Legends in the Making: Slayers of Renown

Game Master BloodWolven

Current Fight being updated.

$$$

Map of the lands that is cleared.
NPC Codex
Kingdom Stats
Bounty Board


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No background skills. I know as a cleric you have so few. First level you have max hp, then roll for the others.


I may not submit. I usually do something more combat focused. Looks like y’all have that covered (and then some) and really only need full casters.


Hitpoint Rolls: 3d8 + 9 ⇒ (7, 5, 4) + 9 = 25

No worries on the favored class bonus, I'll just rework some stuff then!

He is finally all nice and done. I'd like to present Cullus Vulso, Cleric of Erastil and his giant elk companion, Caydren.

The Crunch:
Cullus Vulso
Male Human Cleric of Erastil (Foundation of Faith) 4
LG Medium Humanoid (Human)
Init: +6 Perception: +12
--------------------
Defense
--------------------
AC 22 TAC 12 FF: 20
HP 36 Fort +7 Ref +3 Will +8
Special Defenses:
--------------------
Offense
--------------------
Melee
+1 morningstar +7 (1d8+4/x2)
mwk longspear +7 (1d8+4/x3)
dagger +6 (1d4+3/19-20x2)
Ranged
mwk composite longbow (+3) +6 (1d8+3/x3)
dagger +5 (1d4+3/19-20x2)
Speed 20 ft. (30 ft.)
--------------------
Statistics
--------------------
Str16 (+3) Dex 14 (+2) Con 16 (+3) Int 11 (+0) Wis 16 (+3) Cha 8 (-1)
Base Atk +3 CMB +6 CMD 21
Feats Scribe Scroll, Improved Initiative, Extend Spell
Skills Diplomacy +6 (2), Perception +12 (4), Kn: Religion +4 (1), Kn: Arcana +4 (1), Kn: Nature +4 (1), Sense Motive +9 (2), Heal +8 (1), Spellcraft +5 (2), Animal Handling +4 (2)
Languages: Common
SQ: Bonus Feat, Skilled
Traits Seeker, Patient Optimist, Issian, Naive
Favored Class: Cleric - +4 Skill
Combat Gear: +1 morningstar, mwk longspear, mwk composite longbow (+3), dagger, quiver w/ 20 arrows, +1 chainmail, +1 heavy wooden shield
Mundane Gear: mwk backpack, bedroll, belt pouch, candles (10), cheap holy text, flint and steel, iron pot, mess kit,50ft. of silk rope, soap, spell component pouch, trail rations (5 days), waterskin, wooden holy symbol, compass, waterproof miner's lantern (waistband), lamp oil (10), scroll case, 14gp, 8sp, 10cp
Magical Gear: potion of cure light wounds (4), 3 scrolls with 2 cure light wounds (CL1), 2 scrolls of 2 lesser restoration (CL2), 1 scroll of 2 extended bless
--------------------
Special Abilities
---------------------
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment.
Domains: Animal (Feather Subdomain) & Plant (Growth Subdomain)
Feather Domain: Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect)
- Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.
Growth Domain:
- Enlarge (Su): as a swift action, you can enlarge yourself for one round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (6/day)
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
Bastion (Ex): A foundation of faith is an unbreakable obstacle, unmoved by threats and violence alike. At 1st level, the foundation of faith adds her Constitution bonus to her CMD and to the DC of attempts to use the Intimidate skill against her.
Granite Focus (Ex): A foundation of faith's focus is truly impressive. At 3rd level, the foundation of faith can take a move action to center herself. If she does, she adds her constitution modifier to any concentration checks attempted as part of casting cleric spells until the end of her turn.
---------------------
Spellcasting
---------------------
Caster Level: 2
Spell DC: Spell Level + WIS (3) + 10
Orisons (4): guidance, stabilize, detect magic, light
1st Level (3+1): bless, obscuring mist, enlarge person, protection from evil
2nd Level (2+1): grace, extended bless, barkskin
---------------------
Animal Companion
---------------------
Caydren
TN Medium Animal (Megaloceros)
Init: +3 Senses: Low-light Vision Perception: +6
--------------------
Defense
--------------------
AC 15 TAC 12 FF: 13
HP 20 Fort +5 Ref +6 Will +2
Special Defenses:
--------------------
Offense
--------------------
Melee
gore +2 (1d8+1/x2)
Speed 50ft.
--------------------
Statistics
--------------------
Str12 (+1) Dex 17 (+3) Con 14 (+2) Int 2 (-4) Wis 15 (+2) Cha 5 (-3)
Base Atk +1 CMB +6 CMD 21
Feats Toughness
Skills Perception +6, Stealth +7
SQ: low-light vision, scent
Tricks: Combat Training, Aid
Combat Gear:
Mundane Gear: pack saddle, harness, scroll box
Magical Gear:
--------------------
Special Abilities
--------------------
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells: The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
--------------------

