PF INTEREST/RECRUIT - TIDERULER - THE FALL OF LAHOLT (HIGH-LEVEL CHARS)

The cities of Laholt burn...

After centuries of dominion over the western shores of Gaelia, Laholt faces the direst of enemies. From the depths of its own past, the mage clans are reborn, tracing dark alliances with the fey tribes of the Wyldlands and the Underworld demon worshipers to conquer the enlightened cities of the kingdom.

As the nation cries for help, the overwhelmed League of Kings employs one last measure to aid the kingdom: assembling a task force to face the tides of war and ensure the peace of the western lands.

You have been selected to join the alliance. Given power to decide the fate of the kingdom, it's up to you and your peers to decide whether Laholt shall survive or give place to a new, stronger rule...

THE KINGDOM AND ITS FACTIONS

Laholt is formed by a number of fifteen distinct provinces, all of which are crowded by many different races, living alongside humans. The cities are home to many celestial residents, as well as humans, dwarves and several other foreigners that crowd the active ports of the country. Savage areas are home to many forms of fey, mostly allied to elfic settlers that came to the region after the fall of Belaran-Sayda, their ancestral home. Underneath the kingdom, the dark elves lead a nation of demons and insectoid creatures, coveting the riches of the surface. The three factions are suddenly involved in a war of conquest that leads Laholt to ruin, pitching champions from all sides in a brutal war as neighboring city-states watch the war with greedy intentions.

CHARACTER CREATION

This is a PATHFINDER game made by the players and for the players. It's also a high-level game, so a lot of work will be needed in order to build a party.

STARTING LEVEL: 12
STATS: 4D8, ditching lowest, free slotting for the results
Unchained and Gestalt allowed
Any races
Any alignments (Remember to work a link between PCs, so they don't kill each other midway for petty reasons!)
STARTING GOLD: 108 000 GP
MAGIC ITEMS: purchase to your heart's content
STYLE: Adventure, Action and LOTS of roleplay!

So, now that I've begun to learn the ropes, I decided to expand on the Tideruler premise by opening a second game on our group's homebrew setting. This time around, though, the idea is to work with high-level heroes, allowing for a comic-book-esque experience centered on players initiatives (after all, characters are bound to be set apart from common folk, given their power level). It will demand a lot of roleplaying and it will be heavily determined by proactive choices. If you're interested, please, let me know through this line or via MP. Also, I'm pasting below the written lore for the world, so far. Remember, though, that this is a PLAYER experience, and anything can be re-written, thrown away, or further developed by the participants (Heck, we could even start it all from scractch!).

Later!


