Unlikely Kings

Game Master Jazzai Moonbreaker

Oleg's Trading Post
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Hello Everyone,

I invited you here to give you the rundown on how character creation will happen.

First, let's start with Stats.

Everyone will get one 10 and one 18. This will allow everyone to have an 18 before racial modifiers.

The other 4 stats will be rolled 4d6 re-roll 1's and 2's.

Roll the dice on this forum.

RACE: ANY out of the Advanced RACE guide.

CLASSES: Any out of the Core, Advanced, UC, UM

GEAR:: You will all have max starting gold

TRAITS: 2 plus one Trait from Campaign, they will be re-flavored slightly and I will post the re-flavoring in a later post.


checking in and rolling
4d6 ⇒ (4, 1, 3, 6) = 14
4d6 ⇒ (2, 1, 2, 1) = 6
4d6 ⇒ (6, 2, 1, 3) = 12
4d6 ⇒ (2, 6, 6, 5) = 19

Reroll 1
1d6 ⇒ 6
reroll 2 lol
4d6 ⇒ (4, 4, 5, 4) = 17
reroll 3
2d6 ⇒ (6, 1) = 7
reroll 4
1d6 ⇒ 4
reroll 3 mark 2
1d6 ⇒ 1
reroll 3 again dammit lol
1d6 ⇒ 5


Hey There - rolling for stats now...

4d6 ⇒ (6, 4, 3, 5) = 18 = 15

4d6 ⇒ (4, 6, 2, 5) = 17 1d6 ⇒ 2 1d6 ⇒ 2 1d6 ⇒ 2 1d6 ⇒ 3 = 15

4d6 ⇒ (5, 6, 4, 6) = 21 = 17

4d6 ⇒ (5, 2, 4, 5) = 16 1d6 ⇒ 1 1d6 ⇒ 2 1d6 ⇒ 2 1d6 ⇒ 5 = 15

grand total for stats = 18, 17, 15, 15, 15, 10


Male Human Fighter (Tactician)

4d6 ⇒ (1, 2, 6, 1) = 10 3d6 ⇒ (6, 5, 5) = 16
4d6 ⇒ (3, 3, 5, 3) = 14
4d6 ⇒ (6, 6, 4, 4) = 20
4d6 ⇒ (4, 1, 3, 2) = 10 2d6 ⇒ (4, 2) = 6 1d6 ⇒ 5

17
11
16
13
18
10


4d6 ⇒ (5, 1, 2, 1) = 9 3d6 ⇒ (1, 4, 6) = 11 1d6 ⇒ 4
4d6 ⇒ (6, 4, 1, 2) = 13 2d6 ⇒ (1, 6) = 7 1d6 ⇒ 1 1d6 ⇒ 4
4d6 ⇒ (1, 5, 2, 1) = 9 3d6 ⇒ (6, 5, 4) = 15
4d6 ⇒ (4, 3, 6, 3) = 16

15,16,16,13,10,18


16
13
17
16
final


Very nice spreads.


mostly finished, I've got a word wizard rolled up will finish it and post once I get home this afternoon


Awesome. I am looking into a fourth player and if they can not join I will run an NPC if it is needed.


my second option was a mathlete :P


Haha, that would have been entertaining.


Alright I have decided to play a Tengu Swordmaster (rogue archetype)and I'm taking the Glide alternate racial trait (and sacrificing the very nice gifted linguist trait... hopefully not a bad move). I cant build the character in full until I get home from visiting my family.

Addendum: Although the Swordmaster loses their trap sense abilitiy, I am still planning on being a trap monkey unless someone else decides they want to play a trap finding/disabling type like the bard archaeologist.


Male Human Wizard(Scrollmaster) 1

Still getting the details put in but here is Martlin, the WordWizard of Wonder! Human Scrollmaster


Love it Martlin. Love the picture too.

