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Brevoy Southern Reclamation Project - BS RP (Kingmaker) (Inactive)

Game Master fnord72

High fantasy kingmaker campaign. Expect modified kingdom building and an emphasis on the social and political aspects of creating and running a kingdom.


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Tap, tap, tap the hammering sounds the posting of a notice on the job board of the tavern. Before long the contents of the notice is the only topic of import throughout Restov.

Here ye, here ye! Be it known throughout Brevoy, north and south. That our Lord of Issia and Prince of Rostland, Suzerin of New Steven, Overlord of Restov, Defender of the Lake of Mists and Veils, in the name of Choral, King Noleski Surtova has decreed those lands to the south of Brevoy be surveyed and explored with the expectation of settlement.

As such, any able bodied beings in good standing with the Sword Lords of Restov, may apply for writs of exploration and travel. All such interested personages should appear at Townhall no later than high noon on Oathday, Calistril 30th, 4710 AR. Interested personages should provides letters of patronage at this time. So sayeth Lord Mayor Ioseph Sellemius, on behalf of and for the Sword Lord, King Surtova.

It is a brisk and cold day that you hear of this opportunity before you. Collecting your coat and gloves, you feel a pull to see for yourself what this event portends for you.

Declaring Interest:
I am looking for players with a yearning to play kingmaker for the opportunity to discuss and play out the building and expansion of a kingdom. While there is combat throughout the game, socio-political intrigue will also play it's part as the game progresses. If you are interested in making a combat monster that dumped all social graces, please consider another game.

Please don't worry about fleshing out a character, I want to see race, class, alignment, your campaign trait, and a brief background and description of your character.

Players are expected to be able to post at least once per day during the week. Missing more than a week of posting without advance notice may place your character on a standby list and open the game to others.

I will be selecting a party of 4-6 characters.

Character Creation:

I will not be allowing any 3rd party material for character creation.

Please note that I understand that players will want to optimize their characters. I also wish my players to understand that I may alter or remove something from the game if I feel it is becoming overpowered and/or abusive.

Sources allowed:
Races: Pathfinder SRD, please note that if you are not a core race, your background must provide a reason for your presence in Brevoy as well as at least one plot hook that I get to take advantage of. Keep in mind that exotic races may have additional challenges to ruling a kingdom.

Classes: Core and APG only please. Please note that abusive or overpowering optimization may result in the over-god reigning holy terror down upon you.

Ultimate Combat and Ultimate Magic: Please note that items in these books may be available after character creation. They are not likely to be found at the general store. Feats and class options will generally require a side quest to find someone to teach them. If players let me know they want something, I will do my best to work opportunities into the game. This goes for spells as well. Spells in these, and other books are not general knowledge and may not be automatically learned at level up. They also must be discovered, learned, or stolen.

Other Paizo Sources Will be reviewed case by case.

Attributes: Roll one set of 4d6, drop the lowest. You may replace two rolls, one with a roll of 1d3+15, the other with a roll of 1d10+6. Replacing a pair of rolls requires a plot hook in your back ground. Replacing two pairs requires an additional two plot hooks.

Alignment:Please note that the players will be running a kingdom, overly chaotic or evil characters will have problems as co-rulers.

Traits:Two plus one campaign trait, for a total of three.

Hit Points:Max first, roll or average thereafter, choose at character creation.

Wealth: Max for class. Please note that as this is a rural and exploratory game, players will need to track consumables like ammunition and food/water. At higher levels tracking mundane consumables may be bought with routine gold expenditures (i.e. every time you are in town, you spend a few gold and are assumed to have restocked to the amounts listed on your character sheet.

House Rules:

To reiterate, class abilities, spells, feats, and equipment outside of core and APG are not immediately available. Most of these items will not be off-the-shelf and will require the character to search for a source. You may ask. At this time guns do not exist in Golarion.

Weather will play a part in this game. This will have a bigger impact at lower levels. The Stolen Lands are a northern land with incremental weather and a short summer.

While I will be tracking group loot and a map of the explored areas, at least one player should volunteer to do so for the group, lest the group get lost in the wild lands. Character's without the means to make a map may find their route rather circular.

