Corsario's Kingmaker (Inactive)

Game Master Corsario

My take for a Kingmaker Adventure Path. Around 12 players with a Level 7 starting level.
House at the Edge of Time map
Annotated Stolen Lands Map


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Ok, I have the basic crunch for my character and I'm working on the fluff. My characters tend to develop organically, but I'll share what I have so far. He's not fully fleshed out, but I have some talking points.

I'm working toward the Mage of the third eye PRC, which for some reason is also called Archlord of Nex. I just see it as him uncovering some ancient secrets that he's taking advantage of.

-He's a human from the woodlands of Brevoy. He doesn't particularly like the woods or nature, but he's got enough magic to make it tolerable.

-He's an avid spell researcher and Cryptographer. he's even developed two spells to aid him. Encrypt/Decrypt respectively, they're both cantrips.

-He's a worshiper of Abadar and his primary profession is creation of magic items for the wealthy. This is usually done on a contract basis. Minor wondrous items usually. His familiar is a Valet, so that speeds the process greatly.

-He also got in trouble as an apprentice. He thought he created this groundbreaking new spell, but it literally blew up in his face. There was property damage and long story short he had to spend some time on the city watch. He felt it beneath him, but he learned some valuable skills.

-He's come to the new land as it's where some forgotten piece of lore indicated secrets were. Probably related to the PRC, but DM's option.

-He's taken Craft construct and the feats that lead up to it. It's one of the rather hefty requirements of this PRC. For that reason I don't have room for Leadership, though It would have been nice. With DM permission in lieu of a having a cohort I'd like to create some minor constructs for general utility. Maybe battle, but honestly I've never used the feat before so I'll need to do some research on the feasibility of that based on available resources. I think i'm too low level for it, but a slightly intelligent construct butler/protector would be kinda cool. Eventually maybe upgrade it and turn it into a shield guardian. Not sure. Its just an idea. At minimum I'll just make some utility animated objects or something.

-I need to do the math on his spells, spend his money, etc.

Clearly he's not finished yet, but hopefully the DM is intrigued. Thoughts questions, concerns.

TCG wizard name TBD:

Corsario Kingmaker Name TBD
Male Human Wizard 7
N Medium Humanoid (human)
Hero Points 1
Init +2; Senses Perception +11
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 49 (7d6+7)
Fort +4, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed strike +3 (1d3/x2)
Wizard Spells Prepared (CL 7):
4 (2/day) Emergency Force Sphere, Share Shape
3 (3/day) Summon Monster III (x2), Chain of Perdition
2 (4/day) Create Pit (x2) (DC 17), Burning Gaze, Glitterdust (DC 17)
1 (5/day) Unseen Servant, Mage Armor, Mud Ball (x3) (DC 16)
0 (at will) Detect Magic, Decrypt, Elemental Sample (DC 15), Encrypt
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 19, Wis 10, Cha 11
Base Atk +3; CMB +3; CMD 15
Feats Augment Summoning, Craft Construct, Craft Magic Arms & Armor, Craft Wondrous Item, Eldritch Researcher, Eye of the Arclord (1/day), Scribe Scroll, Spell Focus (Conjuration)
Traits Eyes and Ears of the City, Rostlander
Skills Appraise +14, Diplomacy +5, Fly +8, Knowledge (arcana) +14, Knowledge (dungeoneering) +8, Knowledge (engineering) +12, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +14, Perception +11, Spellcraft +16
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Ignan, Infernal, Sylvan, Terran
SQ +3 to appraise checks, able assistant, arcane bonds (stanley, raven [valet]), deliver touch spells through familiar, empathic link with familiar, hand of the apprentice (7/day), hero points, share spells with familiar, speak with familiar, specialized schools (universalist)
Other Gear 24000 GP
--------------------
TRACKED RESOURCES
--------------------
Eye of the Arclord (1/day) - 0/1
Hand of the Apprentice (7/day) (Su) - 0/7
--------------------
Special Abilities
--------------------
+3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Able Assistant (Ex) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.

Cooperative Casting
Your assistance makes item crafting f
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Eldritch Researcher For self-created spells: Increase the CL by 1.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eye of the Arclord (1/day) Gain a third eye with magic powers
Hand of the Apprentice (7/day) (Su) Throw the melee weapon you are holding 7/day.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.

--------------------

Stanley
Male Raven (Valet)
N Tiny Magical Beast ((animal))
Init +2; Senses low-light vision; Perception +15
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 16 (+2 Dex, +2 size, +4 natural)
hp 24 (1d8-1)
Fort +1, Ref +4, Will +7
--------------------
Offense
--------------------
Speed 10 ft., flight (40 feet, average)
Melee Bite (Raven (Valet)) +7 (1d3-4/x2) and
Unarmed strike +7 (1-4/x2)
Space 2 ft.; Reach 0 ft.
Spell-Like Abilities
—Prestidigitation
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 8, Int 9, Wis 15, Cha 7
Base Atk +3; CMB +3; CMD 9
Feats Skill Focus (Perception), Weapon Finesse
Skills Acrobatics +2 (-6 jump), Appraise +6, Diplomacy +3, Fly +12, Linguistics +6, Perception +15, Spellcraft +6, Stealth +10
Languages Common
SQ able assistant, deliver aid, hero points, improved evasion, teammate
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
-none-
--------------------
Special Abilities
--------------------
Able Assistant (Valet) (Ex) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.

