Skull and Shackles: How to drown a Kobold

Game Master Hokina

The Ship
Crew, Ships, and Towns data
loot sheet
Old recruitment topic
Sea Map

Battle Map

Infamy: 10
Disrepute: 10
Ships:
Dragons' Kin | 1620/1620 HP | 20/20 Crew



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I am running an all Kobold party in Skull & Shackles.
So I am looking for a few shipwrecked rat (Kobolds). They get to be pirates or die trying; likely both.

Right now we have an aerokineticist, Hunter, Druid, and a Gunslinger.
The druid player is/was in the hospital. So I don't know when he is coming back.
The Gunslinger has some type of family crisis. I have not heard from him in ~6 weeks. I will wait a little bit longer before counting him as "jumped ship".

If you submitted a PC to my last recruitment topic, go ahead to resubmit here. The guidelines have not changed.

The party is into book 2. They have starting sailing with their re-branded ship.

Character Creation Guidelines:
Starting level: 4rd
Alignment: While Good is possible, as a pirate it could be hard and would have to have a really good reason to why they would want to be a pirate.
Stats: 25 point buy Or Roll. See below.
Hit Points: Max at first level, half round up after. (d10=6,d8=5, d6=4)
Starting Gold: 6,000 gp
Classes: Core, Base, Hybrid, unchained, occult.
Races: Kobolds, Kobolds, and because I am a nice Gm I will allow Kobolds too.
Traits: 3. One from player guide, one Kobold race Trait, and one other trait.
Feat: All Kobolds will gain a 2nd feat at odd levels (1,3,5,...) that can only be used on teamwork feats. Kobolds are good at working together. (So right now two Teamwork feats)
You can pick/change the teamwork feats after you get accepted.
Skills: Using the background skills. So you have access to the two ranks of background skills per level. Bards, skulds, and the like have their perform skill cost 2 background ranks (or 1 normal rank).

The Stat: (PB and rolling, and kobolds)
The life of a pirate can be hard. Kobolds a -4 to Str and -2 to con. Keep in mind that may be tricky on some rolls.

You can do 25 point buy (min score of 8), or roll 4d5D1+3 (4d5, drop lowest, and add 3). Any score rolled as 6,7 is a 8.
Even if you roll you can still fall back on Point buy if you want.

If you take the stats in order (Str, Dex, Con, Int, Wis, Cha), you can also roll a 1d4, and a 1d2.
You can add the 1d4 to any score but can't push the score above 18. The same for the 1d2.

I will end recruitment Friday night as long as we have enough kobolds.


4d5 + 2 ⇒ (1, 2, 2, 2) + 2 = 9 Str
4d5 + 2 ⇒ (3, 1, 3, 4) + 2 = 13 Dex
4d5 + 2 ⇒ (2, 1, 1, 5) + 2 = 11 Con
4d5 - 2 ⇒ (5, 5, 5, 5) - 2 = 18 Int
4d5 + 2 ⇒ (3, 1, 1, 4) + 2 = 11 Wis
4d5 + 2 ⇒ (1, 4, 2, 1) + 2 = 10 Cha

1d4 ⇒ 4
1d2 ⇒ 2

So... After kobold abilities are applied, 5/15/9/18/11/10 with a +4 and a +2 to be put somewhere.


Burnscar wrote:


So... After kobold abilities are applied, 5/15/9/18/11/10 with a +4 and a +2 to be put somewhere.

Yes:

You can take the stats in order, and gain the bonus rolls (the d4 and d2). You can even put the bonus rolls in the same stat if you want; just can't go over 18 in that stat.

You can move the stats around, and NOT gain the bonus rolls.

Or you can fall back to the 25 point buy.

Also ~1/3 of your rolls were 1's. That is a lot of 1's.


It's fine, I'm pretty happy with them, all things considered.

I'll add the +2 to str (need at least 7 for carrying capacity, sadly) and the +4 to dexterity (total 17, 19 after racials), and increase my dex at level 4.

I'm going for an Inspired Blade swashbuckler.


4d5 + 3 ⇒ (1, 3, 4, 1) + 3 = 12
4d5 + 3 ⇒ (3, 3, 5, 5) + 3 = 19
4d5 + 3 ⇒ (2, 3, 5, 1) + 3 = 14
4d5 + 3 ⇒ (1, 4, 3, 2) + 3 = 13
4d5 + 3 ⇒ (3, 5, 1, 5) + 3 = 17
4d5 + 3 ⇒ (4, 3, 4, 3) + 3 = 17

If I choose order.

1d4 ⇒ 2
1d2 ⇒ 1


Can anybody apply, or only those who missed out previously?

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

4d5 ⇒ (3, 1, 3, 5) = 12 11+3=14
4d5 ⇒ (5, 4, 3, 2) = 14 12+3=15
4d5 ⇒ (5, 1, 5, 2) = 13 12+3=15
4d5 ⇒ (4, 4, 5, 3) = 16 13+3=16
4d5 ⇒ (5, 4, 1, 5) = 15 14+3=17
4d5 ⇒ (5, 2, 5, 5) = 17 15+3=18

1d4 ⇒ 3
1d2 ⇒ 2

That'll do, pig, that'll do.

14-4=10
18+2=20
15-2=13
18
17
18

So
STR 10
DEX 20
CON 13
INT 18
WIS 17
CHA 18

Yoiks! Dems good stats.

Going to build an Unchained Rogue Knife Master.