That, is okay. You can send me the Hero Lab file when you are done with it. My other player seems to have fallen through So I will be joining the group with an NPC Healer for the beginning and should you decide you can leave her behind for adventuring or take her with. Arvalis has contacted me about what he wishes to play and is working on his character at this point in time.

About to post the slightly Re-flavored Campaign traits.


Bastard:
(limited to human characters/half human): One of your
parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you’ve learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of
jewelry, a scrap of once-rich fabric, or an aged confession love, none of this directly supports your claim. Thus, you’ve lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite, even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family’s henchmen or you merely seek to prove the worth of the blood in your veins, hoping to make a name all your own. You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish
yourself as a true noble.)

Brigand:
You hail from the River Kingdoms or the more lawless reaches of Brevoy. Life has been hard for you. Perhaps your parents and siblings were crooks and con artists, or maybe your rough, lonely life lead you to fall in with thieves and worse. You know how to ambush
travelers, bully traders, avoid the law, and camp where no one might find you. Recently, you’ve run into some trouble, either with the law or with other bandits, and you’re looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged wilderness seems like a perfect way to lie low until the trouble blows over so you have headed south to look into getting in on it. You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.

Issian:
You were raised northern Brevoy, a land of misty shores and harsh hill lands, of snowy vistas and violet-hued mountains. You are descended from an able and intelligent people, and you have grand ambitions, a mind alert for opportunity, and the tenacity to fight for
your goals no matter the challenge. You care for little more than achieving your aspirations and opportunities to win wealthy and grandeur, for which few costs prove too great. The call for champions willing to help take back your country’s rightful holdings in the
Stolen Lands has inflamed your dreams of profit and possibilities, so you have decided to head south into the River Kingdoms. Your agile mind grants you a +1 trait bonus on all Will saves made to resist mind-affecting effects.

Noble Born:
You claim a tangential but legitimate connection to one of Brevoy’s noble families. If you aren’t human, your parents were adopted into the family or (for halfbreeds) Married into the family and is a bit of a family secret and are treated as a a favored servant or even a childhood friend of a noble scion in public. Whatever the cause, you’ve had a comfortable life, but one far from the dignity and decadence your distant cousins know. Although you are associated with an esteemed name, your immediate family is hardly well to do, and you’ve found your name to be more of a burden to you than a boon in many social situations. You’ve recently decided to test yourself, to see if you can face the world without the aegis of a name you have little real claim or care for. An expedition into the storied Stolen Lands seems like just the test to see if you really are worth the title “noble.” Choose one of the following noble families and associated benefits.

Garess: Your family’s long association with the dwarves of the Golushkin Mountains has left its mark. You ignore the movement penalty for the first 5 feet of rocky diffcult terrain you move through per round. This applies only to terrain made diffcult by rocks or ruins. In addition, you gain a +2 trait bonus on Appraise checks to assess the value of natural stones or metals. Your family motto is “Strong as the Mountains.”

Lebeda: Your family’s history of trading along the shores of Lake Reykal pervades your blood. As a deft merchant of the region, you gain a bonus language: Dwarven, Elven, Hallit, Gnome, Giant, Halfling, Skald, or Sylvan. Your family motto is “Success through Grace.”

Lodovka: Your family has made a living off the coasts of the Lake of Mists and Veils since before Brevoy existed. You gain a +1 trait bonus on Swim checks, and Swim is always treated as a class skill for you. Your family motto is “The Waters, Our Fields.”

Medvyed: Your family has long a deep respect for the wilderness and is superstitious about the creatures that dwell therein. You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities. Your family motto is “Endurance Overcomes All.”

Orlovsky: Your family has a reputation for avoiding conflicts. You gain a +1 trait bonus on your CMD. In addition, choose Acrobatics, Diplomacy, or Stealth—you gain a +1 trait bonus on this skill. Your family motto is “High Above.”

Surtova: Your family is well known for their political agility
and scheming natures. You deal +2 damage when attacking a flat-footed opponent while wielding a light or one-handed weapon. Your family motto is “Ours is the Right.”