Please note that I will be changing some creatures, locations, and other characteristics of the adventures as a deterrent to metagaming.

When we get to building the kingdom, I will be using Book of the River Nations. Please note that cities, and/or city districts that I feel have become unbalanced will have negative effects. I.e. a large city with no inn or tavern will start generating unrest. Cities without garrisons or walls may riot or revolt. Plan your cities with a mind to what a population would realistically expect and not to what gets the most BP and you will be fine.

I have not worked out all of the details yet, but I am looking to A) have the hexes 1/7th their current size during kingdom building; B) allow more than one open space development in a hex. I welcome player input.

Players will be rewarded for coming up with generalized (or detailed) laws for their kingdom, as well as handling the development of a nobility system as the kingdom grows.


Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

dotting

thinking of submitting Bridgette


Pathfinder Adventure Path, Campaign Setting, Companion Subscriber

OK - doting for interest.


Define "abusive or overpowering optimization".

These things are more often than not a matter of taste than a hard limit.


Dot....dot....dot


@Mr. Swagger: If your character is killing everything in the first round and the other players become your porters; if you specialize so narrowly that you are the porter, except in ideal or (usually) combat situations; if I find that level appropriate encounters are ending in the surprise round.

I don't really set a limit on it (like stating that wizards are overpowered across the board). Smart players are going to understand that while they could set up combos that would effectively make it a solo encounter, they are not going to do it because this is a multi-player game.

I like to develop situations that will allow each player to have a chance to shine in the limelight, but if one character is doing everything...

Kingmaker is definitely a game that will suit characters that optimize to be well rounded rather than narrowly focused.


Race: Human
Class: Fighter (Crossbowman APG 104)
Traits: Pioneer, Highlander, Resilient
Alignment: N

Background: A life lived alone. In four words this sums up the story of Lyster Valdis. Born into a family he long since abandoned for the call of the Stolen Lands, Lyster has sought to overcome obstacles and learn to live by the strength of his courage and the aim of his crossbow. Though the woods are his home, a yearning for civilization has always pulled at his heart and hearing of the need for men and women to explore his home in earnest and bring the law back to a land of bullies and brigands, he rode out on his horse to meet the adventure ahead/

Attributes:

Set 1: 4d6 ⇒ (6, 5, 4, 2) = 17
Set 2: 4d6 ⇒ (3, 3, 4, 6) = 16
Set 3: 4d6 ⇒ (5, 2, 2, 2) = 11 being replaced with New Set 3: 1d10 + 6 ⇒ (4) + 6 = 10
Set 4: 4d6 ⇒ (4, 6, 3, 5) = 18
Set 5: 4d6 ⇒ (4, 5, 6, 2) = 17
Set 6: 4d6 ⇒ (2, 1, 6, 3) = 12 being replaced with New Set 6: 1d3 + 15 ⇒ (1) + 15 = 16

This gives: 15, 13, 10, 15, 15, 16.
Human +2 bonus to Dexterity
This gives:
Str: 15
Dex: 17
Con: 16
Int: 13
Wis: 10
Cha: 15

Plot Hook

Spoiler:

Years and years ago, Lyster witnessed a soldier being murdered along the roads of the River Kingdoms by a brigand and disposed of in the woods. When Lyster found the body after the murderer had gone, he found that the thief had taken everything save for the man's weapon, a now ruined crossbow. Taking it upon himself to fight banditry, Lyster took the weapon and had it repaired, swearing upon it that justice would be met out.


Quick Summary: Human, Paladin(multiclass to sorcerer at 3... Or Fighter, Aldori Swordlord, or stays Paladin, depending on how the character develops through the first two levels of roleplaying and if Aldori Swordlord is allowed), LG, Sword Scion

Quick Background/Personality: Values family due to lack of father growing up, always admired swordlords and wants to be one, though he lacks the skill, unsure of what to do with his Paladin status, but respects it.

Background: Salvator was a fatherless* child who instead looked to the swordlords of Restov as the men he sought to emulate. Forever dreaming of joining their vaunted ranks, he spent far too much time dreaming rather than practicing, and though while he has picked up some small measure of their talent, he is not a truly skilled fighter.