Dotting! Let's see what we've got here. Let me know if I did my math wrong, it's entire possible I screwed it up horribly. The stats

4d5 + 3 ⇒ (3, 2, 3, 1) + 3 = 12 7 STR (after racials)
4d5 + 3 ⇒ (3, 3, 5, 1) + 3 = 15 16 DEX (after racials)
4d5 + 3 ⇒ (5, 1, 4, 4) + 3 = 17 14 CON (after racials)
4d5 + 3 ⇒ (3, 1, 4, 5) + 3 = 16 15 INT
4d5 + 3 ⇒ (1, 2, 3, 4) + 3 = 13 12 WIS
4d5 + 3 ⇒ (1, 4, 3, 3) + 3 = 14 13 CHA

1d4 ⇒ 4
1d2 ⇒ 2

Think I'll leave the 2 and 4 floating for now, seems like I've got a pretty decent spread. Could really do anything that's not overly STR-based. Thinking maybe an alchemist? With the dex and int I could make a pretty decent bomb chucker.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Question: will you allow the variant Kobolds (Red, Green, Blue , White, etc.) from Classic Monsters Revisited?


Interested! Thinking Bloodrager heading into Dragon Disciple.

4d5 + 3 ⇒ (4, 4, 2, 4) + 3 = 17 = 15-4 = 11 Str
4d5 + 3 ⇒ (3, 1, 4, 5) + 3 = 16 = 15+2 = 17 Dex
4d5 + 3 ⇒ (1, 2, 2, 3) + 3 = 11 = 10-2 = 8 Con
4d5 + 3 ⇒ (1, 4, 2, 3) + 3 = 13 = 12 =12 Int
4d5 + 3 ⇒ (3, 1, 5, 2) + 3 = 14 = 13 = 13 Wis
4d5 + 3 ⇒ (5, 5, 4, 1) + 3 = 18 = 17 = 17 Cha

1d4 ⇒ 1
1d2 ⇒ 1

Edit: Gah, two ones? Really? Well, crap.


Think I'm going to roll up a grenadier alchemist-going to stick the 4 into CON and the 2 into INT. With the ability score increase at 4, I'll be able to start the game with an 18 in CON and INT, and decent dex as well. Should be fun. Will have something up soon.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Well, here's the basic build going Blue, thought about going green might still.... I figure we'll need to figure out the teamwork feats together and I'm sure I need to get better normal gear and a ranged weapon besides my daggers. Completely willing to changeover to regular Kobolds if colors not allowed.

Krunk Kahn:

Male blue kobold rogue (unchained, knife master) 4 (Pathfinder Campaign Setting: Classic Monsters Revisited, Pathfinder RPG Ultimate Combat 72, Pathfinder Unchained 20)
NE Small humanoid (reptilian)
Init +5; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 15 (+3 armor, +5 Dex, +1 natural, +1 size)
hp 31 (4d8+8)
Fort +3, Ref +9, Will +5
Defensive Abilities blade sense +1, evasion, uncanny dodge
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 dagger +10 (1d3+6/19-20) or
. . dagger +9 (1d3+5/19-20) or
. . dagger +9 (1d3+5/19-20) or
. . dagger +9 (1d3+5/19-20) or
. . dagger +9 (1d3+5/19-20) or
. . dagger +9 (1d3+5/19-20) or
. . dagger +9 (1d3+5/19-20) or
. . dagger +9 (1d3+5/19-20) or
. . dagger +9 (1d3+5/19-20) or
. . dagger +9 (1d3+5/19-20)
Special Attacks sneak attack (unchained) +2d8/2d4
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 14, Int 18, Wis 18, Cha 18
Base Atk +3; CMB +2; CMD 17
Feats Combat Expertise, Improved Feint, Weapon Finesse
Traits expert smuggler (erages), hidden hand, sneaky swimmer
Skills Acrobatics +12, Appraise +9, Bluff +12, Climb +5, Craft (Shipwright) +9, Diplomacy +12, Disable Device +10, Escape Artist +12, Intimidate +11, Knowledge (dungeoneering) +8, Knowledge (local) +9, Perception +13, Perform (sing) +8, Profession (fisherman) +8, Profession (sailor) +9, Sense Motive +11, Sleight of Hand +17 (+24 to conceal a light blade, +21 to conceal a weapon), Stealth +16 (+18 on checks in swamps and in underwater environments.), Survival +5, Swim +7, Use Magic Device +11; Racial Modifiers +2 Perception
Languages Common, Draconic, Dwarven, Gnome, Undercommon
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, hidden blade, rogue talents (deft palm[UC], underhanded[UC])
Other Gear leaf armor[ISWG], +1 dagger, dagger, dagger, dagger, dagger, dagger, dagger, dagger, dagger, dagger, cracked mulberry pentacle ioun stone, gloves of larceny[UE], adventurer's sash, belt pouch, pirate clothes, pirate clothes, fancy, tattoo[UE], thieves' tools, wrist sheath, spring loaded (2), 188 gp, 8 sp, 9 cp
--------------------
Special Abilities
--------------------
Blade Sense +1 (Ex) +1 dodge bonus to AC vs. attacks made against you with light blades.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Deft Palm (Ex) Conceal a weapon while being observed.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Hidden Blade +2 +2 bonus on Sleight of Hand checks to conceal a light blade.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Sneak Attack (Unchained) +2d8/+2d4 +2d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Underhanded (4/day) (Ex) +4 to to conceal weapons. Surprise rd sneak att with concealed weapon deals max dam.

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Going with in order

Strength = 4d5 + 3 ⇒ (2, 1, 5, 2) + 3 = 13 = 12 = 8 after racials
Dexterity = 4d5 + 3 ⇒ (1, 3, 5, 3) + 3 = 15 = 14 = 18 after racials and +2
Constitution = 4d5 + 3 ⇒ (1, 3, 1, 3) + 3 = 11 = 10 = 11 after racials and +3
Intelligence = 4d5 + 3 ⇒ (4, 4, 1, 3) + 3 = 15 = 14 = 14 after racials
Wisdom = 4d5 + 3 ⇒ (2, 1, 3, 3) + 3 = 12 = 11 = 11 after racials
Charisma = 4d5 + 3 ⇒ (2, 1, 4, 2) + 3 = 12 = 11 = 11 after racials

1d4 ⇒ 3
1d2 ⇒ 2

I will submit Garan Kohuhn later. He will be some form of dex based melee style class.

