Kingmaker Exploration Map
Sorry for the delay. Give me another week to get life on track again so we can continue.
Kingmaker Exploration Map
So... here we differ from "normal" adventuring parties.
- Disguise checks to (choose one):
- As always, if you write a nice RP scene of you skill roll, you gain a bonus (+1, +2?) - Any other ideas of skill uses? After you get the info, you plan your attack... About Cohorts and Followers:
About what you gain with successes, I am thinking in:
The plan is for you to be able to plan, to coordinate, and to get the 1-hit KO the vigilantes seems best suited for.
Kingmaker Exploration Map
General notes:
I will start posting my characters comments shortly.
Crimson Champions of Korvosa As the Hellknight finishes reading the new government dispositions, the merchants start to disperse, grumblings filling the air.
Welcome to the Game, please go to the Discussion Thread
Kingmaker Exploration Map
Welcome to the Game!
If you haven't done so, please finish your aliases, and any pending details on your characters.
About the feat... no. Sorry. Let's change the talent: Favored Maneuver (Ex): The vigilante gains a +2 circumstance bonus on combat maneuver checks with all combat maneuvers against a foe that is unaware of the vigilante’s presence at the start of his combat maneuver. It only gives the +2 bonus now. But it grants it for all the maneuvers.
I need to make two changes to the character creation items.
Also, if enough submissions appear, I am not against having two different games for this, so even if your submission is "similar" to another is not so bad.
LONG LIVE THE QUEEN!
About the campaign
About the recruitment
Character Creation
How to get picked:
- Flesh out the character. Make them a nice character I want to DM
- Do a good background so I have more ideas where to game about. Add appearance and personality - Be original How not to get picked:
- Do a character with another race / class
- Min-Max a lot your character - Do a characters that doesn't make sense, story-wise - Make a loner character that can't work with others About myself:
I like my player's characters brave and heroic. Willing to save princesses and orphans, fight dragons and monsters, and stand for all that is good and defenseless.
I tend to ignore rules when they hinder the game, dislike min-maxing, and like roleplaying (but not self-centered drama). I don't assign experience, but let the characters go up a level when it serves the story. I look forward to read your submissions and gaming with you.
Female Human Glitter Girl | Bennies 3 Wounds 0 Cha +4 Parry 5 | Normal: Pace 6 Tough 5 Notice d6 | On Glitter Boy: Size 3 Pace 10 Run d10 Swim 6 Wounds 0 Tough 29 (18 MDC) Notice d6+2 | Status: Normal
"Thank you very much, Feines."
Quote: Pridon's Hearth is Sargava’s newest colony, pushing the country’s borders further south than ever before and attracting treasure-hunters, fortune-seekers, and troubled souls hoping for a fresh start. But unnaturally powerful storms rock the tiny settlement just as the local lizardfolk tribe declares war on the colonists within. Are these threats somehow related? What became of the heretical cult of Gozreh that journeyed to the region a century ago, and do its corrupt teachings hold the key to calming the growing hurricane? Can the heroes protect the growing community from raging tempests and hostile monsters alike? And what role does the shadowy Aspis Consortium play in these recent dangers? These challenges and more await heroes willing to face down the Ire of the Storm! Welcome to the game! I plan to run this module, and then Seers of the Drowned City, for a group of 5 brave adventurers willing to brave the dangerous live on Garund's west coast. To submit a character proposal first see if you meet this criteria:- Have been rejected from a Recruitment this year. - Can post daily on workdays, and at least once on weekends. - You want to have fun and not discussions. If you do, welcome! Read about the adventure and start creating your character. Quote:
Character creation rules: - Level 1- Core races only - Core and Base classes only, unchained where available, minus samurai, ninja and gunslinger - Alignment: Good or Lawful Neutral - All Paizo material is valid (but I might ask for changes) - One trait, not campaign one, no drawbacks - 25 point buy - Maximum HP per level - Minimum starting gold (you start poor) - The better the background, the better chance to get selected - Background skills - Michael Iantorno's Feat Tax rules Submission deadline February 26th. Note: Polyglot is the preferred language of those native to the region surrounding Pridon’s Hearth, as well as of those in the nearby Laughing Jungle and Jungle of Hungry Trees. It would be handy for a character to know it. You can get it as a "Intelligence bonus" language regardless of race. The land, as it is, in wet jungle, near the coast. Take that into account. About myself:
I like my player's characters brave and heroic. Willing to save princesses and orphans, fight dragons and monsters, and stand for all that is good and defenseless.
