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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Yeah... I've been trying to fight going with Magus (to avoid overlap with existing characters), but it seems I can't fight it much longer. There's just not many classes that are INT based and armor friendly.

Also, run fact: Between Investigator and Magus, there are exactly two skills that are not class skills: Handle Animal and Survival. Both fairly useful in KM, but I still got them covered.


Dices are fun:

3d6 ⇒ (5, 3, 3) = 11
3d6 ⇒ (5, 5, 1) = 11
3d6 ⇒ (2, 1, 3) = 6
3d6 ⇒ (3, 3, 1) = 7
3d6 ⇒ (6, 4, 2) = 12
Set 2
3d6 ⇒ (4, 4, 6) = 14
3d6 ⇒ (2, 6, 6) = 14
3d6 ⇒ (4, 1, 4) = 9
3d6 ⇒ (6, 5, 2) = 13
3d6 ⇒ (5, 6, 3) = 14
Set 3
3d6 ⇒ (5, 5, 1) = 11
3d6 ⇒ (2, 2, 6) = 10
3d6 ⇒ (6, 4, 6) = 16
3d6 ⇒ (2, 4, 1) = 7
3d6 ⇒ (3, 1, 2) = 6
Set 4
3d6 ⇒ (4, 6, 6) = 16
3d6 ⇒ (4, 6, 6) = 16
3d6 ⇒ (6, 6, 3) = 15
3d6 ⇒ (4, 6, 3) = 13
3d6 ⇒ (5, 4, 3) = 12
Set 6
3d6 ⇒ (4, 3, 3) = 10
3d6 ⇒ (5, 3, 4) = 12
3d6 ⇒ (1, 3, 3) = 7
3d6 ⇒ (6, 1, 6) = 13
3d6 ⇒ (1, 4, 5) = 10
Set 5
3d6 ⇒ (4, 1, 2) = 7
3d6 ⇒ (3, 5, 4) = 12
3d6 ⇒ (2, 5, 2) = 9
3d6 ⇒ (2, 3, 4) = 9
3d6 ⇒ (6, 5, 3) = 14
Set 7
3d6 ⇒ (3, 5, 3) = 11
3d6 ⇒ (6, 3, 5) = 14
3d6 ⇒ (6, 2, 5) = 13
3d6 ⇒ (1, 4, 4) = 9
3d6 ⇒ (6, 6, 3) = 15
Set 8
3d6 ⇒ (1, 1, 5) = 7
3d6 ⇒ (1, 4, 5) = 10
3d6 ⇒ (3, 3, 2) = 8
3d6 ⇒ (2, 6, 3) = 11
3d6 ⇒ (4, 4, 1) = 9
Set 37
3d6 ⇒ (1, 4, 6) = 11
3d6 ⇒ (5, 5, 2) = 12
3d6 ⇒ (1, 5, 5) = 11
3d6 ⇒ (4, 6, 3) = 13
3d6 ⇒ (5, 2, 5) = 12
Set 38
3d6 ⇒ (4, 1, 6) = 11
3d6 ⇒ (3, 5, 1) = 9
3d6 ⇒ (2, 1, 3) = 6
3d6 ⇒ (1, 2, 5) = 8
3d6 ⇒ (4, 6, 5) = 15
Set 40
3d6 ⇒ (2, 3, 4) = 9
3d6 ⇒ (1, 3, 5) = 9
3d6 ⇒ (2, 3, 2) = 7
3d6 ⇒ (1, 3, 5) = 9
3d6 ⇒ (2, 6, 2) = 10
Set 1
3d6 ⇒ (3, 6, 2) = 11
3d6 ⇒ (4, 1, 6) = 11
3d6 ⇒ (3, 1, 4) = 8
3d6 ⇒ (1, 4, 5) = 10
3d6 ⇒ (5, 2, 1) = 8
Set 2
3d6 ⇒ (1, 4, 1) = 6
3d6 ⇒ (1, 6, 5) = 12
3d6 ⇒ (3, 5, 1) = 9
3d6 ⇒ (4, 1, 2) = 7
3d6 ⇒ (3, 3, 1) = 7
Set 3
3d6 ⇒ (3, 2, 5) = 10
3d6 ⇒ (3, 5, 6) = 14
3d6 ⇒ (5, 4, 4) = 13
3d6 ⇒ (5, 2, 6) = 13
3d6 ⇒ (6, 6, 4) = 16
Set 5
3d6 ⇒ (1, 6, 6) = 13
3d6 ⇒ (6, 2, 1) = 9
3d6 ⇒ (5, 2, 4) = 11
3d6 ⇒ (1, 1, 2) = 4
3d6 ⇒ (2, 3, 3) = 8
Set 6
3d6 ⇒ (3, 3, 1) = 7
3d6 ⇒ (3, 1, 5) = 9
3d6 ⇒ (2, 2, 4) = 8
3d6 ⇒ (3, 3, 2) = 8
3d6 ⇒ (1, 6, 6) = 13
Set 46
3d6 ⇒ (4, 4, 6) = 14
3d6 ⇒ (2, 1, 4) = 7
3d6 ⇒ (4, 1, 2) = 7
3d6 ⇒ (6, 2, 4) = 12
3d6 ⇒ (2, 3, 5) = 10
Set 1
3d6 ⇒ (2, 5, 6) = 13
3d6 ⇒ (1, 6, 1) = 8
3d6 ⇒ (1, 4, 3) = 8
3d6 ⇒ (3, 2, 5) = 10
3d6 ⇒ (5, 2, 3) = 10
Set 11
3d6 ⇒ (5, 3, 4) = 12
3d6 ⇒ (1, 6, 2) = 9
3d6 ⇒ (2, 4, 6) = 12
3d6 ⇒ (4, 2, 4) = 10
3d6 ⇒ (2, 2, 4) = 8
Set 22
3d6 ⇒ (6, 2, 5) = 13
3d6 ⇒ (2, 1, 5) = 8
3d6 ⇒ (4, 3, 4) = 11
3d6 ⇒ (6, 6, 3) = 15
3d6 ⇒ (2, 5, 2) = 9
Set 50
3d6 ⇒ (3, 5, 2) = 10
3d6 ⇒ (5, 5, 2) = 12
3d6 ⇒ (1, 5, 2) = 8
3d6 ⇒ (5, 1, 3) = 9
3d6 ⇒ (6, 3, 4) = 13

Fun fact:Fighter (lore warden)/Investigator have no skills not covered


Ancient Dragon Master wrote:
Fun fact:Fighter (lore warden)/Investigator have no skills not covered

Yeah, I looked at that. The only thing is, though, while it's certainly thematic (and I may go that way yet), the Lore Warden isn't really that Int-based on its own. Plus, it doesn't stack with the Aldori Defender archetype, which I'm also interested in.

