TWO's Mythic Kingmaker: Fey Winds Blowing (Inactive)

Game Master The Wyrm Ouroboros

Informational:

Discord Servers:
General standard Pathfinder.
PFS Org Play Online server.

The former is more informational and stuff, but the latter has 'tables' for more private discussions. There, I am as I am here -- The Wyrm Ouroboros.

Character Image List
PC Tracking Sheet, New Follower Wealth, Etc.
Mythic-Level Leadership-Style Feats and Path Abilities thread
Rules for Dueling.
Trello PF System Flash Cards, mainly verbal duels at this time.

Languages:

Because this is a PbP, we have the opportunity to use neat scripts and that sort of thing for different languages. For this campaign, we will use those languages that can be found in Google Translate. When doing so, for audible speech, use the Latin-alphabet phonetic translation (typically found underneath the box in which the script translation appears) so that we can read what it sounds like. If, however, the conversation is telepathic, mental, or if the words are physically written down, use the language's own script, if it has something else (Arabic, the Cyrillic alphabet, etc.), which is usually found inside the translation box.

Taldan is the 'Common' trade tongue, pretty much everyone uses it, therefore we use English.
Azlanti ==> Latin
Varisian ==> Spanish
Chelaxian ==> Italian
Garundi ==> Hebrew
Keleshite ==> Arabic
Hallit ==> Russian
Mwangi (Polyglot, I guess?) ==> Sesotho
Mwangi-related ==> Igbo
Shoanti ==> German
Ulfen ==> Norwegian
Vudrani ==> Punjabi
Osiriani ==> Amharic
Skald ==> Icelandic

Tien (Tian-Shu, Lung Wa)==> Chinese Traditional
Dan (Tian-Dan, Xa Hoi) ==> Myanmar
Dtang (Tian-Dtang, Dtang Ma) ==> Vietnamese
Hon-La (Tian-La, Hongal) ==> Mongolian
Hwan (Tian-Hwan, Hwanggot) ==> Korean
Minatan (Tian-Sing, Minata) ==> Indonesian
Minkaian (Tian-Min, Minkai) ==> Japanese

Druidic ==> Welsh

Elvish ==> Bengali
Dwarves ==> Ukranian
Gnomes ==> Armenian
Halfling ==> Greek
Draconic ==> Macedonian

Orc ==> Czech
Goblin ==> Estonian
Gnoll ==> Kyrgyz
Giant ==> Yiddish
Ettin ==> Haitian Creole

Lizardfolk (or some reptilian race) ==> Telugu.

Sylvan ==> Gujarati
First Speech ==> Persian
Terran ==> Maori
Ignan ==> Nepali
Auran ==> Uzbek
Aquan ==> Lao
Aklo ==> Basque
Orvian ==> Malagasy

Celestial ==> Scots Gaelic
Abyssal ==> Yoruba
Daemonic ==> Marathi
Infernal ==> Javanese
Protean ==> Esperanto

Characters, Fame and Honor, Rolls, Etc.:

ginganinja
Amavin Zephyra (Sorcerer (Stormborn) 7, Nemesis, P/CF: 21, CH: 28)
. .. . and Ishana Tamanna (Warpriest (Calistria) 5, Prophet, P/CF: 5, No Honor Code): 25 / 2 / 1
Phntm888
Aramil Wellys (Magus 7, P/CF: 23, Truth-Seeker, CH: 22)
. . and Porablum Flapzit (Bard 5, Magnum Opus (Perform: ???) P/CF: 9, No Honor Code): 6
Zayne Iwatani
Lyda (Hunter 7, P/CF: 21, No Honor Code)
. . and Deneb Flynvias (Druid 5, P/CF: 7, No Honor Code)
wehrpig
Dargaryen Blanc (Fighter (Aldor Swordlord) 7, P/CF: 24, CH: --)
. . and Marlovaur Fellnight (Cleric (crusader, Erastil) 1 / Cavalier (strategist) 4, P/CF: 9, CH: --)
Sam C.
Theodric Valtrava (Fighter (Two-Weapon Warrior) 7, P/CF: 23, CH: 19 (Chivalric))
. . and Darvan Singra (Paladin (Iroran Paladin) 5, P/CF: 7, CH: 15+1d6 (Chivalric))
Jereru
Tomáš Dušek (Fighter (Weapon Master, Aldori Dueling Sword) 7, P/CF: 24, No Honor Code)
. . and P. László Nagy (Cleric (Herald Caller) 5, P/CF: 9, No Honor Code)
derpdidruid
William Lawsrick (Samurai (Order of the Flame, Western) 7, P/CF: 22, CH: --)
. . and Winnie Lawsrick (Alchemist 5, P/CF: 7, CH: --)
DeviousDevious
Acaciano (Druid (Treesinger) 7, P/CF: 25, CH: 18)
. . and Tai Reen (Ranger (Warden) 5, P/CF: 9, CH: 15)
Kain Gallant
Kaellin Greenleaf (Ranger 7, P/CF: 20, CH: 19)
. . and Sylvara Amalur (Bard 5, P/CF: 9, CH: 20)
Daedalus the Dungeon Builder
Darivan Orlovsky (Magus (Bladebound) 7, P/CF: 20, CH: 25)
. . and Sylvia Calrian (Wizard (Conjurer) 5, P/CF: 6, No Honor Code)

:: Leaders ::
[dice=Amavin's Perception]1d20+8[/dice]
[dice=Aramil's Perception]1d20+0[/dice]
[dice=Lyda's Perception]1d20+13[/dice]
[dice=Dargaryen's Perception]1d20+7[/dice]
[dice=Theodric's Perception]1d20+8[/dice]
[dice=Tomas's Perception]1d20+13[/dice]
[dice=Bartek's Perception]1d20+0[/dice]
[dice=William's Perception]1d20+1[/dice]
[dice=Acaciano's Perception]1d20+13[/dice]
[dice=Kaellin's Perception]1d20+17[/dice]
[dice=Darivan's Perception]1d20+10[/dice]

