need to craft?
To craft items in the campaign you must have the raw material to do so. Most raw materials can either be found, salvaged, or bought. There will be unique materials and components you can find to add special affects or bonuses.

When you have the required materials, you can do one of two things. You can either find/purchase a schematic in order to know the quantity of resources you need. Or you can make a Craft [Category] skill check to see if your character knows how to craft that item that you want. If you fail to pass this knowledge check you have to buy a schematic or take a penalty to your Craft [Category] check to when you craft your weapon.

How long does it take?
Crafting takes time in the game world, there will be moments when you enter towns where you will have access to what you need to craft your items. The length of time is calculated from a Craft [Category] check and the complexity/quality of the weapon. You can rush your crafts but you will take a penalty on your Craft [Category] check for quality.

How are the stats determined?
I will determine final base stats of your item. Your will make your final Craft [Category] check to determine your characters success at making the item. This check will help determine the quality of your item, or if your character blunders and wastes the materials.

Can I get an example?
Of course you can! (Note: All data here is an example and does not represent what the materials actually do.)

Bliggledorf the Dwarf decides he wants to make a one handed waraxe. First he makes a check to see if he is knowledgeable enough in crafting it.

He has a Craft: Weapons skill of 15. His final roll tallies results in a 25. Crafting a standard waraxe is pretty common knowledge so he doesn't need a schematic. He finds out he needs 2 ingots to craft it and it will take approximately 2 full days to make it.

Bliggledorf the Dwarf has enough Darksteel and Obsidian to craft it. He decides to use Darksteel because it gives a inherent +2 to attack rolls against Goblins. He knows this because of a finding a tattered book on Darksteel. Though a Craft Weapons check could reveal if he worked with that material before and possibly gleamed what it might do.

Bliggledorf then makes a Craft Weapons Skill check to Craft the weapon. He doesn't have enough time craft it so he wants to attempt to craft it in one day which raises the difficulty of the check. His skill check results in 20. Luckily since it is a simple weapon with no other enhancements he makes it without too much difficulty. His weapon now has the base stats of a common waraxe, but with a +2 to attack rolls against Goblins.

If he had extra time, he could lower the difficulty of the check or opted to use extra materials to try and get a boost to its effect or find a new affect by combining materials.

Posting: I expect a certain level of skill with the english language from my players. One sentence responses will usually not be sufficient. Repeated 1 sentence responses will result in the player being removed from my game. There is a built in spell check on the site but I would suggest writing your lengthy responses in a writing program. Blatant poor grammar (with the exception of idiotic character speech) will not be accepted and repeated grammatically incorrect posts can lead to removal. All this means is read over what you write BEFORE posting and spell check. It only takes a minute or two and saves everyone a headache.

At the beginning I will not be militant about grammar or post length as all of the players (myself included) will be getting used to the other players' writing styles. As time progresses however posts should become more fluid and well written as we get more experience as a group. If a character is saying something posting the speech in only bold font is unacceptable. Write your posts as if you are taking part in writing a book.

Major Events:

This is where any major/noteworthy events will be tracked, accompanied by a link to a document with any extra details on the event.

Spoiler:
I've created these rules based off of several games as both a GM and player so please don't bother trying to suggest an alternative to what is already stated. Any situations not covered by these rules will be decided on a case by case basis.

Recruitment closes in 2 weeks, 08/16/2017!


Oh, my, yes. Dot. Character in about 6 hours

Set 1- Stat: 3d6 ⇒ (5, 3, 1) = 9
Stat: 3d6 ⇒ (3, 1, 1) = 5
Stat: 3d6 ⇒ (5, 2, 3) = 10
Stat: 3d6 ⇒ (2, 6, 2) = 10
Stat: 3d6 ⇒ (4, 3, 3) = 10

Set 2- Stat: 3d6 ⇒ (5, 1, 2) = 8
Stat: 3d6 ⇒ (1, 4, 4) = 9
Stat: 3d6 ⇒ (2, 5, 6) = 13
Stat: 3d6 ⇒ (5, 5, 5) = 15
Stat: 3d6 ⇒ (6, 3, 6) = 15
1 reroll: 1d6 ⇒ 5

Set two would be;
18
16
14
17
16
18

I think I'm good with that :p


Hey everyone, I'm the player for the Kobold, just getting my stats now :D

Dice Rolls:

Group ----
Set: 1
3d6 + 6 ⇒ (3, 1, 1) + 6 = 11
3d6 + 6 ⇒ (6, 1, 3) + 6 = 16
3d6 + 6 ⇒ (5, 3, 6) + 6 = 20
3d6 + 6 ⇒ (1, 6, 2) + 6 = 15
3d6 + 6 ⇒ (4, 1, 2) + 6 = 13

Set: 2
3d6 + 6 ⇒ (2, 5, 1) + 6 = 14
3d6 + 6 ⇒ (6, 1, 1) + 6 = 14
3d6 + 6 ⇒ (2, 6, 1) + 6 = 15
3d6 + 6 ⇒ (1, 6, 6) + 6 = 19
3d6 + 6 ⇒ (5, 5, 2) + 6 = 18

Set: 3
3d6 + 6 ⇒ (3, 4, 4) + 6 = 17
3d6 + 6 ⇒ (1, 1, 4) + 6 = 12
3d6 + 6 ⇒ (2, 1, 6) + 6 = 15
3d6 + 6 ⇒ (4, 5, 2) + 6 = 17
3d6 + 6 ⇒ (2, 4, 2) + 6 = 14

Set: 4
3d6 + 6 ⇒ (3, 6, 1) + 6 = 16
3d6 + 6 ⇒ (4, 5, 6) + 6 = 21
3d6 + 6 ⇒ (6, 1, 4) + 6 = 17
3d6 + 6 ⇒ (5, 5, 4) + 6 = 20
3d6 + 6 ⇒ (6, 5, 6) + 6 = 23

Set 4 looks really good, so my final stats would be...

18 <- Given
15
17
16
16
18

I think I'm very happy with that!

Silver Crusade

Dice Rolls:

18
Roll 1: 3d6 ⇒ (3, 6, 3) = 12 15
Roll 2: 3d6 ⇒ (1, 6, 4) = 11 16
Roll 3: 3d6 ⇒ (6, 4, 4) = 14 16
Roll 4: 3d6 ⇒ (4, 1, 1) = 6 11
Roll 5: 3d6 ⇒ (4, 2, 2) = 8 12

18
Roll 1: 3d6 ⇒ (3, 5, 4) = 12 15
Roll 2: 3d6 ⇒ (1, 3, 5) = 9 14
Roll 3: 3d6 ⇒ (6, 5, 2) = 13 17
Roll 4: 3d6 ⇒ (5, 3, 1) = 9 14
Roll 5: 3d6 ⇒ (4, 3, 4) = 11 14

18
Roll 1: 3d6 ⇒ (6, 6, 2) = 14 18
Roll 2: 3d6 ⇒ (1, 4, 5) = 10 15
Roll 3: 3d6 ⇒ (4, 5, 6) = 15 17
Roll 4: 3d6 ⇒ (6, 3, 3) = 12 15
Roll 5: 3d6 ⇒ (2, 2, 1) = 5 10

18
Roll 1: 3d6 ⇒ (2, 3, 6) = 11 15
Roll 2: 3d6 ⇒ (4, 3, 3) = 10 13
Roll 3: 3d6 ⇒ (3, 4, 1) = 8 13
Roll 4: 3d6 ⇒ (2, 2, 3) = 7 11
Roll 5: 3d6 ⇒ (4, 1, 2) = 7 12

18
Roll 1: 3d6 ⇒ (2, 4, 3) = 9 13
Roll 2: 3d6 ⇒ (4, 5, 1) = 10 15
Roll 3: 3d6 ⇒ (1, 2, 1) = 4 9
Roll 4: 3d6 ⇒ (6, 4, 3) = 13 16
Roll 5: 3d6 ⇒ (6, 3, 3) = 12 15

18
Roll 1: 3d6 ⇒ (3, 5, 5) = 13 16
Roll 2: 3d6 ⇒ (3, 2, 4) = 9 13
Roll 3: 3d6 ⇒ (4, 2, 3) = 9 13
Roll 4: 3d6 ⇒ (2, 6, 4) = 12 16
Roll 5: 3d6 ⇒ (2, 3, 4) = 9 13