Though, the thought of getting 16 skill ranks/level is kind of hilarious.


Crunch:
Cormag the Dragonslayer
Male human cavalier (disciple of the pike) 1/unchained rogue (scout, swashbuckler) 1/gestalt 1
CN Medium humanoid (human)
Init +5; Senses: low-light vision; Perception +7
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
hp 15 (1d10+5)
Fort +7, Ref +7, Will +3
--------------------
Offense
--------------------
Speed 40 ft.
Melee: dagger +5 (1d4+7/19-20) or
earth breaker +5 (2d6+10/×3) or
glaive +6 (1d10+10/×3)
Ranged: javelin +6 (1d6+5) or
longbow +6 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
Special Attacks challenge 1/day (+1 damage, +1 dam vs. larger foes), sneak attack (unchained) +1d6, tactician 1/day (Escape Route, 3 rds)
--------------------
Statistics
--------------------
Str 20, Dex 20, Con 18, Int 16, Wis 17, Cha 17
Base Atk +1; CMB +5; CMD 21
Feats: Combat Expertise, Combat Reflexes, Equipment Trick (boots), Escape Route[UC], Power Attack, Weapon Finesse, Weapon Focus (glaive)
Traits: rostlander, soaring sprinter
Skills: Acrobatics +10 (+12 to keep balance, +16 to jump), Appraise +7, Climb +8, Diplomacy +7, Escape Artist +8, Intimidate +7, Knowledge (arcana) +7 (+8 when identifying monsters), Knowledge (dungeoneering) +7 (+8 when identifying monsters), Knowledge (local) +7 (+8 when identifying monsters), Knowledge (nature) +7 (+8 when identifying monsters), Linguistics +7, Perception +7, Stealth +8, Swim +8
Languages: Common, Draconic, Giant, Hallit, Skald, Varisian
SQ: bigger they are, order of the hero
Other: Gear studded leather, arrows (20), dagger, earth breaker[UE], glaive, javelin (2), longbow, backpack, crowbar, hammer, hemp rope (50 ft.), mug/tankard, piton, sunrod, waterskin, 13 gp, 3 sp, 8 cp
--------------------
Special Abilities
--------------------
Bigger they Are (+1 AC vs. larger, +2 vs. 2 sizes larger) (Ex) Gain AC bonus vs. foes larger than yourself.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Hero's's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 melee damage vs. larger foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Tactician (Escape Route, 3 rds, 1/day) (Ex) Grant the use of one of your teamwork bonus feats to all allies within 30 ft.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Background:

Cormag descends from a long line of Rostlandic monster hunters, Brevoyan men and women who put their lives on the line to defend their homeland from creatures and brigands alike. Even though his family is obscure and without much renown, those in need of their services always know where to find them.

As the newest member to come of age (and quite late, for he is already 27 years old), it is now Cormag's turn to venture out into the unknown of the Stolen Lands, hired as a mercenary to protect the pioneers and settlers in this newest venture.

Sporting sandy brown hair and little to no facial hair, he has surprisingly handsome features. He can always be found sparring with imaginary monsters, perfecting his glaive techniques in preparation for his next encounter with the deadly monsters he has been bred to face.

Often reckless and uncouth, he is nonetheless genuine in his actions and quick to befriend.


Dαedαlus wrote:
Ancient Dragon Master wrote:
Fun fact:Fighter (lore warden)/Investigator have no skills not covered

Yeah, I looked at that. The only thing is, though, while it's certainly thematic (and I may go that way yet), the Lore Warden isn't really that Int-based on its own. Plus, it doesn't stack with the Aldori Defender archetype, which I'm also interested in.

Though, the thought of getting 16 skill ranks/level is kind of hilarious.

16?


6 from Investigator, +5 for intelligence, +2 from Lore Warden, +2 for Background Skills, and finally +1 from the Focused Study racial trait. (I'm actually going half-elf, but the GM did say we could modify the races less than 15 RP.)


Dαedαlus wrote:
6 from Investigator, +5 for intelligence, +2 from Lore Warden, +2 for Background Skills, and finally +1 from the Focused Study racial trait. (I'm actually going half-elf, but the GM did say we could modify the races less than 15 RP.)

By level 2 take ranks in every single skill!! Minimum of +6!!

You would destroy any competition for skill monkey


Ancient Dragon Master wrote:
Dαedαlus wrote:
6 from Investigator, +5 for intelligence, +2 from Lore Warden, +2 for Background Skills, and finally +1 from the Focused Study racial trait. (I'm actually going half-elf, but the GM did say we could modify the races less than 15 RP.)

By level 2 take ranks in every single skill!! Minimum of +6!!

You would destroy any competition for skill monkey

Minimum of +9, you mean. +1 Rank +3 Class Skill +5 Intelligence. Plus the +1d6 free to each from Inspiration actually makes it +10-15 for all of them. A truly absurd amount of Knowledge.


Ancient Dragon Master wrote:
Dαedαlus wrote:
6 from Investigator, +5 for intelligence, +2 from Lore Warden, +2 for Background Skills, and finally +1 from the Focused Study racial trait. (I'm actually going half-elf, but the GM did say we could modify the races less than 15 RP.)