[dice=Amavin's Initiative]1d20+6[/dice]
[dice=Aramil's Initiative]1d20+3[/dice]
[dice=Lyda's Initiative]1d20+4[/dice]
[dice=Dargaryen's Initiative]1d20+3[/dice]
[dice=Theodric's Initiative]1d20+4[/dice]
[dice=Tomas's Initiative]1d20+5[/dice]
[dice=Bartek's Initiative]1d20+6[/dice]
[dice=William's Initiative]1d20+1[/dice]
[dice=Acaciano's Initiative]1d20+2[/dice]
[dice=Kaellin's Initiative]1d20+5[/dice]
[dice=Darivan's Initiative]1d20+6[/dice]

:: Cohorts ::
[dice=Ishana's Perception]1d20+7[/dice]
[dice=Porablum's Perception]1d20+9[/dice]
[dice=Deneb's Perception]1d20+14[/dice]
[dice=Marlovaur's Perception]1d20+7[/dice]
[dice=Darvan's Perception]1d20+5[/dice]
[dice=Father Laszlo's Perception]1d20+9[/dice]
[dice=Kliment's Perception]1d20+9[/dice]
[dice=Winnie's Perception]1d20+0[/dice]
[dice=Tai's Perception]1d20+12[/dice]
[dice=Sylvara's Perception]1d20+1[/dice]
[dice=Sylvia's Perception]1d20+4[/dice]

[dice=Ishana's Initiative]1d20+4[/dice]
[dice=Porablum's Initiative]1d20+2[/dice]
[dice=Deneb's Initiative]1d20+3[/dice]
[dice=Marlovaur's Initiative]1d20+7[/dice]
[dice=Darvan's Initiative]1d20+2[/dice]
[dice=Father Laszlo's Initiative]1d20+4[/dice]
[dice=Kliment's Initiative]1d20+1[/dice]
[dice=Winnie's Initiative]1d20+2[/dice]
[dice=Tai's Initiative]1d20+4[/dice]
[dice=Sylvara's Initiative]1d20+3[/dice]
[dice=Sylvia's Initiative]1d20+7[/dice]

:: NPCs ::
[dice=Coalhouse's Perception]1d20+14[/dice]
[dice=Alysandra's Perception]1d20+11[/dice]
[dice=Coalhouse's Initiative]1d20+4[/dice]
[dice=Alysandra's Initiative]1d20+1[/dice]

========================================================================

House Rules:
  • Dealing Minimum Damage: You can attempt to do minimum damage with your weapon by taking a -3 (vs -4 to turn it into nonlethal damage) penalty to your attack. If you succeed in hitting but only just (i.e. 'right on' the number you need to hit), you do your full standard damage; if you hit by more than that, you do your weapon's minimum damage. While this is usually 1 hp, in the case of a multi-die weapon (2d4, 2d6, etc.), it may be more. You may not add anything extras (strength or dexterity, sneak attack, precision, etc.) in order to increase your minimum; you will do (generally) 1-2 hp and that's all. (This is best used as a show of skill, nicking someone enough to draw blood but not do any real damage.)
  • Wild Shape: Druids will be familiar with all creatures of the type(s) they can wild shape into that exist within their home domain (that being defined on a standard 12-mile-hex area map of a five-hex diameter circle, or as close to it as is reasonable considering terrain, e.g. one side of a mountain rainge, with a maximum of 19 hexes); this includes subtypes that are in the area. . . . For creatures outside of their home range, they must make a KS: Nature roll with a DC equivalent to 10 + (Creature's CR) + (1 per 50 miles beyond the druid's home range) to know enough about the animal or plant creature to wild shape into it. If the druid has been familiarized with a creature despite it being well outside his home domain or the creature's natural range (e.g. a tiger in a sideshow, the druid's extensive traveling), familiarization being able to take at least three hours studying and interacting with the creature(s), he may add that creature to his 'familiarity list' for which no roll is required.


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Initiative +4, Perception +19, Cohort: Nakir

Sorry I meant code not order. Brain fart. Anyways thanks for the link that clears that up. I will have to look up on the codes before I make a choice.

Concerning fame, is their a faction list somewhere or can it be any organization. I am sure the pfsrd does not have any inner sea stuff on their site.


Male Half-Elf Bard 1 | AC 17 | HP 26/26 | Fort +5, Ref +6, Will +6 | Perception +6, low-light vision | Focus Points 0/2 |
Spells:
1st - 3/3
| Reactions: counterperformance

So, I've been keeping tabs on the recruitment thread, and I saw that post about the dragon, and I'm literally thinking, Who the f@(! does this guy think he is? The only GM I know who would do something like that is a guy who ran a D&D 3.5 game playing fast and loose with the rules (lumping all item creation feats into Craft Wondrous Item, letting me play a Dread Necromancer then letting me make a custom magic item that quadrupled my HD limit, etc). He should have known that was going to get shot down.

His best case scenario would have been asking to apply the Half-Dragon Template (CR+2) to his cohort and only give it 3 class levels. Even then, I would be inclined to say "no" due to the power level involved - and the degree of special snowflake he's pushing.


Initiative +4, Perception +19, Cohort: Nakir

Personally I stayed out of the dragon stuff because I have seen it work and go very wrong. In both cases the DM took care of it and Ouroboros seems the type to handle it as well.

Sadly that leadership pumping item, I could not help myself. In my opinion it should not even exist. It's bonus does not even seem the right type and it's a purely mechanical item with no role playing effect at all. Even if I swallowed all that, it cost 4500 gp with a eagle's splendor requirement. O.O

Give me the Phone Book!

Sidenote:

Anyone have a link or can explain the age stuff? I think it went on during my business trip so getting a blank.

Starting Honor:: 7 + 1 + 1d10 - 1d6 ⇒ 7 + 1 + (8) - (5) = 11

We elves, not very honorable it seems. ;P


Male Half-Elf Bard 1 | AC 17 | HP 26/26 | Fort +5, Ref +6, Will +6 | Perception +6, low-light vision | Focus Points 0/2 |
Spells:
1st - 3/3
| Reactions: counterperformance

Here is the age stuff.

And no, we appear to not be. Perhaps due to our long lives, we don't feel the need to rapidly accrue it.


1 person marked this as a favorite.
Initiative +4, Perception +19, Cohort: Nakir

Thanks for the link. Hope I am doing it right.