I tend to ignore rules when they hinder the game, dislike min-maxing, and like roleplaying (but not self-centered drama). In my games a character will not die unless his player is OK with it. But as Shepherd Book said about the bible and killing: "[is] somewhat fuzzier on the subject of kneecaps". Your character life is maybe protected, but his abilities, equipment and contacts are not. I don't assign experience, but let the characters go up a level when it serves the story. Don't really like alignment rules, specially lawful-chaotic, so I tend to ignore it. It will be hard for me to pick evil characters, and will prefer good ones. Hoping to accept your submissions soon!
Male Human Druid 1 | HP 14/14 | AC 14 T 12 FF 12 CMD 15 | F +4 R +2 W +3 | Init +2 | Perc +5 | Status: Normal
Hi DM Mathpro, this would be the crunch for Gurcich, done in PCGEN, for your review. I couldn't put the campaign trait Giant Killer.
The Details:
Gurcich Morbet
Male Human (Chelaxian) druid 1 TN Medium humanoid (human) Init +4, Senses Perception +8 ================================================= DEFENSE ================================================= AC 15, touch 12, flat-footed 13 (+2 armor, +2 Dex, +1 shield, ) hp 11 ((1d8)+3) Fort +4, Ref +2, Will +6 =================================================
Prepared Spells
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Bonus Feat Humans select one extra feat at 1st level. Humanoid Traits (Ex) Humanoids breathe, eat, and sleep. Nature Bond (Ex) At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously. The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in the Animal Companions section beginning on page 51. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished. Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks. Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again. Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower Wild Empathy Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+1 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check. 1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five. 2) Two goals that you'd like the character to accomplish in-game. 3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling. Spoiler:
He would like to become a "civilized" person. To become one of "the humans", elegant, charming, knowledgeable. He don't want Karvili to know it, as he fears would hurt her. Spoiler:
His family, or part of it (Mother, sister?) was captured, not killed, and is a slave to the giants now. 4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. 5) Three key memories that define your character as the person they are at the time of submission.
Male Human (Taldan) Gestalt Cleric of Besmara / Rogue 8 | HP 27/67 | AC 24 (+2 vs Traps) T 17 FF 20 CMD 21 | F +12 R +14 (+2 vs Traps) W +13 | Init +4 | Perc +14 (+4 Traps) | Status: Bless (8r)
Jean lets Blessing of Fervor grant him a 30', and use it to climb the ceiling rapidly (70' speed).
Kingmaker Exploration Map
Perched at the edge of civilized lands, the small town of Falcon’s Hollow has always had to rely on itself to solve its problems. Meanwhile, the uncaring lumber barons squeeze the common folk for every last copper, deaf to their pleas. Now the hacking coughs of the sick are heard throughout town. The plague has come to Falcon’s Hollow and the town’s leaders can’t be bothered to stop it.
Kingmaker Exploration Map
Ignatius Digenes Akritas wrote: Kings are chosen by their blood, but they are remembered by their actions; be just, be noble, be a symbol for your people, and Iomedae´s blessing will never leave you. The air fills with comments about Akristas bold declaration, but Rupert raises his hand as he answers. "Wise words, Palladn, and completely true. Maybe my blood grant me this crown, but it is by my heart, faith and mind that I strive to create my legacy, as we all do. And I am glad to have your help and wisdom to guide me."
Kingmaker Exploration Map
And you haven't seen the battles yet! Did you sometime longed for a game that moved quickly, with a lot of participation? I did. :D
Kingmaker Exploration Map
Merus Lebeda wrote:
Need to send you a Private message about it. You are not with a group, but, like Coalhouse Porter, are on your own (for now).