However, his missing father has left him with more than a lack of a last name, it has also endowed him with a true value for family, whether blood or otherwise. Salvator cannot bear to hear a tale about sundered family, and any request that involves rescuing or bringing together family members will not fall upon deaf ears when it is brought to Salvator. As a young boy, he answered one such request and rescued a small child from a river after that child's sibling had told him of it.

Erastil has smiled upon Salvator's value of the family, and his simple courage, and granted the would-be-warrior the blessings of a Paladin. Salvator is not exactly sure what to do with this unexpected blessing, but decided aiding his King as an adventurer would help him find himself and where he should go.

Quick Physical Description: Slightly short and moderate build, fair hair cut just below the base of the skull and tanned skin. Average, everyman look. Blue eyes.

Physical Description: Salvator's slightly small stature hides a powerful, flexible, and enduring musculature, tanned and built in the working class that Salvator grew up in. His simple beard and semi-functional haircut and straw hat** give him a fairly average look from a distance. However, when one get's up close, one realizes that his averageness is a tool. He is a man who looks like a solid, straightforward, no nonsense equal, and among the common man, it gives him a powerful charisma.

*as in, the father didn't stick around, not Skywalker style. :P
**gonna ruthlessly copy my avatar, if that's ok with you guys. After trying and failing to find an avatar that matched my description on my past two characters, I'm trying to a description that matches my Avatar.


4d6 ⇒ (1, 4, 6, 5) = 164d6 ⇒ (1, 2, 6, 1) = 104d6 ⇒ (6, 1, 5, 6) = 184d6 ⇒ (3, 5, 1, 5) = 144d6 ⇒ (2, 4, 3, 6) = 154d6 ⇒ (1, 1, 3, 3) = 8

Alright,

That's a 15, 9, 17, 13, 13, and 7,

Replacing the 7 with

1d3 + 15 ⇒ (2) + 15 = 17

Replacing the 9 with

1d10 + 6 ⇒ (2) + 6 = 8

Gonna go with..

Strength: 17

Dexterity: 15

Constitution: 13

Intelligence: 13

Wisdom: 8

Charisma: 19 (Racial mod)

Plot Hook:

Spoiler:
The missing father that left him with a sorcerer's heritage (represented by the Magical Knack Trait) that he does not yet know about. Would that count?


Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

I'm coming up with some plot hooks,
DM check If you find any in the current profile below.

Bridgette


You'd make a natural born leader Salvator!


@salvator using a reroll is a set, so you need to pick one to be replaced with 1d10+6, which in your case isn't likely to be a penalty...


Ah, k, my bad.

Edit: And thank you, Lyster! *tip o' the hat*


@DM Fnord: Is there anything else you want from my character to determine validity?


Salvator wrote:

Ah, k, my bad.

Edit: And thank you, Lyster! *tip o' the hat*

And tip of the hat to you!


Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

So I take it that you did not find any plot hook with her?

Bridgette


Azure_Zero wrote:

So I take it that you did not find any plot hook with her?

Bridgette

I ain't the DM but would you like me to take a look?


Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

go ahead.


Azure_Zero wrote:
go ahead.

I really like the character concept. Barbarian/Monk is a really sweet idea and the Styles are good too. I like how we see back to her family but I'm not getting the whole aasimar vibe. Maybe just ulfen would work?


Lyster's giving me this awesome "Sheriff laying down the law" vibe, was that what you were aiming for?


Salvator wrote:
Lyster's giving me this awesome "Sheriff laying down the law" vibe, was that what you were aiming for?

"Sheriff? Now I wouldn't mind being called that in the near future"

In game terms, I won't be aiming as Ruler but probably a more General/Warden oriented job. The Stolen Lands need to civilized but someone needs to patrol the wilderness still.

Currently, we've got a strong combat oriented group. Some arcane firepower or divine healing would be probably quite helpful so I'm not against switching characters if need be.


Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

I'll try to avoid pure human as I think this AP will have some night or dark dungeon encounters and humans don't have low-light or Darkvision to handle that.

