DM Talomyr's Kingmaker

Game Master Talomyr

Let it so known that the bearers of this charter, having delivered the northern reaches of the Greenbelt from the scourge of banditry, having provided detailed maps of the lay of the land, and having done no small amount of work in the exploration of said land and the culling of hostile monsters and indigenous hazards, are hereby granted the right to rule.

The nature and laws of rule are theirs to define, and the wellbeing of this new nation is theirs to protect.

In accordance for providing a stable nation to the south of central
Rostland, let there be a generous stipend of funds, support, and advice provided to this fledgling nation as a token of Restov and Brevoy’s goodwill, such that future relations between kingdoms might be mutually beneficial.

So witnessed under the watchful eye of the Lordship of Restov and by the authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne.


101 to 150 of 1,527 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Male Human Wizard 3 | 25/25 HP | AC 13 T 12 FF 11 CMD 15 | Fort +4 Ref +4 Will +5 (+6 vs. mind-affecting) | Initiative +2 | Perception +4

Theodore, if you're going to be doing nonlethal attacks a lot you might want to pick up something to make it easier - some trait or feat or even a sap.


Male Halfling Cavalier (Honour Guard / Strategist) 3
Theodore:
HP 28/28 | AC 21 T 14 FF 18 | Fort+4 Ref +4 Will+1 | Initiative +3 | Perception +8 | Challenge 1/1
Rufus:
HP 25/25 | AC 22 T 13 FF 19 | Fort+5 Ref +6 Will+2 | Initiative +3 | Perception +5

I had thought of that, but at level 2 I negate all the penalties for attacking Non-Lethally and also gain a +2 Damage. Just means level 1 will be a bit touchy.


Male Human Wizard 3 | 25/25 HP | AC 13 T 12 FF 11 CMD 15 | Fort +4 Ref +4 Will +5 (+6 vs. mind-affecting) | Initiative +2 | Perception +4

Right, makes sense.


Male Halfling Cavalier (Honour Guard / Strategist) 3
Theodore:
HP 28/28 | AC 21 T 14 FF 18 | Fort+4 Ref +4 Will+1 | Initiative +3 | Perception +8 | Challenge 1/1
Rufus:
HP 25/25 | AC 22 T 13 FF 19 | Fort+5 Ref +6 Will+2 | Initiative +3 | Perception +5

NICE! I was hoping to knock the leader out and have everyone surrender, but we seem to be taking quite a bit of damage. Luckily that is 1 unconscious and one who is now on our side. So this may go well, only 2 left, the leader and orange.

I will have to see if I can get to the leader to knock him unconscious too.


Male Halfling Cavalier (Honour Guard / Strategist) 3
Theodore:
HP 28/28 | AC 21 T 14 FF 18 | Fort+4 Ref +4 Will+1 | Initiative +3 | Perception +8 | Challenge 1/1
Rufus:
HP 25/25 | AC 22 T 13 FF 19 | Fort+5 Ref +6 Will+2 | Initiative +3 | Perception +5

Okay, so combat rolls hate me ... but rolls to do with offering the terms and caring for those who have fallen LOVE me! It's like the RNG knew that I didn't build Theo to be the main combatant.


Male N Human Inquisitor 3 | CMB: 4, CMD: 16 | F: +5, R: +4, W: +6 | Init: +5 | Perc: +9, SM +10 | Speed 40ft (30ft in armor) |

Jacobus gets ready...:

24th day of Calistril - Restov, Brevoy
It was melancholy Jacobus that returned to the caravan waystation. He had not been granted the charter to explore the Greenbelt. And by Abadar he had been ready. Three years learning about the god of trade and a lifetime of trading itself with his family’s company made him the ideal candidate. His father wanted him to go. His superiors in Abadar’s temple wanted him to go. He was to herald in law and progress, orderly progress to the land. After it’s explored first, he reminded himself.
He checked on his horse and wanted to head back to New Stetven right away. He was sure his father would allow him to get back in business and lead another trade caravan. There was probably lumber that needed to get transported to Port Ice and a nice long trip was just what he needed to take his mind away from this failure. But before he left he needed to get acquainted with Dukas Orsen, the man who had bought all the grain that he brought in to Restov this past week. Oh yes, Jacobus was not one to waste his trip.