Cooperative Casting
Your assistance makes item crafting f
Deliver Aid (Valet) (Ex) At 7th level, a valet can move before and after using the aid another action, as long as its total movement does not exceed its speed. This ability replaces speak with animals of its kind.
Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (Valet) (Sp) A valet can use prestidigitation once per hour.
Teammate (Valet) (Ex) A valet is considered to have all the teamwork feats its master has.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Follow up:

The clockwork creatures look interesting and do-able. If the DM is very lenient he'll let me spend what others have from their cohorts on building the constructs. :-)

These look interesting:
Clockwork Myridon

Clockwork Huntsman

Clockwork Hound

The lower CR ones would be more for utility than actual combat.

Edit: Just found these

Clockwork Servant

Clockwork Spy

I found a clockwork soldier too, but it's expensive.

Edit2: Ok, apparently there's a lot. I'm going to stop listing them, but I'm intrigued.

Liberty's Edge

Tiny Coffee Golem wrote:
Ok, I have the basic crunch for my character and I'm working on the fluff. My characters tend to develop organically, but I'll share what I have so far. He's not fully fleshed out, but I have some talking points.

Ok... lets see.

I like the idea of a character with goals. He strives from something. That's good.
But...
Why go into the Stolen Lands, away from everything? What you describe strikes me more as an NPC that arrives later, when there is a place to set a workshop. He doesn't strikes me like a pioneer, going into the wilderness to tame it. he even dislikes forest, so, why there?
We would need to lose the "Nex" references... as you say, he is researching on his own.
Loved the idea of the cantrips.
I don't like the idea of a raven tinkerer. I can't imagine it.
But the most important point, about not having "room" for the Leadership feat... I say it once again: REALLY RECOMMENDED (Read it as: Make room for it).

Liberty's Edge

Tiny Coffee Golem wrote:
The clockwork creatures look interesting and do-able. If the DM is very lenient he'll let me spend what others have from their cohorts on building the constructs. :-)

There are good news and bad news:

The good: They intrigue me too. A robot cohort? Wow!
The bad: Nah. I am not hot on Steampunk. Much less in Pathfinder.

To make it quick, this is what I think: Get Leadership, forget the Clockwork construct for now. And AFTER you set the Kingdom. AFTER you save the Stolen Lands. AFTER you get everything nice and set up, then we can explore your character investigation a marvelous new way of doing magic and constructs.

But to do it while you are taming the Stolen Lands sounds like too away from the problems the adventures will face. I don't see your character spending time "losing" his valuable time chasing stuff on the woods. As I said, seems more like an NPC to have around than an actual adventurer.


Corsario wrote:
Tiny Coffee Golem wrote:
Ok, I have the basic crunch for my character and I'm working on the fluff. My characters tend to develop organically, but I'll share what I have so far. He's not fully fleshed out, but I have some talking points.

Ok... lets see.

I like the idea of a character with goals. He strives from something. That's good.
But...
Why go into the Stolen Lands, away from everything? What you describe strikes me more as an NPC that arrives later, when there is a place to set a workshop. He doesn't strikes me like a pioneer, going into the wilderness to tame it. he even dislikes forest, so, why there?
We would need to lose the "Nex" references... as you say, he is researching on his own.
Loved the idea of the cantrips.
I don't like the idea of a raven tinkerer. I can't imagine it.
But the most important point, about not having "room" for the Leadership feat... I say it once again: REALLY RECOMMENDED (Read it as: Make room for it).

Alright, if its necessary I'll replace Craft construct with Leadership. I'll just take construct at level 9.

I can think of a compelling reason to bring him to the Stolen Lands. I might need a little DM input. He think's there's something there that he wants. A lost piece of lore or some other secret. It doesn't have to be something real, but the promise of.

As a small correction. It's not that he doesn't like the country it's that he doesn't like being uncomfortable. He's a bit spoiled with an easy life. He prefers it that way, but he's plateau'd with his research and it's current resources. He's branching out as a means to an end. This unclaimed land and it's promises of ancient lore compel him.

He's got magical means to get around without too much trouble. Phantom steeds and Share shape or as i like to call it Travel form.

The raven isn't a tinkerer, he's an assistant. It can be any familiar, but I prefer ravens. They're cool. Plus the Share shape thing.


Corsario wrote:
Tiny Coffee Golem wrote:
The clockwork creatures look interesting and do-able. If the DM is very lenient he'll let me spend what others have from their cohorts on building the constructs. :-)

There are good news and bad news:

The good: They intrigue me too. A robot cohort? Wow!
The bad: Nah. I am not hot on Steampunk. Much less in Pathfinder.