Also can I treat a cutlass as a finessable weapon or simply call a short sword a cutlass?


Pathfinder Lost Omens Subscriber

4d5 + 3 ⇒ (4, 5, 3, 5) + 3 = 20=17
4d5 + 3 ⇒ (4, 2, 2, 4) + 3 = 15=13
4d5 + 3 ⇒ (3, 1, 1, 1) + 3 = 9=8
4d5 + 3 ⇒ (3, 3, 3, 5) + 3 = 17=14
4d5 + 3 ⇒ (3, 2, 2, 1) + 3 = 11=10
4d5 + 3 ⇒ (5, 3, 1, 4) + 3 = 16=15

1d4 ⇒ 2
1d2 ⇒ 1

Well, hello rolls XD. Lets put the 3 bonuses into con. think i'm making a fighter!


Pathfinder Lost Omens Subscriber

Fang, The Draconic Exemplar:

Male Black Kobold Fighter 4 (Swarm Fighter)
NE Small Humanoid (Reptilian)
Init +2; SensesDarkvision 60ft Perception +8
------------------------------
DEFENSE
------------------------------
AC 21, touch 14, flat-footed 19 (+7 armor, +2 dex, 1 size, 1 nat. armor)
hp 36
Fort +4, Ref +3, Will +1
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee +1 Greatsword +7(1d10+2 19-20/x2)

Ranged Underwater Light Crossbow +7(1d6 19=20/x2)
------------------------------
STATISTICS
------------------------------
Str 13, Dex 15, Con 10, Int 14, Wis 10, Cha 15
Base Atk +4; CMB 4; CMD 17
Traits Seeker, Suck in your Gut, Besmara's Blessing
Feats Draconic Aspect, Duck and Cover ,Draconic Breath, Aquatic Combat, Outflank, Precise Strike, Mobility
Skills (24 points; 4 class, 2 BG)
Climb +10
Intimidate +11
swim +14

Languages Common, Undercommon, Draconic

------------------------------
SPECIAL ABILITIES
------------------------------
Safety in Numbers: Bonus on saves equal to number of allies within 20ft.
Acid Resistance 5

------------------------------
GEAR/POSSESSIONS
------------------------------
Backpack
Bedroll
Belt Pouch
Flint/steel
Mess Kit
Rope
Soap
5 trail rations
Waterskin
+1 Greatsword
+1 Buoyant Agile Breastplate
Underwater Light Crossbow
20 bolts

Carrying Capacity
Light 0-37.5 lb. Medium 38-75 lb. Heavy 76-112.5 lb.
Current Load Carried 15 lb.

Money 92 GP 0 SP 0 CP


here we go

4d5 + 3 ⇒ (5, 1, 5, 5) + 3 = 19-1 = 18
4d5 + 3 ⇒ (4, 1, 5, 3) + 3 = 16-1 = 15
4d5 + 3 ⇒ (3, 3, 5, 4) + 3 = 18-3 = 15
4d5 + 3 ⇒ (2, 5, 3, 2) + 3 = 15-2 = 13
4d5 + 3 ⇒ (3, 5, 1, 1) + 3 = 13-1 = 12
4d5 + 3 ⇒ (5, 3, 4, 1) + 3 = 16-1 = 15

1d4 ⇒ 3
1d2 ⇒ 2

Dark Archive

Gringe likes boats... and bones!

This is a character I have loved since I first used her. I just need some minor adjustments... working on those now...
4d5 + 3 ⇒ (2, 3, 4, 2) + 3 = 14=12
4d5 + 3 ⇒ (4, 4, 4, 2) + 3 = 17=15
4d5 + 3 ⇒ (4, 4, 3, 5) + 3 = 19=16
4d5 + 3 ⇒ (1, 1, 3, 5) + 3 = 13=12
4d5 + 3 ⇒ (1, 4, 3, 2) + 3 = 13=12
4d5 + 3 ⇒ (5, 5, 3, 2) + 3 = 18=16
We shall see!
Wow... good kobold of pretty much any class...


Ouachitonian wrote:
Can anybody apply, or only those who missed out previously?

It is open to everyone. I just wanted to point out that if someone missed out in the old recruitment topic, they could just drop their submission without having to re-roll.

Reckless wrote:
Question: will you allow the variant Kobolds (Red, Green, Blue , White, etc.) from Classic Monsters Revisited?

No. But you do get the 3rd trait that is a Kobold race Trait. So color has an effect.

Rostam wrote:


Also can I treat a cutlass as a finessable weapon or simply call a short sword a cutlass?

If you want to call a Short sword a cutlass, it is fine. Just put in your sheet that the "cutlass" is a short sword and you use the short sword stats (piercing, not slashing;19-20 not 18-20).

Dark Archive

Okay, crash course explanation of gringe! Bring was a
Destined to be her tribe shaman... that was until something destroyed her tribe and left her to drag herself through her already pretty mixed up mind. Now not only was she shaman, but she was the avatar to the spirit of a powerful ancient dragon. The dragon struggles with gringe's broken mind for control over her body. This is shown through her feats (she is getting the dragon aspect feats). BTW: the song on her profile page is a WIP, and is mostly for flavor, it is going to be a sonnet about the dragon who is possessing her.


This looks interesting. Lets see what I roll.