Background:
Cullus Vulso was born in the Northern reaches of Brevoy, amidst the small towns and villages that dot the land. Cold winters in the forested hills were hard living but his family was more than capable of surviving with the help of their community, friends, and nearby family. Their idyllic life was shattered when Ulfen raiders attacked his home, pressed by a need for food for the harsh winter that had arrived that year. While Cullus and his siblings hid deep within the cellar, hiding from the wild men and women that attacked, his father and mother fought to protect the homestead. Minutes later, the door would open and a raider came to them. Wild-eyed and fierce, he went after the young women in Cullus's family. With a desperate cry, the young boy did what he could to protect them but suffered a wound upon his thigh from the man's blade. His vision went blurry and black, the last words he he heard was his father's cries of anger.

The attack had done terrible damage, many of the raiders slain but the casualties upon the village was immense as well. The few that were captured explained how wicked fey had come and taken their people, livestock, and land, forcing them to have to raid to survive. While Cullus was merely crippled by the attack, his mother had not survived the battle. Life became hard for the Vulso family, his father falling into a deep depression and unable to keep up with maintaining their home. Cullus begged in the town square while his siblings worked oddjobs in throughout the village. Things were only getting harder and more sorrowful, his own brother starving to death during the deepest part of winter.

In spring though, years later, a clergy member of the Church of Erastil came to their troubled village. A half-elf by the name of Ciswa Torto. A beautiful woman, her kind touch helped bring the the village back to life. She coordinated the other villagers in order to restore the town center, repair the last damage that the raider's had done, and bring a sense of community back to the disheartened people. When brought before her, Ciswa placed her hands upon his mangled leg and he could feel this warm light race through him. In moments, his foot was repaired and he could walk normal once more. The cleric was only there for half a year, helping through the autumn harvest, before she left to continue her journey. Her short time there was burned into his mind though and as he grew up, he could not help but want to leave to join the clergy. With his family's blessing, he left to learn their ways.

It took months of travelling to discover the small shrine out in the woods that was dedicated to Old Deadeye but the young cleric found his way there. The assembled clergy of druids, clerics, and priests welcomed the new initiate happily and began to teach him how to call upon the divine. With unusual skill and tenacity, Cullus learned quickly the arts of the cleric. What took years for most only took him months to accomplish, his power manifesting in a strange resilience that could only be considered a blessing by Erastil himself. In a short amount of time, Cullus was a fully decorated member of the Church of Erastil and was off to travel the lands to bring justice and protection to those who needed it.

Stories spread of the cleric who rushed in to protect others from the goblin hordes, who slayed foul undead creatures and ended the threat of a cabal of necromancers. With each victory, Cullus grew bolder, and he began to yearn for true excitement. It was then that he was told by a passerby in a village just outside of Brevoy that there was a call to arms for intrepid adventurers to travel to the Stolen Lands and reclaim them for Brevoy. There were lost temples dedicated to One Eye and small villages that would require the gentle touch of Erastil's holy men to survive the wild lands that would surround them. With wide dreams and an eager mind to achieve them, Cullus made his way back to Brevoy and south to find his destiny.


Revitalization: Looking for players who want to join this KM game or possibly to start it over.

Several major changes with this homebrewed version of KM is the amount of undead in the campaign. Also the threat of dark/black magic will be much much more.


I would be interested joining in, wether it's joining in or starting anew.


I would be interested in joining as well. What characters are left? How are they feeling about starting over vs continuing? What level are you starting at, what generation rules are we using?

5d6 - 6 ⇒ (4, 5, 2, 5, 5) - 6 = 15
5d6 - 5 ⇒ (6, 4, 6, 1, 5) - 5 = 17
5d6 - 3 ⇒ (5, 6, 2, 1, 5) - 3 = 16
5d6 - 4 ⇒ (2, 2, 2, 3, 2) - 4 = 7
5d6 - 2 ⇒ (1, 5, 4, 1, 5) - 2 = 14
5d6 - 7 ⇒ (5, 3, 6, 5, 4) - 7 = 16
5d6 - 6 ⇒ (3, 3, 5, 6, 3) - 6 = 14

17 16 16 15 14 14, pretty good. The details page has an example of moving a 15 to 18 so I'll change that to 18 17 16 16 14 11. Could go cleric or magus or druid or warpriest I guess... Bard or Mesmerist could also work.

