Kingmaker

Game Master Tuyena

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You can be an Aasimar and you can give up your SLA, however you do need to roll for it. Simply do it here in discussion.

-Posted with Wayfinder


Male Dwarf Paladin (stonelord) 1 | HP 12/12 | AC 18 T 11 FF 17 | Fort +4 Ref +1 Will +4 | CMD 15 | Init +1 | Perception +7

ill pass on that level of randomness, but i appriciate a GM that allows players to choose so thanks there, i feel like this isnt an issue but i want to also use a bunch of the physical traits that that page lists, i assume none of those are an issue

just to run those past oyu how do you feel about glowing eyes and i plan on taking the feat for flying if i get that far and you allow it, my description will have wings though they will not be usefull untill level 11 as thats the earliest you can take the feat.

also sweet taste, so you can make some lols when people inevitably get their mouth on me for one reason or another


Male Dwarf Paladin (stonelord) 1 | HP 12/12 | AC 18 T 11 FF 17 | Fort +4 Ref +1 Will +4 | CMD 15 | Init +1 | Perception +7

ok so while i wait for fluff stuffs approval or dis approval, crunch wise i wanna be an empyrial aasimar sorcerer, empyrial is an alternate celestial bloodline that makes my casting run off of wis instead of cha, i like the idea of high wis characters more than cha ones so ill be able to roll play better, also celestialy blooded aasimar cliche anyone?

ill likly have the sheet drawn together for tomoro unless someone has any objections, GM just to clerify i assume im following the same rules for PC creation as the OP in the recruitment thread?


Male Half Orc Slayer 4 | HP 40/40 | AC 17 T 11 FF 16 | Fort +9 Ref +7 Will +4 | CMD 19 | Init +1 | Perception +8

I have no real issue just the normal observation that your are changing from a frontline to a backline which only changes the group slightly but does mean less coverage in a way.. so make yourself survivable and generally useful just in case enemies come from the side or whatnot.


M Half-Orc Skald 2 Ini +2; HP 0/17; AC 17 T 12 FF15; Fort+4 Ref +5 Will+4; Perc +4

So what did we fight?


Male Half Orc Slayer 4 | HP 40/40 | AC 17 T 11 FF 16 | Fort +9 Ref +7 Will +4 | CMD 19 | Init +1 | Perception +8

We don't know.. It will be forever known as Shut Up and Slam Plant (TM).


Init +3 | HP 27/27 | AC 16 T 13 FF 13 | Fort +0 Ref +4 Will +5 [-2 Ref (trap/hazard)] | Perc +9 (LowL) -2 Perc (Surprise) | Spells: 1st 7/7, 2nd 2/5 | Time Flkr 4/5| wand CLW CL1 37/50

That really wants to nosh elves apparently.


Male Half Orc Slayer 4 | HP 40/40 | AC 17 T 11 FF 16 | Fort +9 Ref +7 Will +4 | CMD 19 | Init +1 | Perception +8

Shut Up and Slam Plant: The Elf Crushinator (TM).


Male Half-Orc Inquisitor 4; Init. +4; HP 29/31; AC 18 T 11 FF 17; F+6/R+2/W+7; Perc +11

OOC, I'm assuming it was a Shambling Mound, but I'm honestly not sure.


Male Half Orc Slayer 4 | HP 40/40 | AC 17 T 11 FF 16 | Fort +9 Ref +7 Will +4 | CMD 19 | Init +1 | Perception +8

It definitely was.


Init +3 | HP 27/27 | AC 16 T 13 FF 13 | Fort +0 Ref +4 Will +5 [-2 Ref (trap/hazard)] | Perc +9 (LowL) -2 Perc (Surprise) | Spells: 1st 7/7, 2nd 2/5 | Time Flkr 4/5| wand CLW CL1 37/50

Disengaging should be in our repertoire of combat plans, I think. There are some enemies we can defeat, but we might need to play it safe. Like you really would in the wilderness. :-)


But think of all that sweet sweet experience.

-Posted with Wayfinder


Male Half Orc Slayer 4 | HP 40/40 | AC 17 T 11 FF 16 | Fort +9 Ref +7 Will +4 | CMD 19 | Init +1 | Perception +8

Disengaging is in our repertoire, However to do that you need the ability to do so which only 3 out of the 8 could do effectively.. otherwise it would ave been a losing defeat rather than one person dying. More likely 3-4 people would die as it would chase/oneshot alot ( People forget Creatures ca charge/RUN after you). To disengage you need an effective manner of holding distance, it gets harder for larger creatures with reach too.