4d5 + 3 ⇒ (2, 3, 5, 1) + 3 = 14
4d5 + 3 ⇒ (1, 3, 4, 5) + 3 = 16
4d5 + 3 ⇒ (2, 2, 1, 1) + 3 = 9
4d5 + 3 ⇒ (4, 4, 3, 1) + 3 = 15
4d5 + 3 ⇒ (5, 4, 5, 4) + 3 = 21
4d5 + 3 ⇒ (4, 3, 1, 1) + 3 = 12

1d4 ⇒ 2
1d2 ⇒ 1

So that'll be, after adjustments, Str 9, Dex 18, Con 10, Int 14, Wis 17, and Cha 11. I'll have a character ready later tonight.


4d5 + 3 ⇒ (4, 1, 2, 3) + 3 = 13
4d5 + 3 ⇒ (5, 4, 5, 4) + 3 = 21
4d5 + 3 ⇒ (3, 5, 2, 2) + 3 = 15
4d5 + 3 ⇒ (3, 4, 1, 5) + 3 = 16
4d5 + 3 ⇒ (3, 4, 3, 1) + 3 = 14
4d5 + 3 ⇒ (5, 5, 5, 4) + 3 = 22

After dropping 1 die each im left with to play with before racial adjustments.
12
17
13
15
13
18


Forgot to post this last night, here's my submission for a Kobold alchemist (grenadier archetype). Still have to finish up the inventory, but he's more or less complete. If you wanted the hero lab version, here you go:

Spoiler:
Huek Schmerlap
Male Alchemist (Grenadier) 4
NE Small Reptilian Humanoid
Init +3; Senses darkvision 60 ft.; light sensitivity; Perception +8
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 16 (+4 Armor, +3 Dex, +1 Size, +1 Natural)
hp 38 (4d8 + 16)
Fort +8, Ref +7, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Ranged Bomb +8/9 within 30 ft (2d6 + 4 damage, 6 splash)
Special Attacks

--------------------
Statistics
--------------------
Str 7, Dex 16, Con 18, Int 18, Wis 12, Cha 13
Base Atk +3; CMB +1; CMD 14
Feats Throw Anything, Point-Blank Shot, Precise Shot (2 Teamwork feats TBA)
Traits Firebug (Kobold Trait), Touched by the Sea (Campaign Trait), Firebug (Normal Trait)
Skills Acrobatics +7, Craft (Alchemy) +11, Disable Device +9, Fly +10, Heal +6, Kn. Arcana +8, Kn. Nature +8, Perception +8, Sleight of Hand +7, Spellcraft +9, Stealth +7, Survival +5, Swim +7, UMD +5
Languages Common, Draconic, Gnome, Undercommon
SQMutagen, Martial Weapon Proficiency (TBA), Throw Anything, Swift Alchemy, Alchemical Weapon, Discoveries: Frost Bomb, Precise Bomb, Tanglefoot Bomb
Other Gear Handy Haversack, Mithral Shirt, Ring of Sustenance, Portable Alchemy Lab, Formula Alembic, 100gp
--------------------
Special Abilities
--------------------
Throw Anything: All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Alchemical Weapon: At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck.
Swift Alchemy: At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.
Discoveries:
Precise Bomb: Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
Frost Bomb: When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Tanglefoot Bomb: A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.

Any ideas or criticisms are more than welcome. Thanks for the consideration!


I believe THIS was my submission from last time.

I leveled up from 3 to 4. :)
I hope the stat roll we used from the last time is okay.


GM, just wondering-how many people are you looking to join the campaign? Just wanted to know how many slots in the party are actually open.


I do not have time to make the character for tomorrow any more so please don't consider me for this. Good luck to you all


Hokina wrote:
Ouachitonian wrote:
Can anybody apply, or only those who missed out previously?

It is open to everyone. I just wanted to point out that if someone missed out in the old recruitment topic, they could just drop their submission without having to re-roll.

That being the case, I need to get off my duff and submit something.

4d5 + 3 ⇒ (4, 3, 4, 4) + 3 = 18-3=15
4d5 + 3 ⇒ (3, 1, 4, 1) + 3 = 12-1=11
4d5 + 3 ⇒ (3, 2, 3, 3) + 3 = 14-2=12
4d5 + 3 ⇒ (5, 4, 4, 4) + 3 = 20-4=16
4d5 + 3 ⇒ (5, 2, 1, 3) + 3 = 14-1=13
4d5 + 3 ⇒ (1, 1, 4, 4) + 3 = 13-1=12

So after Kobold Race adjustments, if I take them in order that's

STR 15-4=11
DEX 11+2=13
CON 12-2=10
INT 16
WIS 13
CHA 12
1d4 ⇒ 2
1d2 ⇒ 1

Ok, heck with the extra dice. I'm just going to take the 25 point Buy.

There's a Kobold Draconic Bloodrager coming to town. Burn 'em all and let Dahak sort 'em out!


Well, there will be if I can put a submission together in time. Didn't realize the deadline was tomorrow. We'll see, but I don't know if I'll get one in or not.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Revised Krunk Kahn, The Knife in the Dark:

Male kobold rogue (unchained, knife master) 4 (Pathfinder RPG Bestiary 183, Pathfinder RPG Ultimate Combat 72, Pathfinder Unchained 20)
NE Small humanoid (reptilian)
Init +5; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 14 (+3 armor, +5 Dex, +1 size)
hp 31 (4d8+8)
Fort +3, Ref +9, Will +4
Defensive Abilities blade sense +1, evasion, uncanny dodge
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 dagger +10 (1d3+6/19-20) or
. . dagger +9 (1d3+5/19-20) or
. . dagger +9 (1d3+5/19-20) or
. . dagger +9 (1d3+5/19-20)
Ranged shortbow +9 (1d4/×3)
Special Attacks sneak attack (unchained) +2d8/2d4
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 14, Int 18, Wis 17, Cha 18
Base Atk +3; CMB +2; CMD 17
Feats Combat Expertise, Improved Feint, Weapon Finesse
Traits expert smuggler (erages), hidden hand, sneaky swimmer
Skills Acrobatics +14, Appraise +9, Bluff +12, Climb +7, Craft (Shipwright) +9, Diplomacy +14, Disable Device +10, Escape Artist +12, Intimidate +11, Knowledge (dungeoneering) +8, Knowledge (local) +9, Perception +10, Perform (sing) +10, Profession (fisherman) +7, Profession (sailor) +8, Sense Motive +10, Sleight of Hand +17 (+24 to conceal a light blade, +21 to conceal a weapon), Stealth +16 (+18 on checks in swamps and in underwater environments.), Survival +4, Swim +7, Use Magic Device +11; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Diplomacy, +2 Perform (sing)
Languages Common, Draconic, Dwarven, Gnome, Undercommon
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, hidden blade, prehensile tail, rogue talents (deft palm[UC], underhanded[UC])
Combat Gear acid (4), durable arrow (20), tar bomb; Other Gear leaf armor[ISWG], +1 dagger, dagger (4), dagger (3), dagger (2), shortbow, cracked mulberry pentacle ioun stone, gloves of larceny[UE], adventurer's sash, belt pouch, pirate clothes, pirate clothes, fancy, tattoo[UE], thieves' tools, trail rations (10), wrist sheath, spring loaded (2), 78 gp, 8 sp, 9 cp
--------------------
Special Abilities
--------------------
Blade Sense +1 (Ex) +1 dodge bonus to AC vs. attacks made against you with light blades.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Deft Palm (Ex) Conceal a weapon while being observed.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Hidden Blade +2 +2 bonus on Sleight of Hand checks to conceal a light blade.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Prehensile Tail Tail can draw small objects as a swift action, or a hidden weapon as a move action.
Sneak Attack (Unchained) +2d8/+2d4 +2d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Underhanded (4/day) (Ex) +4 to to conceal weapons. Surprise rd sneak att with concealed weapon deals max dam.
--------------------
Krunk Kahn, the Knife in the Dark, enforcer of Kobold's Justice aboard the ship.

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Here is the completed and polished Fang from Lokiel's submission


PC Submissions:

Posted, no Submissions yet:
Burnscar
Brett Chenault
Reckless
bigrig107
Lokiel
wanderer82
Gramork
Ouachitonian
Whiskey And A Bonesaw

Backed out:
Rostam

Submitted:
Fang, The Draconic Exemplar | Fighter (Swarm Fighter) | Lokiel
Gringe | Shaman (Witch Doctor) | williamNightmoon
Huek Schmerlap | Alchemist (Grenadier) | Alexgndl
Krunk Kahn | Rogue (unchained, Knife Master) | Reckless
SqueekSeasong | Bard (sea Singer) | rungok

alexgndl wrote:
GM, just wondering-how many people are you looking to join the campaign? Just wanted to know how many slots in the party are actually open.

Oh, I forgot to say. I am looking for 3. In a week or two more I may connect one of the others if I end up dropping one of the people who have been missing for a while.

The weekend will be more busy for me then I was thinking.
I will post any comments about the submitted PC's later today.
Deadline will be moved to Sunday. But the real cut off will be when I look at them Monday.

Dark Archive

Well, Gringe is mostly done, just need to edit her traits... which i currently can't access but will be able to later :)


Kobolds, pirates and high sea adventures? Paint me interested!

STR: 4d6 ⇒ (5, 4, 4, 6) = 19 15 + 3 - 4= 14
DEX: 4d6 ⇒ (6, 5, 6, 5) = 22 17 + 3 + 2= 22
CON: 4d6 ⇒ (4, 5, 4, 4) = 17 13 + 3 - 2= 14
INT: 4d6 ⇒ (3, 6, 3, 4) = 16 13 + 3 = 16
WIS: 4d6 ⇒ (1, 1, 6, 5) = 13 8 + 3 = 11
CHA: 4d6 ⇒ (1, 5, 6, 4) = 16 15 + 3 = 18

If in Order: 1d4 ⇒ 31d2 ⇒ 2

Wow...that's... I won'tlie, it'sf!+!ing amazing. I could even be a Kobold Barbarian and still be helluva good at it...

I will come back with a build and specially a backstory to make justice to the rolls.


EmissaryOfTheNorth wrote:

Kobolds, pirates and high sea adventures? Paint me interested!

[Dice=STR] 4d6 ; 15 + 3 - 4= 14
[Dice=DEX] 4d6 ; 17 + 3 + 2= 22
[Dice=CON] 4d6 ; 13 + 3 - 2= 14
[Dice=INT] 4d6 ; 13 + 3 = 16
[Dice=WIS] 4d6 ; 8 + 3 = 11
[Dice=CHA] 4d6 ; 15 + 3 = 18

[Dice=If in Order] 1d4 ; 1d2 ;

Wow...that's... I won'tlie, it'sf~$%ing amazing. I could even be a Kobold Barbarian and still be helluva good at it...

I will come back with a build and specially a backstory to make justice to the rolls.

Sorry to be the bearer of bad news, but you were supposed to roll 4d5, not d6.

This way, the max score is 18.

Dark Archive

I've learned in my time as a DM that a good way to get rolls from 8-18 is 2d6 +6, which has a minimum of 8 and a max of 18, you can also add 1d6 and drop the lowest for better results.


Why do I think I did the same thing in the first recruitment? Remember kids, never be sleepy and post.

It's actually sad, as I was settled on a nice not!Cthulhu Cleric, but I hope the dice treat me well now.