What rulership roles need filling?

Is the paladin of Abbadar still in the game? I could make a cleric of Abbadar that does negative variant channeling (using the rulership variant) if that's ok?

Anther option could be a skald, if the party is receptive to raging song and rely on strength?


If I am not mistaken, Jevar and Koldur are the only remaining PCs.

Jevar is a follower of Erastil but not "one of the faithful"

and Koldur is a Dwarven Fighter.


With plenty of undead in the campaign a negative energy focused cleric does not sound like the best idea. If you can get adaptive on your bow then the skald idea would work very well though. I plan to go totemic Skald choosing bull and give out some decent bonuses to strength and constitution. It'll work even better if you don't already have belts of strength though as they won't stack with the totemic archtype.


The plan is to get a summary of Module 1. Then start off Module 2 with a call out to fellow adventurers to come to the group's aid.

I would suggest connecting yourself somehow to one of the three remaining leaders; Sable Soren, Koldur of the Axe, or Jevar T'soryn.

The group has not set ruling roles yet.

4th level.

The paladin of Abador has been AWOL for quite a while...

Oyzar what do you want to play? Please give me a link for the rulership variant or post the info about it in a spoiler. I don't think most of us have str or con boosts.


Sable Soren is a GMPC, or just a prominent NPC?

What starting funds do we get (WBL?) and how are we doing hp?

What do you think of a half-orc skald with a dip in bloodrager? She'll be giving out hefty buffs and hold her own in melee. Since everyone left in the party benefits from the strength buff I think it would fit quite well. She won't be focused on crowd control, but her spells will provide plenty of buffs and utility and she'll be quite good at skills as well. With skalds vigor (eventually greater) and cure light wounds she could even provide a bit of healing.

I'll look at the options for tying her into the current setup of characters. Though the nature of the campaign is kind of open ended, so it might be able to work in something that makes sense regardless.

Edit: Seems you edited your post while I was writing. Unfortunately I don't have time to fix my post now..

Edit2: Do I understand it correctly that this game is ran as kingmaker where the group ends up running a settlement and eventually a kingdom together? I'm not sure what you mean by "what rulership variant you want to play".


The group started out as fleeing from vampires on a quest for the Princess and along the way we picked up companions, allies like kobolds and dwarves. We even managed to get ourselves a fortress when the previous bandit owners didn't pay their dues.

Somehow we found more undead and had to clear them out while taking the undead they had out. We also found them at odds with another Mercenary group which were famous around these parts. We crashed the party and turned them all out.

Once we had a house warming for the fortress with the Kobolds and dwarves who helped, we soon were joined by the Princess and her entourage along with some friends, old and new.

We didn't stay long as we now actually had an official reason to stay put. So we gathered our stuff and came across a house who had pets. Large undead pets I'm guessing.

As we were fighting, we were interrupted by world wide goblin phenomenon and when it this storm blew over, we found ourselves undermanned and so we need help.

This is where the rest of you come in.


Where exactly is this campaign set? Is it in the river kingdoms?

There are a lot of campaign traits listed. Can we pick from all of them? I could perhaps take Scourge of Evil for Erastil to get a tie in to Jevar T'soryn. Alternatively would it be allowed to pick bastard as a half-orc?

Who is this princess, what is her name and what country is she a princess for?

Can I take a drawback in return for a third trait?


4th level characters. You get 5,000 gp to start and no item more than 2,500. Hp max at first level, then roll for the rest.

Sable is a GMPC.

To answer your question simply: Yes. This is Kingmaker just a homebrew zombie/black magic version. You are in the Stolenlands and the group is just making their capital city and beginning of the kingdom/colony.

oyzar said wrote:
I'm not sure what you mean by "what rulership variant you want to play".

Just responding to your post earlier of: Is the paladin of Abbadar still in the game? I could make a cleric of Abbadar that does negative variant channeling (using the rulership variant) if that's ok?

Koldur's recap - Pretty good!:
The group started out as fleeing from vampires on a quest for the Princess and along the way we picked up companions, allies like kobolds and dwarves. We even managed to get ourselves a fortress when the previous bandit owners didn't pay their dues.

