Once and Future King

Game Master Freddy Honeycutt

A reboot, where heroes who valiantly needed a new DM come together to tackle the Stolen Lands.

Oleg's Trading Post

The Thorn River Camp

Initial recon route

Antique map

Hex map for exploration

Temple of the Elk


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HARROW PTS: 3|Reservoir: 12/12|Female Human (Chelaxian) Arcanist 7|HP: 45/45|AC: 11(15)/11/10|Saves: +5 Fort, +3 Ref, +6 Will|Init: +5|Perc: +2

Well folks, it's been fun. Really, it has.

I enjoyed playing Tassira in this campaign, and I'd love to game with you guys again. Unfortunately, I am having serious problems with getting invested in this campaign.

For me, this is because I feel that the encounters and scenes we're in feel dry, dull and rushed. I'm not trying to be mean or anything like that, but it's very difficult for me to become invested in an adventure when every encounter feels like it's being rushed through and glossed over so we can get to the next big baddie to fight.

What can be done to fix this?

For starters, don't be afraid to deviate from what the book says (in set dressing or encounter details) if it'll make for a more entertaining story. Go right ahead and add your own details on top of what the writers put in the book. For example, perhaps the kobold chieftain's chamber is a grand cavern lined with crystals and gems of all colours, shapes and sizes, in stark contrast to the small rock throne he's sitting on. It sounds more interesting to read than the PCs just walking into the kobold chieftain's chamber and chatting with him without any buildup.

Also, once you put your own creative spin on how an encounter goes, that's when the adventure stops being 'just another module' and starts becoming something truly unique. For example, paying off the mite to steal the statue back for the Sootscale kobolds was an angle I hadn't considered as either a GM or a player. However, it still feels like a missed opportunity because of how rushed it felt--the mite was in and out in the span of an hour or two, and the plan ultimately succeeded without feeling like it was challenging in any way--in essence, it felt like a textbook 'pay-to-win' scenario. Perhaps, in the future, if you run this encounter again, have the mite succeed, but get caught on his way out and accidentally lead a mite war party straight to the PCs. That would've been a very interesting & memorable RP scenario.

And with that, I'm going to take my leave of this game. I hope my feedback will help you in future campaigns, GM.

And to the rest of you, Nedyr, Markov, Alex, and Rowena... it's been a privilege gaming with you.


F Human Cleric 1/Ranger (Divine Tracker) 1 [HP: 20/20 | AC: 13 (17 vs ranged while prone) T: 11 FF: 12 | F: +4 R: +3 W: +5| Init: +1, Perc: +6]

I echo Tassira's sentiments, above. The story and backdrop flavour (via the GM) were missing for me -- and like Tass, made it harder and harder for me, as a player, to feel invested and inspired to post. I am appreciative of the fact that KenderKin took over the game at short notice when we lost our original GM, Aneirin, as I am sure the other original players feel as well.

At this time, I am taking my leave from the game, too.

I enjoyed playing alongside Tass, Alex, Nedyr and Markov. The new guys brought a fresh spark to the team dynamic (great rp, guys!) and for that I am grateful. I hope to see you around the boards and best of luck to all. :)


Male Half Elf Swashbuckler-1/Rogue-1 (HP: 17/17; AC 15, 13tch,12 ff; F+1.R+8, W+0)

Wow.

My first thought was Was it something I said?

Sorry to lose you both, you've played very interesting and rounded characters at least imo


Male Witchwolf Cavalier lvl 2 HP 18(18) AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield) Fort +4, Ref +1, Will +0
Skills:
Acrobatics -5 (-9 to jump), Bluff +6, Diplomacy +6, Handle Animal +7, Intimidate +7, Linguistics +2, Perception +6, Ride +0, Sense Motive +4, Survival +4

So do we open recruitment to continue? I kinda want this game to continue.


M somewhat akin to a kender Y / MA

I private messaged the ladies about staying on for the battle with Tartuk.
I am hopeful that they will stick around for it

I just personally feel like leaving the group hanging at this particular moment without notice is extremely unfair to remaining players and unfair to anyone who we tried to recruit in.
Not saying this is a fact, just a feeling....


