Beltias Kreun

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rgweigfuhwifudhiwuefhuwhefiuwehf! That is confusing. Sorry. So how does that work for full BAB classes who get all of the martial proficiencies? As a bloodrager do I get access to ALL of the weapons?


Also Orc hornbow is Exotic but you don't have the feat. Via dragon rider you can't choose an exotic ranged weapon from your normal weapon proficiencies.


Well this comes down to the DM's ruling. Normally prestige classes aren't allowed with gestalt for this very reason. I would think that you don't qualify for the DD prestige on the Dragon Rider side, only the sorcerer side. On your Dragon Rider side you don't get a draconic bloodline so you can't be DD on that side. So you could be Dragon Rider 8//Sorcerer 5/DD 3.


Do we have anyone creating something that could be a face?


With so many people creating melee oriented characters I decided to scrap my cyclops and create a pure caster. Probably going to go wizard/sage sorcerer for the sheer versatility and firepower. Or maybe diviner wizard/witch to pull off creepy oracle. Plenty of those in greek mythology.


Yeah decided I'm not going to worry about it, bloodrager/barbarian are supposed to be meatshields not tanks. Just need to trust the massive Con bonuses and Regenerate 5/7 I get for Jotun Paragon.


Only thing I have decide is if I want to take Jotun Paragon all the way to 20th. If I do i get massive boosts to strength and con and end up at colossal which will make my weapon hit like a nuke but also make me very easy to hit.


Cool. For the flavor aspect of mythologically epic cyclops was thinking Jotun Paragon/Bloodrager with the Destined bloodline. With the Aspect of Water I can take Regeneration at 6th level and have normal regenerate 5 while not raging and regenerate 7 when raging. That coupled with Fated Bloodrager and the shield spell will give him over a 30 AC while he is wielding a huge battleaxe with a 28 STR.

Obviously my theme for this character was Hercules. XD


How to do we flavor the Jotun in the color of the cyclops? There are a number of Aspect of (Element) feats for the Jotun that make you choose a type of giant that the jotun favors physically but Cyclops is not one of them. In mythology cyclops were associated with all parts of nature from the bottom of the ocean to the caldera of an erupting volcano. My idea is Aspect of Water (Troll) but instead of brutish appearance with tusks he gains green/blue skin and green or white hair. Would he be a young cyclops associated with the ocean or just a blue/green skinned Jotun raised on an island nation?


dot


Take it up with the DM. Other people who have tried to replace Darkvision with anything have been shut down. His final ruling. And IMHO, you are getting a bonus because you get a variable +2 to any stat you want and no negative while those going full orc have -2 to all mental stats. No one else is getting to choose something for Darkvision, why should you?


Cuàn wrote:

Cool, thank you

I will obviously also replace Dark Vision with an alternate racial trait to match the Orcs.

She'd be going for the Lieutenant role.

** spoiler omitted **

4d6 14
4d6 11
4d6 10
4d6 15
4d6 15
4d6 18

[dice=Positive]1d20
[dice=Negative]1d20

There is nothing to replace Darkvision with since the Orcs lost their darkvision. We also lost Light-Sensitivity so you payed for that with Darkvision. Sum zero.


Spoiler:
Vruhag
Level 4 Orc Trapper Ranger
N Orc, 17 yrs.
Init +3
Perception +9
6'9", 300 Lbs.

STATS
Str 19, Dex 16, Con 16, Int 14, Wis 14, Cha 13

DEFENSE
AC 16, touch 13, flat-footed 13
hp 32
Current hp 32
Fort +7, Ref +7, Will +3

Speed 30 ft.
CMB: +8
CMD: 21

OFFENSE
Base: +4
Melee: +8
Ranged: +7

Attacks
Composite Longbow +7, 1d8+3, x3
Greataxe +8, 1d12+6, x3
Dagger +8, 1d4+4, 19-20 x2

FEATS
Self-Sufficient
Boon Companion

CLASS BONUS FEATS
Combat Style (Archery: Precise Shot)
Endurance

TRAITS

ADVENTURING SKILLS
Acrobatics: +3
Appraise: +2
Bluff: +1
Climb: +7
Diplomacy: +1
Disable Device: +9
Disguise: +1
Escape Artist: +3
Fly: +3
Handle Animal: +5
Heal: +11
Intimidate: +6
Knowledge:
>>Arcane: +
>>Nature: +9
>>Planes: +
>>Religion: +
>>Dungeoneering: +6
>>Local: +
Perception: +9
Perform: +2
Ride: +7
Sense Motive: +2
Spellcraft: +
Stealth: +9
Survival: +10
Swim: +7

BACKGROUND SKILLS (Just the way I set this sheet up, I understand it's provisional until final party is made, did not use the extra 2 background skill points/level to fill this part out)
Appraise: +2
Craft (Bow): +6
Knowledge (engineering): +
Knowledge (geography): +6
Knowledge (history): +
Knowledge (nobility): +
Linguistics: +2
Profession: +2

