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Organized Play Member. 5,953 posts (13,530 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 40 aliases.


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Hi Duiker!

Thanks for coming to our rescue. I don't think you will have issues with PbP, except the rhythm can be much slower.

Liberty's Edge

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Thanks for the great sheets!

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Congratulations! And thanks for the work you do!

Liberty's Edge

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Kingmaker Exploration Map

Sorry for the delay. Give me another week to get life on track again so we can continue.


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Female Human (Ulfen) Barbarian (Invulnerable Rager) 4 | HP 44/68 | AC 13 T 9 FF 12 CMD 20 | F +8 R +2 W +4 | Init +3 | Perc +8 Scent | Status: Raging, -1 CON

Welcome to our merry band!

Liberty's Edge

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Kingmaker Exploration Map

So... here we differ from "normal" adventuring parties.
The usual is for you to show up unannounced, knock the door, kick ass and take names. No planning, no reconnaissance, no elegance.
In your case it would be different.
- Knowledge(Local), Diplomacy, Intimidate checks to learn (choose one):
- Plans of the building
- Information about who might be there
- History of the place

- Disguise checks to (choose one):
- Infiltrate the place
- Keep watch from the outside

- 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:
- Cohorts give you an "extra" roll for getting info
- Followers can do "simple" stuff, but no rolls. The idea of having one living near and using his house is very good, and valid.
- It would be hard for me to "control" them. You handle them, and use them fast and easy, and we will be ok.

About what you gain with successes, I am thinking in:
- The map of the place
- Number of enemies
- Kind, abilities, weaknesses
- Where are they? What schedules? Which patrols?
- Ways to enter, to exit, to infiltrate (they need their phones fixed, they order pizza on Tuesdays, etc.)
- Any other ideas?

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.

Liberty's Edge

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Kingmaker Exploration Map

General notes:
- Your characters know each other social identity, but are not "close". You know your names, the basic history, your business and general knowledge. They also know about the vigilante identity, but have not work together before, nor have ANY inkling about who the "real" person is.
- For each character I would like.
* Who the Vigilante allies are? Who defend them, who likes them?
* Who the vigilante enemies are? is the guard actively opposing them? Which kind of criminal despise you the most?
* One extra magic item. Something small and flavorful. Like a 0 level spell item, or 1 level with limit of uses.
* One secret. That sometimes come easy, and sometimes comes hard.
* One Business, organization, etc.
* District - Base of operations.

I will start posting my characters comments shortly.

Liberty's Edge

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Crimson Champions of Korvosa

As the Hellknight finishes reading the new government dispositions, the merchants start to disperse, grumblings filling the air.
Always new taxes. It never ends.
Amyra Zan and Tess Windor, being the only female bar owners in Korvosa walk together, talking about sharing a drink and talk about their life and business. Andras Teoss avoids Riven Archolme, the ex-guard untrusting the ex-convict, while Seven Sword Sinbad tries to decide who to join for a drink, having business with both.
None of them pay attention to the limping Nobleman standing idly in the plaza. But Qot La'Jal's eyes pay attention to everything.
But even he don't realize there are other eyes looking at them all, looking beyond their normal lives, realizing they are the heroes that will defeat the Crimson Throne, or die trying. And if they do, all the city will perish with them!

Welcome to the Game, please go to the Discussion Thread

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Kingmaker Exploration Map

Welcome to the Game!

  • Amyra Zan aka Scourge
  • Andras Teoss aka The Final Nail
  • Qot La'Jal aka The Shadow Talon
  • Riven Archolme aka Crimson Shrike
  • Seven Sword Sinbad aka The Baron of Brevoy
  • Tess Windor aka The Avenging Angel
    If you haven't done so, please finish your aliases, and any pending details on your characters.

  • Liberty's Edge

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    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.

    Liberty's Edge

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    If I am allowed an opinion, go Vigilante-only, no VMC.

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    I need to make two changes to the character creation items.
    Don't worry, they are "good" ones.

  • We use background skills
  • We use Michael Iantorno's Feat Tax rules (Basically you get a lot of feats for free)
    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.