Kingmaker Exploration Map
Lewis Carroll - Alice in Wonderland wrote: "There is a place. Like no place on Earth. A land full of wonder, mystery, and danger! Some say to survive it, you need to be as mad as a hatter." The news spread all over Restov, Rostland, Brevoy and even farther than anyone would dare to imagine. The groups chosen to lead the new attempt to tame the Stolen Lands are: - Sir Rupert Surtova, cousin of his majesty Regent Noleski Surtova. Together with a elegant and powerful group of knights, have been chosen by the Dragonscale Throne as the king of the new lands. That caused the mood in Restov to be gloom, as the plan to colonize the area as a allied to Rostland has been subverted, by the astute Surtovas, to their own benefit. Now Rostland will be surrounded by enemies, instead to having an ally watching their backs. A group of porters, lead by a half orc name Coalhouse, and a beautiful red haired half elf named Alysandra Janus handle his baggage train. A group of women, escorting a young woman, also arrives with the group. The Blessed Hospitallers - This group of powerful and piteous heroes are known in all of Brevoy as defenders of the weak and protectors of the just. Their actions even provided them with a charter from the Dragonscale Throne, ratified by the free city of Restov, granting them the right to "dispense justice and protect the weak". Lead by the mysterious Lady Amavin Zephyra, the Callistrian "Lady of the Thunder", Sir Ignatius Digenes Akritas, the Iomedian Crusader, Sir Titian Stagson, "Cor Leonis" Knight of Erastil and Sir Elliomander Ostarian, the powerful Theurge chosen by Nethys. They have been tasked to go into their most ambitious task yet. But in dark corners there is talk of a veiled disguised banishment by powerful figures envious, or perhaps afraid, of their incorruptible power. The Righteous Wanderers - Unknown to many, it is a mystery for many the reason this group was included in the push to colonize the Stolen Lands. But to those in the known the reason is clear. Their actions around Varisia, Cheliax and beyond have grant them fame. And besides two of their members have ties with families loyal to the Dragonscale throne, as Dagit Downhill is a survivor of the Garess' Golka Dwarves, and people says only by his sheer power and faith in the dwarven race kept him alive, and Aolis Greenborn is an adopted ward of House Medvyed, a mysterious wizard of which is said have travelled to the other side of the world and back. Their leader, the small in size but fearsome paladin and hellknight Axhammer Rocknose has a reputation of being one of the more just persons in the known world. Last but not least Trawets Aarock arcane might and mysterious aura as made more than one enemy flee before facing them. And people says it has him, by his secret knowledge, that they appeared in Brevoy in the right moment to join this expedition. The Restov Coursers - Known to every lass and child in Restov, the Coursers are the heroes of all of Rostland, being the reason banditry and crime has all but disappeared in those lands, and being the main reason a push into the lands south of Brevoy can take place. Led by Azrael, "the Avenger", paladin whose wrath any criminal one thousand leagues from Restov fears, together with Lord Christian D'Elagante unit of powerful and coordinated warriors, unbeatable by any criminal group, Aramil Wellys magical knowledge and raw power, as well as dashing duelling sword, and Alexander Dumonte's abilities as hunter of beast and men have proven too much for any creature preying on the weak and poor. All of Rostland loves them, and have spent years without paying for a meal or a bed. Seen as "representatives" of the Free City of Restov in this quest, they are expected to defend the just and simple ideals of its people. And in the alleyways and business of ill-repute it is says there is a reward for each of their heads, to be paid for the criminal lords of the Greenbelt. - Rudolf Ferdinand Aldori III: The most famous descendant of Sirian Aldori was selected to relocate, together with his state and Aldori Swordlords school to the Stolen Lands. "The Four Swords", his most gifted students, all members of the Khavortorov family, had a big reputation as charismatic troublemakers, accompany him. - The Cenobitic Order: Unknown by many this big group of Irori Monks, almost always silent, was a surprise for everyone. Rumors told they had lived in a secluded part of Iobaria wilderness, and were displaced and were looking for a new place to live. Never alone, they seem like a very introspect and isolated party. A big dinner is planned for tonight, were the Lord Mayor Ioseph Sellemius is going to address the selected groups. Lord Sellemius it is said to be ill by the news of the Surtova's ruse, and planning a way to reverse the setback in Rostland's plans for the future. Maybe the new King will fall under the blade of a Greenbelt bandit or be killed by one of the many monsters or dangers on those lands? So your teams have been selected by the Brevoy government to colonize the Stolen Lands. Your characters (both main and cohort, including Coalhouse and Alysandra, surprisingly) are getting ready for a fancy state dinner to make the charter official. Your teams are camped just outside the free city of Restov. You all know about the others, as your adventures are known to those in "the trade".