********************************

18
Roll 1: 3d6 ⇒ (5, 4, 6) = 15 17
Roll 2: 3d6 ⇒ (3, 4, 5) = 12 15
Roll 3: 3d6 ⇒ (4, 4, 1) = 9 14
Roll 4: 3d6 ⇒ (3, 1, 4) = 8 13
Roll 5: 3d6 ⇒ (1, 6, 1) = 8 13

18
Roll 1: 3d6 ⇒ (4, 6, 1) = 11 16
Roll 2: 3d6 ⇒ (2, 5, 2) = 9 13
Roll 3: 3d6 ⇒ (4, 3, 3) = 10 13
Roll 4: 3d6 ⇒ (6, 3, 5) = 14 17
Roll 5: 3d6 ⇒ (3, 6, 1) = 10 15

18 ---------------------------------Winner
Roll 1: 3d6 ⇒ (1, 5, 4) = 10 15
Roll 2: 3d6 ⇒ (6, 6, 6) = 18 18
Roll 3: 3d6 ⇒ (2, 6, 3) = 11 15
Roll 4: 3d6 ⇒ (3, 5, 1) = 9 14
Roll 5: 3d6 ⇒ (5, 6, 1) = 12 17

18 -
Roll 1: 3d6 ⇒ (5, 3, 4) = 12 15
Roll 2: 3d6 ⇒ (2, 2, 1) = 5 10
Roll 3: 3d6 ⇒ (4, 5, 5) = 14 16
Roll 4: 3d6 ⇒ (2, 3, 1) = 6 11
Roll 5: 3d6 ⇒ (5, 1, 6) = 12 17

18 -
Roll 1: 3d6 ⇒ (3, 6, 4) = 13 16
Roll 2: 3d6 ⇒ (4, 2, 2) = 8 12
Roll 3: 3d6 ⇒ (3, 1, 6) = 10 15
Roll 4: 3d6 ⇒ (1, 3, 2) = 6 11
Roll 5: 3d6 ⇒ (1, 3, 3) = 7 12

18 -
Roll 1: 3d6 ⇒ (6, 4, 5) = 15 16
Roll 2: 3d6 ⇒ (4, 6, 1) = 11 16
Roll 3: 3d6 ⇒ (6, 2, 5) = 13 17
Roll 4: 3d6 ⇒ (3, 2, 1) = 6 11
Roll 5: 3d6 ⇒ (1, 4, 6) = 11 16


Oh, if only I wasn't already in two Kingmaker games. These high powered rolls would be perfect for some insane gestalt ideas I have.


Rolls:
18
3d6 ⇒ (2, 3, 4) = 9 - 2 + 6 = 12
3d6 ⇒ (3, 5, 5) = 13 - 3 + 6 = 16
3d6 ⇒ (3, 6, 6) = 15 - 3 + 6 = 18
3d6 ⇒ (3, 2, 6) = 11 - 2 + 6 = 14
3d6 ⇒ (5, 1, 1) = 7 2d6 ⇒ (4, 5) = 9 - 4 + 6 = 16

That gives me 18, 18, 16, 16, 14, 12. Yeah, I can definitely work with that.


Currently thinking maybe Unchained Monk/Cleric or Unchained Rogue/something. Leaning towards the first


The Half-elf here, just popping in to say hello to the first prospects. I look forward to all the submissions just as much as DM Skull and Vin are . :D


Rolls:

Set 1:
3d6 ⇒ (2, 1, 4) = 7
3d6 ⇒ (6, 3, 4) = 13
3d6 ⇒ (5, 4, 4) = 13
3d6 ⇒ (1, 5, 6) = 12
3d6 ⇒ (4, 4, 3) = 11
Set 2:
3d6 ⇒ (6, 2, 5) = 13
3d6 ⇒ (1, 4, 1) = 6
3d6 ⇒ (3, 2, 4) = 9
3d6 ⇒ (2, 6, 4) = 12
3d6 ⇒ (1, 4, 3) = 8
Set 3:
3d6 ⇒ (6, 1, 6) = 13 1d6 ⇒ 2 18
3d6 ⇒ (5, 2, 6) = 13 17
3d6 ⇒ (3, 6, 4) = 13 16
3d6 ⇒ (3, 6, 4) = 13 16
3d6 ⇒ (2, 6, 3) = 11 15

So that's 18 18 17 16 16 15, that's not bad at all.


Also forgot, any characters must be submitted via a stat block. Offsite character sheets are not acceptable.


Might roll a few more sets...this is a high powered game.


As long as most of your stats are 15+, you're fine.


Dot. At work atm. As soon as I get a chance to look at everything properly I'll submit a character.
Ranger/Rogue may be interesting


Set 1:

3d6 ⇒ (1, 2, 2) = 5 10
3d6 ⇒ (1, 1, 1) = 3 13
3d6 ⇒ (2, 5, 1) = 8 15
3d6 ⇒ (3, 5, 4) = 12 15
3d6 ⇒ (1, 4, 6) = 11 16

6d6 ⇒ (2, 4, 2, 3, 4, 3) = 18

Set 2:

3d6 ⇒ (5, 1, 1) = 7 12
3d6 ⇒ (6, 5, 1) = 12 13
3d6 ⇒ (1, 6, 4) = 11 17
3d6 ⇒ (6, 1, 5) = 12 17
3d6 ⇒ (4, 6, 4) = 14 18

2d6 ⇒ (5, 2) = 7 6,1
1d6 ⇒ 5 5
1d6 ⇒ 6 4
1d6 ⇒ 1 6
Set 3:

3d6 ⇒ (5, 2, 5) = 12 18
3d6 ⇒ (2, 6, 5) = 13 16
3d6 ⇒ (5, 1, 5) = 11 16
3d6 ⇒ (4, 3, 3) = 10 17
3d6 ⇒ (1, 1, 2) = 4 13

1d6 ⇒ 3 6 why does this keep changing
Set 4:

3d6 ⇒ (6, 3, 4) = 13 17
3d6 ⇒ (6, 3, 5) = 14 Reroll: 1d6 ⇒ 4 15
3d6 ⇒ (6, 6, 1) = 13 Reroll: 2d6 ⇒ (3, 5) = 8 12
3d6 ⇒ (6, 6, 2) = 14 16
3d6 ⇒ (1, 5, 1) = 7 17

Set 5:

3d6 ⇒ (3, 1, 4) = 8 17
3d6 ⇒ (5, 1, 1) = 7
3d6 ⇒ (4, 3, 1) = 8 Reroll: 1d6 ⇒ 4 18
3d6 ⇒ (4, 4, 4) = 12 16-17
3d6 ⇒ (6, 2, 5) = 13 Reroll: 2d6 ⇒ (2, 3) = 5
Some dice rolls changed (strange)

Set 5 Rerolls:

1d6 ⇒ 6
1d6 ⇒ 6

Set 6:

3d6 ⇒ (5, 6, 2) = 13 13
3d6 ⇒ (2, 6, 1) = 9 18
3d6 ⇒ (1, 2, 3) = 6 17
3d6 ⇒ (4, 5, 5) = 14 16
3d6 ⇒ (1, 3, 1) = 5 14

2d6 ⇒ (2, 4) = 6
Totals:

Set 1:10,13,15,15,16,18 (44 point)
Set 2:12,13,17,17,18,18 (65 point)
Set 3:13,16,16,17,18,18 (70 point)
Set 4:12,15,16,17,17,18 (62 point)
Set 6:13,14,16,17,18,18 (65 point)

Please trust the totals the d6s Keep changing
Set 3:13,16,16,17,18,18


Sets:

Stat: 3d6 ⇒ (2, 4, 1) = 7
Stat: 3d6 ⇒ (2, 4, 1) = 7
Stat: 3d6 ⇒ (5, 6, 5) = 16
Stat: 3d6 ⇒ (1, 2, 1) = 4
Stat: 3d6 ⇒ (3, 3, 3) = 9

1 rerolls: 4d6 ⇒ (4, 5, 2, 2) = 13

Stat: 3d6 ⇒ (1, 4, 3) = 8
Stat: 3d6 ⇒ (5, 4, 1) = 10
Stat: 3d6 ⇒ (1, 1, 2) = 4
Stat: 3d6 ⇒ (2, 3, 6) = 11
Stat: 3d6 ⇒ (5, 1, 4) = 10