LANGUAGES
Common, Orc

SPECIAL ABILITIES
Trapfinding +2
Track +2
Favored Enemy (Human)
Wild Empathy (1d20+1)
Favored Terrain (Forest)
Hunter's Bond (Animal Companion)
Link

Items:
Studded Leather Armor
Composite Longbow (+3 strength)
Arrows x40
Greataxe
Dagger x2
Healing Kit
Thieves Tools
Backpack
Bedroll
Tent
Glass Bottle x3
Caltrops
Candle x10
Chalk x5
Flint and Steel
Grappling Hook
Rope, Hemp 100 ft
Shovel
Signal Horn made from Mountain Goat horn
Torches x10
Waterskin x3
Thunderstone x2
Hammer
Parchment x10
Charcoal Sticks x10
Ball of Twine
75 Gold

Bolg____________________________________
Wolf Companion
N Medium animal
Init +3; Senses low-light vision, scent; Perception +10

DEFENSE__________________________________
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 24 (4d8+8)
Fort +6, Ref +6, Will +2
Evasion

OFFENSE_________________________________
Speed 50 ft.
Melee bite +5 (1d8+2 plus trip)

STATISTICS______________________________
Str 14, Dex 16, Con 15, Int 3, Wis 12, Cha 6
Base Atk +3; CMB +6; CMD 15 (19 vs. trip)
Feats: Skill Focus (Perception), Improved Natural Attack (Bite)
Skills: Acrobatics +7, Perception +10, Stealth +8, Survival +4 (+8 scent tracking); Racial Modifiers +4 Survival when tracking by scent

Tricks: Flank, Sneak

Regiment Leader:

Spoiler:
Vorhag turns his head back and forth quickly, gauging the various options. His lip curls as he eyes the charging humans before turning away and roaring at his troops in the harsh orc language. "Weapons out and to the trees! Separate them and thin the pack, fight like wolves in the dark! Archers behind, send a wave at the horses before following!" Not waiting to see his orcs respond the thin commander unlimbs the massive black bow from his back and nocks an arrow with a groan of wood. The arrow speeds away with a thundercrack and buries itself up into a horses brain just as the creature raises its head in the powerful gallop. Knight and horse tumble to the ground with bone breaking results as the ranger sends the black wolf at his side racing into the trees and follows behind as fast as he can. He runs back deep into the trees before sliding to a stop and switching to the massive battle axe.

With a word he spreads the waiting orc host out to catch the charging knights in the net. Here in the forest the orcs had the advantage. Here in the dark, they would have their due.

Lieutenant:

Spoiler:
Pushing his way out of the rawhide tent the tall orc growls in anger and pushes away dark thoughts of murder. He stalks through the camp towards where his orcs were waiting, thinking furiously of how to achieve his mission's final goal while keeping his soldier's alive. No, the leaders orders were idiotic. Vorhag would lead his soldiers and complete the mission, but not in the way he was originally ordered. When he reaches his troops he quickly sketches out the conversation with the leader and then tells them the real plan. Some of the orcs look angry at their leader so willingly sacrificing them stupidly but stayed silent as the plan was sketched out.

Two days later the troop returns, down a few soldiers and several bandages evident but with smiles on their faces and swaggers in their step. They don't disperse and relax once they have re-entered the camp, they stay in formation and push their way straight to the commanders tent and stomp to a halt. Vorhag calls out loudly that Shadowfang Company has returned, mission successful. He waits for the commander to come out and stares directly into his eyes, daring the orc to challenge his statement. The other orcs in Shadowfang Company also stared down their idiotic commander, daring him to say a single word in reproach. Should that happen there would be blood tonight.

Scout:

Spoiler:
Vorhag watches calmly as the humans pass underneath him and continues to count them. When he finally spots two groups of three he realizes that to fight them all would mean that his people would be blindsided by the approaching army. Bolg was hidden in the bushes fifty feet back, waiting patiently for his master's call. Quietly the orc pulls an arrow and thunderstone out. He frowned as he looked back into his bag and realized he only had three more of the noise makers. Continuing to frown he ties the thunderstone just behind the arrow head with some twine before unlimbering the great black bow on his back. Waiting for several seconds the orc pulls back on the string just as the a gust of wind makes the branches of the tree groan, hiding the groan of bow staves within that chorus. Aiming high he sends the arrow arching deep behind the human scouts before freezing in the tree. Several seconds later there was a loud pop several hundred feet behind the scouts as the arrow impacted into a tree and detonated the thunderstone.

He waits like a hole in the air as the scouts pick their quickly back the way they came, weapons out. The orcs holds his breath as he counts for twenty seconds before hanging his bow across his back and shimming down the tree as fast as he could. He drops the last ten feet and is off like a shot, sprinting back to his regiment as fast as he can. He slides to a walk near Bolg and calls out to the wolf not wanting the startle the beast. A black snout pushes out of the bushes followed by a pair of yellow eyes. The orc quickly pushes his way into the same bushes and crouches down near the wolf, looking back the way he came for signs of pursuit. When several seconds pass by and he sees nothing a huge grin splits the ugly face as he pats the wolf on the back and the two race back into the trees to warn their own forces.


Vin are you using background skills?