By level 2 take ranks in every single skill!! Minimum of +6!!

You would destroy any competition for skill monkey

That's what I'm going for ;). Plus, if I'm also a powerful frontliner, my submission is optimized for the current needs of the party.

EDIT: YoricksRequiem-
Technically, a minimum of +6. That would be for my Cha-based skills (which only has a measly +2 ability bonus). However, through traits and class features, I can get Int used on UMD, Bluff to lie, and most Diplomacy checks. That leaves only Intimidate, Handle Animal, Disguise and Perform as Cha-based.


YoricksRequiem wrote:
Ancient Dragon Master wrote:
Dαedαlus wrote:
6 from Investigator, +5 for intelligence, +2 from Lore Warden, +2 for Background Skills, and finally +1 from the Focused Study racial trait. (I'm actually going half-elf, but the GM did say we could modify the races less than 15 RP.)

By level 2 take ranks in every single skill!! Minimum of +6!!

You would destroy any competition for skill monkey
Minimum of +9, you mean. +1 Rank +3 Class Skill +5 Intelligence. Plus the +1d6 free to each from Inspiration actually makes it +10-15 for all of them. A truly absurd amount of Knowledge.

I mean minimum of +6 in every skill so unless he has no stat lower than 16 he has +6 in every skill minimum.

Edit: Ninja'd

I can do skill monkey as well though to a lesser degree at 12-13 skills a level


Oh! I read it as minimum of +6 in each knowledge skill, my fault.


Ancient Dragon Master wrote:


I think he meant roll on the Table on the left (Variant abilities) instead of the right (Physical features) because that is the one you give up your spell like ability for

Thanks for looking out, but I was basing that roll off this quote (emphasis mine):

DM Skull wrote:
@Everyone: Should you create an aasimar submission that I approve you are allowed to trade your spell-like ability and roll on the Variant Aasimar Abilities table. Also anyone playing an Aasimar rolls once on the Random Aasimar Features table.

So I gather that you can optionally roll on the variant abilities table (which I don't want to do, because I rather enjoy the angel-blooded Alter Self SLA), but in addition to that any and all aasimars must roll on the physical features table.


@dwilhelmi Sorry I must have gotten the quotes mixed up in my head


@ Adrian:

Adrian Grimm wrote:
Layith Al-Anhara wrote:

@ Adrian: I may do that. Mind you, even without the life mystery a good oracle has lots of healing via spells.

I was looking at Rosasaia's character sheet but I can't seem to find your 1st level Hex. Did you take the Healing hex?

@ Layith: I decided to take the Cauldron Hex since I knew that either way I would be making potions.

I'll stick with healing then! Good to get that cleared up.

Character is basically done except my background is just point-form right now so I ought to jazz that up. Also add an appearance and personality bit.

With my archetype I have a lay on hands ability at 1st level. I am going to take the Channel Energy revelation with my bonus feat (i get 6/day). At 3rd level I will take Healing Hands which gives me +4 to heal checks, and also Selective Channel. So my Channels and Lay On Hands will heal 1d6+6 and my cure light wounds will heal 1d8+7.

At 3rd level my Channel will be 2d6+12 and cure light wounds will heal 1d8+15.

What do you think?


Ancient Dragon Master wrote:
@dwilhelmi Sorry I must have gotten the quotes mixed up in my head

No worries, I appreciate the heads up regardless!


Ancient Dragon Master wrote:
YoricksRequiem wrote:
Ancient Dragon Master wrote:
Dαedαlus wrote:
6 from Investigator, +5 for intelligence, +2 from Lore Warden, +2 for Background Skills, and finally +1 from the Focused Study racial trait. (I'm actually going half-elf, but the GM did say we could modify the races less than 15 RP.)

By level 2 take ranks in every single skill!! Minimum of +6!!

You would destroy any competition for skill monkey
Minimum of +9, you mean. +1 Rank +3 Class Skill +5 Intelligence. Plus the +1d6 free to each from Inspiration actually makes it +10-15 for all of them. A truly absurd amount of Knowledge.

I mean minimum of +6 in every skill so unless he has no stat lower than 16 he has +6 in every skill minimum.

Edit: Ninja'd

I can do skill monkey as well though to a lesser degree at 12-13 skills a level

I did a Magus(Spellblade)/unRogue(Phantom Thief) gestalt like that one time. Had every skill trained, INT-based casting, spoke about 9 languages, Dex to damage, it was a fun build.


Layith Al-Anhara wrote:


I'll stick with healing then! Good to get that cleared up.

Character is basically done except my background is just point-form right now so I ought to jazz that up. Also add an appearance and personality bit.

With my archetype I have a lay on hands ability at 1st level. I am going to take the Channel Energy revelatie Channel. So my Channels and Lay On Hands will heal 1d6+6 and my cure light wounds will heal 1d8+7.

At 3rd level my Channel will be 2d6+12 and cure light wounds will heal 1d8+15.

What do you think?

@ Layith: Sounds very good to me. And then when I get the chance I can craft potions of cure light that should be doing almost as good that can be handed out to ones that seem to need a bit more of an emergency pick-me-up as we see the need for it.

@ Ancient Dragon Master: Adriangrimm = Rosasaria - Alchemist/Witch who is also already in.

@ dwilhelmi: And yes you are very right EVERY aasimar/tiefling type character is doing the d100 roll to see what unnatural feature their blood has gifted them to manifest, be it weird skin, unusual voice, or some other otherworldly quality.


While not applicable to this game, there is a really interesting skill monkey build I've worked on that is based around focusing your skill points into some of the main skills and as little as possible in any others. A character can get massive bonuses in skills they do not have ranks in, if you know where to look. At level 20 mythic tier 10, you can have a character that is getting a +20 in any skill that character does not have a rank in. That bonus is before ability modifiers, equipment bonuses, and spells.