1 rerolls: 5d6 ⇒ (4, 3, 3, 4, 3) = 17

Stat: 3d6 ⇒ (3, 6, 3) = 12
Stat: 3d6 ⇒ (1, 2, 6) = 9
Stat: 3d6 ⇒ (5, 3, 6) = 14
Stat: 3d6 ⇒ (2, 2, 4) = 8
Stat: 3d6 ⇒ (3, 1, 4) = 8

1 rerolls: 2d6 ⇒ (3, 2) = 5

Stat: 3d6 ⇒ (1, 5, 3) = 9
Stat: 3d6 ⇒ (2, 4, 6) = 12
Stat: 3d6 ⇒ (1, 4, 4) = 9
Stat: 3d6 ⇒ (2, 4, 2) = 8
Stat: 3d6 ⇒ (2, 2, 4) = 8

1 rerolls: 2d6 ⇒ (4, 4) = 8

Stat: 3d6 ⇒ (3, 2, 1) = 6
Stat: 3d6 ⇒ (3, 3, 2) = 8
Stat: 3d6 ⇒ (6, 1, 1) = 8
Stat: 3d6 ⇒ (2, 5, 5) = 12
Stat: 3d6 ⇒ (3, 5, 2) = 10

1 rerolls: 3d6 ⇒ (4, 6, 5) = 15

Stat: 3d6 ⇒ (6, 2, 1) = 9
Stat: 3d6 ⇒ (1, 4, 6) = 11
Stat: 3d6 ⇒ (5, 2, 6) = 13
Stat: 3d6 ⇒ (1, 6, 4) = 11
Stat: 3d6 ⇒ (3, 1, 1) = 5

1 rerolls: 5d6 ⇒ (4, 3, 4, 6, 5) = 22

Stat: 3d6 ⇒ (2, 3, 3) = 8
Stat: 3d6 ⇒ (3, 5, 2) = 10
Stat: 3d6 ⇒ (3, 4, 1) = 8
Stat: 3d6 ⇒ (5, 2, 6) = 13
Stat: 3d6 ⇒ (3, 1, 3) = 7

1 rerolls: 2d6 ⇒ (5, 5) = 10

Stat: 3d6 ⇒ (5, 2, 6) = 13
Stat: 3d6 ⇒ (4, 3, 6) = 13
Stat: 3d6 ⇒ (4, 4, 1) = 9
Stat: 3d6 ⇒ (3, 3, 4) = 10
Stat: 3d6 ⇒ (5, 4, 6) = 15

1 reroll: 1d6 ⇒ 4

Stat: 3d6 ⇒ (4, 6, 6) = 16
Stat: 3d6 ⇒ (6, 2, 3) = 11
Stat: 3d6 ⇒ (6, 2, 4) = 12
Stat: 3d6 ⇒ (3, 5, 6) = 14
Stat: 3d6 ⇒ (5, 6, 3) = 14

Stat: 3d6 ⇒ (3, 4, 5) = 12
Stat: 3d6 ⇒ (3, 3, 6) = 12
Stat: 3d6 ⇒ (6, 3, 2) = 11
Stat: 3d6 ⇒ (6, 4, 5) = 15
Stat: 3d6 ⇒ (2, 2, 5) = 9

Rolled another ten sets, and the 9th ends up being 15 16 17 17 18 18. I'll go with that. It's pretty much no different from my other one, I just like it better :p


Rolls:

Set 1
3d6 ⇒ (1, 3, 1) = 5
3d6 ⇒ (4, 1, 2) = 7
3d6 ⇒ (4, 1, 1) = 6
3d6 ⇒ (2, 4, 6) = 12
3d6 ⇒ (4, 3, 3) = 10

Reroll 5d6 ⇒ (4, 2, 4, 5, 2) = 17

SET 2
3d6 ⇒ (4, 4, 5) = 13
3d6 ⇒ (4, 5, 2) = 11
3d6 ⇒ (6, 1, 4) = 11
3d6 ⇒ (4, 3, 2) = 9
3d6 ⇒ (2, 5, 1) = 8

Reroll 3d6 ⇒ (1, 5, 3) = 9

SET 3
3d6 ⇒ (2, 6, 1) = 9 15
3d6 ⇒ (3, 5, 4) = 12 15
3d6 ⇒ (1, 6, 2) = 9 18
3d6 ⇒ (4, 1, 1) = 6 14
3d6 ⇒ (6, 5, 1) = 12 17

Reroll 8d6 ⇒ (3, 6, 1, 4, 1, 2, 1, 5) = 23

SET 4
3d6 ⇒ (4, 2, 3) = 9 13
3d6 ⇒ (2, 3, 5) = 10 14
3d6 ⇒ (6, 3, 1) = 10 18
3d6 ⇒ (4, 4, 2) = 10 14
3d6 ⇒ (5, 5, 1) = 11 16

Reroll 3d6 ⇒ (1, 6, 5) = 12

18,18,17,15,15,14

I can go on in till I have best rolls possible :P (up to 50 sets) but I will take set 3 then

Dervish Dancer (bard)/Dandy (ranger)

Now to think of race etc. I like the idea of him in a harlequin type outfit. Mask. Bells. All that fun things


Set 7:

3d6 ⇒ (2, 6, 5) = 13 17
3d6 ⇒ (4, 4, 6) = 14 16
3d6 ⇒ (1, 2, 3) = 6 11
3d6 ⇒ (5, 2, 4) = 11 15
3d6 ⇒ (5, 3, 5) = 13 16

1d6 ⇒ 2

Set 8:

3d6 ⇒ (4, 3, 5) = 12 15
3d6 ⇒ (6, 6, 1) = 13 18
3d6 ⇒ (6, 3, 3) = 12 15
3d6 ⇒ (6, 3, 6) = 15 18
3d6 ⇒ (3, 2, 2) = 7 11

?Reroll: 1d6 ⇒ 5

Set 9:

3d6 ⇒ (1, 6, 2) = 9 18
3d6 ⇒ (6, 5, 2) = 13 17
3d6 ⇒ (6, 6, 4) = 16 18
3d6 ⇒ (3, 1, 5) = 9 14
3d6 ⇒ (1, 4, 4) = 9 14

4d6 ⇒ (6, 3, 1, 3) = 13
Set 10:

3d6 ⇒ (3, 2, 2) = 7 11
3d6 ⇒ (2, 6, 6) = 14 18
3d6 ⇒ (1, 5, 3) = 9 15
3d6 ⇒ (5, 6, 3) = 14 17
3d6 ⇒ (5, 6, 5) = 16 17
3d6 ⇒ (3, 1, 2) = 6 Ignore this

1d6 ⇒ 4
Totals:

Set 1:10,13,15,15,16,18 (44 point)
Set 2:12,13,17,17,18,18 (65 point)
Set 3:13,16,16,17,18,18 (70 point)
Set 4:12,15,16,17,17,18 (62 point)
Set 6:13,14,16,17,18,18 (65 point)
Set 7:11,15,16,16,17,18 (58 point)
Set 8:11,15,15,18,18,18 (66 point)
Set 9:14,14,17,18,18,18 (74 point)
Set 10:11,15,17,17,18,18 (68 point)


Query as I am leaning towards in Unchained Rogue and Arcane Duelist Bard (Skill monkey AND striking power! I'm a giver like that!).

Finesse Training;

Per the optional Feat Tax rules, the first level benefit is essentially null. May I instead gain Weapon Focus? If not that's totally fine, the build will still rock faces off at 3 (and be pretty good even before, I think!)


Dodekatheon wrote:

Query as I am leaning towards in Unchained Rogue and Arcane Duelist Bard (Skill monkey AND striking power! I'm a giver like that!).

Finesse Training;

Per the optional Feat Tax rules, the first level benefit is essentially null. May I instead gain Weapon Focus? If not that's totally fine, the build will still rock faces off at 3 (and be pretty good even before, I think!)

Not a problem.