A BRIEF HISTORY OF THE WORLD



[sblock]
A BRIEF HISTORY OF THE WORLD

As Told by Faranahn dan Saludh, Wanderer Sage



1.THE OLD CROWN OF MYRASH

The history of the Old Crown of Myrash cannot be told unless the tragic fall of Belaran-Sayda is addressed. The destruction of the elfic alliance represents the turning point for the dwarven kingdom, the moment where they became the decisive political force in this world.
Long before the events that would lead to the Old Crown’s rise to power and the foundation of the League of Kings, it is said that the dwarven people was a semi-nomadic collective that roamed under the earth. Some say they sold their strength to other subterranean species in exchange of riches, while others say that they simply employed their know-how to open new frontiers towards the abyss.
At some moment, nearly four thousand years ago, these loosely-organized groups of miners and stone-cutters became a force to be reckoned with, when their first king rose from obscurity. As the tales go, this talented frontier excavator[1] gathered a group of strong-willed warriors and faced hostile drow troops[2] to prevent slavery. Victory after victory, the dwarves carved the heart of their future kingdom in what would become known as the Hollow Mountain of Myrash.
After establishing their seat of power and fending the drow forces, the newly-erected dwarven kingdom turned its attention towards the surface. Scouts came from the shadows, seeking new lands to explore. It wasn’t too long before they discovered the elfic alliance, an imperial organization of autocratic structure and idealistic intentions that fought a two-front war against the orc raiders and the enemies from beyond the sea[3].
According to the records of the Royal Archive of Myrash, an unstable agreement arose between the two peoples. Belaran-Sayda and Myrash stimulated commerce between both nations, only to see the relationship deteriorate as elfic ambitions led their rulers to try and steal dwarven technological and mineralogical discoveries (fabled to be somehow unique at the time).Old alliances were revived and soon enough Myrash faced a two-front war, forced to resist the renewed attacks from the drow and the now constant menace of their surface counterparts. Balance in this war only changed with the arrival of the Ministers and their Altaian followers.
The arrival of mankind allowed the dwarves to use the power of the Ministers to their favor, while promising part of the lands if Belaran-Sayda was destroyed. The war lasted more than a hundred and fifty years between truces, new confrontations, acts of treason and unstable alliances but, in the end, the elfic alliance was defeated, the drow, routed and the belarans pushed into the Sea of Memories, to become the seafaring people they are to this day.
After that, the Old Crown helped altaians establish what they called Altaia Nova, in memory of their abandoned homeland. The Ministers remained throughout the entire process, but their interference diminished as time went by, until they left Altaia Nova entirely. Nowadays, they only appear through prayers, landing their powers to those dedicated to their worship[4].Centuries allowed a new alliance to be formed. In haste the ambitious humankind broke and built new kingdoms, always under the shadow of Myrash, though. New wars were fought against the southern raiders. Many lands were conquered, now with the help of crafty goblin spies and merchants. They received their share as many orc leaders succumbed to a war machine led by an imperial Myrash, now shaped as a Republic at the heart of a federation.The submission of many raid leaders allowed internal interests to grow strong. As centuries passed, enemies were pushed even further, kingdoms and free cities were built, and a delicate uni-multi-polarization of power was put together. Myrash would oversee potentially warring kingdoms all over Durodania, and the united continent would soon sail beyond its limits to colonize new lands. After several years of internal struggle, Myrash went through a period of Restoration, and the Crown was reborn, dubbed “The Old Crown” to remind myrasheans of their ancient and proud origins. This period of instability was not without its costs, though. Three separate dwarven factions were born from it, keeping a dynamic alliance with each other and forcing the Old Crown to build a parliament. Otherwise, civic order would have become impossible and the kingdom would have faced secession.
Myrash began an effort to develop navigation in order to go across the tempestuous Sea of Memories, inhabited solely by elfic sailors now. Whatever gods watched their efforts, they smiled upon the Old Crown. Over two decades, the seas became calmer and calmer, until they were, for the first time in known history, traversable without the ancient knowledge of elfic seamen. Soon enough, dwarven colonies crowded the southeastern part of Gaelia, as well as most inhabitable areas of Marca. The three dwarven nations competed amongst each other to harness resources in foreign lands, while Altaian exiles attempted to build their own kingdom in western Gaelia. Some of these colonies became independent, such as Odros and Kaladrias, while others were maintained under strict conditions, such as Maran. By the time some of these colonies guaranteed their independence, the Old Crown pushed many other nations around the world (both through intimidation and negotiations) towards the foundation of a world-wide council, dedicated to avoid armed conflict at all costs. At this point, myrashean influence had assumed economic and technological tones. Since myrashean parliament considered it impossible to keep control over extensive areas through ever thinning strength, it perpetrated the foundation of the League of Kings, under its evident guidance and protection. Since the bulk of powerful nations agreed, the League became a reality, absorbing more and more kingdoms every day. Armed conflict still ensues, though, and it’s far more common than myrasheans would desire. Maran is the greatest example nowadays. Also, Marca faces constant conflicts, since its fertile areas dwindle at an alarming pace and no magic seems to mend the problem.