I do like that bonus feat and skilled,
but I like not being blind in the dark.

I could re-write the family lines a bit and have her inherit the aasimar genes that were dormant in her mother and father.


About level 9ish, Salvator, if he goes Sorcerer, should have enough magic to really start making a consistent difference with it. He'll always be 3 levels behind a wizard in high level spells, but I'm hoping that he'll still make a good contribution to our arcane utility, throwing out Hastes, and other buff magic that doesn't have to be cutting edge to be really darn useful.


Azure_Zero wrote:

I'll try to avoid pure human as I think this AP will have some night or dark dungeon encounters and humans don't have low-light or Darkvision to handle that.

I do like that bonus feat and skilled,
but I like not being blind in the dark.

I could re-write the family lines a bit and have her inherit the aasimar genes that were dormant in her mother and father.

Hmm... quite true. But I plan on having some light with us as well as soon as I can find an everburning torch


Salvator wrote:
About level 9ish, Salvator, if he goes Sorcerer, should have enough magic to really start making a consistent difference with it. He'll always be 3 levels behind a wizard in high level spells, but I'm hoping that he'll still make a good contribution to our arcane utility, throwing out Hastes, and other buff magic that doesn't have to be cutting edge to be really darn useful.

And your paladin side could heal. In any case, I plan on cross-classing into Inquisitor to fit my character's background as well. In fact, would you prefer that he goes Inquisitor at 1st level instead of Crossbowman?


Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

A touch in a dungeon full of creatures with darkvision,
does that not look like a sign to them saying
"Adventurers coming,
Prepare your Dinner plates"


Azure_Zero wrote:

A touch in a dungeon full of creatures with darkvision,

does that not look like a sign to them saying
"Adventurers coming,
Prepare your Dinner plates"

And my crossbow shall answer back with:

"Warning. Food may pack a fight."


Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

that light is also a beacon for them to know where we are and what route we're going.


@Lyster:

I've never actually gotten further than 6th level before, and the only party I've been in that made it past level 2 had 0 healers (other than the idiot Paladin who never used a heal in combat, because I didn't know it was a swift action on myself)..

Still, CLW is really nice early level, so I think that, level 1, Inquisitor would be better than Crossbowman. On the other hand, if both the feats you want level one require 1 BaB, go Crossbowman first level, Inquisitor second.


Salvator wrote:

@Lyster:

I've never actually gotten further than 6th level before, and the only party I've been in that made it past level 2 had 0 healers (other than the idiot Paladin who never used a heal in combat, because I didn't know it was a swift action on myself)..

Still, CLW is really nice early level, so I think that, level 1, Inquisitor would be better than Crossbowman. On the other hand, if both the feats you want level one require 1 BaB, go Crossbowman first level, Inquisitor second.

My feats did not require said BaB so if the DM is fine, I think I will indeed go Inquisitor first, switching his Cha for Wis.

This would give us combat while adding some healing and the often useful Monster Lore ability.

If the DM is fine with this, I'd also like to discuss Inquisitions, especially the Justice Inquisition which would fit backstory and be right in line with bringing the Stolen Lands into civilized lands.

Justice Inquisition:

Justice Inquisition
Some must learn that to submit to one’s fate often means submitting to your form of justice.

Deities: Iomedae, Pharasma.

Granted Powers:

Judicious Force (Su): If you or an ally within 10 feet makes a critical threat with a melee or ranged attack, as an immediate action you may add +4 to the confirmation roll. This does not stack with the Critical Focus feat. You may use this ability a number of times per day equal to your Wisdom bonus.

Chains of Justice (Su): At 6th level, once per day, you can bind an opponent within 60 feet to you with spectral chains (Will negates). When you take damage from an enemy, the bound target takes this damage as well. Whenever the bound target takes damage from you or one of your allies, you take this damage as well. You and the target are not physically bound to each other, and either can end the connection by breaking the line of effect or exceeding the ability’s range. You may dismiss the chains as a standard action.