25th day of Calistril - Restov, Brevoy
The meeting with Mr. Orsen had gone extremely well and Jacobus secured two more trips transporting grain within the next month. But more importantly, Mr. Orsen was very sympathetic to Jacobus’ plight. He promised that he would talk to one of the Swordlords to allow Jacobus to join the exploration team. He had a dinner engagement with him that very night.

26th day of Calistril - Restov, Brevoy
Mr. orsen made good on his promise. A very excited Jacobus went to ready his horse but not before thanking Mr. Orsen profusely and promising that his grain shipments would arrive on time, just like all the other shipments by Varadin & Sons.
Now at the stables with the charter in hand, Jacobus set off to Oleg’s Trading Post. He only hoped that his natural charm would endear him to the explorers and he would not be thought of as an outsider or worse, someone who been sent for the job without having the right qualifications.
Jacobus breathed in the chill in the air, ”Well, I’ll just have to win them over but I’ll cross that bridge once I get to the river.” He gave the horse a slight tap with his heels and was off…

GM, the dates above may need to be adjusted but we can do that.

I also updated my PC sheet to the game's specifications and presented it in the 'regular format'. Let me know if there's anything that needs changing.

Game on!


Greenbelt Map Roll20 Link

Jacobus looks ready to go. The date will be Pharast 1st when you arrive at Oleg's. If there is anything you would like to post about about your trip to Oleg's (2 1/2 to 3 days), please feel free to do so.


Male Human Wizard 3 | 25/25 HP | AC 13 T 12 FF 11 CMD 15 | Fort +4 Ref +4 Will +5 (+6 vs. mind-affecting) | Initiative +2 | Perception +4

Assuming that we don't steal from Gavin that's 85 gp cash, the 20 gp amulet and about 575 gp worth of gear (mainly bows), excluding the horses and trail rations. If Oleg would take the gear at half value and we split all the proceeds 6 ways that's 65 gp each and change.

Yes, getting a little ahead of myself in-character there, but there's a spell component pouch with my name on it somewhere in this trading post.


RETIRED

Might wanna keep the amulet in case we ever decide to do the "impersonating new recruits" routine.


Female Human (Ulfen) Cleric 6 | HP 44/44| AC 18 T 13 FF 16 | Fort+4 Ref +4 Will+8 | Initiative +2 | Perception +10* | Channel 7/8 | Portrait | Elkmark Calendar

Alternatively we offer Oleg the gear for free to compensate him for his hardship. He might end up giving us 50% of the profit out of gratitude for helping solve his troubles anyway and then we'll end up just as rich but we can feel twice as good about ourselves.


Male Halfling Cavalier (Honour Guard / Strategist) 3
Theodore:
HP 28/28 | AC 21 T 14 FF 18 | Fort+4 Ref +4 Will+1 | Initiative +3 | Perception +8 | Challenge 1/1
Rufus:
HP 25/25 | AC 22 T 13 FF 19 | Fort+5 Ref +6 Will+2 | Initiative +3 | Perception +5

I agree with Tove, building friends is what will save us here. I am sure that if we give Oleg the gear he would happily give you a spell component pouch. He would still make a huge profit.

As for the amulet I would rather not sell it and if no one else wants it, I would take and wear it. It does resemble a stags head after all and I follow Erastil, like Tove.


Greenbelt Map Roll20 Link

I'm content to let the roleplay around Jacobus's introduction to the rest of the group go on as long as you would like. Just let me know when you would like to move on toward the Thorn River Camp.

In a related note, I will try to get the hex map up online this evening when I make it home from work.


Greenbelt Map Roll20 Link

Hex Map is up Here.


Male Halfling Cavalier (Honour Guard / Strategist) 3
Theodore:
HP 28/28 | AC 21 T 14 FF 18 | Fort+4 Ref +4 Will+1 | Initiative +3 | Perception +8 | Challenge 1/1
Rufus:
HP 25/25 | AC 22 T 13 FF 19 | Fort+5 Ref +6 Will+2 | Initiative +3 | Perception +5

Really hoping that Gavin will survive, do his time and then bump into us later on in the campaign. Would be quite cool.

Nice Hex map by the way!