[1] One thing that must be clear is that Underworld geography is not like ours. Ironically, it is far more malleable, retaining what I like to call “viscous frontiers”. The space a kingdom occupies in the Underworld is not defined by how space is naturally given, but rather by how it is shaped through technology and sheer force. This has led many renowned historians to conclude that technological advancements were vital to dwarven survival, just as much as magical developments would allow drow and dwergar development, in contrast. None rivalled the dwarves in profiting from these viscous frontiers, though, and their communities were constantly threatened through war and slavery.
[2] No one knows how old are the drow communities. It is only said that their presence in the Underworld predates even the most ancient dwarven registers. By the time the first dwarven king rose, surviving recounts suggest a highly-organized society, intimately involved with dwergar daily life and large enough to hold expansionist interests.
[3] No one knows for sure who were these enemies. Recent discoveries suggest that the enemies were seafarers from Gaelia, from the time before the dragons. Such hypothesis is backed by the presence of elfic ruins in many islands between Gaelia and Durodania, as well as recounts of the elfic fleet constantly patrolling and crossing the Sea of Memories. Nevertheless, there’s no clear evidence of settlements capable of defying elfic power in Gaelia at the time. This alone brings many scholars to point the ravaged continent of Marca as the origin of the mysterious enemies of the elves. A third theory arose after the sudden apparition of the ManSuk islands during the Two-Suns Eclipse (the event that doubled the sun, obliterating Marca and most of its denizens) or even the explosive rise of Sartak in the Galardian Deep. As islands and continents have been known to manifest themselves throughout history (a rarity, but empirically possible, as previous experience shows) who’s to tell if other continents weren’t taken? Perhaps some might have appeared at some point, only to rescind to the depths of existence once more. Therefore, elfic adversaries might have vanished long ago, despite their victory.
[4] Whether the Ministers were real gods or just another euhemerist maneuver, no one knows. Tales of their historical role are as flashed-out as any divine narrative would be. It is also noticeable that many dwarves have adopted the cult of the Ministers as their own, with entire communities dedicating temples and practices to their memory. Still, the Black Trinity is still the main cult between dwarves, especially around the capital.
2. MARAN
Oldest and last colony of the Old Crown in gaelian territory, Maran was founded by a branch of the Fellowship of the Brave. The braves, as they are known, became a relevant faction within myrashean politics shortly after the formation of the Parliament. Mustering great economic power, the braves represented solid opposition against industrial and mining sectors, as well as landed noblemen and frontier excavators. Being a surface faction, though, the braves maintained close ties to the Trinity Covenant, as well as many goblin merchants, being able to build fortunes through careful planning, insurance practises and financial maneuvers. Underneath the foundation of Maran rests the heavy hand of the braves.
Maran was built to secure a strategic position against tarrazan incursions into Old Crown’s colonies. The city has lived many transitions throughout the ages. It has been a fortress, a merchant outpost, an offshore nod for the kingdom, and so on. After it’s independence claim, Maran was taken by an alliance between the Old Crown and the eastern ex-colony, Odros. Maranan walls are down, its fortresses are taken by odrosan Ironmen and the port is under blockade.
Despite all this, the braves still retain their privileges. Many say they sold the maranan rebellion to achieve advantages within the Old Crown. Others, more lucid, simply understand that no one would menace them, since they’re the major partners in the Fellowship Bank, which holds entire kingdoms in debt (including, some say, the Old Crown itself). Why wouldn’t they use such power to force maranan independence, no one knows, though.Local maranan merchants, on the other hand, persist in resisting their oppressors.
3. ODROS