Kingmaker Exploration Map
In particular, the idea of an elven mother having a half-elf child that will grow old and die "in the blink of an eye".
Female Human (Varisian) Inquisitor 7 (Desna / Freedom) | HP 40/41 | AC 19 T 14 FF 15 CMD 21 | F +5 R +6 W +8 (+2 vs Fear) | Init +7 | Perc +18 | Status: Normal
Voyla takes the key from Warren, and for a fraction of a second their hands touch.
Azrael the Avenger:
PROCLAMATION
About the campaign:
I plan to do a Kingmaker campaign, with several changes. I don't like the idea of sending 4 "nobodies" to become kings of the Greenbelt. I doesn't make sense. I would send an experienced team backing a recognised noble. People I can trust. On the other hand, having tried the PbP Dungeon Mastering, I think it lends to: - Having a big number of players - Having more complex characters (equipment, abilities, etc.) - Splitting the party, working at several goals at the same time On the other side, having GM'ed Kingmaker before, I found out: - I don't like the Kingdom building rules - I don't want the characters doing "political" stuff Also I don't like the idea to start from level 1, let's save ourselves a couple years and start at a higher level. So if you want to learn how to play, this is not the campaign for you. Not that I am looking for experts, but a first-timer will have a harder time. So, the idea is to have a good number of players (8-16) playing at 1 or 2 characters each, starting at level 7, and after a "set up" adventure getting to Level 8 - Mythic Tier 1. Your character will be an "agent" for the crown. Think the 3 musketeers. You are not rulers, but the people that make things happen, by getting out from the palaces to do the "real" work. You all will be working for the king and the country, against enemies from outside, and from inside. I don't flinch about "adult" - romantic themes. About the recruitment:
Will do this as a Play-by-Post campaign over here. I want to keep it as a high pace game (at least one post a day, maybe more), with a good number of players (8 to 16).
I will assign the characters to teams. It will be supposed that they have worked together for quite some time, years maybe, so they know each other and know how to work and fight together. Maybe the teams to have some friendly competition, and maybe they will quickly "mesh" together. But at the end of the campaign I expect them to face together the final challenges. On the way, I expect them to "mix and match" depending on the need of the moment. Feel free to use the thread to propose and organize yourselves in teams, if you feel like it. Recruitment will be open for a month, Sunday July 31st, so take your time to make a good proposal. Feel free to ask for questions and revisions. Be nice and friendly. Willing to have fun. Valid Sources:
Core Rulebook
Advanced Player's Guide Advanced Race Guide Adventurer's Armory Animal Archive Bestiary 1 Bestiary 2 Bestiary 3 Champions of Purity Dungeoneer's Handbook Dwarves of Golarion Faiths of Balance Faiths of Purity Gnomes of Golarion Guide to the River Kingdoms Halflings of Golarion Humans of Golarion Inner Sea Bestiary Inner Sea Combat Inner Sea Gods Inner Sea Magic Inner Sea Primer Inner Sea World Guide Mythic Adventures Orcs of Golarion Pathfinder Unchained Ultimate Campaign Ultimate Combat Ultimate Equipment Ultimate Magic Weapon Master's Handbook Kingmaker Player's guide Character Creation:
Level 7 Point Buy: 20 points Races: Core Only Alignment: Good or Lawful Neutral Classes: Core and Base (no 3rd party). Unchained Barbarian, Monk, Rogue and Summoner only. No gunslinger, ninja, samurai or witch Archetypes: 1 maximum HP: Maximum for level 7 Traits: 2, 1 from Kingmaker, no drawbacks Feats: Normal for race, class and level, 1 extra story feat, Leadership feat [u]highly[/u] recommended. You can get crafting feats, but all crafting is at but at full cost. If your class gives you a crafting feat I will change it for another. Skills: No Profession Skill. No Craft skills except for Alchemy. No crafting costs. You can craft Alchemy items, but at full cost Gold: 24,000 GP. No crafting to break the Wealth by Level Magic Items