Starting Gold: 5d6 + 5d6 + 5d6 + 5d6 ⇒ (5, 6, 2, 1, 5) + (4, 3, 1, 3, 1) + (1, 3, 5, 1, 5) + (3, 3, 5, 5, 6) = 68

680 gold.


Choon wrote:
Holy crap, shady. You rolled 55 times!

Because I knew there was that rare set of numbers out there somewhere that were all 14+.


A:
Set 1
4d6 ⇒ (2, 5, 2, 5) = 14
4d6 ⇒ (5, 5, 6, 3) = 19
4d6 ⇒ (3, 3, 1, 4) = 11
4d6 ⇒ (5, 3, 3, 2) = 13
4d6 ⇒ (6, 4, 5, 5) = 20
4d6 ⇒ (4, 1, 1, 1) = 7

Set 2
4d6 ⇒ (2, 6, 3, 4) = 15
4d6 ⇒ (5, 2, 5, 4) = 16
4d6 ⇒ (1, 6, 2, 1) = 10
4d6 ⇒ (3, 5, 6, 4) = 18
4d6 ⇒ (1, 5, 5, 3) = 14
4d6 ⇒ (4, 6, 6, 5) = 21

Set 3
4d6 ⇒ (6, 6, 1, 1) = 14
4d6 ⇒ (3, 6, 1, 2) = 12
4d6 ⇒ (5, 1, 1, 3) = 10
4d6 ⇒ (4, 1, 2, 4) = 11
4d6 ⇒ (2, 5, 6, 4) = 17
4d6 ⇒ (6, 6, 5, 2) = 19

Set 4
4d6 ⇒ (1, 4, 3, 4) = 12
4d6 ⇒ (5, 5, 2, 2) = 14
4d6 ⇒ (2, 6, 1, 3) = 12
4d6 ⇒ (6, 5, 6, 1) = 18
4d6 ⇒ (3, 1, 4, 3) = 11
4d6 ⇒ (5, 3, 2, 6) = 16

Set 5
4d6 ⇒ (6, 6, 3, 3) = 18
4d6 ⇒ (3, 3, 5, 2) = 13
4d6 ⇒ (5, 2, 6, 5) = 18
4d6 ⇒ (5, 3, 5, 4) = 17
4d6 ⇒ (6, 1, 4, 2) = 13
4d6 ⇒ (4, 1, 5, 3) = 13

Set 6
4d6 ⇒ (2, 2, 4, 5) = 13
4d6 ⇒ (5, 6, 5, 5) = 21
4d6 ⇒ (5, 3, 2, 4) = 14
4d6 ⇒ (2, 4, 3, 4) = 13
4d6 ⇒ (6, 4, 1, 5) = 16
4d6 ⇒ (6, 5, 1, 3) = 15

Set 7
4d6 ⇒ (1, 5, 3, 2) = 11
4d6 ⇒ (2, 1, 2, 6) = 11
4d6 ⇒ (1, 1, 3, 6) = 11
4d6 ⇒ (6, 4, 1, 3) = 14
4d6 ⇒ (1, 1, 4, 4) = 10
4d6 ⇒ (2, 4, 5, 5) = 16

Set 8
4d6 ⇒ (2, 6, 2, 1) = 11
4d6 ⇒ (4, 4, 6, 3) = 17
4d6 ⇒ (4, 3, 5, 3) = 15
4d6 ⇒ (4, 2, 4, 3) = 13
4d6 ⇒ (4, 2, 2, 6) = 14
4d6 ⇒ (3, 4, 1, 1) = 9

Set 9
4d6 ⇒ (4, 2, 1, 2) = 9
4d6 ⇒ (4, 5, 4, 3) = 16
4d6 ⇒ (1, 6, 6, 6) = 19
4d6 ⇒ (4, 3, 3, 3) = 13
4d6 ⇒ (3, 1, 3, 1) = 8
4d6 ⇒ (4, 3, 6, 1) = 14

Set 10
4d6 ⇒ (3, 1, 6, 1) = 11
4d6 ⇒ (1, 2, 1, 3) = 7
4d6 ⇒ (5, 5, 2, 6) = 18
4d6 ⇒ (2, 2, 3, 4) = 11
4d6 ⇒ (6, 6, 4, 2) = 18
4d6 ⇒ (1, 6, 4, 2) = 13

Set 11
4d6 ⇒ (1, 5, 4, 3) = 13
4d6 ⇒ (1, 3, 1, 3) = 8
4d6 ⇒ (1, 2, 1, 3) = 7
4d6 ⇒ (5, 6, 3, 3) = 17
4d6 ⇒ (2, 5, 4, 3) = 14
4d6 ⇒ (6, 4, 5, 1) = 16

B:
Set 1
4d6 ⇒ (1, 4, 3, 5) = 13
4d6 ⇒ (4, 5, 1, 2) = 12
4d6 ⇒ (5, 6, 6, 2) = 19
4d6 ⇒ (3, 4, 2, 2) = 11
4d6 ⇒ (4, 3, 1, 4) = 12
4d6 ⇒ (3, 1, 6, 4) = 14