Age: 110 + 10d6 ⇒ 110 + (1, 6, 6, 2, 4, 5, 2, 4, 2, 3) = 145
Months: 60d6 ⇒ (1, 3, 2, 5, 4, 4, 3, 1, 3, 1, 3, 3, 2, 1, 4, 2, 5, 5, 3, 3, 6, 3, 6, 2, 2, 1, 3, 4, 1, 5, 6, 1, 2, 1, 5, 5, 4, 5, 1, 6, 1, 3, 5, 6, 2, 2, 3, 1, 2, 5, 4, 4, 5, 4, 4, 5, 3, 5, 2, 4) = 197

So that means I am 145 years old plus (197/12=) 16 years and 5 months for a grand total of 161 years and 5 months old. Well at least I am not the oldest elf but still sort of close to that middle age, for an elf. ;)


Male Half-Elf Bard 1 | AC 17 | HP 26/26 | Fort +5, Ref +6, Will +6 | Perception +6, low-light vision | Focus Points 0/2 |
Spells:
1st - 3/3
| Reactions: counterperformance

You're only a couple of years older than me.

Was Aolis raised among humans? Because I've come to realize that if, like Aramil, he was, we've both likely outlived childhood friends from old age. It really shapes things differently.


Pulling this over to the recruitment page, just because 'interesting thought process'.


Initiative +4, Perception +19, Cohort: Nakir

Check your math Aramil, you rolled higher months and the same years then me. Your older, silly Murdock. ;P

Yes Aolis was raised by humans and he has seen a great many die of old age if nothing else. It's in his backstory, he has outlived a few generations. After all without modern medicine old age is a lot shorter for humans.


Male Half-Elf Bard 1 | AC 17 | HP 26/26 | Fort +5, Ref +6, Will +6 | Perception +6, low-light vision | Focus Points 0/2 |
Spells:
1st - 3/3
| Reactions: counterperformance

Well, son of a monkey, I did screw up my math. Thank you for checking that for me. I am 163, and one and a half months from my birthday.

Yeah, I think I'm going to play Aramil as friendly, but not getting too close to people. It'll give him a more aloof feel than I was initially going for, but I think it would make a certain sense to avoid getting too attached to short-lived races. A most interesting scenario, indeed.


Initiative +4, Perception +19, Cohort: Nakir

Easy on the accents DM please. As clearly I did not read your first address to Aolis right. x)


2 people marked this as a favorite.

All right, again, and with feeling.

The legacy players do get to be leaders of their own groups; by all means, know each other from previous events. I do know this screws with the backgrounds you've revised to account for each other; think of the group as having naturally gone their seperate ways six or eight months back, and now reconnecting through your leadership of these other groups.

For everyone, you are each considered one of, if not the particular, social leader of a group. You, your cohort, and your followers are not the only people in these groups; they'll vary from 'you plus a few' to 'you, a few, their cohorts, and their followers'. Your organizations (and their basic descriptions) are as follows:

  • Acaciano - Voice of Trees - Trio of druids.
  • Amavin Zephyra - The Golden Alliance - Newly-formed 'adventuring merchant' organization.
  • Anton Rabinoff - High Bounty - A group of ex-cons (and possibly recently-active criminals) who have turned over a new leaf to work the diplomatic side of the road.
  • Aolis Greenborn - The Frozen Flame - Mages (School) -- Eight mages looking to establish a school for elementalists and other pure-magic practitioners.
  • Aramil Wellys - Mageford - Group of elven maguses dedicated to (eventually) liberating Sevenarches.
  • Azrael the Avenger - The Gilded Dawn - Paladins out to fight evil!!
  • Bartek Yaroslav - Swords of the Legion - Knights (small quasi-mercenary army)
  • Dargaryen Blanc - The Steel Fist - Noble scions -- Five noble scions of Medvyed and Garess and one of Khavortorov, plus assorted servants/hangers-on/hirelings, so impractical they have as much chance of making it as a pitch-made torch does lasting all winter.
  • Darivan Orlovsky - The Auram Chain - Monks -- a militant order who have had several petitions to establish a monastery-school turned down by Noleski Surtova.
  • Emma Holt - The Covert of Seers - A quartet of seers, their assistants, and support staff.
  • Kaellin Greenleaf - The Reckless - Adventurers (mostly rogues) out to find stuff, get fame, and just generally carpe the diem.
  • Kyras Medvyed - The Bronze Seal - Noble scions -- The Bronze Seal, various noble scions, mostly of House Khavortorov territory. The leaders of the Bronze Seal are rumored to be far more tightfisted with their monies than the Steel Fist - and far more prepared to walk out into the wilderness at the start of Calistril.
  • Lyda - Voice of Mountains - A very reclusive trio of druid, ranger, and hunter who are said, having spoken with the chamberlain and captain of the guard, to have walked back out into the wilderness and disappeared.
  • Theodric Valtrava - Dashing Harvesters - Adventurers and bandit-fighters, each with a uniquely different style of combat, looking to establish a collegium of military studies that doesn't focus so heavily on weapon work.
  • Tomáš Dušek - Requiem of Wolves - A pair of adventurers said to have left or been kicked out of their former group, though it's possible the rest of them had been killed.
  • William Lawsrick - The Shivering Exiles - Refugees from Mendev led by three nobles, looking for a new home.
  • Yuri Magrar - Forgedawn - Dwarven smiths (warriors and runesmiths), a number of them 'orphaned' by the recent disappearance/sealing-off of their kindred.

This is actually most (if not all) of the information I have on these groups; by all means get inventive and make up more stuff. Please do not keep as a mental canon overblown stuff; while it's allowed (and even expected) to exaggerate in IC storytelling conversation with people who weren't there (and even people who were), make sure you keep your mental story straight, that 'the huge blue dragon' was actually a wyvern, or some such.

Now, more to the point. I intend to do something like this for every thread, so that you the players know where I the GM intend on taking the scene/event, at least in a general sense. If there are 'must occur' items, this is where I'll let you know that, for the game to proceed as intended, X, Y, and Z must occur. Since this is my first time doing this particular thing (the 'OOC exposition' bit), it may change in the future, but hey, what doesn't?

