Axe Lord

Sean Weasley's page

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Thanks, Bors. Good luck with other recruitment.


I can swap a potion for a couple of disguise self scrolls... That, coupled with Iris's goblin mask and her ability to speak goblin would allow her to pretend to take the rest of the party prisoner and escort them deep into enemy territory.


Iris's game info is settled. I will only augment her description and backstory from this point onward, unless there is such a thing as greater reduce person that will allow her to pass through keyholes. I swapped out the ledge walker rogue talent for minor magic (detect magic).


That would be neat, and hinges on the rage benefit provided by the skald aide-de-camp's song counting as the cavalier having the rage class feature. I can see how it kind of sort of does. If not, then he could always take one level of barbarian. My rogue could benefit from such a scheme.


So Iris won't be able to form an entire mercenary company or thieves' guild using hirelings. There go her dreams!

None of us could take Leadership, but there is the Recruits feat available at level 5. It gives a number of cohorts equal to half one's level, only one of whom may travel with the character at any given time.


Are we allowed to have hirelings? If so, how many?


Are unchained classes allowed, in particular the unchained rogue?


I am leaning toward playing a halfling rogue, possibly multi-classing with a bit of monk or arcane spellcaster.


dot

E6 seems really interesting.


In that case, the major problem with clay tablets will be keeping them whole. A spellbook could be a padded satchel with multiple fur- or fleece-lined slots for individual tablets.

Alternatively, a spellbook could be human flesh inked in blood, like the "Sumerian" text the Necronomicon ex Mortis from the Evil Dead series. It would not be historically accurate, but it would be in keeping with historical fiction. ;)


I am thinking about playing a Stone spirit shaman dedicated to Ninhursag... possibly female... possibly human. Should the priests of any given deity be of the same gender as that deity? Which palette of races would be appropriate for such a character in this setting?


Monte Cook, 3E author, went on to write Arcana Unearthed (AU) and Arcana Evolved (AE), which have a very Middle Eastern, non-Tolkien flavor and fill the gap between European-flavored standard D&D and East Asian Oriental Adventures. Some races from there that may be appropriate are humans, a sort of half-giant, litorians (lion-men), and sibeccai (jackal-men).

For an Egyptian flavored Spelljammer style world I was working on, some of the races are Fengari (ibis-men, Thoth's people, my creation), Giff (hippo-men, a classic Spelljammer race), Gnolls (hyena-men), Harrid (vulture-men, an AU/AE monster), Inshon (frog-men, an AU/AE monster), Litorians (lion-men, an AU/AE race), Lizardfolk (crocodile-men), Minotaurs (bull-men), Rhodin (goat-men, an AU/AE monster), Sibeccai (jackal-men, an AU/AE race), Takashi (hawk-men, Horus's people, my creation), and Yuan-Ti (snake-men). Some of these may be usable in this campaign or inspire other ideas.

I made a size small variation of the minotaur that I called the "pygmy minotaur" (or "mini-minotaur") which could be a PC race with no level adjustment.


Dot. Interested. I would like to echo Loup Blanc's sentiments, and add that doing something such as answering the riddle of steel should require forming a pact with a god or a demon or going on a quest or an Odyssey-like journey. I would expect PCs to be as epically heroic as Hercules, Conan, or even Cohen the Barbarian - demigods who are head and shoulders above the common man.


Here is my two-handed fighter, slightly revised. Please let me know if you want me to change this to some form of cleric.

Umberto:

Umberto

Background:
Umberto is a quiet farmer who lives on the outskirts of town. He is the son of a retired soldier. The farm where he lives belonged to his parents: It was his father's reward for many years of faithful service. Although Umberto himself has yet to serve in the military, his father taught him several combat techniques and he is strongly built. He wears his father's old armor and lion furs. He prefers to fight with polearms and with other large weapons best yielded two-handed.
Umberto is an only child. His mother died when he was young. His father died a couple of winters ago, leaving him the farm. One of his uncles taught him stonemasonry. Umberto uses this skill to make small improvements to his property. According to family legend, Umberto is descended from a nature god on his mother's side. She taught him how to speak with Treants and the creatures of the forest. Umberto has always had a green thumb.
He is highly intelligent. He is an avid reader, especially of mathematical and architectural texts.