Heard. Should have something up in about an hour.


set 1:

3d6 + 6 ⇒ (1, 1, 1) + 6 = 9 edit: first stat is auto 18
3d6 + 6 ⇒ (1, 6, 6) + 6 = 19
3d6 + 6 ⇒ (1, 6, 5) + 6 = 18
3d6 + 6 ⇒ (4, 2, 1) + 6 = 13
3d6 + 6 ⇒ (5, 5, 3) + 6 = 19
3d6 + 6 ⇒ (3, 4, 3) + 6 = 16

reroll#2: 2d6 ⇒ (1, 2) = 3
reroll#3: 1d6 ⇒ 5
reroll#4: 1d6 ⇒ 6


18, 18, 17, 16, 16, 13

Wow, that's pretty astounding. Now for a creative concept...

Thinking an Elven Ranger/Inquisitor of Erastil.


Dotting. I died in my last Kingmaker campaign did it will be nice to continue it :D

Rolls:

Set 1
Auto 18
3d6 ⇒ (2, 5, 4) = 11 9 + 6 = 15
3d6 ⇒ (1, 4, 6) = 11 10 + 6 = 16
1d6 ⇒ 2

3d6 ⇒ (6, 3, 1) = 10 9 + 6 = 15
3d6 ⇒ (5, 3, 5) = 13 11 + 6 = 17
1d6 ⇒ 6

3d6 ⇒ (4, 6, 2) = 12 10 + 6 = 16

That looks pretty good.


When it comes to your magus, are they a strength or dexterity based build? I have a couple ideas that might be fun to try, but one of them really only works if my fellow front-liners are strength-based characters. I'm interested in a Skald on the one hand, but I also have other ideas. Has anyone given any thought to kingdom roles?

Also, are you alright with someone who has read the AP and is running it as a GM?


JDPhipps wrote:

When it comes to your magus, are they a strength or dexterity based build? I have a couple ideas that might be fun to try, but one of them really only works if my fellow front-liners are strength-based characters. I'm interested in a Skald on the one hand, but I also have other ideas. Has anyone given any thought to kingdom roles?

Also, are you alright with someone who has read the AP and is running it as a GM?

This is going to be gestalt and mythic. I really doubt you know whats coming.


Here is my idea so far, build wise. Not much gear and i didnt pick languages yet

Luthian:

Luthian
Male human bard (dervish dancer) 1/ranger (dandy) 1/gestalt 1 (Pathfinder RPG Ultimate Combat 32, Pathfinder RPG Ultimate Intrigue 41)
CG Medium humanoid (human)
Init +5; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
hp 13 (3 HD; 1d8+2d10+3)
Fort +4, Ref +7, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee elven leafblade +3 (1d4+5/18-20) or
. . elven leafblade +3 (1d4+4/18-20)
Special Attacks battle dance: inspire courage
Bard (Dervish Dancer) Spells Known (CL 1st; concentration +6)
--------------------
Statistics
--------------------
Str 17, Dex 20, Con 15, Int 16, Wis 14, Cha 20
Base Atk +1; CMB +3; CMD 20
Feats Double Slice, Fast Learner[ARG], Piranha Strike, Two-weapon Fighting, Weapon Finesse
Traits civilized, noble born - orlovsky
Skills Acrobatics +8, Bluff +9, Diplomacy +10 (+12 vs. people from chosen country), Escape Artist +8, Intimidate +5 (+7 vs. people from chosen country), Knowledge (history) +7, Knowledge (local) +8, Knowledge (nobility) +8, Linguistics +7, Perception +6, Perform (dance) +9, Sense Motive +6, Stealth +8, Use Magic Device +9; Racial Modifiers gregarious, urbanite
Languages Azlanti, Common, Draconic
SQ battle dance, fleet, rumor empathy +6, track +1
Other Gear parade armor[UE], elven leafblade, elven leafblade, 175 gp
--------------------
Special Abilities
--------------------
Battle Dance (move action, 9 rounds/day) Battle dances can create bardic performance effects only on self.
Battle Dance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Darkvision (60 feet) You can see in the dark (black and white only).
Fleet (Su) Gain an enhancement bonus to speed when battle dancing.
Gregarious (Ex) Successful Diplomacy check causes target to take a -2 penalty vs. further CHA skills for 24 hr.
Piranha Strike -1/+2 You can subtract from your attack roll to add to your damage with light weapons.
Rumor Empathy +6 (Ex) Over 8 hr, modify rumor tone one step with a Diplomacy check based on settlement size.
Track +1 Add the listed bonus to survival checks made to track.
Urbanite (Ex) +2 Diplomacy to gather information & Sense Motive to read a social situation.

Added 6RP to the human template to make it 15RP


Okay. Took a while but I put together Lorik Sharpsilver.

He's an Unchained Rogue/Arcane Duelist Bard. Plenty of skills and some decent melee pop. He'll get a little bonkers at 3rd (in a good way, I promise).

I included a fairly sizable writing sample so you can get an idea of how I write. Let me know if anything looks off or you have any questions.

Will probably tinker with Race Builder stuff a bit by modding the Half Elf Template. I'm thinking replacing Human Heritage with Flexible (another +2), adding Darkvision, and adding Dual-Minded for 15 RP.


Gestalt Kingmaker with Rolled Dice? I'm in!

Let's do at least two.

free 18: 18 = 18
3d6, reroll 1s, drop lowest, +6: 3d6 - 5 + 6 ⇒ (5, 5, 6) - 5 + 6 = 17
3d6, reroll 1s, drop lowest, +6: 3d6 - 2 + 6 ⇒ (2, 3, 5) - 2 + 6 = 14
3d6, reroll 1s, drop lowest, +6: 4d6 - 1 - 3 + 6 ⇒ (5, 3, 1, 5) - 1 - 3 + 6 = 16
3d6, reroll 1s, drop lowest, +6: 4d6 - 1 - 2 + 6 ⇒ (2, 6, 1, 3) - 1 - 2 + 6 = 15
3d6, reroll 1s, drop lowest, +6: 3d6 - 2 + 6 ⇒ (2, 5, 4) - 2 + 6 = 15
That's 18, 17, 16, 15, 15, 14

free 18: 18 = 18
3d6, reroll 1s, drop lowest, +6: 5d6 - 1 - 1 - 2 + 6 ⇒ (1, 6, 2, 1, 4) - 1 - 1 - 2 + 6 = 16
3d6, reroll 1s, drop lowest, +6: 3d6 ⇒ (6, 6, 6) = 18
3d6, reroll 1s, drop lowest, +6: 3d6 - 2 + 6 ⇒ (2, 6, 2) - 2 + 6 = 14
3d6, reroll 1s, drop lowest, +6: 3d6 ⇒ (1, 1, 1) = 3 IGNORE THIS ONE! All 1's, doing it again.
3d6, reroll 1s, drop lowest, +6: 3d6 - 2 + 6 ⇒ (5, 3, 2) - 2 + 6 = 14
3d6, reroll 1s, drop lowest, +6: 3d6 - 2 + 6 ⇒ (6, 2, 6) - 2 + 6 = 18
That's 18, 18, 18, 16, 14, 14

Yeah, wow. #2 is a winner!

Going to go with a Keleshite Oracle/Ranger. I have a level 6 gestalt oracle/ranger I made a while ago that I can re-stat back to first level.

He is a Suli. I would like to note that Sulis are often listed as a 15 RP race. This is not true, for two reasons:

1. Suli are outsiders, and the outsider type costs 3 RP. But outsiders get darkvision for free. Sulis do NOT have darkvision, so they lose 2 RP there.

2. The elemental assault ability is 1 RP, but the Suli are listed as spending 4 RP because they can do this with any of the 4 elements. But 4 RP is actually the cost to have four separate elemental assault powers, once each with a different element. That is obviously WAY better than one elemental assault ability where you can choose the element. So the Suli's ability is worth maybe 1.5 RP but let's round up to 2.

So a suli is actually an 11 RP race, same as dwarves.


GM Skull: Does the "Healing Magic" house rule include channel energy and lay on hands?