Male Half Elf Swashbuckler-1/Rogue-1 (HP: 17/17; AC 15, 13tch,12 ff; F+1.R+8, W+0)

Well, I hope they rejoin us long enough for that. It would help us out immensely

Frankly, I keep thinking this means the Rowena and Tassira will fall in love and run off together to live happily ever after, which sucks for Alex but thems the breaks :).


F Human Cleric 1/Ranger (Divine Tracker) 1 [HP: 20/20 | AC: 13 (17 vs ranged while prone) T: 11 FF: 12 | F: +4 R: +3 W: +5| Init: +1, Perc: +6]

Ro will be around for the Tartuk showdown.

And Ro will just go back to her village Church and if Alex wants to go find her when he's done with the exploration, he can come get her. ;)


M somewhat akin to a kender Y / MA

OK Good news everyone is on board for the Tartuk Show-down!


Male Half Elf Swashbuckler-1/Rogue-1 (HP: 17/17; AC 15, 13tch,12 ff; F+1.R+8, W+0)

Thank you both then


HARROW PTS: 3|Reservoir: 12/12|Female Human (Chelaxian) Arcanist 7|HP: 45/45|AC: 11(15)/11/10|Saves: +5 Fort, +3 Ref, +6 Will|Init: +5|Perc: +2

Eh, it wouldn't have worked out between Tass & Ro anyway...

Let's get this done. Tassira's probably going to go back to her own home if Tartuk doesn't kill her first.


M somewhat akin to a kender Y / MA

Yeah I think I see the point that was made regarding the tunnels of the kobolds.

I put too much of the descriptive emphasis into one post, and I should have added that to the campaign info tab for ready reference, and maybe repeated some finer details and nuances in follow-up posts.

This is the post I think I put too much emphasis on, and made the presumption we would all be looking at it for future posts:

Spoiler:

Guided tour though actually it is just the kobold naming areas as he leads you into the complex……..

……Y1 is the main entrance (as described)

…..Y2 is just beyond the tunnel openings, a pair of shadowy alcoves flank the main passageway. Two kobold guards wait within the alcoves.

……Y3….The walls of this cave have been smeared with what appears to be charcoal and blood to depict multiple representations in red and black of a looming, sharp-toothed reptilian devil. Two low stone tables sit in the middle of the room, one of which is stained with blood.

……Y4 ….The air in this large cave feels warm and close, thick with a reptilian stink mixed with smoke and burnt meat. Numerous beds of furs lie scattered throughout the room amid smoldering cook-fires, while to the south, a ten-foot-wide alcove contains a large mound of furs framed by dozens of sticks on which are mounted the skulls of many birds and small animals, all smeared with ash.

A tunnel leads out the back of this chamber…… You are brought before
Chief Sootscale
The kobold points to himself…”Chief Sootscale.”

Thanks again for the feed-back.


M somewhat akin to a kender Y / MA

Did anyone want to interject or bargain with the chief before just handing over the statue?


Male Witchwolf Cavalier lvl 2 HP 18(18) AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield) Fort +4, Ref +1, Will +0
Skills:
Acrobatics -5 (-9 to jump), Bluff +6, Diplomacy +6, Handle Animal +7, Intimidate +7, Linguistics +2, Perception +6, Ride +0, Sense Motive +4, Survival +4

I don't think so. We got the statue, we were going to see about helping removing Tartuk since he wants to cause conflict. And the charter holders went to the greenbelt to clear the conflict and make it suitable for civilization.


M somewhat akin to a kender Y / MA

The party has won the initative, so you all get to act ahead of Tartuk and old Sharptooth.

Use the map for reasonable strategy and of course know that Tartuk has cover provided by the cauldron and the Sharptooth currently...


M somewhat akin to a kender Y / MA

I know I did not use my random attack generator on the round 1 post, but I am doing it for the next however many rounds....