Init +3 | HP 27/27 | AC 16 T 13 FF 13 | Fort +0 Ref +4 Will +5 [-2 Ref (trap/hazard)] | Perc +9 (LowL) -2 Perc (Surprise) | Spells: 1st 7/7, 2nd 2/5 | Time Flkr 4/5| wand CLW CL1 37/50

We need more horses!! Or a wagon/cart. With a Gatling gun.


Male Half Orc Slayer 4 | HP 40/40 | AC 17 T 11 FF 16 | Fort +9 Ref +7 Will +4 | CMD 19 | Init +1 | Perception +8

Horses wont help, they have Low HP require checks and if they fall or you fail you are prone and more likely dead. Really only AC's are worth it. Remember the bear fight?


Male LN Human (Varisian) Order of the Dragon Cavalier (Daring Champion) 4 / Bard 1 | HP: 25/39 | AC: 20 (14 Tch, 16 FF) | CMB: +5 (+6), CMD: 18 (19) | Fort +5, Reflex +6, Will +4 | Initiative: +5 | Perception: +8, Sense Motive: +8 | Speed 30ft | Active conditions: None | Performance 7/7 | 1st Level Spells 0/2 | Panache 2/3 | Challenge 1/2 | Tactician 1/1

And preferablly combat trained at that. Who all has horses at the moment, obviously Durielle and Vladimir, anyone else?


Male Half Orc Slayer 4 | HP 40/40 | AC 17 T 11 FF 16 | Fort +9 Ref +7 Will +4 | CMD 19 | Init +1 | Perception +8

Not me and it the reason Im alive. You otherwise have to be trained for it.. and its alot of money for something that could get oneshotted.


On the bright side, with Morgrym dead the party's base land speed is now 30, so you explore faster.

-Posted with Wayfinder


M Half-Orc Skald 2 Ini +2; HP 0/17; AC 17 T 12 FF15; Fort+4 Ref +5 Will+4; Perc +4

Still 20 cause of my armor.


Male Half Orc Slayer 4 | HP 40/40 | AC 17 T 11 FF 16 | Fort +9 Ref +7 Will +4 | CMD 19 | Init +1 | Perception +8

yeah I have Meduim armor too.. why would you wear light ?


Movement rate, high dexterity bonus?


Male Half Orc Slayer 4 | HP 40/40 | AC 17 T 11 FF 16 | Fort +9 Ref +7 Will +4 | CMD 19 | Init +1 | Perception +8

Even with that eventually high Dex characters try to get at least Mithral Medium. But otherwise it protects you alot more.. especially when FF.


M Half-Orc Skald 2 Ini +2; HP 0/17; AC 17 T 12 FF15; Fort+4 Ref +5 Will+4; Perc +4

Waiting on Mithril Breastplate too eventually.


Certainly, but in the meantime, light armor an option.


You slow bastards.

-Posted with Wayfinder


M Half-Orc Skald 2 Ini +2; HP 0/17; AC 17 T 12 FF15; Fort+4 Ref +5 Will+4; Perc +4

The extra AC isn't really helping much is it.


Male Half-Orc Inquisitor 4; Init. +4; HP 29/31; AC 18 T 11 FF 17; F+6/R+2/W+7; Perc +11

Khargol has a horse as well but since I didn't mention him bringing the horse out with him I've been operating under the assumption that he left the horse stabled at Oleg's.


Male Half-Orc Inquisitor 4; Init. +4; HP 29/31; AC 18 T 11 FF 17; F+6/R+2/W+7; Perc +11

At this point it hasn't done us any good, that's for sure...heck, it might be worth swapping to light armor for easier exploration.


Can runaway screaming faster too ;P

-Posted with Wayfinder


Male Human Cleric (Crusader) of Iomedae 13 | 50/97 HP | AC 29 T 13 FF 28 | Fort +10 Ref +5 Will +14 | Init +1 | Perception +18 | Channel Energy 5/5 | Touch of Glory 8/8 | Aura of Heroism 11/11 rounds | Cohort |

Well, assuming the creature we fought was a shambling mound, the typical specimen is CR 6. Having a good Armor Class will pay more dividends against less-potent creatures, like the kobolds and mites shown on the overland map, if we wind up fighting them.


Male Half-Orc Inquisitor 4; Init. +4; HP 29/31; AC 18 T 11 FF 17; F+6/R+2/W+7; Perc +11

Also true. If that was a shambling mound, a party of level ones was gonna have a tough go at it, regardless. The only thing that kept that from being a TPK, honestly, was Tomas pulling out those magic missile auto-hits. Not to demean Sugua's contribution as well, of course.