Race: Gnome
Class: Bard
Traits: Brigand, Reactionary, Anatomist
Alignment: CG

Background: At the onset of the Bleaching, Gizsmith headed out into the wide world in search of new experiences. Tales of its connection to the First World eventually lead him to the River Kindoms. Once there he spent his time drifting from Kingdom to Kingdom, gathering stories and experiences, never spending much time in one place. Most recently, he was a part of a band of brigands who robbed tax collectors and wealthy merchants. A coup lead by some of the more bloodthirsty members of the band left Gizsmith running for his life, with a sac of booty over his shoulder, and heading for more civilized environs. Landing in Restov, he has spent his time licking his wounds and keeping an eye out for his next source of excitment.

Description:
Standing barely 3 feet tall and thin enough to hide behind a sapling, Gizsmith is intimidating to only the youngest of children, though his flaming red hair and beard mark him readily as a gnome. He as a habit of whistling to himself and a loose understanding of property rights. When the opportunity presents itself, he can be found regaling tavern patrons
with the stories he has collected in his travels and tales of his own exploits, some of which might even be true.

Attributes:

4d6 ⇒ (2, 1, 1, 3) = 7
4d6 ⇒ (6, 3, 6, 3) = 18
4d6 ⇒ (6, 6, 5, 2) = 19
4d6 ⇒ (4, 4, 4, 3) = 15
4d6 ⇒ (6, 6, 6, 2) = 20
4d6 ⇒ (1, 5, 3, 3) = 12

So that is a 6, 15, 17, 12, 18, 11
Replace the 6 with 1d3 + 15 ⇒ (3) + 15 = 18

Str:10 (12-2)
Dex:17
Con:17 (15+2)
Int:18
Wis:11
Cha:20 (18+2)

Plot Hook:

One of the wealthy merchants that Gizsmith helped rob in his brigand days never recovered from the loss and now, reduced to near poverty, has begun a quest for vengeance against the men who ruined him. Recently, he has heard rumours of a certain gnome spending a lot of loose coin in Restov.


For your consideration:

Character Details:

Aedon Tellefleur
Race: Half-Elf
Class: Rogue (Rake)
Alignment: Lawful Neutral
Campaign Trait: Noble Born - Lebeda

Brief Summary:

Aedon Tellefler was raised as part of a large merchant family plying their trade in and around Lake Reykal. Like his six siblings, Aedon was required to work for the company, but unlike them, he grew to love spending time around the business. While his brothers were practicing their swordplay, Aedon was peppering the accountants with questions about cash flows. While his sisters entertained each other in the conservatory with their musical talents, Aedon was knee-deep in the stables, learning how to take care of the cart teams.

His father noted his son's interest, guiding it as much as possible. After several years, he finally realized that Aedon would never get the real experience he needed by continuing to work at the family company. A few favors were called in and Aedon was added to a team of explorers heading to The Greenbelt region of the Stolen Lands.

Character Description:

Aedon is a striking half-elf with blue eyes and long blonde hair typically worn in a ponytail. He dresses in the latest fashions, though not in the foppish courtly attire found in some capital cities.

Aedon is well-spoken and usually has a friendly manner of dealing with people. This demeanor hardens noticeably during business discussions. Aedon believes in making binding agreements then adhering to them, and he has no patience for people who attempt to avoid their financial or professional responsibilities.

I'm happy to discuss adjusting the character as needed, up to and including adapting to a specific party/campaign role(s). Suggestions are also welcome.


Well, with a Paladin, Bard, and Inquisitor, we shouldn't have any trouble with healing, blasting is overrated, I hear, and I'll be able to do it fine after a couple of sorcerer levels.

I think this five'd work, but, let's see what the GM says. :)

~~

Salvator is almost ready, just non-combat equipment and skills left.


Salvator wrote:

Well, with a Paladin, Bard, and Inquisitor, we shouldn't have any trouble with healing, blasting is overrated, I hear, and I'll be able to do it fine after a couple of sorcerer levels.

I think this five'd work, but, let's see what the GM says. :)

~~

Salvator is almost ready, just non-combat equipment and skills left.

Confirming my change to level 1 Inquisitor. Have not added the Inquisition yet and full character to be completed.