STR: 4d5 ⇒ (3, 5, 5, 4) = 17 14 + 3 - 4 = 13
DEX: 4d5 ⇒ (4, 4, 3, 3) = 14 11 + 3 + 2 = 16
CON: 4d5 ⇒ (5, 4, 4, 5) = 18 14 + 3 - 2 = 15
INT: 4d5 ⇒ (3, 5, 4, 3) = 15 12 + 3 = 15
WIS: 4d5 ⇒ (3, 5, 3, 5) = 16 13 + 3 = 16
CHA: 4d5 ⇒ (1, 2, 1, 4) = 8 Up to 8 + 3 = 11

In Order: 1d2 ⇒ 21d4 ⇒ 4

Well, it actually is Nice. I mean, I get either Dex or Wis up to 18 with that 1d2, and Cha to 15 using the 1d4 and we still have a pretty nice Madness and Ocean Cleric.
Admittedly not as f$+@ing nuts as the d6 one, but still. I even got some CON out of the deal.

So yeah, I'll soon be submitting a Cleric. I don't know jackshit about her build or backstory except one single little quote....

"My God is not love- it's a kick in the pants"


PC Sumbmisions:

Remember, I have moved the deadline to Sunday.

I have not done a lot of math check. Just looked over to see what I think of the idea and/or background posted, and see if anything pops out of me as missing/wrong.

Fang - A fighter. I am tried to run a Swarm Fighter before, but the groups I have played in asked me to not after they seen that stats. Normally the -4 str hurts. But with nice rolls it works.
Maybe add a little background. The Besmara's Blessing trait put you as being on or near the sea your whole life. The Suck in your Gut trait has you in tight spots or tunnels.
So maybe your tribe was on a island with tunnels by the sea, or lived most of your life on a ship squeezing into spots to repair the ship and moving thru mostly full cargo holds?

Gringe - Like you said before, you need to work on traits as you are missing the player guide one.
Also need to level to 4, and the stuff with that.

Huek Schmerlap - A kobold with fire and bombs... Run for the hills.
Still need to pick Extracts, and maybe a little background.
Maybe something about which of Huek's ancestors was a sailor, pirate, sea monster, or whatever gives Huek the Touched by the Sea trait.

Krunk Kahn - One of the traits needs to be from the players guide. And maybe a little background. Maybe how he got into smuggling, or something about that player guide trait you will pick.

SqueekSeasong - Missing Player guide trait, and maybe a little background. Stream nomad talks about building tunnels under rivers. So maybe your tribe tunnels was all under a body of water. So maybe something happened to lead you to leave. Like a tunnel cave in the flooded your home? Just throwing out ideas.

------------------------------------
While part of the player guide trait, the part about getting knocked out and finding your self on a ship, may not be true. The trait sill gives a little background you can build off of.
I am not looking for a big background. Just a few sentence on the kobold to flush out who they are.
Something like what they did, why are they on the sea, and what are their goals.


Hokina wrote:
SqueekSeasong - Missing Player guide trait, and maybe a little background. Stream nomad talks about building tunnels under rivers. So maybe your tribe tunnels was all under a body of water. So maybe something happened to lead you to leave. Like a tunnel cave in the flooded your home? Just throwing out ideas.

That works just fine for me. I remember having a really funny post for the first submission but I can't find it. :/

I'll whip something up tomorrow morning. But yeah, I'm totally okay with my tribe being done with me because I was involved with an accident that flooded some of our tunnels!

I also forgot about the campaign trait. I'll pick one out.


Ahh, I knew I had forgotten something-I'll make sure I get the extracts done tomorrow afternoon. As for the background, I had an idea for a tribe of red-scaled kobolds (typically the ones most associated with fire, right?) living right by the sea-working name for them is the Steamscale tribe. Their pyrotechnic proclivities meant that the coast right by their village was constantly shrouded in steam. So while they're not living underground, they're also not *quite* living out in the open. Ships have long since learned to steer clear of the spooky area that's constantly shrouded in fog-which is generally just a good idea in games like these, am I right? Where Huek features in that tribal structure and why he left, I'm not sure just yet. I'm going to sleep on it and get a complete background written up tomorrow, I think.


Alright, I picked out my extracts. It's always tough choosing extracts known at non-1 levels, you kind of have to hope you pick ones that you're unlikely to find "in the wild". I might change my 2nd-level one known, it was between Invisibility/Blur.

As for my backstory, I kind of expanded on last night's idea about the Steamscales. They operated on a small island that was constantly shrouded in mist, which made it easier for them to operate during the day (even though they were mostly nocturnal). The kobolds would wait for ships to pass through the mist at night, at which point they would raid the ship, kill/enslave everyone onboard, then steal all the shiny stuff and send the ship to the bottom of the ocean, creating a hazard for future ships as an artificial reef. Eventually, they attacked the wrong ship (ideally, I'd say it should be Captain Harrigan's ship, but any ill-tempered pirate would do) and in the ensuing fight, the entire village was burned to the ground. Huek, the only survivor (as far as he knows) set out on a small dinghy alone, relying on his ring of sustenance for survival. I'm actually working on writing it down as kind of a short story type thing, might post it once it's done.

But anyways, I think that by both living right by the sea, and by spending a very significant amount of time alone on a tiny boat in the sea, Huek would qualify for being "touched by the sea". It also sets him up for a possible entrance-he could have washed up somewhere, or the boat just kind of happens to find him in the middle of nowhere.


This is Wanderer82's submission, Taalik Amun, a black-scaled kobold bloodrager. I kept the stats in order, and applied the 3 from the d4 to Constitution, an the 2 from the d2 to Charisma.