Set 2
4d6 ⇒ (1, 6, 2, 3) = 12
4d6 ⇒ (5, 2, 6, 3) = 16
4d6 ⇒ (4, 2, 2, 1) = 9
4d6 ⇒ (2, 5, 3, 5) = 15
4d6 ⇒ (6, 4, 4, 5) = 19
4d6 ⇒ (4, 1, 1, 1) = 7

Set 3
4d6 ⇒ (6, 4, 2, 6) = 18
4d6 ⇒ (5, 6, 1, 3) = 15
4d6 ⇒ (1, 6, 5, 3) = 15
4d6 ⇒ (3, 5, 3, 2) = 13
4d6 ⇒ (3, 4, 6, 6) = 19
4d6 ⇒ (5, 2, 3, 5) = 15

Set 4
4d6 ⇒ (6, 4, 4, 1) = 15
4d6 ⇒ (6, 2, 1, 6) = 15
4d6 ⇒ (2, 3, 3, 6) = 14
4d6 ⇒ (5, 6, 4, 2) = 17
4d6 ⇒ (6, 1, 5, 1) = 13
4d6 ⇒ (4, 4, 6, 4) = 18

Set 5
4d6 ⇒ (3, 6, 2, 4) = 15
4d6 ⇒ (4, 6, 5, 3) = 18
4d6 ⇒ (1, 2, 4, 4) = 11
4d6 ⇒ (2, 6, 4, 3) = 15
4d6 ⇒ (2, 2, 5, 5) = 14
4d6 ⇒ (2, 2, 4, 5) = 13

Set 6
4d6 ⇒ (6, 1, 1, 4) = 12
4d6 ⇒ (4, 6, 1, 2) = 13
4d6 ⇒ (3, 2, 2, 2) = 9
4d6 ⇒ (2, 2, 2, 4) = 10
4d6 ⇒ (3, 6, 6, 4) = 19
4d6 ⇒ (5, 1, 6, 5) = 17

Set 7
4d6 ⇒ (2, 3, 4, 6) = 15
4d6 ⇒ (4, 3, 3, 5) = 15
4d6 ⇒ (3, 2, 2, 1) = 8
4d6 ⇒ (1, 6, 4, 2) = 13
4d6 ⇒ (6, 1, 5, 4) = 16
4d6 ⇒ (1, 2, 4, 2) = 9

Set 8
4d6 ⇒ (1, 4, 6, 3) = 14
4d6 ⇒ (2, 4, 6, 4) = 16
4d6 ⇒ (3, 1, 4, 5) = 13
4d6 ⇒ (3, 4, 5, 6) = 18
4d6 ⇒ (2, 2, 1, 2) = 7
4d6 ⇒ (3, 5, 6, 6) = 20

Set 9
4d6 ⇒ (4, 6, 4, 1) = 15
4d6 ⇒ (4, 3, 1, 5) = 13
4d6 ⇒ (5, 4, 4, 2) = 15
4d6 ⇒ (5, 1, 5, 6) = 17
4d6 ⇒ (1, 5, 3, 2) = 11
4d6 ⇒ (2, 6, 2, 1) = 11

Set 10
4d6 ⇒ (6, 3, 3, 4) = 16
4d6 ⇒ (4, 2, 3, 1) = 10
4d6 ⇒ (4, 1, 1, 2) = 8
4d6 ⇒ (6, 2, 4, 4) = 16
4d6 ⇒ (3, 4, 3, 2) = 12
4d6 ⇒ (3, 6, 3, 5) = 17

Set 11
4d6 ⇒ (2, 1, 2, 1) = 6
4d6 ⇒ (6, 6, 3, 4) = 19
4d6 ⇒ (3, 1, 6, 5) = 15
4d6 ⇒ (4, 2, 2, 2) = 10
4d6 ⇒ (5, 3, 5, 1) = 14
4d6 ⇒ (3, 4, 5, 2) = 14

C:
Set 1
4d6 ⇒ (4, 3, 2, 4) = 13
4d6 ⇒ (5, 6, 5, 1) = 17
4d6 ⇒ (5, 2, 6, 5) = 18
4d6 ⇒ (6, 4, 2, 1) = 13
4d6 ⇒ (1, 4, 5, 1) = 11
4d6 ⇒ (3, 4, 4, 5) = 16

Set 2
4d6 ⇒ (1, 2, 2, 6) = 11
4d6 ⇒ (2, 4, 1, 2) = 9
4d6 ⇒ (6, 3, 3, 6) = 18
4d6 ⇒ (2, 3, 3, 2) = 10
4d6 ⇒ (6, 6, 3, 1) = 16
4d6 ⇒ (2, 2, 1, 5) = 10

Set 3
4d6 ⇒ (4, 6, 4, 1) = 15
4d6 ⇒ (5, 1, 4, 4) = 14
4d6 ⇒ (4, 1, 4, 6) = 15
4d6 ⇒ (6, 1, 1, 5) = 13
4d6 ⇒ (3, 5, 6, 6) = 20
4d6 ⇒ (6, 5, 2, 1) = 14