Viridios
Wood Wizard / Unchained Monk of the Sacred Tree

Character build:

(Note: Monk of the Sacred Tree = Monk of the Sacred Mountain)

Str 20
Dex 18
Con 17
Int 18
Wis 17 (18 with flexible enhancement*)
Cha 15

Base +1
Fort +7
Ref +8
Will* +9

Initiative +8
AC* 20 / ff 16
HP 14

Languages: Taldane (common), Hallit, Varisian, Draconic, Skald

Human racial traits

(-) Skilled
Lucky, Greater (4 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on all saving throws.
Natural Armor (2 RP): Prerequisites: None; Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class.
Improved Natural Armor (1 RP): Prerequisite: Natural armor racial trait; Benefit: Members of this race gain a +1 natural armor bonus.
Treespeech (2 RP): Prerequisite: Plant type; Benefit: Members of this race have the ability to converse with plants as if subject to a continual speak with plants spell.
Low-Light Vision (1 RP): Prerequisites: None; Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light.

Feats

deft maneuvers
improved initiative
dragon style
unarmed strike

Skills

Acrobatics 8
Climb 8
Perception 8
Stealth 8
Swim 8
Spellcraft (Int) 8
Survival 8 (+2 to find food and water)
craft (wood carving) 8
background skills:
knowledge (local) 8
knowledge (nature) 9

Level 1 Unchained Monk of the Sacred Mountain

unarmed damage 1d6
AC bonus +0
Fast movement +0
flurry of blows (bonus attack)
stunning fist

Level 1 Wood Wizard

Arcane bond: ring
arcane school: wood / opposition schools: necromancy, evocation
Scribe Scroll
Wood Magic: At 1st level, add the following spells to your wizard spell list at the listed spell level: 2nd—entangle, 3rd—tree shape, 4th—plant growth, 5th—command plants, 6th—tree stride, 7th—liveoak, 8th—transmute metal to wood, 9th—control plants.
Flexible Enhancement (Su): You gain a +1 enhancement bonus to your Dexterity, Constitution, or Wisdom ability score.
Splintered Spear (Su): As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack against one target within 100 feet (range penalties apply), using your Intelligence modifier as an attack bonus instead of your Strength or Dexterity modifier. The spear deals normal damage according to its size, plus your Intelligence modifier, then breaks into countless splinters; the target takes 1 point of bleed damage each round on its turn.

Cantrips: 3
Spells per day: 1st—2(+1)
Spell book: 0—all; 1st—alter winds, animate rope, charm person, Protection from Chaos/Evil/Good/Law, Shield, Mage Armor, Magic Weapon

Background traits

Child of Nature (Gozreh): You have been blessed by Gozreh to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.

Campaign trait: bastard: You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality.

Backstory

Born with odd skin that resembled soft birch bark, Viridios was thought to be cursed at birth and was cast away by his noble parents. A servant was told to carry away and drown the baby, but the servant took pity on the child and instead brought it to an old witch in the forest. The servant hoped that the witch could save the child, and the witch promised she would. Vowing never to reveal to the name of the child, the witch kept it and prophecied that he would someday reclaim his birthright.

He grew up in the forest with the witch. He became strong, quick, and clever. The witch explained to him that he was touched by Gozreh, and that this was why he had bark-like skin, could converse with the trees, and saw in the night like an owl.

As a child, he thought that he was blessed by the Gods, but he soon learned that to the world, he was not special, only different. One day, as an adolescent, he erred into the nearby village and fell in love with a local girl. When he proposed to court her, he was ridiculed and shunned. He vowed that he would never again allow anyone to see his face, let alone his heart.

From that day, he wore a wooden mask.

Isolating himself from the world, he focused on his teachings and training with single minded focus. Unknowingly issued from a long line of wizards, magic came easy to him, under the tutelage of the witch; and he was studious. Gozreh taught him to move like the trees, and whispered in his ear the secrets of the dragon; and he listened with great attention. He hoped that someday, he would discover who he was, and he intended to be worthy.

The witch died before revealing to him the secret of his origin, and so he began his investigation. Now a man in his early twenties, he travelled far and wide, searching for legends and rumours of a child born with wooden skin. While he discovered nothing more than old legends, his queries attracted attention. One night, in a dark alley, assassins came upon him. They revealed that there was a price on his head, and attacked. He killed them, and realized that he would never be safe in Brevoy.

This is when he learned that the Swordlords of Restov were looking for explorers to claim the Greenbelt. The mission would lead him far away, and give him an opportunity to make his name.

He left Brevoy, vowing to one day return home to reclaim his birthright, whatever it may be.

Viridios is morose, secretive, and distrustful; but he is also loyal, good, and generous. He is moved by the plea of the weak and the meak, of those who suffer at the hands of tyrants and bullies, of those who are different; and he cannot stand for abuse or injustice.

He is a massive man built like a tree. His skin has gone from white like birch to tanned and weathered like young red maple. Under the mask is a handsome enough face with kind eyes.


Okay, have my character idea. An Empiricist Investigator//Lore Warden Fighter, who has decided that magic is overrated, preferring a "Sharp sword, sharper mind" kind of approach. Eventually, he'll go into Kirin Style (giving him bonuses to hit and damage based off of INT) and generally be a 'studied fighter' type of character- a master of all skills and with a sharp blade aimed in just the right place. Working on the backstory now, will have the stats up either tonight or tomorrow.


@lord Foul II- Pg. 82 of the CRB under the Familiar section, end of first paragraph. "An
animal companion cannot also function as a familiar." So no.

@Galendir d'Arden - Where did that 5th feat come from? 1 for first level, 1 for human, 1 for bonus I granted to everyone, 1 from the Gendarme archetype. I can't see where the 5th one came from.

@The Lucky Halfling - All craft skills can be made untrained so improvisation would just give you a +2 in craft skills you have no points in. What the feat does is allow to make rolls on skills you normally have to put points into to use. like handle animal.