Set 11:

3d6 ⇒ (5, 6, 2) = 13 17
3d6 ⇒ (5, 6, 4) = 15 17
3d6 ⇒ (5, 1, 3) = 9 15
3d6 ⇒ (1, 4, 1) = 6 16
3d6 ⇒ (5, 5, 2) = 12 16

5d6 ⇒ (4, 4, 1, 1, 6) = 16

Set 12:

3d6 ⇒ (3, 5, 5) = 13 16
3d6 ⇒ (2, 6, 1) = 9 14
3d6 ⇒ (3, 5, 5) = 13 16
3d6 ⇒ (3, 6, 2) = 11 15
3d6 ⇒ (3, 5, 1) = 9 15

2d6 ⇒ (2, 4) = 6
Set 13:

3d6 ⇒ (3, 5, 6) = 14 13
3d6 ⇒ (5, 6, 6) = 17 17
3d6 ⇒ (2, 5, 5) = 12 18
3d6 ⇒ (1, 4, 2) = 7 16
3d6 ⇒ (2, 5, 2) = 9 14

1d6 ⇒ 6
Set 14:

3d6 ⇒ (3, 1, 1) = 5 14
3d6 ⇒ (4, 3, 6) = 13 16
3d6 ⇒ (1, 2, 4) = 7 13
3d6 ⇒ (1, 2, 1) = 4 12
3d6 ⇒ (4, 2, 3) = 9 13

6d6 ⇒ (4, 4, 1, 3, 3, 3) = 18

Set 15:

3d6 ⇒ (6, 6, 6) = 18 18
3d6 ⇒ (4, 5, 4) = 13 15
3d6 ⇒ (3, 1, 6) = 10 15
3d6 ⇒ (6, 4, 5) = 15 17
3d6 ⇒ (2, 3, 1) = 6 15

2d6 ⇒ (3, 6) = 9
Set 16:

3d6 ⇒ (3, 3, 1) = 7 12
3d6 ⇒ (2, 3, 5) = 10 14
3d6 ⇒ (2, 1, 4) = 7 16
3d6 ⇒ (1, 6, 1) = 8 17
3d6 ⇒ (2, 1, 3) = 6 14

6d6 ⇒ (3, 6, 4, 5, 1, 5) = 24
Set 17:

3d6 ⇒ (5, 1, 5) = 11 16
3d6 ⇒ (2, 6, 4) = 12 17
3d6 ⇒ (5, 4, 1) = 10 15
3d6 ⇒ (2, 1, 6) = 9 16
3d6 ⇒ (5, 5, 4) = 14 17

3d6 ⇒ (4, 6, 4) = 14
Set 18:

3d6 ⇒ (1, 1, 6) = 8 16
3d6 ⇒ (4, 5, 3) = 12 17
3d6 ⇒ (1, 5, 4) = 10 15
3d6 ⇒ (3, 3, 2) = 8 13
3d6 ⇒ (1, 3, 1) = 5 12

5d6 ⇒ (3, 6, 4, 3, 1) = 17
Set 19:

3d6 ⇒ (5, 2, 2) = 9 15
3d6 ⇒ (5, 4, 1) = 10 15
3d6 ⇒ (2, 4, 2) = 8 12
3d6 ⇒ (3, 6, 3) = 12 15
3d6 ⇒ (3, 4, 4) = 11 13

2d6 ⇒ (2, 5) = 7
Set 20:

3d6 ⇒ (4, 1, 1) = 6 15
3d6 ⇒ (3, 6, 2) = 11 17
3d6 ⇒ (1, 5, 2) = 8 13
3d6 ⇒ (1, 1, 6) = 8 17
3d6 ⇒ (3, 1, 4) = 8 15

6d6 ⇒ (5, 2, 6, 5, 2, 3) = 23
Totals:

Set 1:10,13,15,15,16,18 (44 point)
Set 2:12,13,17,17,18,18 (65 point)
Set 3:13,16,16,17,18,18 (70 point)
Set 4:12,15,16,17,17,18 (62 point)
Set 6:13,14,16,17,18,18 (65 point)
Set 7:11,15,16,16,17,18 (58 point)
Set 8:11,15,15,18,18,18 (66 point)
Set 9:14,14,17,18,18,18 (74 point)
Set 10:11,15,17,17,18,18 (68 point)
Set 11:15,16,16,17,17,18
Set 12:14,15,15,16,16,18
Set 13:13,14,16,17,18,18
Set 14:12,13,13,14,16,18
Set 15:15,15,15,17,18,18
Set 16:12,14,14,16,17,18
Set 17:15,16,16,17,17,18
Set 18:12,13,15,16,17,18
Set 19:12,13,15,15,15,18
Set 20:13,15,15,17,17,18


What if I told you, I could find a gesalt rogue ranger? And what if I told you she was a priestess of Calistra, interested in just the utmost revenge? I'm asking to see if a LE or N charcter would be okay. LE in the sense she would follow her churches tenents over others, or overall N against everything not her tenents. I would put her in for this, as a Elf, stated at

stats:

stat rolls: 3d6 + 6 ⇒ (3, 3, 2) + 6 = 14
stat rolls: 3d6 + 6 ⇒ (3, 6, 5) + 6 = 20
stat rolls: 3d6 + 6 ⇒ (2, 2, 6) + 6 = 16
stat rolls: 3d6 + 6 ⇒ (5, 2, 3) + 6 = 16
stat rolls: 3d6 + 6 ⇒ (5, 2, 6) + 6 = 19
stat rolls: 3d6 + 6 ⇒ (6, 1, 4) + 6 = 17


This is Peet's submission. Not yet finished but he will be a healer and rangery skill monkey. I will take the Dungeon Rover archetype for ranger, unless there is a trapfinder in the party already.

Peet wrote:
GM Skull: Does the "Healing Magic" house rule include channel energy and lay on hands?

Also:

1. The pioneer trait lets me start with a horse. Since I have Handle Animal at +9, can I combat train the horse myself and not have to pay for that?

2. Can the horse be a heavy horse?

3. Do animal companions get the bonus feats and feat tax rules that that characters do?


I'm good with my rolls so I will join in with a Rogue/Ranger with Dm's approval. I hope the stats are okay, and some people mentioend a free 18, so I could drop thats 14. Let me know something, and I'll have her finished by tonight.


3d6 drop lowest then +6 and you can reroll 1s

Silver Crusade

Is chained summoner allowed?

If not, is unchained summoner allowed?


Dotting. I will have a submission ready once I get back from work. Also, what is the policy for planned absences? (Out of country vacation, etc)


You're always going to have a ton of magic power in a gestalt situation. It's just how it goes.

Stat rolls:
Set I
3d6 ⇒ (3, 4, 5) = 12
3d6 ⇒ (5, 6, 2) = 13
3d6 ⇒ (3, 6, 2) = 11
3d6 ⇒ (4, 1, 3) = 8
3d6 ⇒ (6, 4, 6) = 16
Reroll 1s: 1d6 ⇒ 5
15, 17, 14, 15, 18 + 18

Set II
3d6 ⇒ (1, 3, 5) = 9
3d6 ⇒ (6, 6, 6) = 18
3d6 ⇒ (3, 2, 2) = 7
3d6 ⇒ (2, 2, 5) = 9
3d6 ⇒ (5, 4, 4) = 13
Reroll 1s: 1d6 ⇒ 5
16, 18, 11, 13, 15 +18

Set III
3d6 ⇒ (3, 3, 5) = 11
3d6 ⇒ (6, 4, 4) = 14
3d6 ⇒ (3, 5, 3) = 11
3d6 ⇒ (5, 1, 1) = 7
3d6 ⇒ (3, 6, 3) = 12
Reroll 1s: 2d6 ⇒ (2, 4) = 6
14, 16, 14, 15, 15 +18

Set IV
3d6 ⇒ (3, 6, 2) = 11
3d6 ⇒ (1, 4, 4) = 9
3d6 ⇒ (3, 3, 4) = 10
3d6 ⇒ (2, 3, 3) = 8
3d6 ⇒ (2, 3, 5) = 10
Reroll 1s: 1d6 ⇒ 4
15, 14, 13, 12, 14 +18

Set V
3d6 ⇒ (6, 4, 1) = 11
3d6 ⇒ (2, 2, 4) = 8
3d6 ⇒ (4, 3, 6) = 13
3d6 ⇒ (1, 2, 3) = 6
3d6 ⇒ (5, 6, 4) = 15
Reroll 1s: 2d6 ⇒ (5, 1) = 6
Reroll 1+: 1d6 ⇒ 6
17, 12, 16, 15, 17 +18

Set VI
3d6 ⇒ (5, 1, 6) = 12
3d6 ⇒ (2, 3, 2) = 7
3d6 ⇒ (3, 4, 4) = 11
3d6 ⇒ (2, 3, 6) = 11
3d6 ⇒ (5, 1, 5) = 11
Reroll 1s: 2d6 ⇒ (2, 1) = 3
Reroll 1+: 1d6 ⇒ 2
17, 11, 14, 15, 16 +18