Set 4
4d6 ⇒ (1, 1, 5, 6) = 13
4d6 ⇒ (3, 1, 4, 2) = 10
4d6 ⇒ (2, 4, 5, 4) = 15
4d6 ⇒ (4, 5, 1, 5) = 15
4d6 ⇒ (2, 4, 3, 6) = 15
4d6 ⇒ (1, 6, 6, 4) = 17

Set 5
4d6 ⇒ (2, 1, 4, 6) = 13
4d6 ⇒ (1, 1, 4, 2) = 8
4d6 ⇒ (2, 4, 1, 4) = 11
4d6 ⇒ (2, 1, 3, 1) = 7
4d6 ⇒ (6, 4, 2, 5) = 17
4d6 ⇒ (6, 5, 3, 5) = 19

Set 6
4d6 ⇒ (1, 4, 5, 5) = 15
4d6 ⇒ (2, 4, 3, 3) = 12
4d6 ⇒ (5, 1, 3, 6) = 15
4d6 ⇒ (1, 2, 6, 3) = 12
4d6 ⇒ (6, 3, 5, 5) = 19
4d6 ⇒ (5, 1, 1, 5) = 12

Set 7
4d6 ⇒ (4, 5, 3, 6) = 18
4d6 ⇒ (2, 6, 5, 1) = 14
4d6 ⇒ (2, 5, 3, 5) = 15
4d6 ⇒ (2, 2, 4, 5) = 13
4d6 ⇒ (6, 6, 4, 6) = 22
4d6 ⇒ (2, 1, 5, 4) = 12

Set 8
4d6 ⇒ (3, 3, 6, 1) = 13
4d6 ⇒ (1, 2, 2, 2) = 7
4d6 ⇒ (4, 1, 3, 3) = 11
4d6 ⇒ (3, 5, 5, 1) = 14
4d6 ⇒ (4, 3, 3, 2) = 12
4d6 ⇒ (3, 3, 4, 6) = 16

Set 9
4d6 ⇒ (6, 6, 2, 1) = 15
4d6 ⇒ (5, 1, 5, 6) = 17
4d6 ⇒ (5, 4, 5, 6) = 20
4d6 ⇒ (1, 4, 3, 4) = 12
4d6 ⇒ (1, 3, 2, 4) = 10
4d6 ⇒ (1, 6, 3, 1) = 11

Set 10
4d6 ⇒ (3, 6, 6, 5) = 20
4d6 ⇒ (4, 6, 3, 4) = 17
4d6 ⇒ (5, 6, 3, 3) = 17
4d6 ⇒ (5, 6, 2, 2) = 15
4d6 ⇒ (1, 4, 6, 2) = 13
4d6 ⇒ (4, 2, 3, 3) = 12

Set 11
4d6 ⇒ (5, 5, 1, 1) = 12
4d6 ⇒ (5, 6, 1, 2) = 14
4d6 ⇒ (6, 4, 3, 5) = 18
4d6 ⇒ (6, 2, 3, 1) = 12
4d6 ⇒ (1, 5, 4, 1) = 11
4d6 ⇒ (4, 1, 5, 6) = 16

D:
Set 1
4d6 ⇒ (3, 3, 6, 2) = 14
4d6 ⇒ (6, 6, 3, 6) = 21
4d6 ⇒ (2, 5, 1, 2) = 10
4d6 ⇒ (5, 3, 4, 5) = 17
4d6 ⇒ (4, 5, 5, 6) = 20
4d6 ⇒ (3, 4, 4, 2) = 13

Set 2
4d6 ⇒ (1, 3, 3, 2) = 9
4d6 ⇒ (1, 4, 6, 3) = 14
4d6 ⇒ (1, 3, 2, 4) = 10
4d6 ⇒ (3, 5, 4, 2) = 14
4d6 ⇒ (1, 1, 2, 2) = 6
4d6 ⇒ (4, 4, 2, 2) = 12

Set 3
4d6 ⇒ (2, 1, 3, 4) = 10
4d6 ⇒ (6, 6, 1, 4) = 17
4d6 ⇒ (3, 2, 4, 6) = 15
4d6 ⇒ (2, 6, 3, 5) = 16
4d6 ⇒ (4, 6, 1, 1) = 12
4d6 ⇒ (2, 4, 2, 5) = 13

Set 4
4d6 ⇒ (6, 5, 5, 5) = 21
4d6 ⇒ (3, 6, 1, 3) = 13
4d6 ⇒ (4, 6, 5, 3) = 18
4d6 ⇒ (4, 3, 6, 5) = 18
4d6 ⇒ (5, 6, 6, 4) = 21
4d6 ⇒ (4, 3, 4, 6) = 17

Set 5
4d6 ⇒ (6, 6, 4, 4) = 20
4d6 ⇒ (1, 2, 4, 3) = 10
4d6 ⇒ (3, 3, 4, 2) = 12
4d6 ⇒ (5, 2, 3, 6) = 16
4d6 ⇒ (6, 2, 4, 1) = 13
4d6 ⇒ (3, 1, 5, 5) = 14