  • Liberty's Edge

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    LONG LIVE THE QUEEN!
    Korvosa, the Jewel of Varisia, has long sparkled on the shore of Conqueror’s Bay. Established just over 300 years ago by Cheliax at the height of that empire’s expansion, the city now commands its own destiny. A line of Korvosan kings and queens emerged to rule the city, establishing an infamous seat of power — the Crimson Throne. Rulers have sat upon the Crimson Throne for more than a century, and the city has flourished; yet the monarchy always seems on the brink of disaster. The Crimson Throne is not a prize to be won — it is a curse. No monarch of Korvosa has died of old age, and none has produced an heir while ruling. Even though King Eodred II controls Korvosa more fully than any previous monarch, that control remains tenuous, and many secretly count the days until their latest king falls to what they call the Curse of the Crimson Throne.
    But you have more pressing things to worry about, because you are one of Korvosa's Dark Champions. Heir of Blackjack's legend (the most famous folk-hero of the city) you took upon yourself to fight for the good and humble citizens of the city, taking your vigilante disguise by night and facing the evils of the city, while maintaining the secret to your friends and family.
    But a big evil is awakening in the deeps of the city, and Korvosa's heroes will have to rise to face them, of perish with their metropolis.

    About the campaign
    I will DM the "Curse of the Crimson Throne" Adventure Path, with several modifications. No four "nobody's" saving the city, but five vigilantes of the city, experienced and brave, trying to save it from destruction.
    Characters will be all vigilantes, and start at level 7.
    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.
    Your character will be a hero of Korvosa, taking the heritage of Blackjack to defend the innocent and punish the guilty. Besides your secret identity you have a public one, a noble, a merchant, an artisan or a street madman, which also will help in your task. Tie your character to a district.
    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 5 or 6 characters.
    Recruitment will be open for a week, until Friday March 31st, and I will select the characters so we can start on Monday April 3rd.
    Feel free to ask for questions and revisions.
    Be nice and friendly. Willing to have fun.

    Character Creation
    Valid Sources: All Paizo. 3rd Party with approval.
    Level 7 - You have been doing heroics for a good while. You have fame and reputation as a folk hero. On the social side, you are known and respected (if you want to).
    Point Buy: 25 points - You are a bigger than life hero
    Races: Core Only - Human heavily recommended. Maybe others than can pass as human (Aasimar?). Will be very hard to have a "secret identity" if you are the only Tengu in town.
    Alignment: Neutral Good or Chaotic Good for the Vigilante persona - No lawfuls or evils here.
    Classes: Vigilante only. Maybe you can try a bard or something else, but I will give ample preference to vigilantes (meaning will select 1 or even 2 non vigilantes if there are not 5 to choose from). No Multiclass.
    Archetypes: 1 maximum.
    HP: Maximum for level 7.
    Traits: 2, 1 from Curse of the Crimson Throne, no drawbacks
    Feats: No crafting feats.
    Craft: No crafting costs. You can craft Alchemy items, but at full cost
    Gold: 25,000 GP. No crafting to break the Wealth by Level. Also you can have a business, noble house, etc in your social persona. It won't help you get more gear, but it can give you influence, resources, etc. on occasion. No item over 10,000 GP.

    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.


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    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."
    Seeing that they don't have transport, she tells the others.
    "I guess walking it is!"
    How I imagine Jonis

    Liberty's Edge

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    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:

    As Ire of the Storm begins, the PCs are on their way to the Sargavan settlement of Pridon’s Hearth to start a new life. The PCs have never been to Pridon’s Hearth, and have heard only vague news about it in major Sargavan settlements such as Eleder, or from recruiters throughout the Inner Sea region.

    Count Narsus’s call for a second wave of colonization reached beyond Sargava to the major cities of the Inner Sea region, making almost any sort of character concept or origin appropriate for this adventure.
    The Kaava Cutter, a naval vessel that regularly runs cargo and passengers between Eleder and Port Freedom, makes monthly stops in Pridon’s Hearth and serves as transport for the PCs.

    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!


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    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

    =================================================
    OFFENSE
    =================================================
    Speed 30 ft.
    Melee scimitar +0 (1d6/18-20)
    Melee shield, light wooden -4 (1d3)
    Special Attacks Spontaneous Casting,

    Prepared Spells
    Druid (CL 1st; concentration +5)
    1st-entangle(DC 15), shillelagh(DC 15)
    0th-create water, detect poison, light

    =================================================
    STATISTICS
    =================================================
    Str 10, Dex 14, Con 14, Int 10, Wis 18, Cha 10,
    Base Atk +0; CMB +0; CMD 12
    Feats Augment Summoning, Spell Focus (Conjuration)
    Skills Handle Animal +4, Heal +8, Knowledge (Nature) +6, Perception +8, Survival +10,
    Traits Reactionary,
    Languages Common, Druidic
    SQ animal companion, bonus feat, humanoid traits, nature bond, nature sense, orisons, skilled, wild empathy +1,
    Gear feed (per day) (5), rations (trail/per day) (5), torch (10), scimitar, shield, light wooden, leather, outfit (peasant's), backpack, flint and steel, mess kit, blanket, pot (iron), waterskin, rope (hemp/50 ft.), soap (per lb.)
    =================================================
    SPECIAL ABILITIES
    =================================================
    Animal Companion (Ex)