If Kaladrias bought its freedom with copious amounts of wealth, Odros became free through blood. The Ironmen of Odros became famous for their refined strategy and their bloodlust on the battlefields.
After centuries of dominion, the odrosan decided to use strength in their own favor. They forged alliances with Wanderer weaponsmiths and used their experimental projects in their favor. Resistant armor and special blades were forged, arming soldiers that would stop at nothing, as Wanderer spies would sabotage the Old Crown’s war machines to grant their allies’ survival. Thus were born the Odrosan Ironmen, a lethal confluence of Wanderer’s shady techniques and dwarven resilience.
As Odros became an autonomous force, it also turned into a major player in gaelian politics. A traditional ally of the central gnomish nation, Odros houses the biggest confluence of the two races. The gnomes present in the city are, for the most part, arcane engineers and assassins, differently than the scholars that occupy the central areas of the continent. As a military force, Odros has become the main arm of vigilance of the southeastern lands, even receiving tribute from some landlords from the mountain areas.
3. KALADRIAS
The third pillar of the Old Crown’s colonization plans over Gaelia, Kaladrias became one of the richest settlements known on account of certain mining claims. Their rise to power happened soon afterwards, when the city bought its freedom with a heavy tribute. Even though the Old Crown tried to bring the city into submission once more, later on, its efforts were in vain. By then, Kaladrias had a considerable mercenary force under its command, as well as solid alliances with the gnomish peoples and Odrosan men.
Nowadays, Kaladrias maintains a neutral disposition in what pertains the conflict involving Maran. Surely it would be more profitable for kaladrians if Maran was set free. Still, as long as the Braves are kept in check, Kaladrias has space to grow economically without direct interference of the Fellowship Bank and its considerable assets. Kaladrias is located on the edge of the grey deserts, north of Maran. Being the crossroads between east and west, Kaladrias receives many different races. It houses embassies for Laholt, Odros, the Old Crown, the gnome countries, and even Tarraz, among others. It is considered the official cosmopolitan heart of the continent. It’s considerable size is second only to the gnome capital, the Pillar of Heaven. The merchant rulers of Kaladrias have consolidated power under severe economic influence across the continent, an effort resisted solely by the cultural advancements of gnomish civilization.
4. THE MOUNTAIN LANDERS (Based on Morgrym’s background)
The vast areas around the Peak of Sorrows have been conquered by dwarven tribes long ago. The former inhabitants - mostly giants - are scattered and barely able to offer any sort of resistance nowadays. Ever since, the clans have divided the land in a communitarian system, offering command to the oldest and strongest families in the area.
For the most part, the area is peaceful, keeping political struggles and interests at bay through tributes and cautious negotiations. Recently, though, incursions of fire elementals from the Peak of Sorrows have increased without explanation, and the tribes had to resort to more direct measures to solve their issues.
The clans live, for the most part, as shepherds and hunters. The land is almost as arid as the grey desert for the most part (it is part of it, in fact), but it houses distinctive and magical life forms. Unnecessary to say that mystics and noblemen might pay well for unique materials derived from such beasts. Not all is promising, though. The southern borders of the Mountain Landers are infested by wyverns, leading clansmen to constant combat.
The area has also been known as a common gathering of nature worshipers. As the story goes, the god of nature (Gozreh to some, Golik the Green to others, …) gathered many followers in the surrounding areas. Some speak of a pact between the clans and the god, that would bring protection to these lands in exchange of worship. Others say the god chose to use the area as his own personal ark, where he can save his chosen and protect them from an inevitable day of reckoning that would ravage Gaelia, much like the Twin Suns destroyed Marca in the past. The god had gone as far as to bring a hermit to these lands with a cyclone’s wind, if such a story is to be believed.