Pioneer:
You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you have decided to head into the Stolen Lands. You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.

Rostlander:
You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. Your hardy nature grants you a +1 trait bonus on all Fortitude saves.

Sword Scion:
You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city’s heroic and legendary swordlords. One of your family members was an Aldori swordlord, whether known or not. Though you applied you were turned down and thrown out told never to return due to reasons you cannot fathom, or perhaps you can. Regardless, you idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. You begin play with a longsword or Aldori dueling Sword that your ancestor once carried and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.

Also, I will be using Hero Points and You can take 1 drawback and get an additional trait.


Male Human Wizard(Scrollmaster) 1

Spoiler:
Male Human Wizard(Scrollmaster) 1
LN Medium Humanoid(Human)
Init +5; Senses; Perception +3
Defense
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 10 (1d6+4)
Fort +3, Ref +3, Will +6
Defensive Abilities:
Shift; as a swift action teleport 1/2 wizard level*5 feet.
Offense
Speed 30 ft.
Melee Scrollblade +2 (1d6+1)
Wizard Words Known (CL 1st, +3 ranged touch)
Target: Personal; Selected; Cone
Meta: Boost; Distant; Lengthy
Olvl: Acid Burn; Cold snap; Decipher(language); Flame Jet; Force Block; Lift; Sense Magic; Spark
1st
Target: Burst; Line
Meta:
Servitor 1; Friendship; Simple Order; Lock Ward; Alignment Shield; Shock Arc
Statistics:
Str 13, Dex 16, Con 17, Int 20, Wis 16, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats
Scribe Scroll; WP Wizard; Skill Focus(Spellcraft); Combat Casting
Skills
Appraise +9, Knowledge(Arcana) +9, Knowledge(History) +9, Spellcraft +12, Knowledges(Planes, Nobility, Geography) +9
Languages
Common, Draconic, Ignan, Terran, Auran, Aquan
SQ Scrollblade, Scrollshield, Summoners Charm
Traits:
Focused Study(racial)
Bastard(Campaign)
Reactionary, Hedge Wizard
Coins:
GP: 5
SP: 6
Gear:
Travellers Outfit, Spell component Pouch, Wordbook, Scrivners Kit, Journal, Ink, Masterwork Backpack, Blanket, Bedroll, Beltpouch, Grooming Kit, Mess Kit, Flint and Steel, Waterskin, Scroll of Servitor, Candles,
Silk rope(50ft), Shaving Kit
total weight carried 37.22, light load 58

sorry bout the delay, got distracted by this new year biz lol Happy new year!


Male Tengu Swordmaster (rogue) 1

Almost Ready. Just need to finish calculating skills and buying equipment but if I had to play at a moment's notice, I am effectively ready.


Male Human Fighter (Tactician)

Fair warning, I am new to this style of play so some posts may be long winded others may seem woefully short, bear with me and I will catch up eventually.


Male Human Wizard(Scrollmaster) 1

I'm in favour of long winding! and pretty new to this style of play myself heh


Male Tengu Swordmaster (rogue) 1

I might have to do some long winded stuff myself if only to make up for the fact that my rolls are on average rather horrible.


Male Human Wizard(Scrollmaster) 1

so tempted to take a bite out of the jerks now, I am Zeal the Accursed after all lol


Hahah, that would be entertaining.


Male Human Wizard(Scrollmaster) 1

damn dog, supposed to do my biting for me and he totally failed :P


Ok, does anyone want to do anything else before calling it a night?