    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.
  • Son of Chelaxian's farmers living near Sandpoint, attacked and killed by giants.
  • Gurcich saw it all, escaped alive, hates giants.
  • The feral boy. Raised by wolves, more comfortable with the animals than with people. His animal companion is her adoptive "mother".
  • He acts "weird", unencumbered by normal social norms (will approach to sniff people when he meets them, for example).
  • He is true neutral. He don't think is "abstract" good-evil or law-chaos terms, but needs and wants. His pack (the party) is his family, and will do anything for them.
    2) Two goals that you'd like the character to accomplish in-game.
  • Kill as many giants as possible, and would love to find and kill the ones that killed his human family.
  • Find his "Jane", as in Tarzan.
    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.
  • There are a couple more "Morbet" farms in the lands around Sandpoint, relatives of Gurcich, which would like to adopt or at least know he is still alive.
  • But Gurcich don't like farmers, which attacks wolves.
  • Maybe he has a crush on Shalelu Androsana?
  • Somebody on Sandpoint found him (A nice girl maybe? Another PC? Father Zanthus?) and make him move into town.
    5) Three key memories that define your character as the person they are at the time of submission.
  • The attack on his farm, giants destroying and killing, a very small Gurcich running, crying, into the forest.
  • Being found and adopted by Karvili, the childless she-wolf.
  • Discovering, at the onset of puberty, his magical abilities, his connection with nature and all its creatures.
  • Being "discovered" and convinced to go into Sandpoint.


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    Male Human (Bonuwat) Cleric of Shimye-Magalla 4 | HP 23/23 | AC 14 T 13 FF 12 CMD 16 | F+5 R+5 W+9 | Init +2 | Perc +8 | Status: Normal

    As easy as having Ivar scream: "Let me pass, dammit!"
    :D

    Janzadar, by the way, is going back to channel and fire his crossbow.


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    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).
    "Besmaraaaaa!!!!"
    Climb Check (+1 prayer): 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
    I hope that does it.
    Once up he draws up his weapons.

    Liberty's Edge

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    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.
    Several dozen people in Falcon’s Hollow have contracted a fungal disease called blackscour taint. While the malady is not exceptionally deadly, poor conditions and a general lack of supplies mean that many of the sick—especially the elderly and young—face mortal consequences. Slowly deteriorating, most of the afflicted can hang on for several more days, but already the weakest have succumbed, with their number growing daily.
    Falcon’s Hollow has few clerics, and only Lady Cirthana shows any interest in stopping the illness and she lacks the ability to cure diseases.
    Since few townsfolk trust her, most lay their medical concerns at the feet of the local herbalist, a tough woman named Laurel, whose income stems as much from her sale of snake oils and aphrodisiacs as from questionable cure-alls and bitter teas. As quick to suggest expensive remedies as she is to remind angry buyers that she is not, in fact, a physician, Laurel does her best to help those who come to her in need, but she is not having much success.
    In treating the blackscour taint, as in most cases, Laurel has turned to her grandmother’s tome of recipes, cures, and spells for aid. Although the book contains no actual magic, it holds the rooted wisdom of generations of Laurel’s family, including the teachings of the Witch of Darkmoon Vale, Ulizmila, from whom Laurel’s grandmother learned in exchange for her sight. There’s one last treatment from the cultic appendices of the tome—scribed in a hand that is not Laurel’s grandmother’s—that the herbalist has yet to try, as she lacks three of the most important ingredients and would rather do what she can for the sick with what she knows than chase a fanciful salvation.
    Knowing you from some time, both of the women call you to meet them at Laurel's shop.
    Creeping ivy and full window boxes cover the façade of the rugged-looking, two-story shop bearing the faded sign “Roots and Remedies.” A line of twenty-some somber townsfolk—some with pale, wheezing children, others seeming to be precipitously near tears—stretches from the open door.


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    Male Human (Bonuwat) Cleric of Shimye-Magalla 4 | HP 23/23 | AC 14 T 13 FF 12 CMD 16 | F+5 R+5 W+9 | Init +2 | Perc +8 | Status: Normal

    Janzadar makes a light rain fall on the monkeys, trying to disuade them from soil them, before following Ivar.
    Casts Create Water.