5. THE TEMPLE OF THE DRAGON (Based on Marius’ background story)
Much has been written about the knightly order that raises sages and warriors on the eastern slopes of the Peak of Sorrows. As the legend goes, it was founded in the last days of the Age of Wyrms by an obscure alliance between a dragon and a paladin. Whatever the case, I intend to focus on present matters instead of retelling the rich history of such an order.Despite their reduced number, the order counts with well-trained men, being a heavy-lifter in Gaelian politics. For the most part, the order is unwilling to employ strength for the sake of ambition, and it has served as a loyal protector of common folk throughout its history. Still, any movement on the eastern side of Gaelia would have to rely on support from these ascetic warriors, lest it be undermined by their actions. As with the isolationist Mountain Landers, their support would be crucial to enforce any political advancement in the area. The temple is capable of identifying any kind of pernicious influence over the lands. Still, when the strategic field assumes greyer tones, the temple becomes an unpredictable force, capable of changing the scales on any given dispute. So far, they have not expressed an opinion on the Maranan conflict, but this might not last…
6. LAHOLT (Based on Reynard’s background story; re-worked for “Fall of Laholt” plotline)

Of the two human kingdoms in Gaelia (the other one being the eastern city-state of Usher), Laholt is the newest one. Laholtians are exiles that left the Durodanian realm of Altaia to begin anew in colonized lands. Laholtians mixed their blood with that of the few human inhabitants of Gaelia (natives were almost entirely comprised of lizards and kobolds, as well as an organized religious autocracy ruled by Yuan-ti snakemen, except for the ancestors of the Muir and the Usherians, both human communities). The kingdom received it’s name from Allard Laholt and his sons and grandsons, those who led the exiles towards the Laholtian Bay. Through the centuries, Laholt grew enough to deserve a seat in the League of Kings, right by the side of Usher - much to the dislike of Altaia. Since it’s foundation, Laholt became quite cosmopolitan, living from commerce as much as from agriculture. Some of the best fencers and jousters of Gaelia come from Laholt, as well as a good deal of sages and mystics. Laholt is the seat of power for the Minister Church in Gaelia. Actually, it is hard to find any other place that will have the Minister faith as its official religion (except for some dwarven settlements in the west, founded specifically to avoid religious conflicts and persecution, not unheard of back in Durodania and Myrash).Perhaps out of proximity, Laholtian noblemen have acquired the same taste for political intrigue that characterizes dwarven lords. Laholt is known for political treachery, and assassinations are a constant. Eleven kings occupied the Laholtian throne in the last thirty years, most of them ending their rules assassinated. Noblemen are constantly harassed, and it is not uncommon to see framed judgements and unjust sentences being handed down. One particularly drastic case speaks of the recent assassination of an entire noble family on account of political disputes…Be that as it may, the lords of Laholt hold power over most of the western coast of Gaelia, being fundamental to the resolution of any continental crisis or conflict. Right now, though, it seems they’d be incapacitated of any larger scheme participation. The older occupants of laholtian land, in alliance with several clans of persecuted mages and lesser-known religious orders, amass against laholtian cities and communities, demanding from Laholt a focused effort to keep control over the kingdom. This alone allows Nova Altaia to pressure the Old Crown for a seat in the League - probably, Laholt’s seat.