The bonus feats I listed at 1st, 5th, 10th and so on are just bonus feats you can spend on whatever. I may or may not grant extra feats and traits during the gameplay.

Also classes that grant bonus feats are not "similar" abilities. So yes, you can take 2 classes that grant bonus feats as long as you don't do something stupid like fighter/fighter.

As for the archey question, that's a lot of feat investment (5 total since none of them are waved by the feat tax rules), those actions are technically legal. They will eat up all of your actions for several rounds though.

@Peet - The horse does not have the young template but has 0 training. Kind of like you just bought a 2 year old quarter horse. They are big enough to ride but have never had a saddle on and the only thing they know how to do is be led around by a lead line. So you have a standard heavy horse which has no tricks.

@Alias ad Tempus -
1) Kingmaker version.
2) That will be figured out via roleplay. After all there are more positions then PCs. So no.
3) No.

@Ancient Dragon Master - You are missing feats and your raptor can know 1 trick as per the animal companion rules at level 1.

Crafting is not allowed before the game.

@Ventiine - Warning about that class combination, check the limitations of individual class abilities. Mainly the barbarians Rage. You can't use any mental abilities while raging. This means pretty much all of the bardic abilities.

@dwilhelmi - If you like your SLA you don't have to replace it. Just an option. And yes, you must roll on features table. Every aasimar is a bit strange.

@Everyone - I am not going to tell you if your character idea is a good one or not. I am only going to check over submissions to see if there are any errors or fudging of numbers and approve requests based on the already stated rules.

Roll your dice, create the character, post it up and wait. Still another week for submissions.

If I missed any questions let me know. There was a lot of activity while I was gone.


@GM Skull What about Rage and Inspire Courage? Inspire Courage becomes a Free Action to maintain after it's cast and a Perform check isn't required. I was looking here. I can change classes if it's an issue.

Quote:
The “bardarian” has two choices in a battle: use a mix of party-aiding spells and attacks, or rage and use inspirational music to urge the rest of the party on as he attacks. Only the bardic music abilities that actually require a Perform check (such as countersong and fascinate) are off limits during a rage. Neither barbarians nor bards wear heavy armor, so gear selection is straightforward.

My character so far: Zadie, the boisterous barbarian


@Ventiine - When you are raging you can't form the coherent thought needed to inspire anyone. The only thing you are concerned with is "Smash smash smash!" So in this case I'm going to rule that reality over rules mechanics. No bardic performances or magic while raging.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Alright still torturing myself over possibilities but looking at the stat lines everyone else is pulling out maybe taking my first roll while serviceable was short sighted so doing a few more. First roll was 18, 17, 15, 14, 14, 13. I need to be able to keep up after all.

Set 2:

3d6 ⇒ (1, 2, 1) = 4
3d6 ⇒ (2, 5, 6) = 13
3d6 ⇒ (2, 4, 2) = 8
3d6 ⇒ (1, 2, 2) = 5
3d6 ⇒ (1, 3, 5) = 9
3d6 ⇒ (2, 6, 1) = 9
5d6 ⇒ (4, 6, 5, 2, 6) = 23

Set 3:

3d6 ⇒ (1, 4, 6) = 11
3d6 ⇒ (5, 4, 5) = 14
3d6 ⇒ (2, 3, 4) = 9
3d6 ⇒ (5, 6, 3) = 14
3d6 ⇒ (4, 1, 6) = 11
3d6 ⇒ (4, 2, 3) = 9
1d6 ⇒ 5
17,16, 13, 17, 17,13

Set 4:

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

Set 5:

3d6 ⇒ (1, 1, 1) = 3
3d6 ⇒ (1, 5, 3) = 9
3d6 ⇒ (5, 5, 1) = 11
3d6 ⇒ (1, 4, 3) = 8
3d6 ⇒ (6, 5, 3) = 14
3d6 ⇒ (5, 6, 1) = 12
7d6 ⇒ (4, 3, 1, 6, 5, 2, 4) = 25
1d6 ⇒ 4
14, 17, 16, 13,17,17

Set 6:

3d6 ⇒ (3, 4, 6) = 13
3d6 ⇒ (3, 1, 5) = 9
3d6 ⇒ (2, 5, 1) = 8
3d6 ⇒ (5, 1, 3) = 9
3d6 ⇒ (3, 5, 3) = 11
3d6 ⇒ (5, 5, 3) = 13
2d6 ⇒ (6, 3) = 9
1d6 ⇒ 6
16, 17, 14, 17, 14, 16

Set 7:

3d6 ⇒ (4, 6, 5) = 15
3d6 ⇒ (3, 5, 1) = 9
3d6 ⇒ (4, 6, 2) = 12
3d6 ⇒ (4, 1, 2) = 7
3d6 ⇒ (1, 2, 6) = 9
3d6 ⇒ (3, 4, 5) = 12

3d6 ⇒ (1, 2, 3) = 6
1d6 ⇒ 2
17, 14, 16, 12, 15, 15

Set 8:

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

3d6 ⇒ (4, 6, 3) = 13
...why did I roll 3d6 and not 2d6, just took the first two results. My brain, what was I thinking ten times.
14, 13,15, 13,12, 15,15

Set 9:

3d6 ⇒ (5, 5, 2) = 12
3d6 ⇒ (2, 3, 6) = 11
3d6 ⇒ (2, 2, 1) = 5
3d6 ⇒ (2, 1, 5) = 8
3d6 ⇒ (5, 6, 3) = 14
3d6 ⇒ (3, 4, 3) = 10
2d6 ⇒ (6, 4) = 10
16,15,14,15,17,13

Set 10:

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

Set 2: 16, 17, 12, 16, 14,18,and hats off to the guy who rolled the whole fifty times... I'm going to walk away from my computer now.