Set 6
4d6 ⇒ (3, 5, 6, 2) = 16
4d6 ⇒ (2, 2, 5, 5) = 14
4d6 ⇒ (5, 6, 2, 1) = 14
4d6 ⇒ (4, 6, 4, 6) = 20
4d6 ⇒ (5, 5, 3, 2) = 15
4d6 ⇒ (4, 1, 6, 4) = 15

Set 7
4d6 ⇒ (4, 1, 1, 4) = 10
4d6 ⇒ (4, 1, 6, 1) = 12
4d6 ⇒ (3, 5, 4, 2) = 14
4d6 ⇒ (3, 3, 4, 2) = 12
4d6 ⇒ (6, 4, 2, 5) = 17
4d6 ⇒ (5, 5, 6, 1) = 17

Set 8
4d6 ⇒ (4, 3, 3, 5) = 15
4d6 ⇒ (1, 4, 5, 4) = 14
4d6 ⇒ (3, 5, 1, 1) = 10
4d6 ⇒ (4, 3, 5, 4) = 16
4d6 ⇒ (3, 2, 1, 4) = 10
4d6 ⇒ (4, 5, 5, 6) = 20

Set 9
4d6 ⇒ (3, 3, 6, 4) = 16
4d6 ⇒ (3, 6, 1, 3) = 13
4d6 ⇒ (6, 5, 1, 1) = 13
4d6 ⇒ (3, 2, 1, 4) = 10
4d6 ⇒ (5, 5, 5, 3) = 18
4d6 ⇒ (4, 2, 3, 4) = 13

Set 10
4d6 ⇒ (1, 2, 6, 6) = 15
4d6 ⇒ (5, 4, 3, 6) = 18
4d6 ⇒ (6, 1, 3, 2) = 12
4d6 ⇒ (1, 3, 4, 6) = 14
4d6 ⇒ (5, 5, 5, 3) = 18
4d6 ⇒ (6, 3, 4, 6) = 19

Set 11
4d6 ⇒ (6, 5, 1, 4) = 16
4d6 ⇒ (1, 1, 3, 3) = 8
4d6 ⇒ (6, 3, 2, 6) = 17
4d6 ⇒ (2, 5, 2, 2) = 11
4d6 ⇒ (2, 2, 2, 3) = 9
4d6 ⇒ (2, 1, 3, 2) = 8

E:
Set 1
4d6 ⇒ (6, 5, 2, 6) = 19
4d6 ⇒ (3, 2, 3, 3) = 11
4d6 ⇒ (5, 6, 2, 4) = 17
4d6 ⇒ (3, 1, 5, 4) = 13
4d6 ⇒ (5, 6, 6, 1) = 18
4d6 ⇒ (2, 3, 2, 2) = 9

Set 2
4d6 ⇒ (5, 1, 1, 1) = 8
4d6 ⇒ (4, 2, 3, 2) = 11
4d6 ⇒ (2, 1, 3, 2) = 8
4d6 ⇒ (1, 1, 3, 2) = 7
4d6 ⇒ (6, 1, 4, 1) = 12
4d6 ⇒ (2, 5, 4, 5) = 16

Set 3
4d6 ⇒ (3, 2, 1, 6) = 12
4d6 ⇒ (2, 5, 3, 2) = 12
4d6 ⇒ (3, 4, 1, 2) = 10
4d6 ⇒ (6, 3, 2, 1) = 12
4d6 ⇒ (4, 3, 3, 6) = 16
4d6 ⇒ (3, 1, 2, 3) = 9

Set 4
4d6 ⇒ (1, 6, 1, 1) = 9
4d6 ⇒ (1, 6, 1, 2) = 10
4d6 ⇒ (5, 1, 3, 2) = 11
4d6 ⇒ (5, 4, 1, 3) = 13
4d6 ⇒ (5, 6, 4, 4) = 19
4d6 ⇒ (1, 4, 5, 5) = 15

Set 5
4d6 ⇒ (2, 2, 1, 3) = 8
4d6 ⇒ (5, 4, 3, 2) = 14
4d6 ⇒ (3, 2, 1, 6) = 12
4d6 ⇒ (3, 5, 6, 2) = 16
4d6 ⇒ (6, 6, 5, 5) = 22
4d6 ⇒ (4, 3, 3, 5) = 15

Set 6
4d6 ⇒ (5, 4, 2, 3) = 14
4d6 ⇒ (1, 6, 2, 4) = 13
4d6 ⇒ (1, 2, 2, 5) = 10
4d6 ⇒ (1, 1, 5, 5) = 12
4d6 ⇒ (6, 4, 4, 5) = 19
4d6 ⇒ (1, 3, 6, 2) = 12

Set 7
4d6 ⇒ (3, 3, 2, 3) = 11
4d6 ⇒ (3, 3, 3, 2) = 11
4d6 ⇒ (3, 2, 4, 1) = 10
4d6 ⇒ (1, 5, 4, 4) = 14
4d6 ⇒ (4, 4, 2, 5) = 15
4d6 ⇒ (4, 4, 2, 3) = 13