To make it quick, this is what I think: Get Leadership, forget the Clockwork construct for now. And AFTER you set the Kingdom. AFTER you save the Stolen Lands. AFTER you get everything nice and set up, then we can explore your character investigation a marvelous new way of doing magic and constructs.

But to do it while you are taming the Stolen Lands sounds like too away from the problems the adventures will face. I don't see your character spending time "losing" his valuable time chasing stuff on the woods. As I said, seems more like an NPC to have around than an actual adventurer.

Gotcha. No worries abou the clockworks. It just saw something shiny and was intrigued.

Based on input I may need to rework this guy.

Ditch the PRC idea and just become a WIlderness friendly Teleport specialist wizard. Would that be more appealing for a PC?


Attempt 2. Again, not fully fleshed out, but mostly.

Polgara (name is from a book and I've always liked it), is a teleportation wizard who works with the green watch. The green watch watches over the vast wild lands.
She's stealthy and perceptive, she knows how to travel in the wilds, and her loyal familiar, Gregor, serves as a second set of eyes. Also, she has a somewhat unique ability to get herself out of danger should she find herself in it. QUite literally. (aka shift ability)

She's a wilderness wizard. :-) Another concept i've been wanting to play awhile.

She's recently been discharged from her duties, honorably, and she still seeks more. This new unclaimed land has piqued her interest. She comes to render aid and explore what these new wild lands have to offer.

Added leadership. Haven't decided on a cohort yet though.

Oh, and she talk to animals. :-)

Better?

Polgara:
Polgara
Female Elf Wizard 7
N Medium Humanoid (elf)
Hero Points 3
Init +3; Senses low-light vision; Perception +13
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 49 (7d6+7)
Fort +4, Ref +5, Will +5; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft., shift (15') (11/day)
Melee Unarmed strike +3 (1d3/x2)
Wizard Spells Prepared (CL 7):
4 (2/day) Wall of Ice (DC 19), Summon Monster IV, Share Shape
3 (3/day) Phantom Steed, Haste, Shrink Item (DC 18), Chain of Perdition
2 (4/day) Rope Trick, Darkvision, Invisibility, Mirror Image, Glitterdust (DC 17)
1 (6/day) Infernal Healing, Vanish, Unseen Servant, Shield, Grease (DC 16), Grease (DC 16), Feather Fall (DC 16)
0 (at will) Mage Hand, Detect Magic, Prestidigitation (DC 15), Message
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 21, Wis 10, Cha 10
Base Atk +3; CMB +3; CMD 16
Feats Breadth of Experience, Craft Wondrous Item, Dimensional Agility, Feral Speech, Leadership (Base Score 7), Scribe Scroll
Traits Rostlander, Seeker
Skills Acrobatics +8, Appraise +9, Craft (alchemy) +9, Fly +10, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +11, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +15, Perception +13, Spellcraft +15 (+17 to determine the properties of a magic item), Stealth +15, Survival +5; Racial Modifiers +2 Perception
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Ignan, Infernal, Orc, Sylvan, Terran
SQ +3 to appraise checks, able assistant, arcane bonds (gregor, raven [valet]), deliver touch spells through familiar, elven magic, empathic link with familiar, hero points, opposition schools (enchantment, necromancy), share spells with familiar, speak with familiar, specialized schools (teleportation), summoner's charm (+3 rds)
Other Gear Boots of elvenkind, Cloak of elvenkind, Headband of vast intelligence +2 (Stealth), Heavyload belt, Ring of sustenance, 15750 GP
--------------------
TRACKED RESOURCES
--------------------
Shift (15') (11/day) (Sp) - 0/11
--------------------
Special Abilities
--------------------
+3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Able Assistant (Ex) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.

Cooperative Casting
Your assistance makes item crafting f
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Feral Speech Speak with amphibians, birds, fish, mammals, reptiles, or vermin (choose which one when you activate this ability), as per Speak with Animals.
Heavyload belt This wide leather is held together with two strands of oxen skin threaded through holes on each end. The belt’s wearer is affected as though subject to a permanent ant haul spell (Advanced Player’s Guide).

Construction
Requirements Craft Wondrous Item, ant haul; Cost 1,000 gp
Hero Points (3) Hero Points can be spent at any time to grant a variety of bonuses.
Leadership (Base Score 7) You attract loyal companions and devoted followers.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (15') (11/day) (Sp) Short-range teleport
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Summoner's Charm (+3 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration

--------------------

Gregor
Male Raven (Valet)
N Tiny Magical Beast ((animal))
Init +2; Senses low-light vision; Perception +15
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 16 (+2 Dex, +2 size, +4 natural)
hp 24 (1d8-1)
Fort +1, Ref +4, Will +7
--------------------
Offense
--------------------
Speed 10 ft., flight (40 feet, average)
Melee Bite (Raven (Valet)) +7 (1d3-4/x2) and
Unarmed strike +7 (1-4/x2)
Space 2 ft.; Reach 0 ft.
Spell-Like Abilities
—Prestidigitation
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 8, Int 9, Wis 15, Cha 7
Base Atk +3; CMB +3; CMD 9
Feats Skill Focus (Perception), Weapon Finesse
Skills Acrobatics +2 (-6 jump), Appraise +0, Fly +13, Linguistics +6, Perception +15, Spellcraft +6, Stealth +20, Survival +7
Languages Common
SQ able assistant, deliver aid, hero points, improved evasion, teammate
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
-none-
--------------------
Special Abilities
--------------------
Able Assistant (Valet) (Ex) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.