Stats:

Taalik Amun
Male Black-Scaled Kobold Bloodrager (draconic) 4
CN Small Humanoid (Reptilian)
Init +5; Senses Perception +8, darkvision

--------------------
Defense
--------------------
AC 21/19, touch 14/12, flat-footed 18/16 (+5 armor, +2 natural armor, +3 Dex, +1 small)
hp 40/48 (4d10+12)
Fort +7/9, Ref +4, Will +2/4;

--------------------
Offense
--------------------
Speed 40 ft.
Melee Greatsword +8/10 (1d10+4/7, 19-20/x2),
Melee Morningstar +7/9 (1d8+3/6, 19-20/x2),
Melee Boarding Axe +7/9 (1d6+2/4, x3),
Melee 2 Claws +7/9 (1d4+2/4, x2),
Ranged Longbow +8 (1d6+2, 110', x3)
Special Attacks power attack (-2 att, +4/6 dmg), bloodrage

--------------------
Statistics
--------------------
Str 15, Dex 17, Con 16, Int 13, Wis 12, Cha 17
Base Atk +4; CMB +5/7; CMD 18/20
Feats Power Attack, Furious Focus, Eschew Materials, Precision Strike, Outflank
Traits Buccaneer's Blood, Silent Hunter, Sneaky Swimmer
Skills acrobatics +10, climb +7, craft (carpentry) +6, intimidate +11, know (arcana) +5, know (geography) +3, perception +8, profession (sailor) +6, spellcraft +5, survival +8, stealth +13/+15, swim +7
Languages Draconic, Common
SQ Uncanny Dodge, Blood Sanctuary
Spells (2) 1st - shield, touch of the sea
Combat Gear +1 greatsword, cold iron heavy flail, boarding axe, mighty (+2) composite longbow w/ 40 arrows, +1 darkleaf leather lamellar, wand of infernal healing (20 charges), scroll: endure elements x2, scroll: mount x2, traveler's any-tool, feather token (anchor), feather token (fan), silversheen, ioun torch, compass, masterwork backpack, 50' silk rope, sundark goggles, flint & steel, bedroll, grappling iron, 190 gp, 9 sp

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

Abilities:

TRAITS
Silent Hunter +1 bonus on Stealth checks, Stealth always class skill
Sneaky Swimmer (kobold) additional rounds of hold breath equal to Con score. +2 Stealth in swamps or underwater.
Buccaneer's Blood+1 bonus on Intimidate and Profession (sailor) checks, and +1 bonus to Infamy and Disrepute

FEATS
Power Attack (1) -2 attack, +4 damage (+6 if 2-handed).
Furious Focus (3) ignore penalty to attack roll with Power attack on first attack of each round.
Eschew Materials (b4) ignore material components valued at 1 gp or less.
Precision Strike (tmwk1) Whenever you and an ally who also has this feat are flanking the same creature, you deal an additional 1d6 points of precision damage with each successful melee attack.
Outflank (tmwk3) Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

RACE ABILITIES/QUALITIES
Darkvision see perfectly in the dark up to 60 feet
Small +1 att, +1 AC, -1 CMB, -1 CMD, 3/4 encumbrance, +4 stealth
Armor scaly skin grants +1 natural armor
Light Sensitivity live in, suffer from light sensitivity (-1 attack in bright sunlight, or daylight spell)
Wild Forest Kobold +2 racial bonus on Perception and Survival checks, and Stealth and Survival are always class skills for you.

CLASS ABILITIES/QUALITIES
Bloodline: Draconic
Bloodline Power: Claws grow claws (1d4 dmg), count as magic for purpose of damage reduction.
Bloodrage 13 rds/day. +4 Str, Con, +2 Will, -2 AC. When end, fatigued for 2x rounds spent.
Fast Movement +10 feet.
Uncanny Dodge cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible.
Blood Sanctuary +2 bonus on saving throws against spells that he or an ally casts.
Blood Casting can cast bloodrager spells while raging.
Bloodline Power: Resistance resist acid 5, +1 natural armor.

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

Profile:

Background The last egg of the brood finally shook and cracked, yielding forth a scrawny, lanky whelp of a hatchling. It’s mottled, pale gray scales lacked the signs of any great draconic bloodline. The matrons looked on in disgust as it tried to clamber out of the pack. A larger, red scaled hatchling swatted the whelp down and pounced on top of it, going in for its next meal. Surprisingly the whelp threw the red-scale off it and, snapping out with it’s own jaw, tore a large chunk out of its would-be assailant. This one had a strength to it after all.

The Stonefangs valued strength and greed, and so the whelp was raised among his kin. As he grew Taalik’s jaw continued to elongate, yet still its scales remained pale and gray. Taalik exhibited the passion for the hunt, but his weak body caused him to fall behind his kin. As other broodlings prided themselves for each small hunt and kill, Taalik often wandered the distant jungle, seeking the unknown, as though something called to him from beyond. While not shunned by his Tribe, Taalik had few friends, and was often ridiculed by the other broodlings.

Approaching his tenth year, Taalik was sent to face the broodling’s final challenge before full admission into the tribe - the journey to the Valley of the Undying. Legend told that the Valley was located deep within the Mwangi Jungle and was the place dragons went for ‘the long rest’. A true warrior was expected to return with a bone recovered from there, which would be added to the chief’s throne. While there, several of Taalik’s broodmates snuck up behind him and ganging up on him cast him from a cliff down into the boneyard below. One of the bones thrust up through his chest, and as he felt the blood flowing out of his body, he fell into the river below.

Yet something happened. The pain was excruciating, but with it came a strange energy that flowed into his body. In the moment a strange vision, or perhaps a call from within. The bone had belonged to an ancient black dragon that had lived for eons, as a hunter, a monster, a ruler, a god. Taalik experienced visions of glory and adventure, of amassing endless power and wealth. As he river continued to push him onward, his vision faded to darkness and he passed out of consciousness.