Greenbelt Map Roll20 Link

Just a note for those of you who have not been in PbP that I have run before:

When I ask for a direction the party would like to go such as: Where to? Ready to head out? etc., I will pause until a majority of the party has responded (and agrees) to a course of action. Since there are six of you, that means I will wait until I have at least four responses.

That being said, since we are all in this game together, that is open for some debate if need be.


Male N Human Inquisitor 3 | CMB: 4, CMD: 16 | F: +5, R: +4, W: +6 | Init: +5 | Perc: +9, SM +10 | Speed 40ft (30ft in armor) |
DM Talomyr - Kingmaker wrote:

Just a note for those of you who have not been in PbP that I have run before:

When I ask for a direction the party would like to go such as: Where to? Ready to head out? etc., I will pause until a majority of the party has responded (and agrees) to a course of action. Since there are six of you, that means I will wait until I have at least four responses.

That being said, since we are all in this game together, that is open for some debate if need be.

That's too long to wait.

I usually wait for two people and 24 hours. If after 24 hours, I have two people agreeing on a course of action, then I move things along.

That's just my take on it but I have had people quit my games because the pace is too fast so I'm NOT the ultimate authority here. That's just what I like.


Greenbelt Map Roll20 Link
Jacobus Varadin wrote:
DM Talomyr - Kingmaker wrote:

Just a note for those of you who have not been in PbP that I have run before:

When I ask for a direction the party would like to go such as: Where to? Ready to head out? etc., I will pause until a majority of the party has responded (and agrees) to a course of action. Since there are six of you, that means I will wait until I have at least four responses.

That being said, since we are all in this game together, that is open for some debate if need be.

That's too long to wait.

I usually wait for two people and 24 hours. If after 24 hours, I have two people agreeing on a course of action, then I move things along.

That's just my take on it but I have had people quit my games because the pace is too fast so I'm NOT the ultimate authority here. That's just what I like.

I agree with you to a certain extent.

If folks are holding up their end of the bargain (at least one post daily on weekdays; at least one post on the weekends) it really shouldn't be too terribly long.


Male Halfling Cavalier (Honour Guard / Strategist) 3
Theodore:
HP 28/28 | AC 21 T 14 FF 18 | Fort+4 Ref +4 Will+1 | Initiative +3 | Perception +8 | Challenge 1/1
Rufus:
HP 25/25 | AC 22 T 13 FF 19 | Fort+5 Ref +6 Will+2 | Initiative +3 | Perception +5

Rufus will be coming in with me, I shall remain mounted too.


Greenbelt Map Roll20 Link

Okay, so Ivo intends to scout ahead a bit. It doesn't sound like anyone else intends to go along with him. You have arrived in the area near the camp roughly mid-day. Is Ivo going to investigate now? Later?


Female Human (Ulfen) Cleric 6 | HP 44/44| AC 18 T 13 FF 16 | Fort+4 Ref +4 Will+8 | Initiative +2 | Perception +10* | Channel 7/8 | Portrait | Elkmark Calendar

I think the majority of us were in favor of attacking the camp before dark, as not many of us can see too well once the sun goes down.
It would be just as much a disadvantage to us as to the bandits if we attack at night.


Male Human Wizard 3 | 25/25 HP | AC 13 T 12 FF 11 CMD 15 | Fort +4 Ref +4 Will +5 (+6 vs. mind-affecting) | Initiative +2 | Perception +4

I'll wait on Ivo's report (hopefully). If they're set up to catch us in the crossfire of a bunch of archers then we might want to consider attacking at night. If not then at at least we'll be able to move without tripping over tree roots during daylight.

And if Ivo runs back towards us like his pants were on fire both those plans are dust.


Male Halfling Cavalier (Honour Guard / Strategist) 3
Theodore:
HP 28/28 | AC 21 T 14 FF 18 | Fort+4 Ref +4 Will+1 | Initiative +3 | Perception +8 | Challenge 1/1
Rufus:
HP 25/25 | AC 22 T 13 FF 19 | Fort+5 Ref +6 Will+2 | Initiative +3 | Perception +5

I would scout with Ivo, however neither Rufus or Theodore are very stealthy, hence why I asked if someone else was able to sneak. I am not really wanting to send Ivo on his won though, in case things do go badly. So I will roll a Stealth check for both of us and hope it works out for the best.