Cooperative Casting
Your assistance makes item crafting f
Deliver Aid (Valet) (Ex) At 7th level, a valet can move before and after using the aid another action, as long as its total movement does not exceed its speed. This ability replaces speak with animals of its kind.
Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (Valet) (Sp) A valet can use prestidigitation once per hour.
Teammate (Valet) (Ex) A valet is considered to have all the teamwork feats its master has.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


I have been adding information to Edeldhur as time permits - wanted to drop a note saying that:

- I have updated and corrected some details on Edeldhur's own crunch;

- I have added his cohort - Daliedhur Beltharan - his sister, who left with him when he departed to Absolom to further continue his arcane training, and has been with him ever since - she was a ranger involved in the defense and patrol of Kyonin, who decided to accompany his brother initially due to wanderlust (but see below);

- I did not go with any crunch optimization on his sister - she is an elven ranger, and that's that :D

- Added also more to Edeldhur's background story, mainly detailing his early years, which provides also some important notes regarding Daliedhur -> Since I am pressed for time, I have added it in bullet points for easier writing and reading. I will flesh out the full fledged text as time permits.

- Still to come: a few more details of their life after leaving Kyonin, Daliedhur's occupation while her brother was "at school". the deepening of the brother/sister bond, their decision to vie for something greater (perhaps to make their mother proud, or to show their father it is indeed possible, or simply because they think they can do it), the optimistic presentation of their intentions to their father and his refusal to offer aid, the introduction of Edldhur's followers (planning on making them a mix of arcane apprentices and young elves who have learned about Daliedhur and came to learn the ways of the wild under her), and their departure to the Greenbelt.

- I believe it should be necessary to leave it open ended enough to blend in with the other characters?

Liberty's Edge

Tiny Coffee Golem wrote:
Polgara (name is from a book and I've always liked it), is a teleportation wizard who works with the green watch. The green watch watches over the vast wild lands.

Makes much more sense. Looking good.

The raven tinkerer is still there?

Liberty's Edge

Edeldhur wrote:

I have been adding information to Edeldhur as time permits.

- Still to come: a few more details of their life after leaving Kyonin, Daliedhur's occupation while her brother was "at school". the deepening of the brother/sister bond, their decision to vie for something greater (perhaps to make their mother proud, or to show their father it is indeed possible, or simply because they think they can do it), the optimistic presentation of their intentions to their father and his refusal to offer aid, the introduction of Edldhur's followers (planning on making them a mix of arcane apprentices and young elves who have learned about Daliedhur and came to learn the ways of the wild under her), and their departure to the Greenbelt.
- I believe it should be necessary to leave it open ended enough to blend in with the other characters?

Looking really good... I like it. Want to see how they ended with the rest of the adventuring party. That would be their last 2 or three years.


Currently working on this joker.


Got the character its own profile, will work on it tonight as work is dead atm. I was told to go take a nap for 6 hours lmao! So I will do this instead~ :)


Well Ni'tir is coming along really well, have her drawback, story feat and extra feat figured out. She has Craft Wondrous item and that opens up a crafting niche for the group at least. Although I am tempted to take scribe scroll instead... Decisions decisions... :(

I added a couple of encounters with other players here in her story, if anyone minds please let me know. @Edeldur @Danath These encounters deal with your characters, She's met Danath and his band while she has only met Edeldhur's sister as I was assuming at the time perhaps he wasn't part of the patrols yet.

Edeldhur I really liked your bullet tabs so I did something similar hopefully you don't mind. :(

I have her background in place, personality is coming along but I can't finish her Description until I have her items figured out.

I am envisioning her followers as Adepts unless that NPC class is restricted~ It didn't look like it in your character creation rules but I thought I'd pot it here. So theoretically she and her band are a bunch of blasters and healer types in a sense. Will flesh them out shortly once I have her gear figured out~

I will have her Sister Xi'Tir the Ranger figured out by morning. Once I hit level 8 I will take a dip in Oracle to make her prophet storyline more viable but for now Druid 7 is needed to have a brig bruiser for a companion.

Now lets envision a Stegosaurs Air Walking through Brevoy or the Greenbelt. *Snort* xD Is it sad that the poor dino is used to flying?