Think I missed 1st level bonus feat. Will adjust.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Name: Sir Andrew Royce
Hair: Blonde and curly, Eyes: Green, Age: 19
Royce-Taldan Noble House, Heraldry: Golden Lion’s Head on a Blue and White Field, Motto: Unbroken Vigil
Human Paladin/Bard 1

GM note, since this game is going mythic I've got him carrying a cold iron shortsword that I would like to reforge mundanely into a masterwork one potentially. I definitely intend for his to become a legendary item as it means a lot to him. You could argue before the events leading to him getting it he was a Warrior/Bard but this has steel his resolve and led to him becoming a Paladin.

Background:
Andrew Royce, Taldane Noble with a grandmother from House Orlovsky. Spent the ages of twelve to sixteen with his cousins
Andrew was always a daring child and no stranger to trouble but being the the third son of the Patriarch of House Royce of Taldor tends to deflect most of the trouble. Although he was trained with politics in mind and had a natural flair as well as being a quick study he was filled with a little too much energy for his father to cover up entirely.

After an incident involving an eleven year old Andrew taking advantage of an unlocked door and running around the Cathedral of Abadar with a cleric’s vestments on pretending to be a ghost after his little cousins his father knew he had to give his son a bit of time away from the eyes of society. Talmus Royce considered things for a while and finally resolved to send Andrew off to spend some time with Andrew’s maternal great grandmother’s family in Brevoy… with appropriate compensation

The Orlovsky’s took a much less politics focused approach to things and quickly started burning off most of Andrew’s energy. With them he honed his combat capabilities but still managed to do well with the lessons he had learned earlier under his tutors in Taldor. His magical potential started to come to the fore in this period as well which he used for light hearted pranks.

As he turned sixteen it was with a degree of consternation and pride his cousins had to accept he had declared he was setting out to help out at the worldwound as a squire for a distant. His father after receiving the letters was greatly annoyed, from the updates the boy was finally shaping up to something. The conditions in Mendev helped Andrew become more serious and start planning for the future. He wrote to his father about the situation but the man’s correspondences deflected his sons suggestions of sending troops with skilled political accumene and logic. His letters to his cousins in Brevoy were a bit better received possibly due to proximity but tensions were high and they could spare little.

Shortly after arriving his distant cousin was killed fighting against a tiefling ambush but another knight present saw how Andrew acquitted himself well and knighted him. Dismayed at the death of his cousin and lonely it was during this period he met a beautiful young woman from Chelliax who was a squire to Iomedae. He had always held in his heart as his father had told them that Chelliax were traitors and rebels. Through her and the knight she served he learned more of the truth of the Chellish Empire. It was sobering to say the least. Jenny was from a port city called Kintargo where things were not so bad but her master Sir Gregory was from a town near Egorian and would separate fact from fiction amid the rumours.

Though old Sir Gregory did not entirely approve of the intimacy of the relationship he knew at the Worldwound joy was in short supply so didn’t try to squash things between his niece and Andrew. In quiet moments the two discussed the future and marriage. But what few joys are at the Worldwound seldom last long before rotting. When a cultist’s poison in a barrel killed Jenny and several others Andrew survived but was bedridden. A red eyed Sir Gregory offered some words of condolence and advice for Andrew. He left Jenny’s shortsword and symbol of Iomedae for the young man to remember her by.

When Andrew recovered he left Mendev, he could not bare the place. He struck out towards Brevoy where he hoped to find some sense of purpose. He was never a particularly religious young man but he found him saying prayers a little more often to Iomedae on Jenny’s behalf.

The opportunity to explore savage lands and bring some bandits to justice was not the most lofty of things but it was worthwhile. He recalled lamenting to Sir Gregory while Jenny yet lived that he couldn’t understand why more resources and troops weren’t sent to the worldwound. The old knight told him tales that night while deep in his cups of lastwall and his many adventures since. “There are many ills in this world though the ones here are graver than most. All the armies of the world could march here and their homelands fall and yet the demons may still come. I am proud to fight here but I have brothers in arms around Avistan and Gollarion fighting unknown battles and who will lay in unmarked graves. A man can only do so much and as long as he strives to make the world a better place what more can you ask of him.” Putting an end to banditry seemed like a way a young knight could forget his ills and improve the world. His fine armour and weapons were long gone now, the Worldwound tended to take it’s toll on steel as well as flesh and spirit but he had found serviceable replacements and bandits would be less dangerous than demons… right?


Mechanics:

Set 2: 16, 17, 12, 16, 14, 18
Str 16, Dex 17, Con 14, Int 16 Wis 12, Cha 20
HP: 13, AC: 19, FF: 16, T: 13 Fort: +4, Ref: +5, Will +3, CMD: 18, CMB: +4, Initiative +5

Feats: Noble Scion (Scion of War), Skill Focus (Perform Oratory)-Focused Study Alternate Human Racial Trait, Additional Traits
Traits: Noble Born (Orlovsky-Campaign), Savant (Oratory-Social), Armour Expert (Combat), Magical Knack (Paladin, Magic)

Bardic Performance 9 Rounds/Day, Smite Evil 1/Day, Aura of Good, Detect Evil, Bardic Knowledge, Inspire Courage,

Adventuring Skills:
Acrobatics 4=1+3+3-3, Knowledge Religion 8=1+3+3+1, Knowledge Planes 8=1+3+3+1 Perception 5=1+1+3, Ride 4=1+3+3-3, Spellcraft 7=1+3+3, Stealth 4=1+3+3-3, Use Magic Device 9=1+5+3

Background Skills
Heal +8=1+1+3+3, Knowledge History 8=1+3+3+1, Knowledge (Nobility) 10=1+3+3+1+2, Linguistics 7=1+7+3,Perform (Oratory) 14=1+5+3+3+2

Languages: Common, Auran, Sylvan, Celestial, Abyssal

Spells
Cantrips
Detect Magic, Light, Prestidigitation, Mage Hand
Level 1
Grease, Unseen Servant

Gear
Chain Shirt, Heavy Steel Shield, Cold Iron Shortsword, Cold Iron Dagger, Cold Iron Light Mace, Javelin x4, Mwk Backpack, Paladin’s Kit, Shortbow, Arrows (20), Arrows Blunt (20), Cold Iron Arrows (20), Bear Trap x2, Silver Holy Symbol of Iomedae, Signet Ring, 2gp


GM:

@Galendir d'Arden - Where did that 5th feat come from? 1 for first level, 1 for human, 1 for bonus I granted to everyone, 1 from the Gendarme archetype. I can't see where the 5th one came from.