Human Fighter (Two-Handed Fighter Archtype)
Alignment: Neutral Good
Languages: Common, Sylvan, Treant

STR: 15 DEX: 13 CON: 18 INT: 14 WIS: 10 CHA: 10

BAB: +1 = +1 fighter
HD: 1d10 +4 Con +1 favored
hit points: 15
AC: 16 (20) = 10 +5 Armor +1 Dex (+4 Shield of Swings)
CMB: +3 = +1 BAB +2 Str
CMD: 13 (17) = 10 +2 Str +1 Dex (+4 Shield of Swings)

Fort: 6 = +2 fighter +4 Con
Ref: 1 = +0 fighter +1 Dex
Will: 0 = +0 fighter +0 Wis

Skills:
Climb: 6 = 1 rank +3 class skill +2 Str
Craft (stonemasonry): 6 = 1 rank +3 class skill +2 Int
Knowledge (engineering): 6 = 1 rank +3 class skill +2 Int
Profession (farmer): 4 = 1 rank +3 class skill +0 Wis
Swim: 6 = 1 rank +3 class skill +2 Str

Weapon and Armor Proficiency: All simple and martial weapons, all armor and shields (including tower shields).

Feat (Trait Alternative): Fast Learner: Gain both +1 skill rank and +1 hit point when you gain a level in a favored class
Feat (Human): Power Attack
Feat (Char 1): Cleave
Feat (Fighter 1): Shield of Swings

Equipment:
Carrying Capacity: Light: <= 66 lbs, Medium: <= 133 lbs, Heavy: <= 200 lbs
Weight Carried: 96 1/2 lbs
Wealth: 3 gp 6 sp

Traveler's Outfit (1 gp, 5 lbs)
Scale Mail (50 gp, 30 lbs)
Lion Furs (12 gp, 5 lbs)
Spiked Gauntlets (5 gp, 1 lb)

Lucerne Hammer (15 gp, 12 lbs)
Greatsword (50 gp, 8 lbs)
Javelin (2) (2 gp, 4 lbs)

Fighter's Kit (9 gp, 19 lbs): This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, trail rations (5 days), and a waterskin. Excluding torches (10).
Common Artisan's Tools (stonemasonry) (5 gp, 5 lbs)
Compass (10 gp, 1/2 lb)
Waterproof Hooded Lantern (12 gp, 2 lbs)
Lamp Oil (5) (5 sp, 5 lbs)


I was going for a human two-handed fighter archtype of fighter. Shall I change this up since you already have the shieldless dwarven bloodrager who is likely to use his weapon two-handed?

Work in Progress:

Human Fighter (Two-Handed Fighter Archtype)
Alignment: Neutral Good

STR: 15 DEX: 13 CON: 18 INT: 14 WIS: 10 CHA: 10

*******

BAB: +1 = +1 fighter
HD: 1d10 +4 Con +1 favored
hit points: 15

Fort: 6 = +2 fighter +4 Con
Ref: 1 = +0 fighter +1 Dex
Will: 0 = +0 fighter +0 Wis

*******

Skills:
Climb: 6 = 1 rank +3 class skill +2 Str
Craft (stonemasonry): 6 = 1 rank +3 class skill +2 Int
Knowledge (engineering): 6 = 1 rank +3 class skill +2 Int
Profession (farmer): 4 = 1 rank +3 class skill +0 Wis
Swim: 6 = 1 rank +3 class skill +2 Str

*******

Weapon and Armor Proficiency: All simple and martial weapons, all armor and shields (including tower shields).

Feat (Trait Alternative): Fast Learner: Gain both +1 skill rank and +1 hit point when you gain a level in a favored class
Feat (Human): Power Attack
Feat (Char 1): Improved Sunder
Feat (Fighter 1): Cleave

*******

Equipment:
Wealth: 175gp

Lucerne Hammer (15 gp)
Greatsword (50 gp)
Scale Mail (50 gp)

Fighter's Kit (9 gp)


dot

Interested. I am considering playing a vanilla human fighter. Out of curiosity, how common are halflings?


It is because you are racist against gnomes. :p Good luck, everyone. Have fun.

I hope that filming went well. Are you happy with your performance?