Set VII
3d6 ⇒ (6, 2, 1) = 9
3d6 ⇒ (3, 5, 2) = 10
3d6 ⇒ (4, 2, 5) = 11
3d6 ⇒ (5, 3, 1) = 9
3d6 ⇒ (1, 5, 2) = 8
Reroll 1s: 3d6 ⇒ (6, 5, 6) = 17
18, 14, 15, 16, 17 +18

Set VIII
3d6 ⇒ (1, 3, 4) = 8
3d6 ⇒ (2, 2, 6) = 10
3d6 ⇒ (1, 2, 3) = 6
3d6 ⇒ (1, 1, 1) = 3
3d6 ⇒ (5, 3, 2) = 10
Reroll 1s: 5d6 ⇒ (3, 3, 1, 5, 4) = 16
Reroll 1s: 1d6 ⇒ 6
13, 14, 12, 17, 14 +18

Set IX
3d6 ⇒ (6, 5, 2) = 13
3d6 ⇒ (5, 4, 3) = 12
3d6 ⇒ (3, 4, 1) = 8
3d6 ⇒ (4, 1, 1) = 6
3d6 ⇒ (5, 1, 4) = 10
Reroll 1s: 4d6 ⇒ (5, 6, 1, 3) = 15
Reroll 1s: 1d6 ⇒ 2
17, 15, 15, 16, 15 +18

Set X
3d6 ⇒ (3, 4, 1) = 8
3d6 ⇒ (1, 1, 2) = 4
3d6 ⇒ (4, 4, 2) = 10
3d6 ⇒ (4, 5, 3) = 12
3d6 ⇒ (6, 6, 6) = 18
Reroll 1s: 4d6 ⇒ (6, 5, 5, 4) = 20
16, 16, 14, 15, 18 +18

Aaand, that's it. I'll go with set seven. 14, 15, 16, 17, 18, 18, this is great and fine and stuff.

Any particular reason you don't like PRCs? They have some pretty cool flavor.


3d6 ⇒ (5, 3, 5) = 13
3d6 ⇒ (2, 6, 4) = 12
3d6 ⇒ (6, 1, 1) = 8
3d6 ⇒ (1, 5, 5) = 11
3d6 ⇒ (5, 1, 6) = 12

Reroll 1's: 4d6 ⇒ (4, 1, 5, 3) = 13
Reroll 1's: 1d6 ⇒ 5

With Reroll:
1: 5,5,6= 16
2: 6,4,6= 16
3: 6,5,6= 17
4: 5,5,6= 16
5: 6,6,5= 17

So: 18,17,17,16,16,16 Seems fine.


Okay, here's stats.
4d6 - 1 - 3 + 6 ⇒ (6, 1, 3, 6) - 1 - 3 + 6 = 18
4d6 - 1 - 4 + 6 ⇒ (6, 5, 1, 4) - 1 - 4 + 6 = 17
4d6 - 1 - 2 + 6 ⇒ (2, 1, 6, 6) - 1 - 2 + 6 = 18
5d6 - 1 - 1 - 2 + 6 ⇒ (1, 6, 1, 6, 2) - 1 - 1 - 2 + 6 = 18
3d6 - 2 + 6 ⇒ (3, 2, 4) - 2 + 6 = 13

4 18's, One 17, and a 13. I guess everybody has to have a dump stat. :)


Philo Pharynx wrote:

Okay, here's stats.

4d6-1-3+6
4d6-1-4+6
4d6-1-2+6
5d6-1-1-2+6
3d6-2+6

4 18's, One 17, and a 13. I guess everybody has to have a dump stat. :)

3d6 drop lowest Add 6


So... Seeing everyone else's stats and the fact that the max number of times you can roll is 50, I'll try my luck again.

Stats, take 2:
Set 11
3d6 ⇒ (5, 2, 2) = 9
3d6 ⇒ (1, 6, 2) = 9
3d6 ⇒ (1, 2, 4) = 7
3d6 ⇒ (6, 1, 1) = 8
3d6 ⇒ (6, 6, 4) = 16
Reroll 1s: 3d6 ⇒ (6, 1, 5) = 12
Reroll 1s: 2d6 ⇒ (6, 6) = 12
13, 18, 16, 18, 18 + 18

Okay, that was quick. 13/18/16/18/18+18. We will take that.


I've been wanting to play in Kingmaker and I've been wanting to try out a Dragon Disciple/Fighter gestalt, however with the no prestige class ruling I'll have to come up with something else.

Roll 1:

3d6: 3d6 ⇒ (4, 6, 6) = 16 18
3d6: 3d6 ⇒ (2, 2, 2) = 6 10
3d6: 3d6 ⇒ (2, 4, 1) = 7 12
3d6: 3d6 ⇒ (2, 5, 6) = 13 17
3d6: 3d6 ⇒ (2, 5, 3) = 10 14

Roll 2:

3d6: 3d6 ⇒ (6, 2, 2) = 10 14
3d6: 3d6 ⇒ (4, 5, 6) = 15 17
3d6: 3d6 ⇒ (4, 6, 4) = 14 16
3d6: 3d6 ⇒ (5, 5, 3) = 13 16
3d6: 3d6 ⇒ (5, 3, 2) = 10 14

Roll 3:

3d6: 3d6 ⇒ (2, 3, 3) = 8 12
3d6: 3d6 ⇒ (1, 5, 4) = 10 15
3d6: 3d6 ⇒ (3, 5, 1) = 9 14
3d6: 3d6 ⇒ (1, 5, 3) = 9 17
3d6: 3d6 ⇒ (2, 2, 2) = 6 10

Re-roll 1: 1d6 ⇒ 3
Re-roll 1: 1d6 ⇒ 3
Re-roll 1: 1d6 ⇒ 6

Roll 4:

3d6: 3d6 ⇒ (2, 6, 6) = 14 18
3d6: 3d6 ⇒ (5, 3, 3) = 11 14
3d6: 3d6 ⇒ (6, 3, 1) = 10 18
3d6: 3d6 ⇒ (6, 6, 5) = 17 18
3d6: 3d6 ⇒ (2, 6, 1) = 9 15

Re-roll 1: 1d6 ⇒ 6
Re-roll 1: 1d6 ⇒ 3

Roll 5:

3d6: 3d6 ⇒ (5, 6, 6) = 17 18
3d6: 3d6 ⇒ (2, 4, 3) = 9 13
3d6: 3d6 ⇒ (2, 2, 4) = 8 12
3d6: 3d6 ⇒ (6, 3, 6) = 15 18
3d6: 3d6 ⇒ (5, 2, 6) = 13 17

Roll 6:

3d6: 3d6 ⇒ (1, 6, 4) = 11 16
3d6: 3d6 ⇒ (5, 6, 6) = 17 18
3d6: 3d6 ⇒ (4, 2, 1) = 7 12
3d6: 3d6 ⇒ (4, 4, 4) = 12 14
3d6: 3d6 ⇒ (4, 6, 4) = 14 16

Re-roll 1: 1d6 ⇒ 3
Re-roll 1: 1d6 ⇒ 2

I think I'll go with number 4


Why dies everybody have such good luck

Bad rolls:
Set 21
3d6 ⇒ (2, 3, 4) = 9
3d6 ⇒ (2, 4, 3) = 9
3d6 ⇒ (5, 1, 4) = 10 Reroll: 1d6 ⇒ 1
3d6 ⇒ (4, 2, 6) = 12
3d6 ⇒ (6, 5, 1) = 12
1d6 ⇒ 3
1d6 ⇒ 3
Set 22
3d6 ⇒ (6, 1, 3) = 10 18
3d6 ⇒ (2, 5, 1) = 8 14
3d6 ⇒ (3, 1, 5) = 9 14
3d6 ⇒ (4, 1, 1) = 6 17
3d6 ⇒ (4, 6, 4) = 14 13
6d6 ⇒ (6, 3, 3, 5, 4, 5) = 26
Set 23
3d6 ⇒ (2, 3, 5) = 10 16
3d6 ⇒ (5, 2, 3) = 10 15
3d6 ⇒ (6, 5, 6) = 17 16
3d6 ⇒ (5, 4, 6) = 15 14
3d6 ⇒ (4, 3, 3) = 10 14