Mythic Kingmaker: Dinner With Friends
Event: The party given by the nobility and swordlords of Restov for Chalm Surtova.
Sequence:

  • The PCs interact in Red Table Square, getting to know each other w/ minimal interaction by the GM.
  • The announcement of who is to accompany the King into the Stolen Lands is made; the PCs and their cohorts make hurried arrangements for the party, as well as any final interacting/plans for it.
  • Heading to and arrival at the party, at or around 6:00 PM.
    Plot Point: The leader of each group (the PCs) will be asked to have delivered ahead of time their 'usual field gear'. This will be arranged in a group tableau so that the artist hired by the Surtova can have his assistants get sketches of everything.
    Restriction: While you are expected to wear your primary weapon to the function, it will be checked at the door, and placed either under guard (most everyone else) or with your gear (the PCs). The only people allowed weapons are a) the King; b) the King's personal guard (five _very_ competent swordsmen and two precision archers); c) the Mayor's Guard (about thirty halberdiers assigned in pairs to stand guard throughout the hall, who will brook no especially-crazy nonsense); and d) by ancient right The Aldori, Rytier Kanimir Khavortorov, the titular, spiritual, and in all other ways leader of the Aldori Swordlords.
  • The Party. Politics abounds; we'll go through three 'social turns' lasting an hour each, using the social conflict rules if necessary.
  • The Dinner. Toasts, speeches, oaths of fealty. Should start at about 9:00, lasts about 2 hours.
    Plot Point: Oaths of Fealty. Every PC swears; those with a sworn sacred oath to a specific deity - in essence, only those who receive spells and other power-from-a-god's-hand such as clerics, paladins, and (maybe) druids - must still swear temporal fealty. Discussion to be raised as that time approaches.
  • The Tableau. Chalm and the PCs are cadged into getting into their field gear to give the artist's assistants 'real insight' into how everything fits.
    Plot Point: At this point, bad things happen. Chaos reigns, people die, and with the PCs now being sworn to Chalm Kowalskiy, they need to get him safely out of the place. Some, if not many/all, of the cohorts will have their weapons at this point, but while the PCs get the king out, they will need to find the source of the problem and fix it. PCs one way, Cohorts the other.


  • HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
    Class & Skills:
    Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
    Combat:
    30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

    @Anton: Any objection to establishing a connection with Theodric and the Dashing Harvesters? I figure our two groups are naturals for that, given their respective compositions. The most obvious connection, of course, would be for members of the Bounty to have had run-ins with the Harvesters while still on the wrong side of the law.


    Male Half-Elf Bard 1 | AC 17 | HP 26/26 | Fort +5, Ref +6, Will +6 | Perception +6, low-light vision | Focus Points 0/2 |
    Spells:
    1st - 3/3
    | Reactions: counterperformance

    GM TWO, you're killing me! Now I have to make more backstory tweaks to account for joining up with the Mageford.

    Seriously, though, I don't know that a desire to retake Sevenarches is very high on Aramil's list of priorities. He wasn't raised in Kyonin, so he doesn't share a lot of the same sentiments as those from the homeland.


    Initiative +4, Perception +19, Cohort: Nakir

    The frozen flame sounds interesting. I may shoot you a PM about it later. ;)

    Going to try and finish Nakir's backstory and that should be it for him I think.


    Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

    One thing, GM, is that I didn't imagine the Auram Chain as a militant group. While you're free to change things as much as you like, I'm just clarifying that I see the Auram Chain as a general "self-perfection" group, that teaches combat as one of its focuses. I apologize If I didn't make it very clear, though I personally imagine there being almost as many potters, stonemasons, smiths, artists, scientists, and so on as there are warriors. (While most all have some decent combat skills, it's frequently not their primary focus) You can take that info or leave it as you will, I just didn't clarify it properly, I suppose.


    Aramil Wellys wrote:

    GM TWO, you're killing me! Now I have to make more backstory tweaks to account for joining up with the Mageford.

    Seriously, though, I don't know that a desire to retake Sevenarches is very high on Aramil's list of priorities. He wasn't raised in Kyonin, so he doesn't share a lot of the same sentiments as those from the homeland.

    Got you covered.

    "Several of his younger kinfolk from his homeland, closely- and distantly-related cousins and their associates, came to ask him to field-train them against less horrific opponents, as compared to Treerazor's minions. For want of anything better to do, and to gain some practice at teaching, Aramil agreed, and for the past nine months helped the elves by teaching them some of the lessons he'd learned while working with Aolis, Amavin, and Azrael while on long patrols together, and representing 'Mageford' (not his idea for a name) when necessary in his home town.

    When the proclamation was put forth, after two weeks of fervent debate amongst themselves Aramil's cousins asked him to once again represent them to Chalm's minions, that they might join the expedition and not only gain experience fighting against River Kingdoms problems, but gain power with which to take back Sevenarches. Much to Aramil's distaste and against his protests, the halfling and the soldier placed Aramil's name down as the head of Mageford. So at least for a couple years, he'll be slogging it out in the Stolen Lands wilds, helping his cousins get their act together ..."

    ;)

    Darivan Orlovsky wrote:
    One thing, GM, is that I didn't imagine the Auram Chain as a militant group. While you're free to change things as much as you like, I'm just clarifying that I see the Auram Chain as a general "self-perfection" group, that teaches combat as one of its focuses. I apologize If I didn't make it very clear, though I personally imagine there being almost as many potters, stonemasons, smiths, artists, scientists, and so on as there are warriors. (While most all have some decent combat skills, it's frequently not their primary focus) You can take that info or leave it as you will, I just didn't clarify it properly, I suppose.

    No, you'd made it relatively clear, but here's the thing: I already had two groups of monks in my list, and one of them was coming in from elsewhere. Your characters aren't monks, and yet according to the background, they'd joined a monk's order, 'have become two of the Auram Chain’s most promising members', 'train endlessly, competing against each other and themselves', and 'set out at once, taking along a few of the guild’s less experienced members'. Add in that 'most all have some decent combat skills', and no matter how much you want to claim that they're not a militant order, they are. You want a non-militant order, take a look at the Trappists, Cistercians, Benedictines, or one of the other monastic orders. (Don't look at the Mendicant orders; several of those were HIGHLY militarized.)