@azure_zero Urban Barbarian is from a proscribed source. I am fine with Aasimar as a race though i classify it under exotic (non-core). I am not too hot on your background implying that you have lived in the area to be explored to the extent that you have information from the first book already included in your background information. I do like the hooks at the bottom of your profile.

@Lyster Valdis so far so good.

@Gizsmith Glitterbyte two of your traits are from the same category. Replacing a die roll is a pairing, another needs replacing with 1d10+6. I like the background.

@Aedon Tellefleur I like the background, but it seems a bit upstanding for a rake, how are you incorporating that?

@salvator If you take paladin to lvl 3, your trait courageous becomes a paperweight.

Some good prospects here!


DM Fnord wrote:
@Aedon Tellefleur I like the background, but it seems a bit upstanding for a rake, how are you incorporating that?

Thanks for the consideration. I'm adding some more backstory, a few ideas about potential character progression, and some comments to explain why I selected Rake. Hopefully it answers your question.

And sorry in advance for the length of the backstory addendum. I was trying to be brief in the initial post. :)

Backstory Addendum:
Despite Aedon’s interest and dedication to the family company, he and his friends started becoming bored with drinking at the local bars, and they became more daring in their free time. They started small confidence operations, gambling rings, and even small-time illegal drug dealing. This group of young rogues was often caught by the local watch, but the affluence of their families, and the nuisance nature of their crimes, was enough to get them released with little but a stern lecture. Aedon’s father constantly tried to challenge his son in a variety of ways, hoping that the potential he saw would start being used for more than childish and selfish games.

This activity finally caught up with Aedon and his friends one evening as they targeted a particular group of travelers. The group pilfered a small chest from a large coach that had arrived earlier that day with a escort of mounted knights. As the group made their escape, a large group of the watch descended upon them. Aedon and the group laughingly started giving the watch a hard time, until several mounted knights rounded the corner, demanding they surrender. The small chest they stole was not filled with coin and jewels, but rather a valuable artifact, which happened to be the property of a nearby King. What had started as a game of petty thievery had suddenly become a serious offence against a monarch.

Aedon’s father was forced to spend a vast sum of money and call in several personal favors to ensure his son was released from custody without the loss of his hands. Aedon was given over to his father with the stipulation that he would be subject to the penalties for stealing the artifact if he so much as looked the wrong way again. While the watch understood the games of bored teenagers, they could not turn a blind eye to angry monarchs and their demands.

Aedon’s father determined that his son needed a change in scenery. While he was unwilling to force Aedon into the military, he found the next best option he could – an organized expedition into the wilderness of the Stolen Lands. He hoped that being in that setting would force Aedon to use his abilities for something more than just selfish entertainment.

Character Progression:
At the start of the campaign, Aedon is not quite a spoiled brat, but he has never really had a care in the world. He was born into wealth, given everything he ever wanted, and had a guardian angel who would get him out of trouble. This was all compounded by the fact that he is smart, handsome, and actually does have a sense of responsibility. Essentially, he has the tools he needs to succeed, but his environment never required him to use them – he has never had a real purpose.

Aedon will be forced to grow up during the campaign, and he’ll be forced to use his abilities in ways he never imagined. Hopefully, he will become a man who works for and toward something larger than himself instead of his own selfish interests.

Character Inspiration:
The rake was chosen because it seemed to be the closest to how I envision Aedon at the beginning of the campaign. He’s brash, his daddy had his back, and he didn’t really have to worry about too much. At the same time, he could back up some of his reckless claims and behavior. As time goes on, he will likely retain some of that boldness, but he’ll lose the immaturity. I'm open to rethinking the Rake if another archetype makes more sense - I just didn't see another one that I thought fit as well.

If it helps explain how I’m seeing the character, I started thinking of Prince Kheldar (Silk) from David Eddings’ Belgariad and Mallorean books. Not exactly the same, but that’s the best fictional character I can come up with to describe what I think Aedon has the potential to become.


Ability Scores:

Just to have them out of the way...