    Liberty's Edge

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    Kingmaker Exploration Map

    Almost there...

    Liberty's Edge

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    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."

    Liberty's Edge

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    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

    Liberty's Edge

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    Kingmaker Exploration Map
    Merus Lebeda wrote:

    Which group is Merus and Stefan in?

    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).

    Liberty's Edge

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    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".
    So your cohorts and followers:
    - Can investigate the other teams (Rupert Surtova's, The Cenobitic Order, Rudolf Ferdinand's group)
    - Check for street rumors
    - Contact the other of your groups (you will be allies after all)
    - Can go shopping
    - Other things I didn't think about
    Your main character is busy organizing things to do any other stuff.

    Liberty's Edge

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    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".

    Liberty's Edge

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    I mean... let me check them first. I am sure I will ask some changes, to allow me to "insert" some plot hooks.

    Liberty's Edge

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    A Call of Cthulhu campaign in pre-revolutionary Mexico (1908) facing pre columbine mythology creatures.


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    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.
    Voyla's cheeks get a red shade, as she quickly turns to face the door again.

    Liberty's Edge

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    I tried to check Hareth, but had to stop:
    - I think you are 1 point short in your ability point buy
    - You are missing traits
    - I got 49 HP
    - You are missing feats
    :S

    Liberty's Edge

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    Azrael the Avenger:
    - I think you are 1 point short on the Point Buy.
    - Military Tradition is from an invalid source. What about the Exotic Weapon Proficiency (Bastard Sword) feat instead?
    - Veteran of Battle is normally a Gorum trait, but keep it, sounds good with Ragathiel too.
    - We will use the Bastard trait drawback for Roleplaying too.
    - Celestial Obedience is from an invalid source. You can change it for Exotic Weapon Proficiency (Bastard Sword).
    - Anyway you have more feats than the ones you should have (Only 4 - Military Tradition takes one feat away). Without Military Tradition you get your 5 feats back.
    - The Blessed story feat is from an invalid source. But sounds great! Keep it.
    - The Chosen One archetype is from an invalid source. But I said you can take it...
    - We need to talk about your familiar. I think it should be a Mastiff, that has revealed itself to be a Harbinger, to match his god and alignment.
    - I would prefer to keep the ioun stones to a minimum. And the cracked ones I think come from an invalid source anyway.
    - In the equipment he should have 1 item up to 8,000 gp and 1 up to 4,000, and all the rest 2,000 gp or less. You have 4 items between 4k and 2k. Need to leave only one.
    - How did you reach the 98 HP?
    - How did you spend your skill ranks?
    - I take he has Taldan ethnicity?

    Liberty's Edge

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    PROCLAMATION
    Be it so known that the Swordlords of Restov, acting upon the greater good and authority vested within them by the office of the Regent of the Dragonscale Throne, have granted his majesty Rupert Surtova the first the crown of the lands south of Brevoy, the wilderness region currently known as "The Stolen Lands". Now they are looking for a body of good standing explorers and adventurers so they can be granted the honor of becoming his Vassals in his new kingdom. They will be required to strive against banditry and other unlawful behavior to be encountered, clear the land of perils and monsters, develop their assigned fiefdoms and protect their new kingdom subjects.
    If you are part of a company of venturers, with widely known fame and references, interested in settling a new land and bring order and progress to the wilderness, please present yourselves, and your credentials, before His Majesty Rupert Surtova the first and His Eminence Lord Mayor Ioseph Sellemius at the City Hall, before the Starday 4th day of Calistril, 4710 AR.
    So witnessed on this Toilday 2th day of Abadius, 4710 AR, under watchful eye of the Lordship of Restov and authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne.

    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.


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    Male Human (Varisian) Cleric 1 | HP 8/8 | AC 13 T 13 FF 10 CMD 13 | F +2 R +3 W +5 | Init +3 | Perc +2 | Status: Normal

    Women and Wine! Good fun all around!


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    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.


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    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

    We got the drop on them! The power of feelings!


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    Male Human (Shoanti) Fighter 13 | HP 125/125 | AC 37 T 20 FF 32 CMD 38 | F +16 R +13 W +12 (+3 Fear, Inm Poss and Control) | Init +5 | Perc +22 | Status: Normal
    Zeph Ornelos wrote:
    Am not going to be using my teleport spell. oh and is the woman beautiful?

    All women are beautiful.


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    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?"


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    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
    Magna looks away from Edric.
    "But you do prefer her over me, as everyone else."
    She runs off towards the forge. The next day she is nowhere to be found.