Male Tengu Swordmaster (rogue) 1

The bluff check takes a full round so I am done for the round


Male Human Fighter (Tactician)

attack: 1d20 + 5 ⇒ (8) + 5 = 13

throws an axe at leto


Male Human Wizard(Scrollmaster) 1

perception: 1d20 + 3 ⇒ (14) + 3 = 17


Male Tengu Swordmaster (rogue) 1

hides in ambush and keeps watch for threats

perception: 1d20 + 7 ⇒ (19) + 7 = 26

stealth: 1d20 + 9 ⇒ (8) + 9 = 17


Male Human Fighter (Tactician)

ride: 1d20 + 3 ⇒ (10) + 3 = 13

acrobatics: 1d20 - 1 ⇒ (1) - 1 = 0
percentile: 1d100 ⇒ 75


Attack: 1d20 + 6 ⇒ (16) + 6 = 22
Dmg: 1d6 + 2 ⇒ (6) + 2 = 8

Ride: 1d20 + 4 ⇒ (16) + 4 = 20


AoO: 1d20 + 6 ⇒ (13) + 6 = 19
Dmg: 1d6 + 2 ⇒ (4) + 2 = 6


Male Human Wizard(Scrollmaster) 1

Dogattack: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 1d4 + 1 ⇒ (1) + 1 = 2


Attack: 1d20 + 2 ⇒ (12) + 2 = 14

Ride: 1d20 + 4 ⇒ (15) + 4 = 19
Concentration: 1d20 + 6 ⇒ (13) + 6 = 19
Healin: 1d8 + 1 ⇒ (6) + 1 = 7


Male Human Fighter (Tactician)

attack: 1d20 + 2 ⇒ (6) + 2 = 8


Male Human Wizard(Scrollmaster) 1

Dog 1 attack: 1d20 + 4 ⇒ (3) + 4 = 7
dog 1 damage: 1d4 + 1 ⇒ (3) + 1 = 4+1 if evil
Dog 2 attack: 1d20 + 4 ⇒ (18) + 4 = 22
dog 2 damage: 1d4 + 1 ⇒ (3) + 1 = 4+1 if evil


Leto's strike: 1d20 + 4 ⇒ (11) + 4 = 15
Dmg: 1d6 + 2 ⇒ (1) + 2 = 3


Male Human Wizard(Scrollmaster) 1

Dog 1 attack: 1d20 + 4 ⇒ (7) + 4 = 11
dog 1 damage: 1d4 + 1 ⇒ (3) + 1 = 4
Dog 2 attack: 1d20 + 4 ⇒ (2) + 4 = 6
dog 2 damage: 1d4 + 1 ⇒ (4) + 1 = 5
Line Shock Arc: 1d4 ⇒ 2


Reflex save: 1d20 + 5 ⇒ (14) + 5 = 19

Attack: 1d20 + 2 ⇒ (14) + 2 = 16
Dmg: 1d6 + 2 ⇒ (3) + 2 = 5


Arvalis's Attack: 1d20 + 2 ⇒ (6) + 2 = 8


Male Human Fighter (Tactician)

attack: 1d20 + 2 ⇒ (2) + 2 = 4

trying to fix my inability to post


Will Save: 1d20 - 1 ⇒ (18) - 1 = 17

Attack: 1d20 + 2 ⇒ (11) + 2 = 13


Male Human Wizard(Scrollmaster) 1

touch attack: 1d20 + 3 ⇒ (19) + 3 = 22
damage: 1d4 ⇒ 3


Male Human Wizard(Scrollmaster) 1

CDG with improvised weapon (Spellbook): 1d20 - 3 ⇒ (17) - 3 = 14
damage: 1d3 + 1 ⇒ (3) + 1 = 4


Fortitude Save: 1d20 + 1 ⇒ (16) + 1 = 17


Male Tengu Swordmaster (rogue) 1

Alright I need to head out for another gaming group. I will attempt to stay online and posting but likely I will be unable to for very long. If that happens, then assume he is the silent follower.


Male Human Wizard(Scrollmaster) 1

Martlin's head explodes as the fighter outknowledges him XD


Male Human Fighter (Tactician)

*grins*


Okay, move your characters where you want them up top and tell me where you want Smokey.


Male Human Wizard(Scrollmaster) 1

we can't move them, you'll have to adjust the share option cause right now it only lets us view


Gah, alright when I get home I will do that. It's such a pain, can't open it at work.

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