Tandor Tinderfoot
Lava Gnome Ranger (Cinderwalker) 1 / Wizard (Fire Elementalist) 1
Kingdom Builder Role: Magister, Grand Architect, or a divining Spymaster
STR: 8 DEX: 15 CON: 14 INT: 18 WIS: 11 CHA: 11

Description:

Height: 3 ft. 3 in., Weight: 38 lbs.
Tandor has brownish-orange skin. His short white spiked hair is often covered by a leather aviator's hat. He has golden irises set in rather enormous eyes. If you were ever to see him shirtless, which is unlikely unless you happen to be a sauna aficionado, you will see that his back is covered with line upon line of scarring from multiple harsh whippings. His right arm is covered with a sleeve tattoo depicting a happy lava gnome family frolicking amongst volcanic surroundings. His left arm has a tattoo that reads "All Drow Must Die!" in gnomish. He wears a cold-weather outfit, even in summer, because it is frigging freezing in the surface world. He still wears the brass slave collar that he wore when he was a prisoner of the drow.
Tandor is alternately nervous, somber, contemplative, mischievous, and joyful. He despises drow and has difficulty trusting surface elves, whom he suspects of being one suntan away from becoming spider worshippers.

Background:

Tandor Tinderfoot is a lava gnome. He grew up in the vast caverns beneath an active volcano, in a community that consisted of several gnome families, some lizardfolk, and a smattering of individuals from other subterranean races. They spent their days basking in the warmth of their volcano and harnessing the heat of its liquid hot magma to power their technology.
Every five years, lava gnomes throughout the world gather together to participate in the Lava Games, demonstrating their skills with fire magic, mountain climbing, lava surfing, crafting, and racing a diverse assortment of flying machines. They also exhibit whatever zany technology they have invented since the last gathering.
Tandor's settlement was on their way to just such an event when disaster struck. They stumbled upon a powerful drow raiding party, who slaughtered many of the gnomes and enslaved the rest. His grandparents and older brother were slain. Tandor, his fiancée, and both of his parents were captured. The survivors were taken to a drow citadel. The journey was harsh. Once they arrived, they were taken to the slave market and sold, scattered to the four corners of the dark elves' cavern. Tandor and his father were sold to a mining crew. They did hard labor for three years before Tandor's father finally succumbed to malnutrition and exhaustion and died. Tandor's anguish at his father's passing annoyed the taskmaster enough that he whipped Tandor within an inch of his life. Four more years passed before a young drow wizard noticed Tandor's affinity for magic and bought him to train as a wizardly sparring partner. Tandor must have learned faster than the drow wizard had anticipated, for he soon knew enough magic to escape. He thought to look for the women and any other gnome survivors, but fear of recapture drove him ever onward and away from the citadel. Tandor met with a nasty surprise just outside the citadel where he met a creature with the body of a spider and the head and torso of his fiancée. He tried to speak with her, but she attacked him. He incinerated her with tears streaming from his eyes.
Stealth, illusion, and a string of good luck allowed Tandor to make his way back home to his volcano, but he found no gnomes there. He resolved to continue his magical studies amongst the surface dwellers, that he might become powerful enough to return to the drow citadel to free his mother. He finds the surface world much too cold for his liking. Tandor wears a cold-weather outfit, even in summer, and is known to frequent saunas. He studies every scrap of magic he can get his hands on. He earns a living every way he can, by working with stone, distilling spirits, or putting on a show of tumbling and fire magic. He has journeyed toward Rostland and the Stolen Lands seeking the company of other gnomes and fey and curious about a way to the First World.

General Information:

Languages: Common, Gnome, Ignan (in place of Sylvan), Undercommon, Dwarven, Elven, and Draconic.

Offense:
Init: +4 = +2 Dex +2 trait
Base AB: +1 = +1 ranger +0 wizard
Melee AB: +0 = +1 BAB -1 Str
Ranged AB: +3 = +1 BAB +2 Dex
CMB: +0 = +1 BAB -1 Str

Defense:
Hit Dice: 1d10 ranger + 1d6 wizard +4 Con
hit points: 18, current: 18, nonlethal: 0
AC: 18 = 10 +2 Dex +4 armor +1 size +1 dodge, Touch: 14, Flat-footed: 15
CMD: 12 = 10 +1 BAB -1 Str +2 Dex

Saving Throws:
Fort: +4 = +2 ranger +0 wizard +2 Con
Ref: +4 = +2 ranger +0 wizard +2 Dex
Will: +2 = +0 ranger +2 wizard +0 Wis

Racial Traits:

* Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
* Type: Gnomes are Humanoid creatures with the gnome subtype.
* Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
* Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
* Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.
* Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
* Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
* Darkvision: Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.
* Fey Thoughts: Acrobatics and Fly are always class skills for the character. This trait replaces racial weapon familiarity.
* Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
* Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance.