Male Human Wizard 3 | 25/25 HP | AC 13 T 12 FF 11 CMD 15 | Fort +4 Ref +4 Will +5 (+6 vs. mind-affecting) | Initiative +2 | Perception +4

It looks like luck trumps skill there. Theo may be getting a distorted picture of his own abilities with these stealth and diplomacy rolls vs. his relative lack of success at fighting.


Male Halfling Cavalier (Honour Guard / Strategist) 3
Theodore:
HP 28/28 | AC 21 T 14 FF 18 | Fort+4 Ref +4 Will+1 | Initiative +3 | Perception +8 | Challenge 1/1
Rufus:
HP 25/25 | AC 22 T 13 FF 19 | Fort+5 Ref +6 Will+2 | Initiative +3 | Perception +5

I know, rather annoying how I suck in actual combat. Then again I didn't build him to be the primary fighter, he is more of a support character who can fight. He was designed to fight along side another fighty type. But these rolls out of combat are absolutely amazing, I would NEVER have thought I would roll so well for Diplomacy, Stealth and the Strength check to close the gate!

Once I get the level 3, I will be able to help Razarak out a lot in combat, as long as he stays adjacent to me.


RETIRED

Ok, here's my sneaking plan.

I'm going to sneak as best I can until the first time I spot a person - maybe they have guards, maybe they don't. As soon as I spot a person my goal is to start moving perpendicular to the distance between us so I'm making a circle around their position. Once I spot another person I widen my circle to include both of them. My goal is to make a circumference of the area that they occupy, so I at least know what the outer perimeter is.

I never want to get closer than 40' away from the closest person, as that gives me a better chance to avoid notice. If I have to back up to get concealment in a bush or something, so be it.

I'll observe for half an hour to see if they change shifts, send out riders or have riders come back, move around the camp, have patrols, etc. Once I have made what observations I can, I plan to come back to our base.


Greenbelt Map Roll20 Link

Just got done with my face to face game, I will update tomorrow.


Male Halfling Cavalier (Honour Guard / Strategist) 3
Theodore:
HP 28/28 | AC 21 T 14 FF 18 | Fort+4 Ref +4 Will+1 | Initiative +3 | Perception +8 | Challenge 1/1
Rufus:
HP 25/25 | AC 22 T 13 FF 19 | Fort+5 Ref +6 Will+2 | Initiative +3 | Perception +5

Right, I will join Ivo most of the way. As soon as he spots someone I will hide behind a tree and keep an eye out. If things go badly for Ivo I will stop anyone from chasing him until he is out of their sight by stepping into the light.


Male Human Male Human Sorcerer (Draconic) 1/Scaled Fist Unchained Monk 3 |Movement speed: 40| HP 39/39| AC 17 T 16 FF 14 | CMD 21 FF 18 | Fort+5 Ref +5 Will+3| Initiative +2 | Perception +7 | Claws 6/6 | Stunning fist 3/3

Jacobus, are you intending on moving out of range of kressle, or are you gonna stay there, so i know where to move, dont want to move, then have no action next turn cause shes out of range


Female Human (Ulfen) Cleric 6 | HP 44/44| AC 18 T 13 FF 16 | Fort+4 Ref +4 Will+8 | Initiative +2 | Perception +10* | Channel 7/8 | Portrait | Elkmark Calendar

Raz could you either post your current HP (and other stats) in your posts like Jacobus, or keep them up with your class and level info like the rest of us. Just makes it easier for me to keep track of who needs healing without having to scroll back through and add up damage every time.
Don't mean to single you out, just makes my job easier. Thanks =)


Male Halfling Cavalier (Honour Guard / Strategist) 3
Theodore:
HP 28/28 | AC 21 T 14 FF 18 | Fort+4 Ref +4 Will+1 | Initiative +3 | Perception +8 | Challenge 1/1
Rufus:
HP 25/25 | AC 22 T 13 FF 19 | Fort+5 Ref +6 Will+2 | Initiative +3 | Perception +5

Tove I am actually at Full Health already, but everytime I try to adjust my HP in my stat bar it crashes to desktop for some reason. Sorry, I should have said something earlier. Changing your action may be best, I don't want you to waste a turn or spell. From now on I shall post my current HP if the same issues persists.


Greenbelt Map Roll20 Link

I'm off to a hockey game tonight. I'll update the thread when I get home tonight.