Set 8
4d6 ⇒ (4, 4, 1, 2) = 11
4d6 ⇒ (4, 3, 2, 2) = 11
4d6 ⇒ (1, 1, 1, 5) = 8
4d6 ⇒ (1, 1, 3, 2) = 7
4d6 ⇒ (1, 2, 5, 5) = 13
4d6 ⇒ (4, 6, 2, 6) = 18

Set 9
4d6 ⇒ (5, 5, 2, 1) = 13
4d6 ⇒ (5, 2, 6, 3) = 16
4d6 ⇒ (4, 2, 6, 6) = 18
4d6 ⇒ (6, 2, 6, 2) = 16
4d6 ⇒ (3, 4, 5, 3) = 15
4d6 ⇒ (1, 4, 5, 5) = 15

Set 10
4d6 ⇒ (5, 4, 1, 3) = 13
4d6 ⇒ (5, 3, 2, 3) = 13
4d6 ⇒ (2, 1, 1, 1) = 5
4d6 ⇒ (1, 1, 5, 3) = 10
4d6 ⇒ (6, 6, 4, 4) = 20
4d6 ⇒ (1, 5, 6, 5) = 17

Set 11
4d6 ⇒ (3, 1, 6, 6) = 16
4d6 ⇒ (5, 4, 6, 5) = 20
4d6 ⇒ (4, 6, 6, 4) = 20
4d6 ⇒ (6, 5, 4, 1) = 16
4d6 ⇒ (6, 1, 4, 5) = 16
4d6 ⇒ (3, 6, 5, 5) = 19

E 11.

Positive Trait: 1d20 ⇒ 20
Negative Trait: 1d20 ⇒ 3


Recruitment is now closed. We will send out PM's in the next couple of days.


FYI we are looking over some of these applications and aren't seeing anything besides crunch. Check over your sheets and make sure you have everything we requested. Failure to do so results in automatic DQ.

Edit: If you have created a character sheet here on the boards please include your history and description in them, don't just leave them on the recruitment thread. It's quite annoying when we have to track them both down because they are separated.

RECRUITMENT ENDS AT 6/27/2016, 2359 PST.


No psionics. That means nothing from Occult Adventures.


Sorry but I've said all I'm going to say on the issue for now. If you think something is wrong with your character, change it. We don't even begin looking at character selection until the 27th.


There are certain things that dwarves are. Slow. Tough. Can see in the dark. Genetics and magical influences can of course change things but those result in things like dwarf sorcerers. Some dwarves are dumb, tough and dour and some are beautiful and whimsical. But keep in mind these characters must be, at their core, dwarves. They aren't mutants and they aren't aasimar or tiefling.

There is more than one test involved in the character selection then the basic information we've asked from everyone. Be careful with what you choose to change in the dwarf template. This game is going to extremely skewed towards the dwarf culture so if your character deviates too far from that...well guess what might happen.

Since this is Kingmaker it is going to be very RP heavy. We're looking at certain characteristics in our players/characters and just how heavily you edit your dwarf is one of those things.


@Montis Ironhide - If i'm understanding your skills you want to be the mapmaker. If so that would be K. Geography and C. Cartography.


Furnok Stoneshoulder wrote:


Hello Tharasiph here, this is my guy urnok Stoneshoulders, still being converted over.

For the changing to 15RP

Can I take Advanced (4 RP)

and do I get 1 pt back because I am not using the Specialised stats a dwarf normally gets for 1 RP?

If so can I then take (which costs 1 RP as a Dwarf has a -1 RP speed normally)

Normal Speed (0 RP): The race has a base speed of 30 feet.

The dwarf stats are not specialized they are standard and cost 0 RP. If you have the normal speed and advanced that would put you at 16 RP.


We forgot to mention to everyone that we also use the Background skill system.


I'm one of the locked players and I'm making a wizard/bard.


Don't try to base your character creation on anyone else. Just create what you want.


So I'm just going to warn everyone right now. I see that alot of people are focusing on the crunch over the fluff and I can tell you that might not the best idea. Crunch is fine but focus on the personality of the character you are creating. Also do not forget there is a section for History and Description we would like filled out. I understand that some people perhaps do not like writing those things out before they are chosen but those are some of the criteria we will be looking at when choosing the 2 characters to add to the group.


1 person marked this as a favorite.

Dwarves are 11 RP not 10 but otherwise you are correct.


Olaf the Holy wrote:

3d6

3d6
3d6
3d6
3d6
3d6

I do so love me some dwarves.

2d6

Edit: So, 17, 14, 18, 16, 17, 16.

Very decent spread.

Could you elaborate on what you mean by being able to 'alter dwarves up to 15rp'? Does that mean that we can add 4rp worth of abilities, or does it mean that we can trade in existing dwarven racial traits for their RP value, in addition to the extra 4 points?

Howdy Olaf, I'm one of the two locked in players so I can answer some of your questions. Right now the dwarf is at 11 rp. With 15 you can add another ability or do something like change the standard ability mod (+2 to 2 stats, -2 to another) to flexible (+2 to 2 stats). You could also switch around their ability mods so it's not just +2 con,wis and -2 cha. Not every dwarf is the same so you could be weaker but more out going (-2 str, +2 con and cha) or any combination like that. But yes the main thing is we are all dwarves with slow speed and excessive hair growth.