Personal Traits:

* Excitable: You gain a +2 trait bonus on all Initiative checks.
* Trickster: You gain a +1 trait bonus to your caster level when determining the duration, range, and area of all spells from the illusion school.

Feats:

Dodge: +1 dodge bonus to AC

Ranger (Cinderwalker) Class Abilities:

Weapon and Armor Proficiency: All simple and martial weapons, light armor, medium armor, and shields (except tower shields).
1st Favored Enemy (Elves)
Track +1

Wizard (Fire Elementalist) Class Abilities:

* Arcane Bond: Bonded Object: Masterwork Brass Slave Collar
* Arcane School: Elemental School: Fire
* Cantrips:
* Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
* Fire Supremacy (Su): fire resistance 5, whenever you are within 5 feet of a source of flame at least as large as a campfire, you can draw the fire around you for 1 round as a swift action. Anyone striking you with a melee weapon or unarmed strike takes an amount of fire damage equal to 1/2 your wizard level (minimum 1). Weapons with reach avoid this damage.
* Fire Jet (Su): As a standard action, you can send forth a 20-foot line of fire. Anyone in this line takes 1d6 points of fire damage + 1 point for every two wizard levels you possess. A successful Reflex save halves this damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their saving throw catch fire and take 1d6 points of fire damage on the following round. Creatures that catch fire can avoid this damage by taking a full-round action to extinguish the flames by making a DC 15 Reflex save. Rolling on the ground gives a +2 circumstance bonus on the save. Dousing the creature with water automatically extinguishes the flame. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Spells:

Known: 0th: all non-water cantrips; 1st: Detect Secret Doors (Divination), Flare Burst (Evocation), Illusion of Calm (Illusion), Hold Portal (Abjuration), Mage Armor (Conjuration), Monkey Fish (Transmutation), Peacebond (Abjuration), Vanish (Illusion)
Prepared: 0th: Detect Magic, Mage Hand, Spark; 1st: Vanish, Mage Armor, Fire Bonus: Burning Hands

Skills:

Skill Points: 17 = ( (6 +4 Int) * 1 ranger level ) + ( (2 +4 Int +1 favored) * 1 wizard level )
Acrobatics: +6 = 1 ranks +3 class skill +2 Dex -0 ACP
Appraise: +8 = 1 ranks +3 class skill +4 Int
Bluff: +0 = 0 ranks +0 Cha
Climb: +3 = 1 ranks +3 class skill -1 Str -0 ACP
Craft (clockwork): +8 = 1 ranks +3 class skill +4 Int
Craft (stonemasonry): +8 = 1 ranks +3 class skill +4 Int
Craft (any): +4 = 0 ranks +4 Int
Diplomacy: +0 = 0 ranks +0 Cha
Disable Device: N/A = 0 ranks +2 Dex -0 ACP
Disguise: +0 = 0 ranks +0 Cha
Escape Artist: +3 = 1 ranks +2 Dex -0 ACP
Fly: +2 = 0 ranks +2 Dex -0 ACP
Handle Animal: N/A = 0 ranks +0 Cha
Heal: +0 = 0 ranks +0 Wis
Intimidate: +3 = 1 ranks +3 class skill +0 Cha -1 Str
Knowledge (arcana): +8 = 1 ranks +3 class skill +4 Int
Knowledge (dungeoneering): +8 = 1 ranks +3 class skill +4 Int
Knowledge (engineering): +8 = 1 ranks +3 class skill +4 Int
Knowledge (geography): +8 = 1 ranks +3 class skill +4 Int
Knowledge (history): N/A = 0 ranks +4 Int
Knowledge (local): N/A = 0 ranks +4 Int
Knowledge (nature): N/A = 0 ranks +4 Int
Knowledge (nobility): N/A = 0 ranks +4 Int
Knowledge (planes): N/A = 0 ranks +4 Int
Knowledge (religion): N/A = 0 ranks +4 Int
Linguistics: N/A = 0 ranks +4 Int
Perception: +4 = 1 ranks +3 class skill +0 Wis
Perform (any): +0 = 0 ranks +0 Cha
Profession (architect): +6 = 1 ranks +3 class skill +0 Wis +2 racial
Profession (distiller): +4 = 1 ranks +3 class skill +0 Wis
Profession (any): N/A = 0 ranks +0 Wis
Ride: +2 = 0 ranks +2 Dex
Sense Motive: +0 = 0 ranks +0 Wis
Sleight Of Hand: N/A = 0 ranks +2 Dex -0 ACP
Spellcraft: +8 = 1 ranks +3 class skill +4 Int
Stealth: +6 = 1 ranks +3 class skill +2 Dex -0 ACP
Survival: +4 = 1 ranks +3 class skill +0 Wis
Swim: -1 = 0 ranks -1 Str -0 ACP
Use Magic Device: N/A = 0 ranks +0 Cha