Male Halfling Cavalier (Honour Guard / Strategist) 3
Theodore:
HP 28/28 | AC 21 T 14 FF 18 | Fort+4 Ref +4 Will+1 | Initiative +3 | Perception +8 | Challenge 1/1
Rufus:
HP 25/25 | AC 22 T 13 FF 19 | Fort+5 Ref +6 Will+2 | Initiative +3 | Perception +5

Have fun!


Greenbelt Map Roll20 Link

Go ahead and start making your plans for Level 2. You will level after the next time you rest.


Male Halfling Cavalier (Honour Guard / Strategist) 3
Theodore:
HP 28/28 | AC 21 T 14 FF 18 | Fort+4 Ref +4 Will+1 | Initiative +3 | Perception +8 | Challenge 1/1
Rufus:
HP 25/25 | AC 22 T 13 FF 19 | Fort+5 Ref +6 Will+2 | Initiative +3 | Perception +5

HP half +1?

HP +?
BAB +1
All skills +1
Flat of the Blade

Rufus
HP +?
BAB +1
Acrobatics +1 Rank
Weapon Focus (Bite)


Greenbelt Map Roll20 Link

Yes, half die + 1 for HP.


Female Human (Ulfen) Cleric 6 | HP 44/44| AC 18 T 13 FF 16 | Fort+4 Ref +4 Will+8 | Initiative +2 | Perception +10* | Channel 7/8 | Portrait | Elkmark Calendar

Stats Increases
HP + 5 + 1 (Favored Class Bonus)
BAB +1
Fort & Will + 1

Skill Ranks
Diplomacy + 1
Knowledge (Religion) + 1
Perception + 1
Sense Motive + 1
Survival + 1

Spells Per Day
0 Level + 1
1st Level + 1


Male Human Wizard 3 | 25/25 HP | AC 13 T 12 FF 11 CMD 15 | Fort +4 Ref +4 Will +5 (+6 vs. mind-affecting) | Initiative +2 | Perception +4

Adding obscuring mist & expeditious retreat to my spellbook.

HP 12 (L1) + 4 (d6) + 2 Con + 1 FCB = 19
BAB +1, CMD 14 + 1 = 15
+1 Will save

Skills
+1 Knowledge (nature, geography), Perception, Spellcraft, Survival.
1 rank each in Ride & Heal if the relevant people are willing to give me a few tips.

Spells/day
+1 each 0, 1st level.


Male Human Male Human Sorcerer (Draconic) 1/Scaled Fist Unchained Monk 3 |Movement speed: 40| HP 39/39| AC 17 T 16 FF 14 | CMD 21 FF 18 | Fort+5 Ref +5 Will+3| Initiative +2 | Perception +7 | Claws 6/6 | Stunning fist 3/3

Will gain a level in Scaled Fist Unchained Monk

Stat Increases
Hp+8+1 (20 total)(favored class bonus)
BAB +1
Fort & Will +2
Base AC up to 15 (+2 dex, +3 cha)

Skill Ranks (6 gained)
Diplomacy +1
Acrobatics +1
Escape artist +1
Intimidate +1
Knowledge arcana +1
Perception +1

Abilities Gained

Dragon Style:
While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.

Draconic Might:
Any of the scaled fist’s class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma.

Flurry of Blows:
At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

Stunning Fist:
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Unarmed Strike 1d6:
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.

A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.


Male N Human Inquisitor 3 | CMB: 4, CMD: 16 | F: +5, R: +4, W: +6 | Init: +5 | Perc: +9, SM +10 | Speed 40ft (30ft in armor) |

level 2 inquisitor:
+1 BAB;
+1 to will and fort saves;
cunning initiative (add WIS mod to initiative);
detect alignment (at will);
track (add level/2 to survival-track);
+1 1st level spell/day;
+ 1 0-level spell known (detect poison);
+1 1st level spell known (keep watch);
+8 skill ranks (Diplomacy, Intimidate, Knowledge local, Knowledge religion, Perception, Ride, Sense motive, Survival)
+2 background skill ranks (knowledge geography, knowledge history)


Greenbelt Map Roll20 Link

Seeing Jacobus's update reminds me.

Don't forget your background skills. Looks as though a few of you have.