4d6 ⇒ (6, 4, 1, 4) = 15
4d6 ⇒ (5, 2, 2, 4) = 13
4d6 ⇒ (3, 6, 6, 4) = 19
4d6 ⇒ (5, 6, 2, 4) = 17
4d6 ⇒ (1, 6, 1, 5) = 13
4d6 ⇒ (6, 6, 1, 3) = 16


This is my Kari. She's was in a game that died before we met any bandits, but she was a lot of fun.

The skinny:

Human bard, concerned with the social setting of the kingdom, but not from a FACE vantage point, more with having the information, and seeing how it is given out. She's been screwed over because perceptions are false, and well, just in general.

Background has changed slightly. Kari has been with brigands for years, not quite adventuring, learning the value of morale on a hands on level.

Mechanics: I originally took Fey Foundling with Kari (inner sea guide) to try to tie her into the fey aspect, but can easily ditch it. For traits I would switch up and change out Issian with Brigand to represent more time with bandits, and likely poverty stricken to have survival available to a character that has been foraging for years.

Here's hoping for some decent rolls so I can make Kari more stealthy than she is presented in the alias... My vision for her has changed significantly from 15pt buy, etc...

the dice:

4d6 ⇒ (3, 6, 6, 6) = 21 = 18
4d6 ⇒ (3, 3, 6, 2) = 14 = 12
4d6 ⇒ (4, 6, 6, 2) = 18 = 16
4d6 ⇒ (6, 1, 2, 5) = 14 = 12
4d6 ⇒ (1, 1, 4, 1) = 7 = 7
4d6 ⇒ (6, 6, 6, 5) = 23 = 18

replacing the 7 with 1d3 + 15 ⇒ (2) + 15 = 17

oh my goodness. I have the makings of a MAD with a Bard. What hath the dice roller wrought?

Believe you me, prospective GM, I build for flavor before an incredibly optimized DPR thing...

Brief Crunch:

Str 12
Dex 18
Con 16
Int 17
Wis 12
Cha 20 (w/Human Bonus)

Traits: Brigand, Poverty Stricken
Feats: Eschew Materials, Lingering Performance


I'm going to dot this for interest (assuming you're still accepting applications). I've applied for the other Kingmaker post, but do not know the status of that application at this time. If I have the wild good fortune to be accepted to both, I'll make sure to use quite different character concepts.


@DM Fnord I'm quite aware of that fact. Similarly, if I decide to go Paladin/Fighter instead of Sorcerer, one of my traits and my favored Class is useless. And if I wanted to maximize my level one effectiveness, I would be wielding a greatsword.

There are some sub-optimal choices in Salvator's build, and I take them because they fit his character without, in my opinion, weakening him too significantly. I'm ok with doing 1d8+7 damage, as that's very respectable level one, rather than 2d6+7. Of course, assuming things go as I planned, Salvator will never take Paladin level 3.

And even if he does, I can justify Courageous with the vain hope that we will be up against one of the two or three monsters in Pathfinder that can negate immunity to fear. :P

Still, all joking aside, one or two sub-optimal traits shouldn't break Salvator's effectiveness (especially seeing how good Sword Scion is). They're traits meant to expand the concept of the character, and they're unimportant enough that misusing one or two of them shouldn't noticeably effect his power level. On the other hand, if you want me to maximize my Min-Maxing because you want to throw some nasty stuff at us, I can try my best and rework Salvator to be as strong as I can connive.


I'm interested in playing Rune Haakonson, Human Oracle of Ulfen ancestry with the Ancestor Mystery and probably the Haunted curse (though it hurts mechanically, it fits the concept).

I envision him as a son of a long line of Ulfen explorers that settled in Rostland many years before Choral conquered it. He was raised on stories of his heroic ancestors, but woke up one morning to find that those same heroic ancestors were talking to him. In his head! Thinking he had just had too much ale the evening before, he tried to ignore the voices, but they persisted. They felt the time had come to revitalize the weakening blood of the Haakonson clan, and young Rune was just the man for the job. They would grant him power to restore the blood of the clan, but they would also test him every step of the way.