Equipment:

Carrying Capacity: Light: <= 26 lbs, Medium: <= 53 lbs, Heavy: <= 80 lbs
Weight Carried: 24.625 lbs, Wealth: 0 pp, 6 gp, 3 sp, 9 cp

Weapons:
Lucerne Hammer (Atk: +0, Cost: 15 gp, Dmg: 1d10-1, Crit: x2, Range: 0 ft, Wgt: 6 lbs, Type: B or P, Special: Brace, Reach)
Kukri (Atk: +0, Cost: 8 gp, Dmg: 1d3-1, Crit: 18-20/x2, Range: 0 ft, Wgt: 1 lb, Type: S)
Sling: (Atk: +3, Cost: -- gp, Dmg: 1d4-1, Crit: x2, Range: 50 ft, Wgt: -- lb, Type: B)

Other:
Cold Weather Outfit, 8 gp, 2 lbs.
Leather Aviator Hat, 10 gp, --
Smoked Goggles, 10 gp, --

Backpack, 2 gp, 1/2 lb.
Bedroll, 1 sp, 1 1/4 lbs.
Belt Pouch, 1 gp, 1/8 lb.
Candles (10), 1 sp, --
Compass, 10 gp, 1/2 lb.
Gnome Trail Rations (5 days), 10 gp, 5 lbs.
Hip Flask, 1 gp, 1/8 lb.
Ink, 8 gp, --
Inkpen, 1 sp, --
Mess Kit, 2 sp, 1 lb.
Potion of Cure Light Wounds (3), 150 gp, --
Sack, 1 sp, 1/8 lb.
Scroll Case, 1 gp, 1/2 lb.
Scroll of Burning Hands, 25 gp, --
Scroll of Detect Secret Doors, 25 gp, --
Scroll of Mage Armor (2), 50 gp, --
Soap, 1 cp, 1/2 lb.
Spell Component Pouch, 5 gp, 2 lbs.
Spellbook, --, 3 lbs.
* Scribe 'Illusion of Calm' into Spellbook, 35 gp
Waterskin, 1 gp, 1 lb.


Dot.

I was thinking of playing a gnome(lava gnome racial subtype) ranger(cinderwalker) / wizard(fire elementalist) who used to be a lava surfer and was captured and enslaved by drow during a surfing competition. He eventually escaped and made his way to the surface. Elves are his favored enemy. He has an arcane bond with the brass slave collar that he has never removed. His favored class would be wizard. His primary focus is fire magic. His secondary foci could be enchantment or divination or whatever the party needs.


Dot. Interested.


Dot. Interested. Thinking of playing a human herb witch.


Very interesting.

dot


Race: 1d28 ⇒ 22 Undine
Attribute: 1d12 + 6 ⇒ (11) + 6 = 17
Attribute: 1d12 + 6 ⇒ (7) + 6 = 13
Attribute: 1d12 + 6 ⇒ (1) + 6 = 7
Attribute: 1d12 + 6 ⇒ (11) + 6 = 17
Attribute: 1d12 + 6 ⇒ (5) + 6 = 11
Attribute: 1d12 + 6 ⇒ (1) + 6 = 7
Class: 1d39 ⇒ 2 Bard
Alignment: 1d9 ⇒ 4 Neutral Good


Wild Wasteland, The Dragon Kings, and Into Darkness in that order. Earthfinder, not so much.


dot

Interested! Reading Giantslayer Player's Guide...


dot

Interested... I will contemplate race and speciality.


Do we each get two traits like usual?

I am working on an alchemist. Since I can craft a wide variety of items and would only have to pay half price for raw materials while crafting, should I pay half price for these items while equipping myself?


What is our starting level? Are there any alignment restrictions?


Dot. How many of us are there? Does anyone have any initial preference (arcane, divine, skills, martial artist, or jack-of-all-trades)?