Male Human Male Human Sorcerer (Draconic) 1/Scaled Fist Unchained Monk 3 |Movement speed: 40| HP 39/39| AC 17 T 16 FF 14 | CMD 21 FF 18 | Fort+5 Ref +5 Will+3| Initiative +2 | Perception +7 | Claws 6/6 | Stunning fist 3/3

My background skills will be in handle animal, and knowledge geography


Male Halfling Cavalier (Honour Guard / Strategist) 3
Theodore:
HP 28/28 | AC 21 T 14 FF 18 | Fort+4 Ref +4 Will+1 | Initiative +3 | Perception +8 | Challenge 1/1
Rufus:
HP 25/25 | AC 22 T 13 FF 19 | Fort+5 Ref +6 Will+2 | Initiative +3 | Perception +5

Jacobus, just making sure you are aware that I am not picking a fight with your character, just roleplay. If you feel that this will affect the gameplay too much, let me know and I will try to tone it down a little.


Male N Human Inquisitor 3 | CMB: 4, CMD: 16 | F: +5, R: +4, W: +6 | Init: +5 | Perc: +9, SM +10 | Speed 40ft (30ft in armor) |
Theodore "Greyback" Logan wrote:
Jacobus, just making sure you are aware that I am not picking a fight with your character, just roleplay. If you feel that this will affect the gameplay too much, let me know and I will try to tone it down a little.

No offense taken at all. I have very thick skin. :)

Seriously, character development/interactions is what draws me to PBPs. You just don't get this sort of thing in tabletop games.

So don't ever hold back your RPing on my account.

BTW, my tag? is just to make it very clear that a response is very welcome to continue RPing.


Greenbelt Map Roll20 Link

*sits back with a bowl of popcorn and watches the interaction*

Good stuff so far. Always interesting to see folks the same goals but different philosophies try and come to an understanding (or not) ;)


Female Human (Ulfen) Cleric 6 | HP 44/44| AC 18 T 13 FF 16 | Fort+4 Ref +4 Will+8 | Initiative +2 | Perception +10* | Channel 7/8 | Portrait | Elkmark Calendar

When I saw that 12 new posts notification I knew something must be going on. Time to bring out the popcorn.

Thanks for the reminder. Background skills will be Handle Animal and Linguistics (adding Sylvan to known languages).


Male Halfling Cavalier (Honour Guard / Strategist) 3
Theodore:
HP 28/28 | AC 21 T 14 FF 18 | Fort+4 Ref +4 Will+1 | Initiative +3 | Perception +8 | Challenge 1/1
Rufus:
HP 25/25 | AC 22 T 13 FF 19 | Fort+5 Ref +6 Will+2 | Initiative +3 | Perception +5

My skill increases are +1 rank in the following :

Diplomacy
Handle Animal
Knowledge (Nobility) *Background Skill*
Perception
Perform (Oratory) *Background Skill *
Ride
Sense Motive

I hope no one else minded the roleplay section there, wasn't expecting it to go on that long but it was very enjoyable. I am off to bed now so hopefully it won't slow down too much, just means everyone else can pitch in with the conversation.


RETIRED

Ivo goes to unchained rogue 2!

+1 BAB and Reflex saves.
+7 hit points

Skills: +1 each of: Acrobatics, Bluff, Climb, Disable Device, Knowledge (local), Perception, Stealth, Survival, Swim, Craft (alchemy), Craft (toys), Knowledge (engineering), Knowledge (geography)

Rogue talent: Trap Spotter (of course)
Evasion!


Male Human Wizard 3 | 25/25 HP | AC 13 T 12 FF 11 CMD 15 | Fort +4 Ref +4 Will +5 (+6 vs. mind-affecting) | Initiative +2 | Perception +4

Background skills? I missed that we were using those. Handle animal & knowledge (history) added.


Male N Human Inquisitor 3 | CMB: 4, CMD: 16 | F: +5, R: +4, W: +6 | Init: +5 | Perc: +9, SM +10 | Speed 40ft (30ft in armor) |

Where did everybody go?

Let's get this lynching trial over with and move on with the story. :)


Greenbelt Map Roll20 Link

Boards have been pretty quiet all day for some reason.

101 to 150 of 1,527 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / DM Talomyr's Kingmaker Discussion All Messageboards

Want to post a reply? Sign in.