Her story is up for change if needed I thought the Technic League would be a decent reason for her to be so far from the Mwangi and facing the harshness of winter and such in Brevoy. As for team members i'm game to joing forces with Danath or Edel, mainly because I have read there stories so far and I think it would be a rad team to have. :) I will however claw my way through the other characters and see who else she might have met in her travels!


No problem including me Ni'Tir, I still have a number of crunch I need to finish as well. Like fleshing out my NPC and getting the characer sheet setup. However nice sheet, it'll be more interesting once you have items. ( ^.^)/

Looking forward to this game as we have some fantastic players it looks like. Can't wait to form a team.

Once i'm off work it'll be far easier to focu and finish.


Corsario wrote:
Tiny Coffee Golem wrote:
Polgara (name is from a book and I've always liked it), is a teleportation wizard who works with the green watch. The green watch watches over the vast wild lands.

Makes much more sense. Looking good.

The raven tinkerer is still there?

Raven assistant, but yes. It's the only familiar archtype that I think is worthwhile with no real downside. IMO it doesn't make sense not to take it. Though this character isn't really a crafter by trade so it wont come into play as much.

The raven doesn't craft by itself. It just help with formula and brings me tools and such while I'm working. Hell, it can talk so in theory it could go to various merchants and put in orders for raw materials. If it's truly an issue I'll take it off, though even IRL nature birds are natural builders. Imagine what they could do with human-like intelligence.

Liberty's Edge

Ni'Tir and Charisma wrote:


I am envisioning her followers as Adepts unless that NPC class is restricted.
Now lets envision a Stegosaurs Air Walking through Brevoy or the Greenbelt. *Snort* xD Is it sad that the poor dino is used to flying?

Glad you are motivated. adept is valid as class.

Flying? What do you mean flying?

Liberty's Edge

Tiny Coffee Golem wrote:


The raven doesn't craft by itself. It just help with formula and brings me tools and such while I'm working. Hell, it can talk so in theory it could go to various merchants and put in orders for raw materials. If it's truly an issue I'll take it off, though even IRL nature birds are natural builders. Imagine what they could do with human-like intelligence.

Yes,they are builders and very intelligent, you are right in that.


I imagine that the majority of Janus' followers would be Adepts, specifically ones from Restov's church of Erastil. I would see one or two Experts mixed in to handle odd jobs.


Corsario wrote:
Tiny Coffee Golem wrote:


The raven doesn't craft by itself. It just help with formula and brings me tools and such while I'm working. Hell, it can talk so in theory it could go to various merchants and put in orders for raw materials. If it's truly an issue I'll take it off, though even IRL nature birds are natural builders. Imagine what they could do with human-like intelligence.
Yes,they are builders and very intelligent, you are right in that.

If the Valet familiar archtype is going to single-handedly prevent me from being picked please let me know and I'll take it off. As far as i'm concerned it's not a big deal either way. It's just something I'm fond of.


How about an Elven Treesinger Druid as a cohort? That always seemed intersting.

The trees themselves could eventually be our army. :-)

Eventually anyway.

Edit: Actually, upon re-reading that Archtype kinda sucks. I can get the same flavor with a different mechanic.


Corsario wrote:
Ni'Tir and Charisma wrote:


I am envisioning her followers as Adepts unless that NPC class is restricted.
Now lets envision a Stegosaurs Air Walking through Brevoy or the Greenbelt. *Snort* xD Is it sad that the poor dino is used to flying?

Glad you are motivated. adept is valid as class.

Flying? What do you mean flying?

Air walk is a valid pseudo flying spell. ;)

If i have a strong wind i can effectively move really quick in one direction lol!

:)


I love janus familiar. Reminds me of the robot follower in fallout that spew old radio shows lol. :)

At this rate we will have quite the army soon. Adept. Warriors. Experts! What's next Aristocrats?! So awesome. :)


Yeah. Thumbs up on clockworks and corvids.

I understand the GM's reservations toward clockwork (especially a crafted combat-viable as opposed to one somehow conjured from one of an infinite number of worlds), but I think working towards a real combat clockwork through a story feat would be cool.

BTW Aristocrats is exactly what is next... after we deal with all the culling, and building, and hiring people to fluff my pillows.


Anubhav (A-New) was Polgara's partner on the Greenwatch. He's a druid who taught her to appreciate nature and it's splendor. Previously she had her head so buried in arcane tomes that she almost forgot. Anubhav renewed the love of the wilds and the joy of traveling.

I haven't decided if he's her brother or her husband. I'm not sure what would be more compelling. I'm leaning toward husband, but open to suggestion.

The Backstory will vary depending.

Either they met on the Greenwatch and fell in love. Or he talked her into joining the Greenwatch and traveled with her.

Regardless they're a very effective team.

He's a storm druid (caster, no pet).

Thoughts?