I am interested and currently leaning toward either a catfolk or a ratfolk "gypsy". If there were another ratfolk, we could swarm... If there were a catfolk and a ratfolk, we could engage in playful banter...


Hit Points: 1d8 ⇒ 8
Starting Wealth: 4d6 ⇒ (1, 1, 5, 1) = 8 times 10 gp equals 80 gp

Swap Str and Wis, modify with Gnome Racial Traits:
Str: 3d6 ⇒ (3, 5, 6) = 14 -2 = 12
Dex: 3d6 ⇒ (5, 6, 2) = 13
Con: 3d6 ⇒ (5, 3, 3) = 11 +2 = 13
Int: 3d6 ⇒ (4, 5, 3) = 12
Wis: 3d6 ⇒ (5, 4, 3) = 12
Cha: 3d6 ⇒ (6, 2, 2) = 10 +2 = 12


Ability Scores:

Set 1:
Str: 3d6 ⇒ (5, 4, 3) = 12
Dex: 3d6 ⇒ (5, 6, 2) = 13
Con: 3d6 ⇒ (5, 3, 3) = 11
Int: 3d6 ⇒ (4, 5, 3) = 12
Wis: 3d6 ⇒ (3, 5, 6) = 14
Cha: 3d6 ⇒ (6, 2, 2) = 10

I will give some thought on which ability scores to swap and which race and class to play...


That is an interesting choice going with a human character, Reolus of Fulda. I may play a human character as well. I am thinking of naming him "Frank".


Are we allowed barding for our horses (of the same types available to us) or would that be anachronistic?


Will we be able to make full use of our horses and of the Mounted Combat family of feats as the terrain allows? Is mounted archery socially acceptable? Are we allowed to use composite bows?


We dine well here in Aachen. We eat lamb and jam and bacon.

On second thought, let's not go to Aachen. 'Tis a silly place.

I like the class options. This will be like Iron Heroes.


Very interested and eager to put some pagan swine to the sword in the name of Our Lord, etc.


Interested. Will work on character later today.


Ah yes. Nevermind then.


Interested. I will post more details within a day.


Reroll just to see if there are more epic mystic theurgey rolls to be had?:

(STR or INT): 4d6 ⇒ (6, 3, 3, 3) = 15
(DEX or INT): 4d6 ⇒ (2, 3, 3, 3) = 11
(CON or INT): 4d6 ⇒ (2, 4, 6, 4) = 16

(STR or WIS): 4d6 ⇒ (6, 5, 3, 3) = 17
(DEX or WIS): 4d6 ⇒ (5, 3, 2, 4) = 14
(CON or WIS): 4d6 ⇒ (5, 6, 6, 1) = 18

(STR or CHA): 4d6 ⇒ (4, 2, 3, 6) = 15
(DEX or CHA): 4d6 ⇒ (4, 2, 2, 4) = 12
(CON or CHA): 4d6 ⇒ (1, 2, 4, 3) = 10

Results: Str: 14, Dex: 12, Con: 9, Int: 14, Wis: 17, Cha: 13

Hmm... I could be slightly better looking but with worse reflexes and a cough. I think I'll keep the first set, unless we are allowed to roll again!


Beardo the Magnificent (his name may change)

Ability Score Grid of Doom:

(STR or INT): 4d6 ⇒ (1, 5, 3, 6) = 15
(DEX or INT): 4d6 ⇒ (2, 5, 6, 2) = 15
(CON or INT): 4d6 ⇒ (1, 1, 4, 2) = 8

(STR or WIS): 4d6 ⇒ (6, 2, 3, 5) = 16
(DEX or WIS): 4d6 ⇒ (3, 3, 2, 3) = 11
(CON or WIS): 4d6 ⇒ (4, 5, 6, 6) = 21

(STR or CHA): 4d6 ⇒ (4, 4, 1, 3) = 12
(DEX or CHA): 4d6 ⇒ (1, 2, 1, 1) = 5
(CON or CHA): 4d6 ⇒ (3, 2, 4, 3) = 12

Results: Str: 14, Dex: 13, Con: 10, Int: 14, Wis: 17, Cha: 11


Also, http://invisiblecastle.com/stats/grid/ appears to be offline since last night... In the absence of this site, should I just make the tic-tac-toe grid and place my rolls in order as I roll them?


I may be able to play a caster. Which classes do you envision? Arcane? Divine? A mixture? Is this going to be a single party? What do we have so far?


This looks like it could be an awesome game. Was there just the one slot open at this time?