Drop some rules and colored me more interested. Like the idea for the story but can't really say anything more then that right now.


If applications are still open, I would LOVE to play in this.


I mean to qualify for arcane archer on the side with the slayer you would have to slayer/arcane caster/arcane archer| Arcanist(White Mage)11/Sorcerer(Elemental Bloodline) 1/Rogue(Unchained) 8. Essentially in qualifying for prestige classes each side of the gestalt is independent and untouchable by the other.


MordredofFairy wrote:

how much time left? worth it if I start making something now?

Already got an idea in mind, just didn't flesh it out.

PC: Turion
Player: MordredofFairy
Classes: Slayer 10/Arcane Archer 10 || Arcanist(White Mage)11/Sorcerer(Elemental Bloodline) 1/Rogue(Unchained) 8
Race: Fey
Templates: Suzerain CR1 Inveigler CR1

You also have to qualify for prestige classes all on one side of the gestalt. So you can't gestalt slayer|arcanist and then prestige into arcane archer.


Should have final touches down tomorrow.


TOO. MANY. INTERRUPTIONS!! GO AWAY REAL LIFE! CAN'T YOU SEE I'M TRYING TO PICK THE DOZENS OF SPELLS A 20TH LEVEL WIZARD HAS!! THIS IS IMPORTANT BIZZNIZZ!


Lol well thats there are 8 of us so far.

Powergaming DM: Will you allow us to retrain feats later? An example is I took Opposition research (Enchantment) to remove the penalties I receive to that spell school. However the Archmage Mythic ability Harmonius Mage removes all of my opposed schools. At that time would I be allowed to switch out Opposition Research for another standard non-mythic feat?


20:1 Odds that King Kong will whip dat a$$.


Nah nah nah, this is a real theme song.

8d6 + 1d20 ⇒ (5, 4, 3, 5, 4, 2, 6, 1) + (8) = 38


1d1000 ⇒ 93

That takes skill.


Making a conjurer wizard so testing out my roll if I choose to make a summon monster 9 flight of rocs (summon monster 7) a permanent summon.
1d4 ⇒ 2

Since these things are gargantuan I'm sure 3-4 medium sized PCs could ride on their backs. Or with my superior summoning I could summon 2 huge adult cloud giants. Fun times for all!XD


Yeah skill unlocks can be hit or miss for anyone who is not unchained rogue. For unchained rogue skill unlocks are like christmas, every day, all year.


You have to take it for every single skill, individual. Knowledge is just a term for a specific group of skills like craft or perform. And if you aren't unchained rogue you have to take Signature Skill every single time you want an unlocked skill.


I'm here, reworking my character (for the last time dernit!) into cleric/something. Should only take me a day.


Actually maybe not. Sure they will feel when the magic is used but how many billions of times per day do they feel that? And secondly we will all be shielded by mindblank so even if they come looking there will be a void.


Well i'm pretty much done with brawler/rogue, now looking at sacrificing all that gold for a double caster character. Cleric/wizard, cleric/druid and wizard/druid all look fun, not to mention pairing arcanist with cleric or druid. Only thing that holds me back is one of the strongest asset of cleric and druid is the ability to summon hordes of creatures. However how would that interfere with our attempting to stay under the radar of the gods? I know I could play a domain cleric and druid can just as easily pull their power directly from nature instead of a god but still, too many possibilities of exposing us just from using class abilities. I think that might be the only thing I don't like about this campaign, the very nature of it makes playing a divine caster of any type tricky.


Normally I wouldn't care who was playing what because over the course of the adventure we would figure out a way that worked. But as we are starting out at level 20 and have been together as a group for an indeterminate time we should put some effort into covering all of the roles in the group BEFORE we start adventuring. At this point I'm ok with playing with whatever is needed in such a way that it would still be a powerful character but I still need to know who is playing what.

Characters
Bigrig- Oracle (battle) 10, Hellknight Signifier 10/Antipaladin 10/Hellknight 10.
Fury- Investigator/Slayer
Iron Orchid- Telepath/Cryptic
W E Ray-Wizard (Abjurationist)-15/ Loremaster-3/ Alchemist (Mindchemist)-2 and an Unchained Monk-20
Sundakan- Psion/Alchemist?
Alexander Torov- Wizard/Mindchemist
Ashe- Bloodrager/Monk 1, Gifted Blade Soulknife 18, Darktempest 1

Am i missing anyone?


So i'm looking around and realizing the while we have lots of beefcake and DPS and so far 1 assured skillmonkey, who is playing support characters? IE cleric or bard or druid? Those classes with healing and/or outstanding party buff spells/abilities?


Well with my charisma where it's at, I could very easily throw out both classes and all that gold to go with oracle/sorcerer if needed. Or keep what I've got and just switch 1 feat for leadership and have follower with 9th level spells. The theme of my character would stay the same.

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