Polgara's Cohort:

Anubhav (pronounced "ANew")
Half-Elf Druid 5
N Medium Humanoid (elf, human)
Hero Points 1
Init +1; Senses low-light vision; Perception +18
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 50 (5d8+10)
Fort +7, Ref +2, Will +8; +2 vs. enchantments, +4 vs. spell-like and supernatural abilities of Fey and against effects that target plants
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed strike +4 (1d3+1/x2)
Special Attacks storm burst (7/day)
Spell-Like Abilities
7/day—Storm Burst (7/day)
Druid Spells Prepared (CL 5):
3 (2/day) Call Lightning (DC 17)
2 (3/day) Fog Cloud
1 (4/day) Obscuring Mist
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 14, Int 11, Wis 19, Cha 10
Base Atk +3; CMB +4; CMD 15
Feats Augment Summoning, Natural Spell, Skill Focus (Perception), Spell Focus (Conjuration)
Traits Rostlander, Seeker
Skills Acrobatics +6, Climb +7, Fly +5, Handle Animal +4, Heal +8, Knowledge (geography) +4, Perception +18, Ride +5, Spellcraft +6, Stealth +11, Survival +12, Swim +5; Racial Modifiers +2 Perception
Languages Common, Druidic, Elven
SQ elf blood, hero points, nature bond abilities (weather), resist nature's lure, spontaneous casting, trackless step, wild empathy, wild shape (1/day), wild shape (animal), woodland stride
Other Gear Boots of elvenkind, Cloak of elvenkind, 7500 GP
--------------------
TRACKED RESOURCES
--------------------
Storm Burst (1d6+2) (7/day) (Sp) - 0/7
Wild Shape (1/day) (Su) - 0/1
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Druid Domain (Weather) Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Natural Spell You can cast spells while in Wild Shape.
Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Storm Burst (1d6+2) (7/day) (Sp) 30' Ranged touch attack deals 1d6+2 nonlethal damage and inflicts a -2 to hit penalty for 1 rd.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (1/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape I: Small - Medium animal) You may use your Wild Shape ability to become an animal.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Arv Akul'mar wrote:

Yeah. Thumbs up on clockworks and corvids.

I understand the GM's reservations toward clockwork (especially a crafted combat-viable as opposed to one somehow conjured from one of an infinite number of worlds), but I think working towards a real combat clockwork through a story feat would be cool.

Alas, not this game. The character concept has become vastly different. But definitely something to keep in a back pocket for later.


I wanted to drop a question here regarding the tie in backgrounds for our characters - namely the part where we have been at least acting in tandem together for the last couple of years, and the actions that have led us to decide and travel to the Green Belt in search of... Greater things.

Wouldn't it be preferable to sort out our backgrounds up until the part immediately before we start meeting? Also with already an idea in mind of the group we will be part of? I am just saying this because (and I hope no one will be left out) we may be drawing relations with characters that will not be in the game at all?

It would seem more straightforward to flesh out the last parts of our backgrounds after the groups are built?

Just wanted to throw these ramblings out there :D


It doesn't hurt to at least tie some characters together, whether they are selected or not is besides the point as the Dm has encouraged this idea.

Or maybe I misinterpreted the first post some, lol wouldn't be the first time. :) But I understand your point and agree it would be terrible to tie characters together too tightly only for that specific player not to be chosen.

However if someone wants to use Danath that's fine and if I don't get picked then he's just a random blurb in your background that is easily expunged. ;)


If any characters are elves or half elves who want to add that they were part of the Green Watch then that's an easy character hook for my submission.


Anton Vitruvian is my cohort (Lore Warden Fighter moving into Aldori Swordlord). Still haven't put together all the stuff I had listed previously. I'll try and get something finished as soon as I can. Things seem to be a bit busy.

Some Questions:
- With all the players in this game, how big will the teams be?
- Will each team have their own game thread?


Due to work being hectic getting my character fully put together is taking sometime.

Made him a new alias will work to flesh out followers, make purchases for them and get the Lionheart theme in place. I traded some points of strength for charisma to up his leadership back to normal and so far it's looking really nice. Back upto 16 total followers. :)

Making a separate Alais for Seraph as well, getting it done as quickly as time allows. Apologies for the wait.

Liberty's Edge

Tiny Coffee Golem wrote:
If the Valet familiar archtype is going to single-handedly prevent me from being picked please let me know and I'll take it off. As far as i'm concerned it's not a big deal either way. It's just something I'm fond of.

No, it won't. Go with it if you really want it.

The only thing I won't let you do is to leave the crow making stuff by itself. But to help (even running errands), why not?

Liberty's Edge

Ni'Tir and Chimalma wrote:

Air walk is a valid pseudo flying spell. ;)

If i have a strong wind i can effectively move really quick in one direction lol!
:)

That would be something to behold!

And yes, the idea of all those followers is that they are the colonists of the new lands.

Liberty's Edge

Tiny Coffee Golem wrote:

Either they met on the Greenwatch and fell in love. Or he talked her into joining the Greenwatch and traveled with her.

Regardless they're a very effective team.
He's a storm druid (caster, no pet).
Thoughts?