The campaign trait I would take would be Rostlander, as the Haakonson clan counts among it's heroes many veterans of Rostlandic wars against Choral and other aggressors. Chaotic good would likely fit well.

If the concept fits what you're looking for let me know and I will continue to flesh him out more fully. Thanks!!


I am going to dot for interest right now. I have just recently applied for a Kingmaker game, so I may pull out depending on what happens with that one.

I will probably be considering the same character I submitted with the other game (see the alias profile for details, including backstory). Note that she will have to be updated to fit your rules (reroll stats, drop the Seeker archetype, add a trait, doublecheck equipment, etc).

I have been waiting to play a Kingmaker game for some time (I made it into one that only got as far as Oleg's a while back). I am extremely interested in the roleplaying of the council meetings. Hazel would probably aim for Ruler or Councillor as her primary role in the kingdom. She will only choose ruler if married (more roleplaying with another party member, likely).


@Aedon Tellefleur: I like the new background

@Kari the Feytouched: Rerolling one die requires rerolling another one (it's a pair), and at least one plot hook. Note that traits are 2 plus campaign. I'm sorry, but fey foundling, while it appears to add to the flavor of your character, falls into that category of proscribed sources.

@Napalmbackflip Oracles are from UM?

Here is what I have so far, please comment if I missed you:

Azure_zero: Bridgette Aasimar Barbarian - brigand
Alex Martin: ??????????
Mr. Swagger: ??????????
Spazmodeus: ??????????
Lyster Valdis: Human Inquisitor - pioneer
Salvator: Human Paladin (sorcerer or fighter) - sword scion
Gizsmith Glitterbyte: Gnome Bard - brigand
Aedon Tellefleur: Half-elf Rogue - noble born lebeda
Kari the Feytouched: Human Bard - Issian
NapalmBackflip: Rune Haakonson Human Oracle - rostlander
Hazel Medvyed: Human Sorcerer - noble born medvyed

I will accept applications through today, make my selections tomorrow, and we may begin play on Monday


@DM_Fnord I thought they were from the APG. Let me doublecheck...

Yup, APG page 42. However, if you're not really digging the oracle in your campaign just let me know, I'm more than happy to present another option for your consideration. I've got an Order of the Cockatrice Cavalier in the works that could present some interesting RP options as well.


Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

4d6 ⇒ (6, 6, 4, 5) = 21 16
4d6 ⇒ (4, 2, 6, 3) = 15 13
4d6 ⇒ (1, 3, 3, 5) = 12 11
4d6 ⇒ (2, 6, 5, 6) = 19 17
4d6 ⇒ (5, 2, 2, 6) = 15 13
4d6 ⇒ (3, 5, 5, 4) = 17 14


@NapalmBackflip the rest of the character looked fine, I read over it and you can stick with oracle for your entry.


Ahh I found the issue. Ancestor mystery is indeed from Ultimate Magic. Sorry about that, I had my character creator set wrong.

I'm going to change it to the Battle mystery to reflect his fiery Ulfen heritage, but thematically I'll keep it the same (his heroic ancestors exhorting him to greater heights). I'll flesh him out and post him shortly.


Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

I think I'm near a 35 point buy,
I hope the the encounters get balanced abit
as APs follow the standard 15-point buy

Or the GM puts a limit in how high you can go in point-buy terms.


Dice Rolls:

4d6 ⇒ (3, 2, 5, 4) = 14 = 11
4d6 ⇒ (2, 3, 2, 2) = 9 = 7
4d6 ⇒ (2, 3, 2, 6) = 13 = 11
4d6 ⇒ (2, 3, 2, 3) = 10 = 8
4d6 ⇒ (3, 6, 4, 2) = 15 = 13
4d6 ⇒ (6, 3, 4, 2) = 15 = 13

Replacing the 8 with 1d3 + 15 ⇒ (2) + 15 = 17 and the 7 with 1d10 + 6 ⇒ (10) + 6 = 16

Plot hook to follow in writeup.


Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

replacement rolls for 11 and a 13

1d3 + 15 ⇒ (3) + 15 = 18
1d10 + 6 ⇒ (6) + 6 = 12

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