    21 Sarenith 4707
    Magna, fully armored in shining scale mail, goes directly towards Talia (without looking at the others, specially Edric), and kneels before her.
    "I have come to pledge my service to Queen Talia, the first of her name, and the land and the people. I beg of you to let me serve in your Kingdom."


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    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!"


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    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 love the "Stag's End" name!
    About the crest, it would be an anvil for Magna. Nice idea!


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    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.
    She finally destroyed the bandits. During many days and nights she craved for that task. She dreamed for the opportunity of finding that den of evil and destroy it.
    She triumphed in a bigger way she had dared to imagined, Torag be praised. She had faced them, look at them in the face, accepted their strikes and bruises and persevered, letting them forge her into something new, something pure, something better, killing the leaders, including the Stag Lord.
    But her work is not over. The Greenbelt has to be shaped... forged... turned into something worthy, something valuable. Something perfect. As with the horseshoe she is forging, it needs to be rid of imperfections, contamination particles, leaving only pure and strong iron. If not, if the steel is not pure, it is weak, worthless, doomed to be broken, to fail.
    She needs to get rid of any contamination. Get rid of any imperfection. Guarantee that this new lands are pure and strong. Perfect.
    She needs to get rid of Vosil.
    She needs to get rid of Talia.
    Torag demands it.
    Water keeps falling from her eyes. And not all of it is sweat.


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    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."


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    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, and taking power in a Coup d'état later.
    Did I said that out loud?


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    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

    Toragland, of course! :P


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    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.
    "Praise Torag."
    She turns to she the battle in front of her. Her allies, the blinded bandits, the fallen ones. She holds her axe on top of her head, in both of her hands, and screams.
    "We have been tested! We have been weighed! We have been measured! We have been forged anew! Welcome to New World! Torag be praised! This weapon, this axe, is now named Torag's Justice, and will remain in my clan forever, proudly shown in the house of my forefathers!"
    She moves towards the surviving bandits, and get the weapons away from them. She ties them up with the nearest rope available.
    "Yield! You will be judged and punished, but if you show repentance and accept your fate, maybe you will find forgiveness and peace."
    She talks to Edric.
    "Do not let them lose now. There will be a time for forgiveness and amends, but not now. They can try to escape, or to harm us."
    She looks the tall human in his eyes.
    "Thanks for being here today."
    When she has time, she goes to thank the rest of his friends and allies... and Kaalib.
    She goes to Naralesh and bow before him.
    "Master Elf, I owe my life to your summoned creatures. I will be in your debt always."
    She looks to Vosil wounds, a worried look in her beautiful face.
    "You are brave. I am glad you survived, and I thank you for your help. And about that epic, don't forget to add your own bravery on it. Unity seems like a fitting name to this place, if it can be saved."
    She approaches Talia, and after withholding for a second, she embraces her.
    "We did it, my friend. We won!"
    Her face becomes somber while she looks away.
    "And whatever happens between us in the future, please always remember us like this. Together, joined in a purpose, victorious in battle. And about the brigands, we need to put them in trial, and see what happens."
    Finally, she goes to Kaalib, and looks at the Kobold with a serious face.
    "Today is the first day of the future. Today is the day of reckoning, when the evils that have plagued this lands are vanquished. And you, more than anybody else, have proven yourself better. You have gained my trust, and my friendship. I saw you saving me, so I will be in your debt, whenever you need me."
    Well done team! Healing and leveling later.


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    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.
    She uses her Weal's Champion ability, and her Distracting Charge feat, so if she hit her allies gain a +3 to attack and +1 to damage for one round.

    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.


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    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 has to thank Naralesh and his elementals for her survival.


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    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

    RIP Admiral Ackbar


    2 people marked this as a favorite.
    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.
    She can beg for mercy. She can drop her greataxe and cry for a chance to live.
    Or she can decide to die while proving worthy of Torag's smile. Worthy of a place in his forge, working for all eternity. Prove herself brave.
    Bold and Resolute. Time to die.
    She asks for Torag to let her drop one more enemy before going to help him in his realm.
    Power attack with +1 Greataxe, using her Weal's Champion ability.
    Attack Roll: 1d20 + 6 + 3 ⇒ (16) + 6 + 3 = 25 (If not evil -3)
    Damage Roll: 1d12 + 8 + 1 ⇒ (11) + 8 + 1 = 20 (If not evil -1)
    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 +1 competence bonus on attack rolls as well as a +1 competence bonus on damage rolls.
    If she drops Akiros she will move just below Naralesh, and if now will take a 5' step NW.