Just remember that the Main character and the Cohort will not adventure together. There will be a team of the 7 level characters and another team of the 5 level character, both doing different stuff at the same time. If you ask me, a couple that is no more (but remained as friends) or a teacher - student relationship can work. Or family.

Liberty's Edge

Edeldhur wrote:

Wouldn't it be preferable to sort out our backgrounds up until the part immediately before we start meeting? Also with already an idea in mind of the group we will be part of? I am just saying this because (and I hope no one will be left out) we may be drawing relations with characters that will not be in the game at all?

It would seem more straightforward to flesh out the last parts of our backgrounds after the groups are built?
Just wanted to throw these ramblings out there :D

And good ramblings they are.

Let me share my thoughts:

- I expected 5 or 6 TEAMS submissions. That means 25 - 40 characters proposals. I expected to check teams, instead of characters.

- I was wrong. We have less than 20 submissions to date. And I am not expecting many more.

- Good news! That means I can spend more time with each character proposal. That means there will be less rejected players.

Note::
As I see it today, ALL THE COMPLETED SUBMISSIONS WILL BE ACCEPTED. COMPLETED, REVIEWED. No one that finish his homework will be rejected.

- So I forgot the teams for now. After we have a list of approved players, we will set the teams. And they don't need to be 2. Maybe we will make more, maybe we will be a huge happy family, maybe they all get together for the first time.

- How I plan to do it:
* Everybody has it's back story, and that is good
* Probably all of the characters met or know or adventured together at one time or another.
* Three or two years earlier some "groups" started working together. Using Arv idea, you will, In character, tell me about your lasted exploit. A exploit (killing a dragon, finding a forgotten dungeon, saving a princess) that get you FILTHY RICH! So much that you got money to craft all you fancy new equipment, and even to settle a new land.

- Teams. So far I see "clusters" of characters:
* The Naked Ladies: Some characters have a peculiar fashion sense
* The Cavalry: Some characters are very mobile, they belong together
* The Coven: "When shall we three meet again? / In thunder, lightning, or in rain?"
* The nobles: Some are from noble families
* And so on...

I think we would start from those cluster and build the teams from there. Trying to get the teams balanced.

But, more important, as the campaign progresses, I fully expect the teams to mix, match and integrate. There will be "missions" when a skilled team would be needed. And missions where firepower will be everything. And Diplomatic mission where no weapons will be drawn. And I expect you to send to each mission the best characters, regardless of their "original" team.

Liberty's Edge

Rhasadilara Wynterfall wrote:

Some Questions:

- With all the players in this game, how big will the teams be?
- Will each team have their own game thread?

- As I see it today, the teams will be from 1 to 15 characters. :P

Depending on the accepted submissions, we will choose how many teams to make, and who will be in them. But finally that is background. As the campaign progresses those teams will "merge" in the rules of the new kingdom.

- No. There will be game threads for each "mission". At the beginning I expect 4 of them, 2 for the Level 7 characters and 2 for the level 5 characters, all going at one, and all going in a different direction. Who will be in each "mission", that is for you to decide... Choose wisely.
And after those "missions" end there will be more "missions", with their own thread, and different mix of characters in them.

Liberty's Edge

Danath Orlovsky wrote:
Making a separate Alais for Seraph as well, getting it done as quickly as time allows. Apologies for the wait.

No problem, we have time.

BUT... I expected the "veterans" to be volunteering for the final revision!
Where are you?
  • Dark Netwerk
  • Jubal Breakbottle
  • Lloyd Jackson
  • P33J
  • CrazyYodler
  • Cosmic Dream Lord
  • Edeldhur
  • Otm-Shank
  • Sai Ling (Qorin)

I mean, you have your spot reserved, but if you don't finish the homework, you are out.


Still working out my druid and ranger cohort they have animal companions a stegosaurs and a cheetah which will be fun to replay as i do that a lot. In one campaign i have a dragonrider. So i have the main his dragon and his cohort. Makes for a lot of posting lol!

Anyhow working on magic items that are friendly to wildshape my ranger cohort will be a switch hitter with archer focus and greatsword as backup she's coming along nicely~ Hopefully i make the final cut but if not i can keep this pair in reserve as they are a fun combo. ;)


Corsario wrote:
Danath Orlovsky wrote:
Making a separate Alais for Seraph as well, getting it done as quickly as time allows. Apologies for the wait.

No problem, we have time.

BUT... I expected the "veterans" to be volunteering for the final revision!
Where are you?
  • Dark Netwerk
  • Jubal Breakbottle
  • Lloyd Jackson
  • P33J
  • CrazyYodler
  • Cosmic Dream Lord
  • Edeldhur
  • Otm-Shank
  • Sai Ling (Qorin)

I mean, you have your spot reserved, but if you don't finish the homework, you are out.

Working on it, working on it :D

I expect to have the crunch finished by today - we will have time to adapt final details, according to team (specific pieces of equipment, etc)?

Also expect to have most of the background done by today.