I forgot to list RP on adjusting human on the sheet. 4RP for Advanced abilities, and 2RP for Static Bonus Feat (Improved Initiative). Adding to sheet. Sorry for any confusion.


Since I'm going Cleric/ Rogue, does anyone have a certain idea of the domains I should take? I've never played or read anything on kingmaker, so I'm a bit lost, and I want some surprise if I make the cut


The question about improvisation and crafting stemmed from this quote found under the "Crafting System" section in your initial post.

DM Skull wrote:
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.

That statement made me believe that we would need to be trained in a craft skill to be able to use it.

In regards to the use of the archery feats, why would the use of these feats eat up more than a round's worth of activity? From my point of view, not to say it is the correct one, Overwatch Style is meant to diversify the use of the Rapid Shot feat along with readied actions. Seeing as a readied action is normally considered wasted if not used before the character's next turn, I would assume that all readied actions would become wasted at the beginning of the character's next turn if more than one was prepared within that round.

Are we allowed to roll out all of our potential stat rolls and then choose from them? I was under the impression we were meant to stop once we found one we liked.

Thank you for your insight on everything and I look forward to getting a character submission in before the deadline.

Shadow Lodge

Shame. And as I look at my backup character concept, someone is already doing hunter/fighter

Hmm
What third option could I go

With 2 18s I should do some sort of Gish....
Oh! Dwarf Fighter/war priest. I'll build the dwarfiest dwarf who ever dwarfed


I love the options gestalt presents. Can anyone make a list of what is submitted already? Don't want to step on any toes.

Roll 1:

3d6 ⇒ (3, 5, 4) = 12 + 6 = 15
3d6 ⇒ (3, 6, 4) = 13 + 6 = 14
3d6 ⇒ (2, 5, 3) = 10 + 6 = 14
3d6 ⇒ (5, 4, 3) = 12 + 6 = 15
3d6 ⇒ (3, 3, 1) = 7 + 6 = 15
1d6 ⇒ 6

18, 15, 15, 15, 14, 14
I can do better I think.

Roll 2:

3d6 ⇒ (1, 2, 3) = 6 + 6 = 11
3d6 ⇒ (2, 1, 5) = 8 + 6 = 15
3d6 ⇒ (5, 1, 2) = 8 + 6 = 13
3d6 ⇒ (3, 3, 2) = 8 + 6 = 12
3d6 ⇒ (4, 6, 4) = 14 + 6 = 16
3d6 ⇒ (1, 4, 1) = 6

18, 16, 15, 13, 12, 11
That is not better.

Roll 3:

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

18, 17, 17, 16, 16, 12
Yeah that's better.

Roll 4:

3d6 ⇒ (1, 6, 4) = 11 + 6 = 16
3d6 ⇒ (6, 6, 3) = 15 + 6 = 18
3d6 ⇒ (4, 3, 6) = 13 + 6 = 16
3d6 ⇒ (6, 1, 3) = 10 + 6 = 15
3d6 ⇒ (1, 5, 4) = 10 + 6 = 17
3d6 ⇒ (4, 1, 6) = 11

18, 18, 17, 16, 16, 15
That's a lot better.


^ This one.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

@Fatmanspencer At least for the start point I think Erastil is thematically really suiting for the game and has a few cool options. Also the rogue skill list would really help portray a very woodsy ranger like cleric. Of his domains I'd eye up Animal, Good or Plant.

Animal: Gives you speak with animals a few times a day which could be pretty neat. At level four it gives you an animal companion as if you were a druid, treating your effective druid level as your cleric level -3 but the boon companion feat with improve it greatly if taken at level five. -This one mostly for the cool RP side.

Good: The sacred bonus you can hand out with it is great in the right moment but the main attracting is being able to toss holy onto your weapon with sacred lance at level eight.

Plant: This one for the Cleric/Rogue build could be very cool RP and mechanics wise. Wooden fist could be very nice when combined with sneak attack, for assassination opportunities! Bramble armor at level six could be very handy if the opponent has decided to strike at you.

If you work an axe to grind into your background Callistria could be an interesting patron. Plenty of places for your quarry to hide in the Stolen Lands. I could see all of her domain powers being fun for a cleric/rogue to avail of with special personal note of Knowledge if you wish to have all of the Knowledge skills as class skills, something I personally love having.

Going for straight mechanical domains without considering gods is just too overwhelming for me, so many domains and subdomains. I generally either pick a god I like and get domains or have run across the one domain I really want and try to find a god I like that has it.

I hope this has been of some help.


I know you said you wouldn't give feedback on if a character was a good idea but I at least have to ask if an almost pure martial character is okay? Some DM's don't like it when you take gestalt and don't spread out one's capabilities. Mixing martial and stealth or martial and magic. Thinking about a fighter/monk. Martial focus but wanted to be flexible in combat. Lot's of feats and lot's of different methods of attack. Ranged, weapon, unarmed, grappling, tripping, maneuvering. Want to take advantage of the feat taxes and fighter's bonus feats.


Zayne Iwatani wrote:

I love the options gestalt presents. Can anyone make a list of what is submitted already? Don't want to step on any toes.

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **
^ This one.

@ Zayne Ancient Dragon Master was actually compiling a kind of list already on the 3rd page if you would like to check that out and see what's kind of been pitched so far.