Old Sharptooth Random attack generator
1d5 ⇒ 5
1d5 ⇒ 4
1d5 ⇒ 5

1d5 ⇒ 2
1d5 ⇒ 2
1d5 ⇒ 4

1d5 ⇒ 5
1d5 ⇒ 1
1d5 ⇒ 4

1d5 ⇒ 1
1d5 ⇒ 2
1d5 ⇒ 2

1= Rowena
2=Tassira
3=Nedyr
4=Markov
5=kobold

Although he can not attack people who are far apart and I may have to make adjustments as they come.......


F Human Cleric 1/Ranger (Divine Tracker) 1 [HP: 20/20 | AC: 13 (17 vs ranged while prone) T: 11 FF: 12 | F: +4 R: +3 W: +5| Init: +1, Perc: +6]

You forgot to include Alexander in your random attack generator.


M somewhat akin to a kender Y / MA
Rowena Hunter wrote:
You forgot to include Alexander in your random attack generator.

That sneaky bastard!


M somewhat akin to a kender Y / MA

Old Sharptooth Random attack generator
1d6 ⇒ 3
1d6 ⇒ 5
1d6 ⇒ 3

1d6 ⇒ 4
1d6 ⇒ 1
1d6 ⇒ 2

1d6 ⇒ 3
1d6 ⇒ 6
1d6 ⇒ 3

1d6 ⇒ 5
1d6 ⇒ 6
1d6 ⇒ 1

1= Rowena
2=Tassira
3=Nedyr
4=Markov
5=Alexander
6=Kobold

Although he can not attack people who are far apart and I may have to make adjustments as they come....


Male Half Elf Swashbuckler-1/Rogue-1 (HP: 17/17; AC 15, 13tch,12 ff; F+1.R+8, W+0)

All those threes! Nedyr is too handsome to die!


Male Human (Taldan)
Magus 1:
BAB: +0 CMB: +2 Fort: +4 Ref: +2 Will: +2 AC: 16 (Tch:12 FF:14) CMD: 14 Init: +2 HP: 10/10

KenderKin this seems like a very unbalanced fight considering the challenges we have faced so far. I currently have an AC of 20 the highest in the group at this point and it has a 50 50 chance of hitting me. 3 people in our group are nearly guaranteed to be hit any time it attacks them and all of this is being determined by a random die role.

Next round Nedyr will likely be down assuming even average roles for hit and damage. Since it will only miss him on a 5 or less. That isn't even taking into count anything Tartuk does. Unless the kobolds actually start doing something this is likely to be a party wipe.


F Human Cleric 1/Ranger (Divine Tracker) 1 [HP: 20/20 | AC: 13 (17 vs ranged while prone) T: 11 FF: 12 | F: +4 R: +3 W: +5| Init: +1, Perc: +6]

Agree with Alex's summation above. I also assumed the kobolds would at least help -- Mikmek being an ally now to the group. But I haven't seen an action from him or any of his tribe, even after Alex told them that Sharptooth was no god but a summoned creature in Draconic. Ro confirmed it in Common which Mikmek would have understood, too.


Male Half Elf Swashbuckler-1/Rogue-1 (HP: 17/17; AC 15, 13tch,12 ff; F+1.R+8, W+0)

My joke about Nedyr being too handsome aside, I think we can pull this off. :)


M somewhat akin to a kender Y / MA

What the Eidolon wants to do and what he can or is allowed to do are two very different things....

I have every confidence in the team....and the kobolds...


M somewhat akin to a kender Y / MA

I can't believe how easy that was next time maybe old sharptooth will be invisible as well....

You'll want to sleep with an eye open.....


Male Half Elf Swashbuckler-1/Rogue-1 (HP: 17/17; AC 15, 13tch,12 ff; F+1.R+8, W+0)

Way to feed the paranoia ;)

folks, I'd really like Nedyr to have those boots. I mean, I don't know how treasure is divided and it feels a little immature to point at something and go 'dibs' but... dibs! ;)

(If it's okay, of course)


M somewhat akin to a kender Y / MA

I am seeing this go along this route,

1. Establishing a treaty with the kobolds
2. traveling to the mite lair
3. making a treaty with the mites
4. Traveling to Oleg's
5. Leveling
6. Recruiting


Male Half Elf Swashbuckler-1/Rogue-1 (HP: 17/17; AC 15, 13tch,12 ff; F+1.R+8, W+0)

Well, Nedyr was already thinking of a treaty with the kobolds, both for mining purposes and because Tartuk's Revenge is a possible thing.