EXCEPT - THE LEAGUE OF KINGS
As the Old Crown sprung out its influence, it suddenly realized that it would be impossible to control every territory through military action. It lacked the contingents to do so, and allies can’t be trusted if they are too far away. Such principles had been proven over and over, as the colonies and kingdoms of Marca fought against each other over scraps of living land. In order to keep the peace, the Old Crown decided to use all resources available to erect a gathering point, not far from its own coast. There, in a complex that would become known as Valenhan Keep, it stored a collection of communicational and strategic devices, forged by powerful enchanters, and soon enough invited all powerful lords to hold embassy there. After a preliminary meeting and much debate, the basis for what would become the League of Kings was formed.Forged over the fragile Peace of Modalia, the League of Kings would only gain strength many years later when economic interests became a main concern for the most relevant members of the council. The League provided fast means of communication between metropolitan and colonial decision centers, as well as quick means of information exchange between allied kingdoms. At first, the Old Crown seemed to grant autonomy to all members. In truth, though, it attempted to co-opt the Fellowship Bank and, through technological and magical research, advanced in imposing its own will over all others. As many nations were too powerful to be intimidated, the League served as a device of constant embargos and secret alliances, forging the path to a secret unification of world-wide politics. The war on Maran has been sustained by the Old Crown only through a system of diplomatic fencing and economic measures. Soon enough, though, Gaelian nations are bound to make a statement, either in favor or against the Old Crown’s practices. Once a decision has been made, the conflict might grow out of control, even involving nations from beyond Gaelia. It is known that the southern raiders await for an opportunity to break free from the influence of the Old Crown. Many Marcan nations would profit from such an opportunity to rid themselves from the yoke of their masters.Another important element to a potential rebellion from maranan lands is the still improbable set of distances any army would have to brave before engaging in combat. Odrosan personnel has been helpful, but usherians and specially laholtians would have a hard time joining the fray. The Old Crown perfected transportation means to an extent, relying on technological advancement and steam machinery to go across the oceans unimpeded. But without finding a way to master in massive ways the use of magic portals armies will still be restricted to certain territorial reaches.
The heavy presence of exotic sentient species al throughout Laholt - from the Aasimar and Celestials that surround the Lone King of Laholt to the fey that dwell on the country’s woods and savage regions - might be a hint as to why Laholt still holds a seat in the League, despite its timid participation in international affairs. It is said that the Lone King holds dominion over potent magics, being capable of building portals through the use of his enchanters. But in an era of world dominance and brutal intrigue, sharing such secrets would be madness.
Recent events show that the only crown in the west is threatened, though. Dwarven unwillingness to aid the conflict directly - under the false pretense of keeping the maranan blockade - might mean that the Old Crown is finally making its move to uncover the secrets behind the high magic yielded all throughout Laholt.
7. ASHIR
When the first dwarven ships came to Gaelia, the towering, ominous vision of Darkspire was already waiting to greet them. Built hundreds of years before the colonizers arrived, the black tower was conceived as a testament to the power of the dragon-gods of the Fanglands. To this day, darkspire remains as the undying symbol of the serpent kings, even though the rulers of Ashir are now as human as the inhabitants of Laholt.Ashirian history portrays human origins in a very distinct way than the nations of Marca and Durodania. In fact, ashirians believe that they are ancestors to all other humans, being directly descendants of draconic will and spellcraft. Therefore, they call themselves The First Men, theorizing that the other nations, named Second and Third men, were either born of emigrants from Gaelia or re-created by envious lesser gods, desperate to emulate ashirian perfection.
Ashirian kings understand they are, in fact, the last of the draconian tribes, considering themselves equals of the old serpent lords of Gaelia. They call themselves the Arhu-Kahlim, or “unscaled”, in a distant corruption of low draconic.
The kings of Ashir cultivated knowledge for generations. Instigated by the discoveries of the Willing, they became the dubious guardians of secrets, seeking the mysterious origins of magical power within the world’s bowels. Their alliances with cthonic deities and demons are well--known. These practices are curiously enforced by the local cult of Vorr, master of pleasures, a capricious god - or goddess - of many shapes.[/sblock]
 
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[MENTION=4936]Shayuri[/MENTION], you can build another version of her. It fits the sett... I mean, it's another game! :)
[MENTION=6855204]tglassy[/MENTION], do I look like the guy tha would play supers with pathfinder and refusd a psi character? Part of the inspiration for this is an adaptation of Betsy Bradock for the system! :D

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Shayuri

Villager
By gestalt, do you mean the official 'gestalt' classes like Arcanist and Slayer and Bloodrager and so on? Or the old-style gestalt where you possess and level simultaneously in two classes?

My assumption is that you mean the first, but I want to be sure.

Saving a spot with my stat rolls so I don't have to look 'em up later.

No idea what to play yet.

stats: 4D8.HIGH(3) = [7, 8, 1, 3] = 18
4D8.HIGH(3) = [6, 8, 3, 1] = 17
4D8.HIGH(3) = [1, 6, 3, 8] = 17
4D8.HIGH(3) = [8, 1, 2, 3] = 13
4D8.HIGH(3) = [6, 1, 6, 8] = 20
4D8.HIGH(3) = [4, 6, 8, 4] = 18
 
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By gestalt, do you mean the official 'gestalt' classes like Arcanist and Slayer and Bloodrager and so on? Or the old-style gestalt where you possess and level simultaneously in two classes?

My assumption is that you mean the first, but I want to be sure.