When he awoke, he felt different, though had little time to determine why. Several ragged humans stood over him, looking down curiously. As they began to speak, Taalik was shocked to realize he understood their words. They were debating his fate - food, death, or slavery. "You will not eat me!" he cried out. The humans, stunned, looked down at him. The tallest among them spoke, "Ha, guess it won't be a meal after all! It is settled, it will join us on the Rampant Drake and bring us fortune! Now, what is your name, young dragon?" Shocked by the human's reference to him as a dragon, Taalik looked down to the water at his feet and was shocked by his visage. His muscles had grown drastically larger, his horns stretched longer, and his mottled, gray scales darkened into an obsidian cast. Indeed, he did have the look of a young dragon.

The pirates took Taalik back to their ship which was docked in Bloodcove, where he began a new life as the mascot and good luck charm of the Rampant Drake. The next three years saw endless adventure, and Taalik begun to amass the hoard of treasure that now filled his dreams. So it was that while guiding the captain, he convinced him to drive forth through a particularly vicious storm. The Rampant Drake was torn apart by the raging typhoon, and Taalik washed up on a nearby shore...

Personality Bold, aggressive and daring, Taalik embodies the adventurer's spirit in his quest for glory. He is loyal to those he calls friend, but equally has no trouble cutting down any who stand in his way. His rebirth has given him a purpose, a drive for life and luxury, and he will fight furiously to achieve that which he believes he deserves. He has developed a taste for food and drink of man, and particularly rum.

Appearance Taalik stands well above his kin, with a powerful air that projects authority and fear. His jet black scales combined with his long, forward curved horns and strong, elongated snout adorned with dual bony ridges portray the image of a young black dragon. True to his form, a long crest runs from his forehead back to the nape of his neck. His gaze can be quite unnerving, as though an inner malice lies beneath. He wears stylized leather armor, gifted to him by his former captain (who had recovered it from the tomb of an ancient Mwangi prince), and carries a sword almost too large for his frame, likely wielded (with one hand) by an Ulfen warrior of the distant north.


Alright, i'll put down what i've worked on so far for Fang.

Background:

Fang was born to a clutch of several different colored kobolds, though his scales were obviously the most vibrant, setting him on the course of being the whelp in charge of the clutch. He quickly gained a name for himself from his large curved horns and mouth full of teeth....though the name that stuck was due to a snaggletooth on the front of his jawline. While his fellow whelps learned the art of digging tunnels and setting traps, Fang was being equipped as a valiant guard of his people, ready to cut down any intruders to their home.

This was not all of what his life was meant for, he felt, so he scurried from the tunnels of his home and sought to find the power he knew was his birthright. He stole away from his tribe with several of their relics and took sail for the shackles, working off a rumor of a great dragon to serve where his rightful position could be realized, though fate is a far more fickle mistress.

Caught in a storm, his small vessel was torn asunder, leaving this kobold to flail about in the heavy storm waters. He took a last breath of air as he started to sink under the waves, sure his dream would never be realized. But fate can be fickle in other ways too, yes?

Dark Archive

Erk, level to 4, player's guide trait! I can get those done early tomarrow, but I am too busy tonight.


I probably wont get a chance to get a submission up in time, so I am probably out. But I do have a suggestion that you might be interested in :)
Its about the teamwork feats, why not use this system instead of giving everyone a few bonus feats?

Basically you give everyone a Teamwork Pool, which has a few points in it (and maybe bonus points for levels or a high attribute). Then, anyone can spend a Teamwork Point to gain the benefits of a teamwork feat for one round, Or/And they can spend 2 of their own points to grant an ally a teamwork feat for a round.
If you actually have the feat then you dont need to spend a point for yourself and you only have to spend 1 point for an ally.

That way "working as a team" is a lot more fluid and able to adapt to circumstance, but is not Free and Unlimited (and probably forgotten/unusable in the moment). It would also negate the feeling of picking a bad or too situational feat (but you can still use it this way from time to time!!)

This also doesnt disadvantage someone who actually has a teamwork feat since they still get a lot of millage out of their pool.

Optional: You are allowed to spend an additional Teamwork Point to grant an ally a feat that they dont qualify for but you do. Only you gain the benefit. (This makes some feats like Combat Medic actually usable (worthless feat grumble grumble) and same for feats like Cover Fire where your melee ally is unlikely to have PBS)

Optional: Since these are a bunch of Kobolds and Pirates to boot! Consider allowing this to work with Betrayal feats :)
The memories of times past betrayed are not easily forgotten >:D

You just have to decide on how large of a Pool everyone gets. An "every round of every combat" thing, or a "save these for that moment that it counts" kind of decision.

Enjoy! :)

Dark Archive

okay, I have altered Gringe, she is ready for The campaign.


The newly drowned Kobolds are:
Huek Schmerlap, the Alchemist (Grenadier)
Gringe, the Shaman (Witch Doctor)
Taalik Amun, the Bloodrager (Draconic)

I will keep note of the submissions. So if anyone drops in the coming weeks I can just PM to see if any of the others are open to still join.

Dark Archive

Gringe's familiar is now just a normal salamander... other than the size difference there isn't much different!


For an alternate idea

4d5 + 3 ⇒ (4, 3, 2, 4) + 3 = 16 = 14
4d5 + 3 ⇒ (1, 1, 2, 2) + 3 = 9 = 8
4d5 + 3 ⇒ (5, 2, 2, 5) + 3 = 17 = 15
4d5 + 3 ⇒ (4, 5, 5, 4) + 3 = 21 = 17
4d5 + 3 ⇒ (5, 3, 5, 1) + 3 = 17 = 16
4d5 + 3 ⇒ (5, 4, 1, 3) + 3 = 16 = 15

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