As for #5, leveling, I'm looking forward to it though I'm not sure if I should put it in rogue or swashbuckler next


Male Half Elf Swashbuckler-1/Rogue-1 (HP: 17/17; AC 15, 13tch,12 ff; F+1.R+8, W+0)

And Yes, Nedyr is totally thinking of having the kobolds mine in order to trade with Oleg, and as go between the party would get a reasonable cut. win win win ;)


Male Half Elf Swashbuckler-1/Rogue-1 (HP: 17/17; AC 15, 13tch,12 ff; F+1.R+8, W+0)

In a pathetic attempt for validation , I'd like to ask folks what they think of the NPC ideas in This thread. I may want to run Kingmaker myself one day (Not for a long while yet, thanks) and the idea of possible NPC 'mail order bride types' came to mind.

I should also tell our good GM that that's not a request to bring them into this game. Indeed, Nedyr would flee at the word 'matrimony' so fast you'd think he was wearing boots of speed. ;)


M somewhat akin to a kender Y / MA
Nedyr wrote:

In a pathetic attempt for validation , I'd like to ask folks what they think of the NPC ideas in This thread. I may want to run Kingmaker myself one day (Not for a long while yet, thanks) and the idea of possible NPC 'mail order bride types' came to mind.

I should also tell our good GM that that's not a request to bring them into this game. Indeed, Nedyr would flee at the word 'matrimony' so fast you'd think he was wearing boots of speed. ;)

I saw them, but I think my preference is to base the "run of the mill" settlers off of this instead...

a fun and free pdf, Hirelings into the wild


Link


Male Half Elf Swashbuckler-1/Rogue-1 (HP: 17/17; AC 15, 13tch,12 ff; F+1.R+8, W+0)

Cool! Thanks. Downloading now


F Human Cleric 1/Ranger (Divine Tracker) 1 [HP: 20/20 | AC: 13 (17 vs ranged while prone) T: 11 FF: 12 | F: +4 R: +3 W: +5| Init: +1, Perc: +6]

Will Mikemk's presence to the peacekeeping talks with the mites hinder or help? I mean he is one of the "enemy" in their eyes, right?


Male Half Elf Swashbuckler-1/Rogue-1 (HP: 17/17; AC 15, 13tch,12 ff; F+1.R+8, W+0)

We could ask him to escort us most of the way and then hang back before Crackjaw arranges a meeting?


Male Half Elf Swashbuckler-1/Rogue-1 (HP: 17/17; AC 15, 13tch,12 ff; F+1.R+8, W+0)

While we wait, for those of us sticking around...
anyone looking for any particular role for their character in the upcoming (Not that we know it yet ICly) kingdom?

I get the feeling Nedyr may end up as a Spymaster.


M somewhat akin to a kender Y / MA

Do you guys want to do a recruitment or do you want to invite people you know?


F Human Cleric 1/Ranger (Divine Tracker) 1 [HP: 20/20 | AC: 13 (17 vs ranged while prone) T: 11 FF: 12 | F: +4 R: +3 W: +5| Init: +1, Perc: +6]

Did you want Tass and Ro to make their goodbyes and leave at this point?


M somewhat akin to a kender Y / MA

At your leisure....I laid out a fairly heavy RP thing with treaties with the kobolds and mites. If that and the new traps interest you by all means stay on.

My thinking is someone might need to carry copies back to Restov....

I am all about people owning their PC and choosing how they want to exit.... if they do....