Set 24
3d6 ⇒ (6, 4, 1) = 11
3d6 ⇒ (1, 1, 5) = 7
3d6 ⇒ (5, 6, 3) = 14
3d6 ⇒ (6, 3, 6) = 15
3d6 ⇒ (2, 6, 3) = 11

Set 25
3d6 ⇒ (2, 5, 3) = 10 Reroll: 1d6 ⇒ 4 16
3d6 ⇒ (3, 4, 2) = 9 Reroll: 2d6 ⇒ (4, 2) = 6 17
3d6 ⇒ (6, 4, 5) = 15 17
3d6 ⇒ (3, 5, 2) = 10 14
3d6 ⇒ (3, 4, 3) = 10 13

Set 26
3d6 ⇒ (4, 1, 6) = 11
3d6 ⇒ (1, 2, 5) = 8
3d6 ⇒ (3, 2, 5) = 10
3d6 ⇒ (2, 1, 5) = 8
3d6 ⇒ (1, 4, 6) = 11
Set 27
3d6 ⇒ (5, 2, 6) = 13 17
3d6 ⇒ (1, 5, 6) = 12 17
3d6 ⇒ (2, 1, 4) = 7 15
3d6 ⇒ (3, 4, 6) = 13 16
3d6 ⇒ (2, 1, 6) = 9 41
Set 28
3d6 ⇒ (6, 2, 6) = 14 18
3d6 ⇒ (3, 6, 3) = 12 15
3d6 ⇒ (6, 4, 2) = 12 16
3d6 ⇒ (2, 1, 2) = 5 11
3d6 ⇒ (1, 5, 3) = 9 17
Reroll 1's: 3d6 ⇒ (1, 1, 3) = 5
Set 29
3d6 ⇒ (3, 3, 5) = 11 14
3d6 ⇒ (5, 3, 6) = 14 17
3d6 ⇒ (1, 1, 1) = 3 18
3d6 ⇒ (6, 6, 2) = 14 18
3d6 ⇒ (6, 2, 6) = 14 18
Set 30
3d6 ⇒ (3, 3, 5) = 11 14
3d6 ⇒ (3, 2, 1) = 6 11
3d6 ⇒ (6, 6, 5) = 17 18
3d6 ⇒ (2, 4, 6) = 12 16
3d6 ⇒ (4, 2, 2) = 8 12
Reroll set 29: 3d6 ⇒ (6, 6, 5) = 17
Reroll set 27: 4d6 ⇒ (3, 5, 1, 2) = 11
Reroll set 28: 2d6 ⇒ (1, 6) = 7
Reroll set 30: 1d6 ⇒ 2


I will go with set 29, 14 17 18 18 18 18
I am going to be playing a Summoner (Master Summoner, Story Summoner)/Barbarian


Set 1:

3d6 ⇒ (2, 4, 2) = 8
3d6 ⇒ (5, 4, 1) = 10
3d6 ⇒ (5, 5, 1) = 11
3d6 ⇒ (1, 2, 1) = 4
3d6 ⇒ (6, 6, 5) = 17
Reroll ones: 4d6 ⇒ (2, 4, 3, 1) = 10
Reroll more ones: 1d6 ⇒ 5
Results:
12
15
16
14
18

Set 2:

3d6 ⇒ (4, 3, 1) = 8
3d6 ⇒ (3, 5, 6) = 14
3d6 ⇒ (6, 3, 5) = 14
3d6 ⇒ (1, 1, 4) = 6
3d6 ⇒ (2, 4, 4) = 10
Reroll ones: 3d6 ⇒ (5, 3, 5) = 13

Set 3:

3d6 ⇒ (4, 3, 3) = 10
3d6 ⇒ (4, 5, 5) = 14
3d6 ⇒ (3, 4, 1) = 8
3d6 ⇒ (4, 3, 3) = 10
3d6 ⇒ (2, 4, 2) = 8
Reroll ones: 1d6 ⇒ 1
Reroll ones: 1d6 ⇒ 4

Set 4:

3d6 ⇒ (4, 4, 2) = 10
3d6 ⇒ (2, 4, 3) = 9
3d6 ⇒ (4, 5, 4) = 13
3d6 ⇒ (3, 5, 1) = 9
3d6 ⇒ (3, 3, 3) = 9
Reroll ones: 1d6 ⇒ 2

Set 5:

3d6 ⇒ (5, 4, 2) = 11
3d6 ⇒ (5, 1, 5) = 11
3d6 ⇒ (3, 5, 1) = 9
3d6 ⇒ (6, 1, 3) = 10
3d6 ⇒ (5, 4, 2) = 11
Reroll ones: 3d6 ⇒ (5, 6, 5) = 16

Set 6:

3d6 ⇒ (2, 2, 2) = 6
3d6 ⇒ (4, 1, 4) = 9
3d6 ⇒ (2, 5, 1) = 8
3d6 ⇒ (2, 6, 4) = 12
3d6 ⇒ (3, 2, 5) = 10
Reroll ones: 2d6 ⇒ (5, 2) = 7

Set 7:

3d6 ⇒ (2, 2, 6) = 10
3d6 ⇒ (2, 5, 5) = 12
3d6 ⇒ (1, 5, 2) = 8
3d6 ⇒ (5, 5, 1) = 11
3d6 ⇒ (1, 2, 3) = 6
Reroll ones: 3d6 ⇒ (1, 4, 1) = 6
Reroll ones: 2d6 ⇒ (5, 4) = 9

Set 8:

3d6 ⇒ (5, 3, 6) = 14
3d6 ⇒ (6, 4, 3) = 13
3d6 ⇒ (3, 2, 1) = 6
3d6 ⇒ (4, 2, 1) = 7
3d6 ⇒ (3, 4, 1) = 8
Reroll ones: 3d6 ⇒ (6, 6, 5) = 17

Set 9:

3d6 ⇒ (4, 3, 3) = 10
3d6 ⇒ (5, 6, 6) = 17
3d6 ⇒ (5, 6, 3) = 14
3d6 ⇒ (4, 6, 6) = 16
3d6 ⇒ (1, 3, 1) = 5
Reroll ones: 2d6 ⇒ (3, 4) = 7
Results:
13
18
17
18
13

Looks like we finally have a winner with Set 9 - 18, 18, 18, 17, 13, 13. Not sure what I'll be playing yet.


Dotting in with interest. This looks really exciting.

Set 1:

Roll 1: 3d6 ⇒ (1, 1, 2) = 4
Roll 2: 3d6 ⇒ (3, 4, 3) = 10
Roll 3: 3d6 ⇒ (4, 3, 1) = 8
Roll 4: 3d6 ⇒ (1, 6, 6) = 13
Roll 5: 3d6 ⇒ (3, 3, 2) = 8

Reroll 1's for Roll 1: 2d6 ⇒ (6, 5) = 11
Reroll 1's for Roll 3: 1d6 ⇒ 6
Reroll 1's for Roll 4: 1d6 ⇒ 2

Roll 1 6,5,2 => drop 2, 6+5+6=17
Roll 2 3,4,3 => drop 3, 3+4+6=13
Roll 3 4,3,6 => drop 3, 4+6+6=16
Roll 4 6,6,2 => drop 2, 6+6+6=18
Roll 5 3,3,2 => drop 2, 3+3+6=12

Nice, but let's see if we can do better.

Set 2:

Roll 1: 3d6 ⇒ (4, 2, 2) = 8
Roll 2: 3d6 ⇒ (5, 3, 5) = 13
Roll 3: 3d6 ⇒ (1, 4, 6) = 11
Roll 4: 3d6 ⇒ (3, 5, 1) = 9
Roll 5: 3d6 ⇒ (5, 4, 3) = 12

Reroll 1's for Roll 3: 1d6 ⇒ 1
Reroll 1's for Roll 4: 1d6 ⇒ 6

Reroll another 1 for Roll 3: 1d6 ⇒ 4

Roll 1 4,2,2 => Drop 2, 4+2+6=12
Roll 2 5,3,5 => Drop 3, 5+5+6=16
Roll 3 4,6,4 => Drop 4, 4+6+6=16
Roll 4 3,5,6 => Drop 3, 5+6+6=17
Roll 5 5,4,3 => Drop 3, 5+4+6=15

Maybe another try.