Somehow we found more undead and had to clear them out while taking the undead they had out. We also found them at odds with another Mercenary group which were famous around these parts. We crashed the party and turned them all out.

Once we had a house warming for the fortress with the Kobolds and dwarves who helped, we soon were joined by the Princess and her entourage along with some friends, old and new.

We didn't stay long as we now actually had an official reason to stay put. So we gathered our stuff and came across a house who had pets. Large undead pets I'm guessing.

-Then IRL happened-
As we were fighting, we were interrupted by world wide goblin phenomenon and when it this storm blew over, we found ourselves undermanned and so we need help.

This is where the rest of you come in.

oyzar wrote:

There are a lot of campaign traits listed. Can we pick from all of them? I could perhaps take Scourge of Evil for Erastil to get a tie in to Jevar T'soryn. Alternatively would it be allowed to pick bastard as a half-orc?

Who is this princess, what is her name and what country is she a princess for?

Can I take a drawback in return for a third trait?

Yes, yes, yes, yes. The princess is a secret and it will likely be revealed shortly unless you came with her... wink wink. PM me if you want to know more, really only Koldur and Sable know. Lastly: Yes. ;)


Coming with the princess sounds great. If you could please PM me some info about her, I could build my background with that in mind. Is she connected to any particular deity?


So the group is good? I was thinking about an Undead lord cleric and attempting to control the undead. I'm in 2 other of wolfs games one of the kingmaker. What are the current characters?


Well the group isn't exactly keen on evil having being attacked by undead all these time.
We have being travelling with mostly a Paladin, Characters who have being attacked by undead, characters with poor impression of the undead and characters who were afflicted by undead stuff so.........An undead based character might have problems......

Just saying as This Dwarf...


All the three characters in the game are good. That's why I was also thinking to grab the smite evil trait. Though if everyone are ok with an evil character (or at least someone summoning undead), I'm fine with swapping that for something else. I could build my character so that it wouldn't be too much of a problem, though unfortunately the undead wouldn't benefit from the hefty bonuses from the skald song.

A cleric would be perfect though. There are 2 fighters and a ranger in the party and I'm looking to build a skald (with a dip in bloodrager).


5d6 ⇒ (3, 6, 6, 6, 5) = 26 18
5d6 ⇒ (5, 1, 6, 6, 4) = 22 17
5d6 ⇒ (3, 2, 1, 3, 3) = 12 9
5d6 ⇒ (1, 6, 3, 5, 4) = 19 15
5d6 ⇒ (6, 6, 1, 2, 6) = 21 18
5d6 ⇒ (1, 4, 2, 3, 5) = 15 12
5d6 ⇒ (4, 5, 4, 1, 5) = 19 14

Alright I will think today. Stat are pretty amazing. 18, 18, 17, 15, 14, 12. Not sure if I will move any points around. So you the paladin is gone? I love paladins. I can make anything work with these stats. Is there something you guys would prefer? Cleric would be fine. If I do paladin it will be hospitaler so will get channel energy at level 5 to heal the group.


Those are some mighty fine stats there you have....


As I said, it's 2 fighters, a ranger and a skald. A paladin would be kind of funny, 5 mostly martial characters. I think it could work though. Cleric is certainly also an option (shaman, witch, druid or oracle would also be great). I kinda like the Paladin idea best myself, but it would mean least variety.

What deity would you worship? I was originally thinking Shelyn for my character, but I could swap to match. A performer and a holy warrior of the goddess of beauty and arts would make sense though.

Maybe we could link our backgrounds? Both associated with the princess somehow? Maybe our characters could even be a couple? If you're a paladin we would both have 18+ cha. That would make sharing rulership a good option.


I'm down. Having a couple as rulers is always best as well. I will be the lady :) Was going to worship Iomedae

HP: 3d10 ⇒ (7, 3, 8) = 18


We could get silly and be Half-Orcs, both dip a level in bloodrager and take amplified rage teamwork feat. Letting our love fuel our furry against those that stand against us. It would prolong me getting channel energy until we level.


Wolf can I select a Variant ability to trade out my spell like ability under the Aasimar or can I have a couple rolls and see what may come up? I'm assuming we are not going the half orc route. Just a fun suggestion. My plan is Aasimar :)


I was going half-orc with amplified rage anyway. But if you're going there as well, that'll save me from dipping a level into bloodrager to get a familiar. You can get amplified rage as an aasimar through the raciwl trait very that makes you count as human and then picking racial heritage.