Also, Tomas: Hey, dude! Looks like we're together in a game again after all, eh? Ulf here.


I've had a single lvl 1 character solo two of them before. All it takes is a bow and patience.

And it not rolling really well on its Stealth checks until it's within 30 feet.

-Posted with Wayfinder


Male Human Ranger (Urban) 2 | HP: 22 | AC: 17, T: 13, FF: 14 | Fort: +5, Ref: +7, Will: +2 | CMB:+3, CMD: 17 | Init: +4

Ulf!!! Hey man..how are you!! I made Tomas for fighting demons and such with resistance to almost everything...but force spells!! As he goes up he will gain things like spell penetration and such, and even more missiles that do max damage!!


Male Human Cleric (Crusader) of Iomedae 13 | 50/97 HP | AC 29 T 13 FF 28 | Fort +10 Ref +5 Will +14 | Init +1 | Perception +18 | Channel Energy 5/5 | Touch of Glory 8/8 | Aura of Heroism 11/11 rounds | Cohort |
DM Tuyena wrote:

I've had a single lvl 1 character solo two of them before. All it takes is a bow and patience.

And it not rolling really well on its Stealth checks until it's within 30 feet.

-Posted with Wayfinder

That is . . . a lot of arrows.


He made a habit of being obnoxiously prepared.

-Posted with Wayfinder


Morgrym's Obituary


Male Aasimar Sorcerer (Celestial:Empyreal) 4 | HP 22/22 | AC 16 T 12 FF 14 | Fort +3 Ref +3 Will +8 | CMD 13 | Init +2 | Perception +13

ok, here is my aasimar, crunch is done, ill have to work on fluf tomoro, as stated above he will have glowing eyes and wings (the wings do nothing untill i get the feat at level 11) as well as taste good for no apparent reason.

im a little uncertain what to do with my gold so any suggestions there are appreciated, i wanna go for illusions and stuff like that for him, and im gunning for arcane armor training at 3rd so i can get a mithral chain shirt and have no ASF while wearing it.

ill be fully honest i have no idea what to do with feats on a caster, i usually play martial characters so i know im squishy but i dont know what tools to be using so feel free to advise me.


You don't go for Arcane Armor Training, your spells will keep your ACd up just fine.


Male Half Orc Slayer 4 | HP 40/40 | AC 17 T 11 FF 16 | Fort +9 Ref +7 Will +4 | CMD 19 | Init +1 | Perception +8

Well Im telling you ahead of time Squishy + Lack of experience + Illusions = A hard time coming. Especially at 1st level.. My advice.. make yourself less targetable and hope you survive till.. 4th level. Had a guy who never played play a shadow-based illusionist character.. it was nothing but complaints from him and he acted like it was the players or GM's fault. So Get things like Invisibility and whatnot that arent mind effecting and can buff other people maybe.

Also, DM Tuyena's Example of Taking on two Shambling Mounds is the reason I dont play Fullcasters generally..

Also it only took 10 arrows.


Male Half Orc Slayer 4 | HP 40/40 | AC 17 T 11 FF 16 | Fort +9 Ref +7 Will +4 | CMD 19 | Init +1 | Perception +8
Khargol Uzgurn wrote:

Also true. If that was a shambling mound, a party of level ones was gonna have a tough go at it, regardless. The only thing that kept that from being a TPK, honestly, was Tomas pulling out those magic missile auto-hits. Not to demean Sugua's contribution as well, of course.

Also, Tomas: Hey, dude! Looks like we're together in a game again after all, eh? Ulf here.

Im confused are you equally saying both are the reason we didnt TPK or only Tomas? Because Truthfully Similar effects would have happened with a dedicated archer.


Male Half-Orc Inquisitor 4; Init. +4; HP 29/31; AC 18 T 11 FF 17; F+6/R+2/W+7; Perc +11

I'm saying it was the concerted effort between the two of them. And while a dedicated archer would've certainly kept that from happening, nobody here is a dedicated archer.


Male Half Orc Slayer 4 | HP 40/40 | AC 17 T 11 FF 16 | Fort +9 Ref +7 Will +4 | CMD 19 | Init +1 | Perception +8

Ah well yeah, If everyone works as a unit certain encounters will seem alot more survivable. In this particular case it was Sugua and Tomas as the heavy lifters. In retrospect Sugua would note he needs to lead when we go into the wild now, But that can be IC on placement and whatnot.