Set 3:

Roll 1: 3d6 ⇒ (1, 4, 2) = 7
Roll 2: 3d6 ⇒ (4, 5, 1) = 10
Roll 3: 3d6 ⇒ (4, 2, 5) = 11
Roll 4: 3d6 ⇒ (4, 5, 4) = 13
Roll 5: 3d6 ⇒ (5, 5, 3) = 13

Reroll 1's for Roll 1: 1d6 ⇒ 1
Reroll 1's for Roll 2: 1d6 ⇒ 3

Reroll another 1 for Roll 1: 1d6 ⇒ 6

Roll 1 4,2,6 => drop 2, 6+4+6=16
Roll 2 4,5,3 => drop 3, 4+5+6=15
Roll 3 4,2,5 => drop 2, 4+5+6=15
Roll 4 4,5,4 => drop 4, 4+5+6=15
Roll 5 5,5,3 => drop 3, 5+5+6=16

And another one.

Set 4:

Roll 1: 3d6 ⇒ (6, 6, 4) = 16
Roll 2: 3d6 ⇒ (5, 2, 2) = 9
Roll 3: 3d6 ⇒ (4, 6, 3) = 13
Roll 4: 3d6 ⇒ (2, 6, 5) = 13
Roll 5: 3d6 ⇒ (6, 5, 6) = 17

Roll 1 6,6,4 => drop 4, 6+6+6=18
Roll 2 5,2,2 => drop 2, 5+2+6=13
Roll 3 4,6,3 => drop 3, 4+6+3=16
Roll 4 2,6,5 => drop 2, 6+5+6=17
Roll 5 6,5,6 => drop 5, 6+6+6=18.

Ding, ding, we have a winner!

Using Set 4, final stats 18, 18, 18, 17, 16, 13.

Let's see what fun can be created with this.


@GM Skull How does versatile Summons work?


Gonna make some rolls so I know what I'm working with when I get off work.

Set 1:
3d6 + 6 ⇒ (1, 1, 4) + 6 = 12
Reroll the 1's 1d6 ⇒ 1, 1d6 ⇒ 6
3d6 + 6 ⇒ (4, 3, 2) + 6 = 15
3d6 + 6 ⇒ (3, 1, 1) + 6 = 11
Reroll the 1's 1d6 ⇒ 1, 1d6 ⇒ 6
3d6 + 6 ⇒ (2, 6, 4) + 6 = 18
3d6 + 6 ⇒ (1, 4, 5) + 6 = 16
Reroll the 1's 1d6 ⇒ 3

18
16
13
16
16
15

Set 2:
3d6 + 6 ⇒ (5, 2, 4) + 6 = 17
3d6 + 6 ⇒ (1, 3, 1) + 6 = 11
Reroll the 1's 1d6 ⇒ 2, 1d6 ⇒ 1
3d6 + 6 ⇒ (4, 3, 5) + 6 = 18
3d6 + 6 ⇒ (3, 4, 4) + 6 = 17
3d6 + 6 ⇒ (6, 6, 3) + 6 = 21

18
15
11
15
14
18

Set 3:

3d6 + 6 ⇒ (5, 2, 6) + 6 = 19
3d6 + 6 ⇒ (3, 2, 2) + 6 = 13
3d6 + 6 ⇒ (4, 5, 4) + 6 = 19
3d6 + 6 ⇒ (2, 1, 5) + 6 = 14
Reroll the 1's 1d6 ⇒ 1
3d6 + 6 ⇒ (1, 3, 4) + 6 = 14
Reroll the 1's 1d6 ⇒ 4

18
17
11
15
13
14

Set 4:

3d6 + 6 ⇒ (2, 5, 4) + 6 = 17
3d6 + 6 ⇒ (6, 5, 3) + 6 = 20
3d6 + 6 ⇒ (4, 5, 4) + 6 = 19
3d6 + 6 ⇒ (6, 4, 4) + 6 = 20
3d6 + 6 ⇒ (4, 3, 6) + 6 = 19

18
15
17
15
16
16

Set 5:

3d6 + 6 ⇒ (5, 3, 2) + 6 = 16
3d6 + 6 ⇒ (5, 5, 2) + 6 = 18
3d6 + 6 ⇒ (5, 6, 2) + 6 = 19
3d6 + 6 ⇒ (2, 1, 2) + 6 = 11
Reroll the 1's 1d6 ⇒ 5
3d6 + 6 ⇒ (1, 5, 5) + 6 = 17
Reroll the 1's 1d6 ⇒ 4

18
14
16
17
13
15

Set 6:

3d6 + 6 ⇒ (3, 1, 3) + 6 = 13
Reroll the 1's 1d6 ⇒ 6
3d6 + 6 ⇒ (6, 4, 5) + 6 = 21
3d6 + 6 ⇒ (4, 1, 6) + 6 = 17
Reroll the 1's 1d6 ⇒ 3
3d6 + 6 ⇒ (4, 2, 5) + 6 = 17
3d6 + 6 ⇒ (5, 2, 1) + 6 = 14
Reroll the 1's 1d6 ⇒ 1

18
15
17
16
15
13

Set 7:

3d6 + 6 ⇒ (4, 6, 3) + 6 = 19
3d6 + 6 ⇒ (6, 1, 2) + 6 = 15
Reroll the 1's 1d6 ⇒ 5
3d6 + 6 ⇒ (6, 6, 3) + 6 = 21
3d6 + 6 ⇒ (5, 1, 2) + 6 = 14
Reroll the 1's 1d6 ⇒ 6
3d6 + 6 ⇒ (5, 6, 6) + 6 = 23

18
16
17
18
17
18

Got lucky with Set 7: 18, 18, 18, 17, 17, 16.

Some build ideas for now:
- Ranger (Poison Darter, Skirmisher) / Warpriest: Sneaky blowgun user who excels at using poison and is quite the skill-monkey
- Cavalier (Order of the Pike) / Unchained Rogue (Scout): Glory-seeking dragonslayer noble who runs around with a glaive, leveraging his Acrobatic skills to get the jump on his opponents (Strength or Dex based)
- Brawler (Exemplar) / ???: Veteran tactician who aims to help those under his care.

I will decide a bit later after some thinking.

Did I see a mention of this being Mythic? :D


Rolls:

1: 3d6 + 6 ⇒ (3, 1, 5) + 6 = 15 14
2: 3d6 + 6 ⇒ (5, 5, 3) + 6 = 19 16
3: 3d6 + 6 ⇒ (1, 5, 5) + 6 = 17 16
4: 3d6 + 6 ⇒ (6, 3, 2) + 6 = 17 15
5: 3d6 + 6 ⇒ (6, 2, 2) + 6 = 16 14

1: 3d6 + 6 ⇒ (3, 3, 6) + 6 = 18 15
2: 3d6 + 6 ⇒ (3, 2, 5) + 6 = 16 14
3: 3d6 + 6 ⇒ (4, 4, 6) + 6 = 20 16
4: 3d6 + 6 ⇒ (5, 3, 3) + 6 = 17 14
5: 3d6 + 6 ⇒ (6, 6, 3) + 6 = 21 18

1: 3d6 + 6 ⇒ (5, 6, 1) + 6 = 18 17
2: 3d6 + 6 ⇒ (3, 6, 6) + 6 = 21 18
3: 3d6 + 6 ⇒ (2, 6, 5) + 6 = 19 17
4: 3d6 + 6 ⇒ (4, 6, 4) + 6 = 20 16
5: 3d6 + 6 ⇒ (5, 5, 6) + 6 = 22 17

Yeah looks like set 3 is my guy, 18.18.17.17.17.16 is pretty good after all. Probably build him as some kind of switcher hitter, probably Unchained Rogue/Ranger or Unchained Rogue/Pistolero.


I may need to roll more it seems....


DM Skull wrote:
Healing Magic: All heal spells are modified by the casters total heal skill (min. of 0). Example: Joe Bob has a heal skill of 10. He casts cure light wounds for 1d8+3. Say that gives him an 8. Add his heal skill to that and poof, 18! This represents the casters knowledge of the healing and how to properly channel the healing energy to maximum effect.

Does this mean we can expect combat to be super deadly, or more to emphasise that there isn't a need for a primary healer?

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