Skald would qualify for the feat even without a dip due to the following sentence:

Quote:
If an ally has her own rage class ability (such as barbarian’s rage, bloodrager’s bloodrage, or skald’s inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward).

I'll pick up clw as a spell known anyway and I'll be using Skalds's vigor for self healing as well (until I can get the greater version to share it).

3d8 ⇒ (6, 7, 1) = 14


Yeah I normally take scion of humanity. Lets do it I was trying to decide on feats. I'm sold. Racial Heritage and Amplified Rage. Looks like a wand of CLW until we hit level 5. :)


I did move a point making my stats: 18 18 18 14 14 12, put the +1 at 4th into Cha so Cha 21


Ashe here: Done for the most part with Johanna, may trade out alter self if Wolf allows. Just need to work up backstory once my Husband is done with his Skald.


Oyzar's character here. I'm mostly done with the crunch, but haven't had time to iron out fluff...


Johanna "The Cat" Sinclair wrote:
Ashe here: Done for the most part with Johanna, may trade out alter self if Wolf allows. Just need to work up backstory once my Husband is done with his Skald.

Please clarify alter self.

Sounds like I need to get things moving on the merger...


Balazar and Johanna, please check out the discussion tab and feel free to join the discussions.


Kingmaker game with an undead twist looking for a few players!

We have...

So, a half-elf skald, a Dwarven cleric, and a Dwarven fighter.

We may miss having a rogue or a full arcane caster, I suppose.

Finishing Module 2...


I have always wanted to give Kingmaker a solid go! I would normally jump toward submitting a rogue, but am thinking wizard.....

Spoiler:

5d6 ⇒ (3, 5, 2, 6, 6) = 22
5d6 ⇒ (2, 2, 2, 4, 6) = 16
5d6 ⇒ (5, 6, 2, 6, 5) = 24
5d6 ⇒ (3, 5, 5, 4, 3) = 20
5d6 ⇒ (6, 2, 4, 4, 4) = 20
5d6 ⇒ (2, 4, 2, 3, 6) = 17


I'm away for a few days, but a Scout/Sniper rogue sounds like it might be a fit here, no? How long do I have to get something together?

EDIT to add: also, what are the build parameters?


Dotting in, I’m thinking of a witch or possibly a vigilante depending on how that would fit into the campaign. I’ll wait to flesh out the details until build parameters are up!


I have a character who is both a rogue and an arcane caster. Started him in another game that never really got going. Here's what he looks like atm, but I can have him ready for this game pretty quick.


Kingmaker is a bang-up adventure, and from the gameplay thread seems like you are having quite the time.

I am leaning toward a "rogue" myself, but was curious, I assume you mean rogue as a broad-archetype for a skilled/stealthy type?

5d6 ⇒ (3, 2, 6, 1, 5) = 17 - 14
5d6 ⇒ (5, 3, 6, 5, 4) = 23 - 16
5d6 ⇒ (2, 6, 5, 3, 2) = 18 - 14
5d6 ⇒ (6, 3, 5, 1, 1) = 16 - 14
5d6 ⇒ (4, 3, 1, 1, 1) = 10 - drop
5d6 ⇒ (4, 3, 2, 4, 6) = 19 - 14
5d6 ⇒ (1, 3, 6, 3, 4) = 17 - 13

Wow, that is a truly well-rounded yet exceptional character. Definitely a good roguish set. Would the existing players be looking for a particularly combat effective rogue, or someone more skill based? Any thoughts?


Damn, I was so blown away by the idea of 5d6 that I missed the 7th roll. Here goes.

one more time:

5d6 ⇒ (1, 4, 6, 4, 5) = 20

So that's 17, 17, 15, 14, 14, 13, (12)


roll 1: 5d6 - 2 - 1 ⇒ (4, 2, 5, 4, 1) - 2 - 1 = 13
roll 2: 5d6 - 2 - 3 ⇒ (3, 3, 2, 3, 6) - 2 - 3 = 12
roll 3: 5d6 - 2 - 3 ⇒ (5, 2, 3, 6, 4) - 2 - 3 = 15
roll 4: 5d6 - 1 - 2 ⇒ (6, 6, 3, 2, 1) - 1 - 2 = 15
roll 5: 5d6 - 1 - 3 ⇒ (5, 4, 6, 1, 3) - 1 - 3 = 15
roll 6: 5d6 - 1 - 1 ⇒ (2, 1, 6, 1, 2) - 1 - 1 = 10 (discard)
roll 7: 5d6 - 2 - 3 ⇒ (5, 3, 4, 5, 2) - 2 - 3 = 14

With the move 3 pts rule,

10 (13-3), 12, 14, 15, 15, 18 (15+3)

I'll think about it.