Male Aasimar Sorcerer (Celestial:Empyreal) 4 | HP 22/22 | AC 16 T 12 FF 14 | Fort +3 Ref +3 Will +8 | CMD 13 | Init +2 | Perception +13

i think i should do fine, i know at low level the full illusion spells are hard to use so if you notice i didnt actually take any except ghost sound. im being advised not to go for arcane armor training, i gotta ask then ,what do casters spend their feats on?


Male Human Ranger (Urban) 2 | HP: 22 | AC: 17, T: 13, FF: 14 | Fort: +5, Ref: +7, Will: +2 | CMB:+3, CMD: 17 | Init: +4

A good archer would, indeed have easily replaced Tomas...his only bonus is that he can hit all the time..and he does moderate damage...a has limited number of spells...whereas an archer would have as many shots as he has arrows, but would need to overcome the creatures AC with each shot...so kinda balances out. As he goes up levels and adds meta magic to his spells...well then it will get interesting!!


Male Half Orc Slayer 4 | HP 40/40 | AC 17 T 11 FF 16 | Fort +9 Ref +7 Will +4 | CMD 19 | Init +1 | Perception +8

Whatever they want they just have to live until then. With casters their main strength is.. spells.. unless you equip them to be something else. If you are a Blaster for example you will want to bypass R, If Buffer then less on DC's and more repertoire, Summoner, Summoning Feats, Ray Caster? Point Blank Shot ad Precise Shot... Etc Etc. Illusions.... are not really supported. But the main point is.. Feats generally dont matter. Often Casters Can take Toughness and be just as tanky as a standard 1d8/1d10 class.

With Sorc especially do know you will be using the same spells until 3rd level. Meaning if your spells arent applicable.. you might want a backup way of contributing. For example Ear Piercing Scream may daze someone.. but offers a Fort save which is generally creatures good saves.. afterward it also auto fails against Undead. Shield is a self buff so your AC will be fine, but after that what will you do? Its things like that which make playing a caster much different.


Male Half Orc Slayer 4 | HP 40/40 | AC 17 T 11 FF 16 | Fort +9 Ref +7 Will +4 | CMD 19 | Init +1 | Perception +8
Tomas von Achiel wrote:
A good archer would, indeed have easily replaced Tomas...his only bonus is that he can hit all the time..and he does moderate damage...a has limited number of spells...whereas an archer would have as many shots as he has arrows, but would need to overcome the creatures AC with each shot...so kinda balances out. As he goes up levels and adds meta magic to his spells...well then it will get interesting!!

Ad he just seems strong at this level because he counts as 3rd level, Comparatively a Archer Fighter would have 2 attacks at about +6 for 1d8+4 each respectively. Or one at +8 and on avg do about the same as a MM its just a different story, remembering a Bow can also crit.


M Half-Orc Skald 2 Ini +2; HP 0/17; AC 17 T 12 FF15; Fort+4 Ref +5 Will+4; Perc +4

If I die I will most likely play a ranger, hunter, or druid that rides a Roc. Exploration will be his forte.


Male Aasimar Sorcerer (Celestial:Empyreal) 4 | HP 22/22 | AC 16 T 12 FF 14 | Fort +3 Ref +3 Will +8 | CMD 13 | Init +2 | Perception +13

on further thoughts, i dont care to specialize specifically in illusons, more for debuffing while dealing some damage perhaps


Male Human Cleric (Crusader) of Iomedae 13 | 50/97 HP | AC 29 T 13 FF 28 | Fort +10 Ref +5 Will +14 | Init +1 | Perception +18 | Channel Energy 5/5 | Touch of Glory 8/8 | Aura of Heroism 11/11 rounds | Cohort |
Alphonse Calderon wrote:
on further thoughts, i dont care to specialize specifically in illusons, more for debuffing while dealing some damage perhaps

Debuffing is a solid choice. At low levels, Grease and Ray of Enfeeblement can be really helpful, and Reduce Person if you're fighting lots of bandits or other humanoids. Once you've gained a couple levels, Blindness/Deafness, Glitterdust, Slow, and Ray of Exhaustion are reasonable debuffs.


Male Half Orc Slayer 4 | HP 40/40 | AC 17 T 11 FF 16 | Fort +9 Ref +7 Will +4 | CMD 19 | Init +1 | Perception +8

It seems alot of FAQ's came out and to my knowledge none of them good. SLA' got shot down so now non-casters are once again boned and Rogues cant get Arcane Strike.. Poor rogues. Nor are there going to be many Mystic Thuerges or Arcane Tricksters.

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