    However you want to style them (and I'm sure I'll have more observations when I get to your character), settle the matter as 'Noleski doesn't want them in Brevoy, so you're headed out to find a hoe for them'.


    M Roleplayer 25 / GM 8 / Writer 18 - Neutral Annoyed - Atlanta, GA - SA: Punctuation, Spelling, Sentence Structure

    To reiterate point one, 'The PCs interact in Red Table Square, getting to know each other w/ minimal interaction by the GM.'

    Various Knowledge checks: 'this is the day they announce who's going!! It's exciting!! Look, isn't that XYZ of the group PDQ?? Let's go talk to them!!' There are more groups than those I've listed; don't worry about them for now.

    Divine Obedience: An hour is a long time when you're on the road. While when off-screen you'll almost always be able to perform this, when 'on screen', it is best to at least refer to it in some way at the start of each day - 'X goes to find Darvan, coming upon him in the midst of his morning meditation', which might interrupt your chance to do it, or if you're determined you can make them wait until you're done, that sort of thing. You don't have to write out the entire thing, no, but divine obediences are not guaranteed.

    A duel/challenge: NO. Go to Red Table Square, mill around the hundreds of people already there, (a number which will likely swell to two or three thousand) and interact with your fellow players. Do NOT look for a fvcking fight in another part of the city when I have better things to do.


    Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

    Okay, I see how you see it. I guess that's how an outsider would also see it, too. Neither of them are particularly religious, and the closest they have is what the Auram Chain represents, much more of a philosophy than anything. Now this will be fun to roleplay.
    ("No, we're not a group of fighters! We're just... Good at fighting! It's totally different! Fine, then we'll just found a new nation, where they do understand! We're leaving!")
    With your permission, could I try something like this?
    With Darivan insisting that their group of warriors are actually peaceful philosophers, and the fact they can all hold their own in a fight is complete coincidence?


    Initiative +4, Perception +19, Cohort: Nakir

    So would the old gang mind meeting before the big party? Finally get in one place and interact IC. ;)


    Male Half-Elf Bard 1 | AC 17 | HP 26/26 | Fort +5, Ref +6, Will +6 | Perception +6, low-light vision | Focus Points 0/2 |
    Spells:
    1st - 3/3
    | Reactions: counterperformance

    Sure thing. Aramil hopefully just set himself up as a beacon in the crowd, so hopefully you guys can spot him.


    M Roleplayer 25 / GM 8 / Writer 18 - Neutral Annoyed - Atlanta, GA - SA: Punctuation, Spelling, Sentence Structure

    What you want to insist ICly is your business; what actually is, and how the people you interact with respond, is mine. ;)


    Male Human Inquisitor 7 | Per: +16 | Init: +8 | Cohort: Milo Orgulas

    So, at a glance, a couple of potential connections seem likely:

    @Dargaryen, I'm wondering if you and Kyras, and by extension The Bronze Seal and The Steel Fist, have something of an antagonistic frenemy relationship? All being noble scions of one stripe or another, the groups might have sympathy for one another, but also something of a rivalry as both groups think theirs is the better way. Right now, I'm picturing Kyras as not necessarily the main leader of the group, but more of an influential advisor in the group, more power-behind-the-throne type. Not sure how that interacts with your character, but it seems likely they know each other at least.

    @Anton, I can see Milo knowing you/your group, or at least knowing of you, as he has wholesale given up his criminal past to follow Kyras, so would probably be aware of that group.


    Quote:
    You are each considered one of, if not the particular, social leader of a group.

    This little factoid is what leads to your presence in The Tableau, and you being fully-kitted-out when what comes next comes next. Change your position in the group at your peril.


    M Half-Elf Fighter 6/Swordlord 1

    Ack! Missed the "no dueling" bit, edited my post in gameplay.

    Theodric Valtrava wrote:
    @Anton: Any objection to establishing a connection with Theodric and the Dashing Harvesters? I figure our two groups are naturals for that, given their respective compositions. The most obvious connection, of course, would be for members of the Bounty to have had run-ins with the Harvesters while still on the wrong side of the law.

    I don't think it really fits? Anton's not exactly a lawbreaker—he's a respectable Swordlord and courtier with family/childhood ties to petty crime, who needed to put together a team at short notice—and most of the people he knows who'd be willing to leave quickly are former crooks who he bailed out of prison or offered a fresh start to. He's not exactly happy about the designation "high bounty," since it's not doing wonders for his reputation—but these "ex-cons" (at least the ones he trusts enough to personally hire, though maybe not the whole group) are poachers, smugglers, pickpockets, etc.—not bandits or armed robbers, and not the sort to actually get into armed fights.

    Kyras Medvyed wrote:
    @Anton, I can see Milo knowing you/your group, or at least knowing of you, as he has wholesale given up his criminal past to follow Kyras, so would probably be aware of that group.

    Err... as above, Anton's entire criminal history consists of picking some pockets 30 years ago on the streets of New Stetven. Kyras is more likely to know him than Milo would be, since Anton spends a lot of time at the Surtova court, and is likely rumored to be bringing more expensive wine, chocolate and jewelry on the trail than anybody else outside the Steel Fist.

    Milo might know Anton's brother Orvin, who was until recently one of Restov's most talented forgers/smugglers of cut-rate Kyonin artifacts, but that's also a different sort of crime.

    * * *

    Aolis Greenborn wrote:
    After all without modern medicine old age is a lot shorter for humans.

    A common misconception! People in the middle ages often lived to be 70-80; it was just that infant, childhood, and young'un mortality rates were way higher back then, bringing the *average* expectancy down.


    HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
    Class & Skills:
    Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
    Combat:
    30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);
    Anton Rabinoff wrote:


    Theodric Valtrava wrote:
    @Anton: Any objection to establishing a connection with Theodric and the Dashing Harvesters? I figure our two groups are naturals for that, given their respective compositions. The most obvious connection, of course, would be for members of the Bounty to have had run-ins with the Harvesters while still on the wrong side of the law.
    I don't think it really fits? Anton's not exactly a lawbreaker—he's a respectable Swordlord and courtier with family/childhood ties to petty crime, who needed to put together a team at short notice—and most of the people he knows who'd be willing to leave quickly are former crooks who he bailed out of prison or offered a fresh start to. He's not exactly happy about the designation "high bounty," since it's not doing wonders for his reputation—but these "ex-cons" (at least the ones he trusts enough to personally hire, though maybe not the whole group) are poachers, smugglers, pickpockets, etc.—not bandits or armed robbers, and not the sort to actually get into armed fights.

    That would be a barrier, yes, what with Theodric's targets of choice definitely leaning heavily to highwaymen and the like. Not that he'd ignore a poacher or smuggler if he found one, but he wouldn't go looking for them specifically unless they were known to associate with bandits.


    Male Human Inquisitor 7 | Per: +16 | Init: +8 | Cohort: Milo Orgulas
    GM TWO wrote:
    Quote:
    You are each considered one of, if not the particular, social leader of a group.
    This little factoid is what leads to your presence in The Tableau, and you being fully-kitted-out when what comes next comes next. Change your position in the group at your peril.

    I was thinking that Kyras would be a social leader, one of the people who heavily influenced the direction of the group, without being the leader. Someone who everyone knew was basically in charge, without taking up the official mantle. If that doesn't fit your view, that's fine, still mentally developing here :)

    Do you have any views on the relationship between The Bronze Seal and The Steel Fist?


    Hello everybody! Looks like this is going to be even buisier a thread than I though, I'll post in gameplay soon with the introductory long post. Let's all have some fun here.


    Hunter 7 | HP 39/63 | AC 20, Touch 15, FF 16 | CMB +6 | CMD 20 | Fort +7, Ref +10, Will +6 | Init +4 | Senses: Darkvision, Perception +13 Defenses: 5/fire/cold/elec | Hunter Spells: 1st 5/5, 2nd 4/4, 3rd 1/2 | Cohort: Deneb Flynvias

    So where in Gronzi has Kyras done his adventuring? My characters have mostly been around the eastern edge near the Icerime Peaks.


    Hi to everyone!

    TWO wrote:


    Tomáš Dušek - Requiem of Wolves - A pair of adventurers said to have left or been kicked out of their former group, though it's possible the rest of them had been killed.

    Ok, so if I understood correctly, this means that Tomas and Laszlo are perceived as those mentioned adventurers, right? Otherwise I don't see the relation with their backgrounds.

    So... I guess we get to post on the Gameplay section?


    Hello all! It appears I have a bit of reading to do, which is nice. I look froward getting to play with everyone/


    GM TWO wrote:
    Emma Holt - The Covert of Seers - A quartet of seers, their assistants, and support staff.

    This confuses me. I only have one seer not a quartet of them. The rest of them are her sibling, the sword-lord, and the support group, which is a mix of combatants, drivers, and cooks.

    How are these apparent groups being set up?


    Male Dwarf Wizard 7; Perception +7; Init +1; Tarna
    Emma Holt wrote:
    GM TWO wrote:
    Emma Holt - The Covert of Seers - A quartet of seers, their assistants, and support staff.

    This confuses me. I only have one seer not a quartet of them. The rest of them are her sibling, the sword-lord, and the support group, which is a mix of combatants, drivers, and cooks.

    How are these apparent groups being set up?

    I'm under the impression that our groups contain more members than just we, our cohorts, and our followers, we are just the leaders of said group.


    GM TWO wrote:
    You, your cohort, and your followers are not the only people in these groups; they'll vary from 'you plus a few' to 'you, a few, their cohorts, and their followers'.

    That means Emma is one of four seers; you can invent how the four of you met, come up with names and everything if you want - but it isn't necessary. That means Tomas and another (NOT his cohort) are said to have been kicked out of a group, or left a group, or the rest of the group had been killed; you can invent how you joined the group, what actually happened with all but one of the others, the other guy's name, and the whole shebang if you want - but it isn't necessary.

    What I'm getting a lot of is 'Who are these people? Why would I be with this group? I wouldn't be with a group.' Let me reiterate that Chalm is NOT recruiting individuals, not even individuals with a bunch of followers; none of you would be getting in without fellow-members of strength and experience roughly equal to your own. Let me reiterate that 'being part of a group' was mentioned very early on in the recruitment; the fact that it isn't other PCs is clearly confusing you, but was made necessary on the GM's side by the number of people that would have been necessary to be in the tableau, and so I decided to restrict it to 'group leaders', and that made it necessary for each of you to be a leader - of a group with some reputation or influence, of a number of people who do not include only yourself, your cohort, and your followers.

    Tomas needs to have done more than just fought a bunch of duels against Aldori students for the past zillion years; Chalm would look at that, say "so what? Roundfile him" and move on to the next person. Tomas and every other PC needs to have proof, a good number of months' proof, which means at least a couple levels' worth (and Tomas didn't 'have a cohort' before that time, note) - proof that he can work with other people, give orders and have them willingly obeyed, take orders and obey them willingly, talk things out with people both more and less experienced than him, and show from past example that he will be useful to the king. 'Field experience,' 'part of a group,' and 'good reputation' are all specific things that have come up before, and I should not be needing to reiterate them here.

    You are, for whatever reason, considered the leader of the group - whether that's because you're the frontline tactician, the social adept, the most powerful mage, the peacemaker amongst its members, whatever it is - you're the one whose name got put at the top of your membership roll.

    I put characters with the groups I'd already come up with (with only a few exceptions), given their backgrounds and personalities. If it doesn't match exactly, find a way to add them in.

    In Regards To Playing The World:
    Generally, I don't mind some of this; PC dickers with a shopkeep for a fair price, spills a drink on someone and apologizes and buys them a drink, whatever. But the rest of the people in the world are not going to somehow sense you are powerful and give you room, to make a path, or whatever. If you FORCE a path (lookin' at you, Nakir), this is considered offensive at the very least, and can easily be called assault - and don't think normal people wouldn't put two and two together if it's invisible magical assault. "I got shoved aside without nobody touchin' me, an' then this guy goes a-walkin' through!!"