Male Human (Taldan)
Magus 1:
BAB: +0 CMB: +2 Fort: +4 Ref: +2 Will: +2 AC: 16 (Tch:12 FF:14) CMD: 14 Init: +2 HP: 10/10

Having some mixed feelings about continuing myself. Was really enjoying playing this character and kept at it partly due to Ro and Tass when I was getting a little overwhelmed with real life stuff. I will try to keep at it though.


Male Half Elf Swashbuckler-1/Rogue-1 (HP: 17/17; AC 15, 13tch,12 ff; F+1.R+8, W+0)
KenderKin wrote:
Do you guys want to do a recruitment or do you want to invite people you know?

I'm really not sure which would be best. Most of the ones that come to mind to ask have pretty full plates at this moment.


Male Human (Taldan)
Magus 1:
BAB: +0 CMB: +2 Fort: +4 Ref: +2 Will: +2 AC: 16 (Tch:12 FF:14) CMD: 14 Init: +2 HP: 10/10

So i guess we are recruiting then?


M somewhat akin to a kender Y / MA
Alexander Medvyed wrote:
So i guess we are recruiting then?

I just sent private messages to those who had responded as being interested in the last recruitment thread.

I will see who responds, most of them had characters that were ready to go!


Male Half Elf Swashbuckler-1/Rogue-1 (HP: 17/17; AC 15, 13tch,12 ff; F+1.R+8, W+0)

Sounds smart.


Male Half Elf Swashbuckler-1/Rogue-1 (HP: 17/17; AC 15, 13tch,12 ff; F+1.R+8, W+0)

Let's see, we have a magus, a cavalier, and a rogue/swashbuckler

I dare say our melee capacity is looking good.


M somewhat akin to a kender Y / MA

I heard back from one of them he has since gotten into two kingmaker games and felt a 3rd would be too much.

I will keep you posted as things progress.

Also those remaining feel free to Roleplay onwards and work on that whole treaty thing....


M somewhat akin to a kender Y / MA

Heard back in the affirmative from another one!


Male Half Elf Swashbuckler-1/Rogue-1 (HP: 17/17; AC 15, 13tch,12 ff; F+1.R+8, W+0)

Good news that


Male Witchwolf Cavalier lvl 2 HP 18(18) AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield) Fort +4, Ref +1, Will +0
Skills:
Acrobatics -5 (-9 to jump), Bluff +6, Diplomacy +6, Handle Animal +7, Intimidate +7, Linguistics +2, Perception +6, Ride +0, Sense Motive +4, Survival +4

Cool. And Markov is ready to continue of course.

Edit: Kenderkin, here's my third level Markov if you want to look it over.

Markov and Snow's Stats at Third Level:

3rd Level Fav Class Bonus = +1 HP
3rd Level Feat = Combat Reflexes
Trick at 3rd Level for Snow = Stay