I know there is quite a few variations of Skill Monkey type characters and various fighter hybrids that have also been propositioned. There are at least three oracle or cleric combos that also have been put forth that could be a primary healer type of character.

Originally I had considered being the healer, but now I am going to be a ranged attacker/debuffer type and I will be focusing heavily on potion making and maybe some alchemical creations and mischief.

Also if you want pure feat flexibility you could go brawler, but I do know that their abilities do have a limit x/day kind of thing going for them.

@ Lord Foul II You know I don't know which books they are from, but there is a "Sword and Tankard" Style weapon thing that you could do with the warpriest side if you do want to dwarfy dwarf... >.>

*Edit* FOUND IT! Divine Fighting Techniques from the weapon master's handbook has blade and tankard.

Shadow Lodge

But blade and tankard is a fighting style of the lucky drunk, and I can't properly imagine the dwarf paragon I'm making using a rapier

I'm thinking Torag so I can just be the best crafter and weirder of warhammers ever


Seth here with background for his application

Short Description:

Long, flowing black hair. Her eyes bright colours. Unblemished skin. Tall, lithe. A body built for dancing

Vex is from a long line of court entertainers and courtesans. So even from an early age she was taught the ins and outs of courts, ballrooms and parties. Who to talk to, who not to talk to. What to say to whom. What to do to whom. It was all a Big Game. But the losers do not simply get a pat on the wrist. The Game could and usually is, quite deadly.

So when the time came for her to spread her wings, she was blessed with the opportunity to go to a new land. New adventure. People and places few people have come into contact with. It was quite thrilling to say the least. Not exactly what she thought she would be doing, but here she was, ready to take on the Stolen Lands.


Here is my submission. I'll be finishing up Background details later today.

I just wanted to make sure the following was okay. You said that races with less than 15 RP could take stuff to get to 15.

I'm an Ulfen Human who took the following to get to 15 RP.

Hold Breath, Fearless, and Ferocity. To help showcase his viking nature and comfort within the water from raiding within Issia.

Otherwise the basics of the build is a Skald/Ranger. That can mix it up well on the front lines while helping provide support to the group.


Here is Viridios of Gronzi Forest (submitted previously by Alias ad Tempus).

FYI: I added the missing bonus feat.


Adrian Grimm wrote:


@ Zayne Ancient Dragon Master was actually compiling a kind of list already on the 3rd page if you would like to check that out and see what's kind of been pitched so far.

I know there is quite a few variations of Skill Monkey type characters and various fighter hybrids that have also been propositioned. There are at least three oracle or cleric combos that also have been put forth that could be a primary healer type of character.

Originally I had considered being the healer, but now I am going to be a ranged attacker/debuffer type and I will be focusing heavily on potion making and maybe some alchemical creations and mischief.

Also if you want pure feat flexibility you could go brawler, but I do know that their abilities do have a limit x/day kind of thing going for them.

I saw the list, thanks. That is a lot of people but not a lot of complete submissions.

I had thought of brawler. I kind of want to use Brawler. But what would I combine it with? I want the feel of a martial artist mixed with the skills to overcome most challenges without the use of magic. Technically monks emulate magic but it's not actual magic. But like good climb and swim to get past obstacles a wizard could fly over. Diplomacy instead of Charm monster. The feats to hit monsters at their weak points and the knowledge to know what those are. Actually, Lore Warden and unchained monk is sounding good. But Brawler/Rogue would probably be the most versatile without being magical.


@Kevin O'Rourke 440 - Cold Iron shortsword is no problem. Lots of mountains with mines in and around Brevoy.

@Zayne Iwatani - I stated at the very beginning the types of characters we are looking for as well as the current party composition. I leave it to the players to go wild with that.

@Fatmanspencer & Anyone else who needs it - Here is the FREE player's guide I strongly suggest (demand) everyone use when making your kingmaker's character. CLICKY!!!

@Torstein Ulfr - Submission looks fine.


DM, do you allow Combat Stamina (and if so, is it a free feat for fighters)? Just finishing up feat selection and the like- should be done in an hour or so.


@Daedalus - It's not free for fighters. If you want it you'll have to spend a feat for it. And yes I allow it.


Could I redirect you back to this post and it's contents? I made some inquiries in regards to your take on the archery feats I asked about before and ability score rolling.


So, Sir Arthur Doyle is basically done. I might tweak a little here and there still, possibly buy a bit more gear, but he's primarily finished.

Yes, I did name him after the creator of Sherlock Holmes.


@The Lucky Halfling - You can roll as many (up to 50) sets and choose from the best. And one of those feats is a full round action.


Thank you for the update. I will look into more sets of rolls later when I'm not posting from my phone.


Forgot the additional feat you gave us, so here is Anders Orlovsky resubmitted with the extra feat.


I am super excited about finally putting this character together. Hes a cleric/Cavalier. I am finishing his backstory after work and have most of the crunch finished already, but I thought I would roll the dice again just to see if I could do a little bit better.

set 1:

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

reroll: 4d6 ⇒ (2, 2, 3, 4) = 11


16,15,14,18,14,18

That might be what I got before...yep, so I'll go once more and see if I get anything different if not it's clearly meant to be.

set 2:

3d6: 3d6 ⇒ (2, 1, 4) = 7
3d6: 3d6 ⇒ (3, 1, 2) = 6
3d6: 3d6 ⇒ (4, 1, 6) = 11
3d6: 3d6 ⇒ (5, 4, 1) = 10
3d6: 3d6 ⇒ (5, 3, 5) = 13

reroll: 4d6 ⇒ (4, 3, 1, 1) = 9
rereroll: 2d6 ⇒ (2, 4) = 6


DM Skull wrote:
@Peet - The horse does not have the young template but has 0 training. Kind of like you just bought a 2 year old quarter horse. They are big enough to ride but have never had a saddle on and the only thing they know how to do is be led around by a lead line. So you have a standard heavy horse which has no tricks.

If I am able to train the horse while we travel then I guess I can work with that.

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