    A 7th level character is someone who is becoming an exceptional person, make no mistake. But people do not 'somehow sense' this about you - and wearing your adventuring gear in a secure city (in Restov, note, a sword is not 'adventuring gear', and the cities in the River Kingdoms are not considered 'secure' by any stretch of the imagination) is cause for the Guard to keep an eye on you, for people to draw back, for swordsmen to keep their hands on their hilts, and for merchants to refuse to deal with you - in other words, to draw negative attention.

    Just be people. People in a crowd.


    Initiative +3, Perception +12, Leader: Aolis

    I was playing off Nakir's strangeness as the reason people were keeping some distance (like that homeless dude with the funny clothes). As to the pushing, I've been in it while visiting New York, pushing is normal in big packed crowds and you don't always (mostly ever in fact) see who pushed you (just check your wallet). So it's not a slam or shove just the pressure of someone trying to get by. Nakir isn't high enough level in game terms to use that ability on medium people in a shoving/hostile manner anyways.

    I'll be more detailed in the future if you want.


    Male Human Inquisitor 7 | Per: +16 | Init: +8 | Cohort: Milo Orgulas
    Lyda wrote:
    So where in Gronzi has Kyras done his adventuring? My characters have mostly been around the eastern edge near the Icerime Peaks.

    Probably around the central northern area of Gronzi, though he stays fairly nomadic. Given your backstory, we would definitely know each other I would think, or at least know of each other.


    Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

    Darn it.... I finally had my intro post finished, and then, without thinking, I completely deleted it before I uploaded it. Hopefully I'll have something up soon.


    Male Half-Elf Ranger 7 | hp 77/77 | AC 19; t 14; ff 16 | Fort +7, Ref +9, Will +6 | Perception +17 | Init +5 | Cohort: Sylvara Amalur | Effects: Haste (+1 attack, +1 dodge AC & Reflex, +30 ft., 1 extra attack)

    Hoo boy, got a lot to take in! But I'm glad to be a part of it :)

    One thing I'm a bit unsure of with the groups is how present they'll be in the campaign if they are in addition to cohort and followers? For Kaellin's Reckless, I was thinking of having the other members having recently taking a hiatus from the group to take their own paths, but with the promise to return at a later time, since gameplay-wise it'll just be Kaellin and Sylvara (at least for the time being).

    Meanwhile, getting my intro post written up (on notepad because Paizo messageboard doesn't like being idle).


    Female Human Sorcerer 7
    Stats:
    Init +6 Perception +8

    Clarifying GM, no issues with the cohorts being online side the main characters / PCs at this moment in the square?


    Cohorts are good to be around, or not, as you choose.

    Regarding "Your Group":
    Worry not about their future. They are there (meaning in/around the city) with you; the IC plan is, in general, for the group (both you and they) to be going into the Stolen Lands, to represent your various people/clan/faith/whatever, to gain fame, to gain a homeland, to get in on the ground floor, whatever. They are at the very least patrons (as in Amavin's case, with her representing the merchant group), fate-sent compatriots (in Emma's case), close shield-brethren, three nature-lovers that have worked in the same region (Lyda's case), or whatever reasonable explanation you care to come up with that in general will have you working together for a general minimum of 8 months - basically enough time, over the last spring/summer/fall, to gain a reputation that will get the approval of Chalm and his people. You know, fight the good fight, defend people, chase bandits, kill monsters, yadda yadda. As said above, getting a reputation for being a city slicker, for being a single person, and/or for being a great duelist will not cut it. As the famous author wrote, "A skilled soldier kills your enemies, but a skilled duelist kills your allies." NOT something Chalm wants.

    "Your" group, including you, is ICly there to provide meat for the expedition, to 'get it started' reasonably safely in the dead of winter, to basically flood the Greenbelt with swords and arrows and mystic power before any dangers there can assemble enough strength to resist. If y'all really desperately need more information, I had preliminary ideas as to sizes for the groups before I decided to make y'all the group leaders; these included numbers of characters in the range of Level 6-8, numbers of cohorts, and even numbers of followers, though no specifics (such as classes or levels) were written for any of them.

    OOCly, "your" group is there to get your character up on the dais as part of the tableau. Your character will be up there ICly so that s/he can be part of a massive 8' high x 35' wide painting that will commemorate the start of this (hopefully successful) expedition, a painting that portrays the leaders of all the groups; OOCly your character will be up there so that s/he can be with King Chalm when all hell breaks loose, available to get the king out of danger while the rest of 'your group' fights, and so that you can be with the king when the entire lot of you experience your Moment of Mythic Ascension.

    TL;DR: ALL OF YOU, stop frickin' worrying about a GM plot device!!


    TWO wrote:
    Tomas needs to have done more than just fought a bunch of duels against Aldori students for the past zillion years; Chalm would look at that, say "so what? Roundfile him" and move on to the next person. Tomas and every other PC needs to have proof, a good number of months' proof, which means at least a couple levels' worth (and Tomas didn't 'have a cohort' before that time, note) - proof that he can work with other people, give orders and have them willingly obeyed, take orders and obey them willingly, talk things out with people both more and less experienced than him, and show from past example that he will be useful to the king. 'Field experience,' 'part of a group,' and 'good reputation' are all specific things that have come up before, and I should not be needing to reiterate them here.

    Ooooookay, now I get it :) Sorry about me forgetting your mention, it was a bit long ago.


    So I will need to add to my background a handful of other npcs that are 'fate-sent compatriots'? That was a large part of how the followers came to be with Emma.

    A lot of my appeal to the two siblings was that they were going to be largely inexperienced with leading people at this stage. Which was shown in their backgrounds.

    I had them leave to arrive within a week or two of this starting so I am a little lost on what you are wanting me to do.

    Emma only in the last year has recovered enough to start finding the people necessary to make the trip, i.e. the followers. Much of Emma's abilities she earned in the blank space of her memory.

    And I had not planned on having to deal with any other Seers. I sort of just wanted that to be Emma. The closest I can think of is that on her way there she meets this group and they would have been well known, I guess the would have to be for this, but I am not sure what to do with them. I sort of figured the whole seeing the future thing would get attention. I could add some times that this happened in her background but I am not sure what to do about the 'fate-sent compatriots'.


    HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
    Class & Skills:
    Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
    Combat:
    30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);
    Deaths Adorable Apprentice wrote:

    So I will need to add to my background a handful of other npcs that are 'fate-sent compatriots'? That was a large part of how the followers came to be with Emma.

    A lot of my appeal to the two siblings was that they were going to be largely inexperienced with leading people at this stage. Which was shown in their backgrounds.

    I had them leave to arrive within a week or two of this starting so I am a little lost on what you are wanting me to do.

    Emma only in the last year has recovered enough to start finding the people necessary to make the trip, i.e. the followers. Much of Emma's abilities she earned in the blank space of her memory.

    And I had not planned on having to deal with any other Seers. I sort of just wanted that to be Emma. The closest I can think of is that on her way there she meets this group and they would have been well known, I guess the would have to be for this, but I am not sure what to do with them. I sort of figured the whole seeing the future thing would get attention. I could add some times that this happened in her background but I am not sure what to do about the 'fate-sent compatriots'.

    No. What TWO is saying, is the only people who matter in whatever group your character is aligned with are the ones for which you wrote up stats: character, cohort, followers. Everyone else, everyone, in that group aside from those aforementioned people exists for the sole purpose of giving your character some reason to be worth noticing by those in charge. You don't need anymore backstory involving them than a mention of joining up with them, if that; no names, no stats, etc. They are a GM-provided pedastal meant to lift you into the spotlight. You don't have to deal with them at all.

    If your siblings are inexperienced, yet chosen as the representatives of their group? Then maybe it was to give the siblings some much-needed experience in dealing with others at the "command" level, never suspecting that things would eventually go horribly pear-shaped and all.


    Oh, by the way:

    Honour: 1 + 7 + 1d10 - 1d6 ⇒ 1 + 7 + (2) - (4) = 6


    HP 98/98; AC 17 (T 12, FF 16); saves fort 11, refl 9, will 12; bab 7 melee 9, ranged 8, CMB 9, CMD 23, init +3, honor 29, fame 24, smite 3/3, loh 8/8 human Paladin/7 | cohort Hareth | familiar Corwin
    skills:
    craft weapons 4, diplomacy 16, handle animal 6 intim 6, know hist 6, know nobility 8, ling 5, perc 9, perf sing 8, prof soldier 6, ride 6, sense motv 10

    sorry for missing a couple of days of posts - I will try to catch up this afternoon after class.


    Lyda wrote:
    Tell me if I am being too meta.

    Unless they were specifically introduced to you (by themselves or by someone else) in connection with their group, or if their group came up in conversation with you or overheard, and considering your utter lack of KS: Local, yes.

    Right now, amongst each other, to recognize/identify on sight someone you've never met before requires a 'KS: Local' roll with a DC of [50 - (Target Character's Fame)] - so somewhere between 25 and 30 for most of you, since for the most part all you'll have heard is descriptions. (If all else fails, use the DC 30 mark.) The Fame value I have assigned (and the current Honor you may have rolled, if I managed to catch it) to reviewed characters is now in the third header spoiler; do correct me if I've missed something.

    Now - back to thumping!!


    Hunter 7 | HP 39/63 | AC 20, Touch 15, FF 16 | CMB +6 | CMD 20 | Fort +7, Ref +10, Will +6 | Init +4 | Senses: Darkvision, Perception +13 Defenses: 5/fire/cold/elec | Hunter Spells: 1st 5/5, 2nd 4/4, 3rd 1/2 | Cohort: Deneb Flynvias

    He's SOL unless their fame cracks 40 then. Sorry. But is it an equivalent Diplomacy roll to gather names at least? I assume the interviews weren't yesterday so there have been a few days to gather said info. Granted Deneb still wouldn't know them on sight but Azreal at least introduced his group so he's got that going for him. So that was a less of a "all those famous people are over there" to "here's some famous people in the area. I don't what they look like but they are definitely here."


    HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
    Class & Skills:
    Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
    Combat:
    30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

    Since it's looking like Fame and Honor will be used, I should get my thumb out and get the Honor values settled for Theodric and Darvan, as well as their codes.

    Of the examples offered, I think the Chivalric code comes closest to fitting Theodric and Darvan both. Not a perfect match though.

    Theodric, for example, sees nothing wrong with using physical coercion in an interrogation if that is what situation requires; he won't go full-on thumb screws, mind, but stringing someone up and working their kidneys or flogging them is acceptable. (Nothing involving fire, however. Theodric's own experience with that would never let him use it on someone else.) Hardly appropriate to chivalry.

    And that code doesn't account for Darvan's periodic challenges as part of his drive to enlightenment.

    Theodric's Honor: 12 + 7 + 1d10 - 1d6 ⇒ 12 + 7 + (5) - (5) = 19
    Darvan's Honor: 14 + 5 + 1d10 - 1d6 ⇒ 14 + 5 + (8) - (4) = 23


    M Roleplayer 25 / GM 8 / Writer 18 - Neutral Annoyed - Atlanta, GA - SA: Punctuation, Spelling, Sentence Structure

    Theodric's rolling of his Honor here actually reminds me that AFAIK almost everyone except for him - including me!! - has screwed up on the Honor Score roll. As he's so aptly shown (and gotten wrong in the cohort's case), the formulae are these:

    Leader: Charisma + 7 (Level) + 1d10 - 1d6
    Cohort: Charisma + 5 (again, their level) + 1d6 - 1d6

    'Charisma' is NOT your charisma modifier (+1 or more); it is your Charisma Score itself, so I have some modifying to do on prior items.

    Sam, thanks for the roll. ;) 23 - 8 = 15. Darvan's is 15 + 1d6. ;)


    Kaellin's Honor: 13 + 7 + 1d10 - 1d6 ⇒ 13 + 7 + (3) - (4) = 19
    Sylvara's Honor: 17 + 5 + 1d6 - 1d6 ⇒ 17 + 5 + (3) - (5) = 20


    HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
    Class & Skills:
    Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
    Combat:
    30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

    Well then, adjusting as required (and yay, I got it partially "rightest," lol).

    Darvan's Honor: 15 + 1d6 ⇒ 15 + (3) = 18

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