Markov Wolfpelt
Male werewolf-kin skinwalker (witchwolf) cavalier (honor guard) 3 (Pathfinder Player Companion: Animal Archive, Pathfinder Player Companion: Blood of the Moon, Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Ultimate Combat 37)
CG Medium humanoid (shapechanger, skinwalker)
Init +2; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)
hp 25 (3d10+5)
Fort +4, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron morningstar +6 (1d8+3) or
. . mwk battleaxe +7 (1d8+3/×3) or
. . silver sickle +6 (1d6+2)
Ranged shortbow +4 (1d6/×3)
Special Attacks challenge 1/day (+3 damage, allies gain +1 to hit), tactician 1/day (Precise Strike, 4 rds)
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 12, Int 10, Wis 10, Cha 14
Base Atk +3; CMB +6; CMD 17
Feats Bodyguard[APG], Combat Reflexes, Power Attack, Precise Strike[APG]
Traits brigand, tactician
Skills Acrobatics -5 (-9 to jump), Bluff +6, Diplomacy +6, Handle Animal +8, Intimidate +7, Knowledge (dungeoneering) +1 (+3 to navigate underground), Knowledge (local) +1, Knowledge (nature) +1, Knowledge (nobility) +1, Linguistics +2, Perception +6, Ride +1, Sense Motive +4, Survival +4 (+5 to provide food and water for allies or to protect allies from harsh weather, +6 to avoid becoming lost when using this); Racial Modifiers +2 Perception, brigand, dragon's skills
Languages Common, Draconic, Varisian
SQ aid allies, change shape, change shape (+2 to all saves), change shape (bite), change shape (claws), change shape (darkvision), intercept, mount (horse (bodyguard) named Snow), order of the dragon, shared vigilance, sworn defense
Combat Gear potion of cure light wounds (2), acid (2), alchemist's fire (2), holy water (2); Other Gear mwk chainmail, heavy wooden shield, arrows (40), cold iron morningstar, mwk battleaxe, shortbow, silver sickle, bandolier[UE], bandolier[UE], bedroll, belt pouch, compass[APG], flint and steel, masterwork backpack[APG], mess kit[UE], soap, trail rations (5), waterskin, 17 gp
--------------------
Special Abilities
--------------------
Aid Allies +3 (Ex) Aid Another grants +3
Animal Companion Link (Ex) You have a link with your Animal Companion.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, theives, bandits, etc.
Change Shape (+2 to all saves) (Su) You can choose to gain a +2 racial bonus to all saves when shifting into bestial form.
Change Shape (4/day) (Su) Shapeshift into bestial form, granting animal-like powers.
Change Shape (Bite) (Su) You can choose to gain a bite attack that deals 1d6 points of damage when shifting into bestial form.
Change Shape (Claws) (Su) You choose to gain 2 claw attacks that each deal 1d4 points of damage when shifting into bestial form.
Change Shape (Darkvision) (Su) You can choose to gain darkvision with a range of 60 feet when shifting into bestial form.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Dragon's Challenge +3 (1/day) (Ex) +3 to damage target, -2 AC vs. others when used, allies gain +1 to hit the target of your challenge.
Dragon's Skills +1 (Ex) +1 to Survival checks for allies.
Intercept Increase AC bonus granted to ally from aid another by +1.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells.
Sworn Defense (Ex) Select a ward during a challange, sacrificing AC to grant bonus to ward's AC.
Tactician (1/day) Gain a +2 trait bonus on an attack of opportunity.
Tactician (Precise Strike, 4 rds, 1/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
--------------------

--------------------

Snow
Horse (bodyguard)
N Large animal
Init +2; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 18 (+3 armor, +2 Dex, +6 natural, -1 size)
hp 21 (3d8+9)
Fort +5, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +4 (1d4+3), 2 hooves +4 (1d6+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +6; CMD 18 (22 vs. trip)
Feats Combat Reflexes, Toughness
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel, Stay
Skills Acrobatics +5 (+13 to jump), Perception +5, Swim +6
SQ attack any target, combat riding, shared vigilance, stay, tenacious guardian
Other Gear studded leather, backpack, bit and bridle, feed (per day) (5), hemp rope (50 ft.), pot, riding saddle, saddlebags, torch (10)
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells.

Note: Activating the master's Shared Vigilance ability will activate this ability, too.
Stay [Trick] The animal will stay where it is.
Tenacious Guardian (Ex) At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0


M somewhat akin to a kender Y / MA

Not sure where our other player might have disappeared to. I sent him a link to this thread....


M somewhat akin to a kender Y / MA

So still waiting on the guy to show up from the private message area.

In case anyone wants to know background infor

The Walk of the Accord or as the kobolds say Walk in accord, is an addition to the KM game made by DM Bloodgargler, the only difference is I am mentioning it sooner than he does, and I am also providing you guys a treaty template in the process. I also have to credit another one of my other KM players with the treaty as written.

Unless one of you wants to write a treaty from scratch?


Male Witchwolf Cavalier lvl 2 HP 18(18) AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield) Fort +4, Ref +1, Will +0
Skills:
Acrobatics -5 (-9 to jump), Bluff +6, Diplomacy +6, Handle Animal +7, Intimidate +7, Linguistics +2, Perception +6, Ride +0, Sense Motive +4, Survival +4

I think the Accord will work. And my apologizes, haven't been feeling well the last couple of days. So I am slowly getting back into the swing of things.

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