Some Q's : what level, what race restrictions, what gold?


stat: 5d6 ⇒ (5, 2, 5, 5, 5) = 22 15
stat: 5d6 ⇒ (5, 3, 1, 4, 5) = 18 14
stat: 5d6 ⇒ (2, 3, 5, 1, 4) = 15 12
stat: 5d6 ⇒ (4, 4, 3, 1, 6) = 18 14
stat: 5d6 ⇒ (2, 2, 6, 5, 1) = 16 13
stat: 5d6 ⇒ (2, 4, 5, 5, 1) = 17 14
stat: 5d6 ⇒ (4, 3, 6, 2, 4) = 19 14

Moving 3 over from the 13 to the 15 gets me to 18, 14, 14, 10, 14,14. I wasn’t quite sure from the written rules if I could shift 1 point to the 15 and 2 to a 14 getting me 2 16s 3 14s and 1 10 but if I can do that I’d like to.


As one of the players.

Someone with roguish qualities and skills would be pretty handy. We're also very light on the spells department despite our Skald and cleric doing their best. Mobs of monsters can take some time to grind....


24 hours later and 15 posts!!!

Elthand, your first adjustment is correct not the second one. That would give you an 18, 14, 14, 10, 14,14.

6th level.

What is gold for 6th level PCs, anyone?

Race is pretty much open. Any 3rd party races need authorization. No undead. No robots/androids. Warforge is authorized.

Paizo, d20pdsr, and Archives are staple for the most part.

1st Time limit: Sunday midnight pacific time. We will extend it if needed but we will see how many finish in that time.

Ask your questions and if they don't get answered ask them again! ;]
---
Do I really have to post parameters again?! Okay...


I was in one of your other zombie games before Wolf and I regret that it died. I'm dotting for interest. Probably a sorcerer or witch

Do you mind reminding us of the character creation guidelines?
1. I'm not super familiar with the ability score point adjustment. Is it roll 5d6 seven times, drop the lowest two rolls from each, then drop the lowest seventh score?
2. Are you still allowing three traits?
3. Are you still doing no background skills?
4. For HP, is it still max hp at 1st-level, then roll for subsequent levels?
5. Do players still need to pick a favored enemy?

Edit: Sorry if you're already elbows-deep in a character guidelines post. You ninjaed my post but I figured I'd ask anyway :x

Character wealth (link) at level 6 is 16,000 gp


Okay, I can gather the ability scores parts from other posts. Let's see where this takes me...

5d6 ⇒ (4, 6, 4, 5, 2) = 21 = 15
5d6 ⇒ (6, 3, 3, 2, 5) = 19 = 14
5d6 ⇒ (1, 1, 6, 2, 6) = 16 = 14
5d6 ⇒ (1, 3, 4, 5, 4) = 17 = 13
5d6 ⇒ (1, 1, 1, 3, 3) = 9 = 7
5d6 ⇒ (5, 6, 5, 5, 3) = 24 = 16
5d6 ⇒ (1, 2, 3, 6, 5) = 17 = 14

Okay, that is pretty usable. As I said I'm away, but we'll be getting home tomorrow. I'll try and get things in shape for a Sniper Rogue by Sunday.


I will at least roll stats.

5d6 ⇒ (1, 4, 4, 5, 2) = 16 13
5d6 ⇒ (3, 2, 5, 5, 5) = 20 15
5d6 ⇒ (5, 3, 5, 4, 4) = 21 14
5d6 ⇒ (5, 3, 4, 5, 5) = 22 15
5d6 ⇒ (6, 4, 4, 4, 1) = 19 14
5d6 ⇒ (1, 6, 3, 3, 3) = 16 13

Well that was horrible for the generation method. Not a single 16+.

Hmm... On the other hand it's very wide, so idk if I can maybe do something with that.

Aaand I forgot to roll the 7th score. I swear I read the starting info document.

5d6 ⇒ (3, 2, 2, 2, 1) = 10

Ha! Not that it makes a difference. I guess I will have an 18 from moving 3 stats from one of the 13's, so;

13>10, 15>18, 14, 15, 14, 13

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