Saving a spot with my stat rolls so I don't have to look 'em up later.

No idea what to play yet.

stats: 4D8.HIGH(3) = [7, 8, 1, 3] = 18
4D8.HIGH(3) = [6, 8, 3, 1] = 17
4D8.HIGH(3) = [1, 6, 3, 8] = 17
4D8.HIGH(3) = [8, 1, 2, 3] = 13
4D8.HIGH(3) = [6, 1, 6, 8] = 20
4D8.HIGH(3) = [4, 6, 8, 4] = 18
Yup, first one! :)

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tglassy

Explorer
I’m currently looking at a Dhampir, and going either Magic, Psionics or a mixture of the two...a Cerebremancer might be interesting. Or a psychic bloodline Sorcerer. Hmm....


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Neurotic

Adventurer
STARTING LEVEL: 12
STATS: 4D8, ditching lowest, free slotting for the results
Unchained and Gestalt allowed
Any races
Any alignments (Remember to work a link between PCs, so they don't kill each other midway for petty reasons!)
STARTING GOLD: 108 000 GP
MAGIC ITEMS: purchase to your heart's content
STYLE: Adventure, Action and LOTS of roleplay!

[MENTION=6855545]Archon Basileus[/MENTION], are you sure you wanted to write 4d8 and not 4d6? Apologies to everyone who already rolled if this is a typo :)
Also, may I take fighter with Stamina rules? Since you're allowing Gestalt and Unchained, maybe fighters get some love too :)


My rolls: 4D8.HIGH(3) = [3, 7, 5, 1] = 15
4D8.HIGH(3) = [8, 1, 8, 8] = 24
4D8.HIGH(3) = [5, 4, 4, 6] = 15
4D8.HIGH(3) = [4, 2, 5, 6] = 15
4D8.HIGH(3) = [3, 3, 7, 2] = 13
4D8.HIGH(3) = [1, 8, 7, 2] = 17


:D base DEX 24 or the strongest kobold ever!
 

KahlessNestor

Explorer
I shouldn't, probably, but I'll throw my hat in. Not sure what I want to play, though. 12th level is high! That's where official play usually ends! LOL

What do we have so far? Maybe I'll roll and take in order and decide?

Stat generation: 4D8.HIGH(3) = [3, 6, 8, 2] = 17
4D8.HIGH(3) = [6, 6, 8, 2] = 20
4D8.HIGH(3) = [7, 6, 6, 1] = 19
4D8.HIGH(3) = [8, 1, 3, 8] = 19
4D8.HIGH(3) = [7, 3, 8, 5] = 20
4D8.HIGH(3) = [3, 2, 2, 4] = 9


I was like "Holy Crap! I almost have to play with numbers like that!" But then I looked at some of the other rolls, and was, "Okay. Meh."
 

Neurotic

Adventurer
I shouldn't, probably, but I'll throw my hat in. Not sure what I want to play, though. 12th level is high! That's where official play usually ends! LOL

What do we have so far? Maybe I'll roll and take in order and decide?
Dhampir, some kind of psychic character (psycho sorc, psionics, something)
Kobold fighter


I was like "Holy Crap! I almost have to play with numbers like that!" But then I looked at some of the other rolls, and was, "Okay. Meh."
You got the highest rolls - I have one max roll, but my others are lower. That nine is only low point (literally) for you. There is still that moment when AB says "duh, roll d6 please" :)
 
You got the highest rolls - I have one max roll, but my others are lower. That nine is only low point (literally) for you. There is still that moment when AB says "duh, roll d6 please"
Unless you're firmly against my D8's, not gonna happen! :D
We're going Wild Cards on Gaelia's ***, this time!
 

Neurotic

Adventurer
If you were going extra bada** there is mythic play. But I like extra stats so not complaining. This 24 makes even str based kobold possible
 

Neurotic

Adventurer
Don't go overboard - if you give us d8s, don't go mythic, it adds levels and complexity :) I'd rather have Marius mythic
 

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