Question about the starting point for our activities - will we be established already? I was pondering the possibility of buying estate :D

Liberty's Edge

Ni'Tir and Chimalma wrote:
Still working out my druid and ranger cohort they have animal companions a stegosaurs and a cheetah which will be fun to replay as i do that a lot. In one campaign i have a dragonrider. So i have the main his dragon and his cohort. Makes for a lot of posting lol!

I hope it does,

Liberty's Edge

Edeldhur wrote:

Also expect to have most of the background done by today.

Question about the starting point for our activities - will we be established already? I was pondering the possibility of buying estate :D

Excellent! I am getting worried that many "acceoted" players will be no-shows at the start of the game.

Well, that is better than having them drop mid-game...
You WILL be buying state... in the Stolen Lands. ;)


As I mentioned in my post two up from your string (posted as Rhasadilara), I mentioned that things are a bit busy. Putting together a background (for the cohort) takes much more time than posting in the game, and I don't have as much available at the moment.


Is Inubix a viable metal type for our weapons? :)

Liberty's Edge

Dark Netwerk wrote:
As I mentioned in my post two up from your string (posted as Rhasadilara), I mentioned that things are a bit busy. Putting together a background (for the cohort) takes much more time than posting in the game, and I don't have as much available at the moment.

Yes, sorry, I know you are still active. But I expected, more people to be ready for the final revision. And some seem very quite from some time.

Liberty's Edge

Ni'Tir and Chimalma wrote:
Is Inubix a viable metal type for our weapons? :)

Inubix? What is that?

I would say no, unless you find some in the Stolen Lands (if it exists at all).


Corsario wrote:
Tiny Coffee Golem wrote:
If the Valet familiar archtype is going to single-handedly prevent me from being picked please let me know and I'll take it off. As far as i'm concerned it's not a big deal either way. It's just something I'm fond of.

No, it won't. Go with it if you really want it.

The only thing I won't let you do is to leave the crow making stuff by itself. But to help (even running errands), why not?

Oh no no. It doesn't work that way. The familiar can only help, not craft independently.


Inubrix - Apologies~ It's a starmetal from Source Pathfinder #61: Shards of Sin pg. 71

Inubrix:

This metal’s structure allows it to pass through iron and steel without touching them, seemingly shifting in and out of phase with reality. This quality earned the pale metal the nickname “ghost iron."

Inubrix is the softest of the solid skymetals, being only slightly less malleable than lead. It doesn’t function well for crafting armor as a result, and though inubrix weapons can penetrate most metal armors with relative ease, the weapons tend to break easily. Inubrix has 10 hit points per inch of thickness and hardness 5. An inubrix weapon deals damage as if it were one size category smaller than its actual size, and is always treated as if it had the broken condition. It ignores all armor or shield bonuses granted by iron or steel armor or shields. Inubrix weapons cannot damage these materials at all (and, by extension, cannot harm iron golems or similar creatures). An inubrix weapon costs +5,000 gp.

Despite it dealing a die lower of damage it seemed a fitting Druidic weapon~ But I am sure with its rarity it probably isn't an easily found item. Just thought I'd put it out there for some fun fluff. It would mak for a nasty rogue weapon lol.


Corsario wrote:
Tiny Coffee Golem wrote:

Either they met on the Greenwatch and fell in love. Or he talked her into joining the Greenwatch and traveled with her.

Regardless they're a very effective team.
He's a storm druid (caster, no pet).
Thoughts?
Just remember that the Main character and the Cohort will not adventure together. There will be a team of the 7 level characters and another team of the 5 level character, both doing different stuff at the same time. If you ask me, a couple that is no more (but remained as friends) or a teacher - student relationship can work. Or family.

Ohh. I like that. They used to be a couple, but have since grown apart, but they think fondly of each other. I'll go with that.


Corsario wrote:
Dark Netwerk wrote:
As I mentioned in my post two up from your string (posted as Rhasadilara), I mentioned that things are a bit busy. Putting together a background (for the cohort) takes much more time than posting in the game, and I don't have as much available at the moment.
Yes, sorry, I know you are still active. But I expected, more people to be ready for the final revision. And some seem very quite from some time.

Thing is we are in fact creating two fully fleshed out characters, background, crunch, spells, items, common points with other characters (thus knowing and reading the other backgrounds), the whole nine yards. Regardless of the pleasure one may derive from it, it is a LOT of work ;)

Liberty's Edge

Ni'Tir and Chimalma wrote:
Inubrix - Apologies~ It's a starmetal from Source Pathfinder #61: Shards of Sin

Ohhh...

Nice.
No, you can't... But mention it to me in the final review :)


I am having a bit of a problem conceptually with Jay. I am seriously considering switching over to a bonded item instead of a familiar for the sake of less paperwork. I selected an arbiter inevitable because they have regeneration, and the last thing I want is for my familiar to die in a freak accident.

In a RL campaign, we have a witch who has an arbiter inevitable, and last session, it got smashed by a nasty break attack. Luckily, its regeneration saved it.

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