Limit: 1 up to 8,000 GP 1 up to 4,000 GP All the rest up to 2,000 GP 2 wands maximum 10 potions/scrolls maximum Spellbooks: You start with the normal number of spells, but you gain double the "new level" spells (4 for a wizard) Leadership feat: You can build you cohort and followers. As reputation you have a +3 modifier ("Great renown" and "Fairness and generosity"). Maximum Cohort Level 5. For cohorts: - Think in your cohort as a secondary character. Not a pack mule or second set of hands. Most of the time your cohort and your character will be separated - Up to level 5 - depending on your leadership score (you have the leadership feat, right?) - Gold: 10,000 (Including magic items) Magic Items Limit: 1 up to 3,000 GP 3 up to 1,000 GP All the rest up to 500 GP 1 wands maximum 5 potions/scrolls maximum. For the followers: Level 1: 300 GP (including everything) No magic items Level 2: 1,000 GP (including everything) No magic items except up to 3 potions or scrolls Level 3: 3,000 GP (including everything) 1 magic item maximum, 1,000 GP or less, not counting wands, potions or scrolls 1 wand maximum 3 potions/scroll maximum If you are not "fleshing out" the followers to the "equipment" level, we will imagine they have the correct normal equipment for their job, with no magic items, except for 1 cure light wounds potion for level 2's and 3 potions for level 3's (2 cure light wounds + 1 of your choosing of 1,000 GP or less). Recommendations:
- Choose your preferred character build, and flesh it out a little
- Look for other characters that complement your character, and whose players seems like good guys - Plan your group template. Who are you? Where did you meet? What did you do before? - Why do they want to settle down? - No aliases are needed until I accept your group, but it won't hurt to do them How to get picked:
- Flesh out the character. Make them a nice character I want to DM
- Do a good background so I have more ideas where to game about. Add appearance and personality - Be original - Get the leadership feat How not to get picked:
- Ask for a "weird" race / class
- Min-Max a lot your character - Do a characters that doesn't make sense, story-wise - Make a loner character About myself:
I like my player's characters brave and heroic. Willing to save princesses and orphans, fight dragons and monsters, and stand for all that is good and defenseless.
I tend to ignore rules when they hinder the game, dislike min-maxing, and like roleplaying (but not self-centered drama). In my games a character will not die unless his player is OK with it. But as Shepherd Book said about the bible and killing: "[is] somewhat fuzzier on the subject of kneecaps". Your character life is maybe protected, but his abilities, equipment and contacts are not. I don't assign experience, but let the characters go up a level when it serves the story. Don't really like alignment rules, specially lawful-chaotic, so I tend to ignore it. It will be hard for me to pick evil characters, and will prefer good ones. I look forward to read your submissions and gaming with you.
Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout
21 Saraneth 4707
Talia Khavortorov wrote: Brow furrowing, Talia pauses for a second, hesitation showing on her face. Edric had never given Talia any indication that he was interested in her. "Why do you say that, about Edric? He has never given me any signs. Besides, the earnest devout holy warrior... that's not really my type. Nothing against Edric of course - he is quite handsome, and he's kind as the summer day is long. Perhaps you should tell him you have these feelings? I waited a long time to do so with Gavriil, until it was too late, I'm afraid. Don't make my mistake, Magnitofera!" Sobbing, Magna answers. "You don't want him? You think I should tell him? But... we are supposed to be chased. Not to go chasing after them. I feel so hurt, sick, here, in my chest. I... You are my best friend, you know?"She keeps her wet face pressed against Talia, crying, for a long time. Will she tell Edric her true feelings? What will he say? See it on the next episode of: Stolen Lands, Stolen Hearts.
Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout
21 Saraneth 4707
Talia Khavortorov wrote: Talia returns Magna's embrace, squeezing her fiercely. "The philosophers argue over the root causes of feelings like friendship, comradarie, and love, how they form, why some take to others... I suspect that it all is borne of respect. There's nothing to forgive, my friend..." Magna keeps crying. "But I want to hate you! I wanted to lead! 'sob' I am so jealous of you! 'sob' You are so tall, so beautiful, 'sob' so feminine! Everyone loves you! 'sob' And Edric! He loves you instead of me! 'sob'"She hugs tightly to Talia. "Why can't he love me? Why can't I hate you?"
Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout
26 Desnus 4707
21 Sarenith 4707
Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout
"I am lost. You know we have turn ourselves to the betterment of others, and the defense of good and faith. I came here looking to forge this lost lands into a better place, and now I find the same impurities we left behind creeping back into our work. The same nobles, the same concessions, the same politics. I thought I was going to leave all of that behind. I thought I was going to lead this place to a better tomorrow. And I fear that will not be. Everybody loves Talia! Everybody wants her to be queen! Everybody prefers her to me!"
Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout
Magna hammers in the forge. Her sweat falls on her eyes, and she don't know if it's only sweat or there are tears intermixed with them.
Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout
Kaalib Coaltongue wrote: Kaalib smiled in a toothy, lizard like fashion. She had noticed, and his debt was recognizably paid. This made things a bit easier. "Regardless of our differences, we both have a healthy respect of law. It is the bright light of civilization, and by it I hope to bring my people out of their barbarism. I may have to duel my own chief to bring this end, and if that happens, I would ask you to be my second. We can keep the trickery to a minimum under your watchful eye, to be sure. The mere reputation of the one who killed the Stag Lord should make it a surety" Magna puts a hand over the Kobold shoulder. "It would be my honor to be your second, if you need me."
Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout
As Naralesh says, Magna, in game will want to be ruler, but she will end up as general,
Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout
Magna looks at the head for a second, like not believing what she has done. Eyes focused on the late bandit one's, she mumbles softly, and almost sweetly.
Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout
Magna charges against the Stag Lord, a Torag prayer on her lips, making noise and trying to take him off balance.
Weal's Champion (Su):
Once per day as swift action, a holy tactician can call on the powers of good to aid her against evil. Against evil targets, the holy tactician gains her Charisma bonus (if any) on her attack rolls against evil creatures, and if she hits, she adds 1/2 her paladin level on her weapon damage rolls as well. These bonuses last for 1 round for every two paladin levels the holy tactician has attained (minimum 1 round). In addition, for 1 round after the holy tactician successfully strikes an evil creature, all non-evil allies within 30 feet of her gain a competence bonus on attack rolls equal to 1/2 her Charisma bonus against that creature as well as a +1 competence bonus on damage rolls. The bonus on damage rolls increases by +1 for every five levels the holy tactician attains (to a maximum of +5 at 20th level). She can grant this bonus against more than one creature at a time. To gain this benefit, the holy tactician's allies must be able to see or hear her, and she must be conscious. At 4th level, and every three levels thereafter, the holy tactician may use weal's champion one additional time per day (to a maximum of seven times per day at 19th level). This ability replaces smite evil. Attack Roll (+2 Charge +3 Weal): 1d20 + 12 ⇒ (20) + 12 = 32 Damage: 1d12 + 5 ⇒ (7) + 5 = 12 Miss chance: 1d100 ⇒ 66 Crit Confirm (+2 Charge +3 Weal): 1d20 + 12 ⇒ (19) + 12 = 31 x3 crit. I think Magna just nailed him.
Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout
Magna realizes this is it. This is the time of reckoning. She is surrounded. She is facing dead, in her face, now. She is done for.
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